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352 lines
9.3 KiB
C
352 lines
9.3 KiB
C
/**
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@file constants.h
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This file contains definitions of game constants that are not considered
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part of game settings and whose change can ffect the game balance and
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playability, e.g. physics constants.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_CONSTANTS_H
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#define _SFG_CONSTANTS_H
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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#define SFG_PLAYER_TURN_SPEED 210
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/**
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How quickly player moves, in squares per second.
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*/
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#define SFG_PLAYER_MOVE_SPEED 10
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/**
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Gravity acceleration in squares / (second^2).
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*/
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#define SFG_GRAVITY_ACCELERATION 30
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/**
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Initial upwards speed of player's jump, in squares per second.
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*/
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#define SFG_PLAYER_JUMP_SPEED 80
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/**
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How quickly elevators and squeezers move, in RCL_Unit per second.
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*/
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#define SFG_MOVING_WALL_SPEED 1024
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/**
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How quickly doors open and close, in RCL_Unit per second.
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*/
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#define SFG_DOOR_OPEN_SPEED 2048
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/**
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Says the (Chebyshev) distance in game squares at which level elements
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(items, monsters etc.) become active.
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*/
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#define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE 10
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/**
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Rate at which AI will be updated, which also affects how fast enemies will
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appear.
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*/
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#define SFG_AI_FPS 4
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/**
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Says a probability (0 - 255) of the AI changing its state during one update
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step.
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*/
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#define SFG_AI_RANDOM_CHANGE_PROBABILITY 40
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/**
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Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
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square).
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*/
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#define SFG_ELEMENT_COLLISION_DISTANCE 800
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/**
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Height, in RCL_Units, at which collisions happen with level elements
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(sprites).
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*/
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#define SFG_ELEMENT_COLLISION_HEIGHT 1024
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/**
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Distance at which explosion does damage and throws away the player and
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monsters, in RCL_Units.
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*/
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#define SFG_EXPLOSION_DISTANCE 2048
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/**
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How much damage explosion causes in its range.
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*/
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#define SFG_EXPLOSION_DAMAGE 18
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/**
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Maximum player health.
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*/
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#define SFG_PLAYER_MAX_HEALTH 100
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/**
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At which value health indicator shows a warning (red color).
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*/
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#define SFG_PLAYER_HEALTH_WARNING_LEVEL 20
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/**
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Amount of health that is increased by taking a health kit.
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*/
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#define SFG_HEALTH_KIT_VALUE 20
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#define SFG_MAX_MONSTERS 64
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#define SFG_MAX_PROJECTILES 12
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#define SFG_MAX_DOORS 32
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// ----------------------------
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// derived constants
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#define SFG_GAME_RESOLUTION_X \
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(SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
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#define SFG_GAME_RESOLUTION_Y \
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(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
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#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
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#if SFG_MS_PER_FRAME == 0
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#define SFG_MS_PER_FRAME 1
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#endif
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#define SFG_WEAPON_IMAGE_SCALE \
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(SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
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#if SFG_WEAPON_IMAGE_SCALE == 0
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#define SFG_WEAPON_IMAGE_SCALE 1
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#endif
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#define SFG_WEAPONBOB_OFFSET_PIXELS \
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(SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
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#define SFG_WEAPON_IMAGE_POSITION_X \
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(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
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#define SFG_WEAPON_IMAGE_POSITION_Y \
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(SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
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#define SFG_PLAYER_TURN_UNITS_PER_FRAME \
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((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
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#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0
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#define SFG_PLAYER_TURN_UNITS_PER_FRAME 1
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#endif
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#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \
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((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS)
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#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0
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#define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1
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#endif
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \
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((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS))
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#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0
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#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
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(SFG_HEADBOB_SPEED / SFG_FPS)
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#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
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#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
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#endif
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#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
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#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \
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((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS)
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#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0
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#define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1
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#endif
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#define SFG_CAMERA_MAX_SHEAR_PIXELS \
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(SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y / 1024)
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#define SFG_FONT_SIZE_SMALL \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50))
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#if SFG_FONT_SIZE_SMALL == 0
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#define SFG_FONT_SIZE_SMALL 1
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#endif
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#define SFG_FONT_SIZE_MEDIUM \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30))
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#if SFG_FONT_SIZE_MEDIUM == 0
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#define SFG_FONT_SIZE_MEDIUM 1
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#endif
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#define SFG_FONT_SIZE_BIG \
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(SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18))
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#if SFG_FONT_SIZE_BIG == 0
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#define SFG_FONT_SIZE_BIG 1
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#endif
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#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X
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/**
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Step in which walls get higher, in raycastlib units.
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*/
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#define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4)
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#define SFG_CEILING_MAX_HEIGHT\
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(16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 )
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#define SFG_DOOR_DEFAULT_STATE 0x1f
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#define SFG_DOOR_UP_DOWN_MASK 0x20
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#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f
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#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f)
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#define SFG_DOOR_INCREMENT_PER_FRAME \
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(SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS))
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#if SFG_DOOR_INCREMENT_PER_FRAME == 0
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#define SFG_DOOR_INCREMENT_PER_FRAME 1
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#endif
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#define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS
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#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
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#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
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#if SFG_MAP_PIXEL_SIZE == 0
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#define SFG_MAP_SIZE 1
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#endif
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#define SFG_AI_UPDATE_FRAME_INTERVAL \
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(SFG_FPS / SFG_AI_FPS)
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#if SFG_AI_UPDATE_FRAME_INTERVAL == 0
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#define SFG_AI_UPDATE_FRAME_INTERVAL 1
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#endif
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#if SFG_EXPLOSION_DURATION_DOUBLE_FRAMES == 0
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#define SFG_EXPLOSION_DURATION_FRAMES 1
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#endif
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION \
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(SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
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#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
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#endif
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#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
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#define SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_HEALTH_INDICATOR_WIDTH)
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_HEALTH_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#if SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES 1
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#endif
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#define SFG_HUD_BAR_HEIGHT \
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(SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1)
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// ----------------------------
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// weapons and projectiles
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#define SFG_WEAPON_KNIFE 0
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#define SFG_WEAPON_SHOTGUN 1
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#define SFG_WEAPON_MACHINE_GUN 2
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#define SFG_WEAPON_ROCKET_LAUNCHER 3
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#define SFG_WEAPON_PLASMAGUN 4
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#define SFG_WEAPONS_TOTAL 5
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#define SFG_WEAPON_ATTRIBUTE(fireType,fireCooldownMs) \
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((uint8_t) (fireType | ((fireCooldownMs / (SFG_MS_PER_FRAME * 4)) << 3)))
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#define SFG_GET_WEAPON_FIRE_TYPE(weaponNumber) \
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(SFG_weaponAttributeTable[weaponNumber] & 0x7)
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#define SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(weaponNumber) \
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((SFG_weaponAttributeTable[weaponNumber] >> 3) * 4)
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#define SFG_WEAPON_FIRE_TYPE_MELEE 0
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#define SFG_WEAPON_FIRE_TYPE_BULLET 1
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#define SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS 2
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#define SFG_WEAPON_FIRE_TYPE_FIREBALL 3
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#define SFG_WEAPON_FIRE_TYPE_PLASMA 4
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/**
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Table of weapon attributes, each as a byte in format:
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cccccfff
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fff: fire type
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ccccc: fire cooldown in frames, i.e. time after which the next shot can be
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shot again, ccccc has to be multiplied by 32 to ge the real value
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*/
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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{
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,400),
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS,800),
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,300),
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,900),
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/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,350)
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};
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#define SFG_PROJECTILE_EXPLOSION 0
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#define SFG_PROJECTILE_FIREBALL 1
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#define SFG_PROJECTILE_PLASMA 2
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#define SFG_PROJECTILE_DUST 3
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#define SFG_PROJECTILE_BULLET 4
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#define SFG_PROJECTILE_NONE 255
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#define SFG_PROJECTILES_TOTAL 5
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#define SFG_PROJECTILE_ATTRIBUTE(speedSquaresPerSec,timeToLiveMs) \
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((uint8_t) \
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((((speedSquaresPerSec / 4 == 0) && (speedSquaresPerSec != 0)) ? 1 : speedSquaresPerSec / 4) | \
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((timeToLiveMs / (8 * SFG_MS_PER_FRAME)) << 3)))
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#define SFG_GET_PROJECTILE_SPEED_UPS(projectileNumber) \
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(((SFG_projectileAttributeTable[projectileNumber] & 0x07) * 4 * RCL_UNITS_PER_SQUARE) / SFG_FPS)
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#define SFG_GET_PROJECTILE_FRAMES_TO_LIVE(projectileNumber) \
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((SFG_projectileAttributeTable[projectileNumber] >> 3) * 8)
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/**
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Table of projectile attributes, each as a byte in format:
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lllllsss
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fff: half speed in game squares per second
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lllll: eigth of frames to live
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*/
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,300),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(18,1000),
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(20,500),
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/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
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};
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#endif // guard
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