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134 lines
3.6 KiB
C
134 lines
3.6 KiB
C
/**
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@file settings.h
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This file contains settings (or setting hints) for the game. Values here can
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fine tune performance vs quality and personalize the final compiled game. Some
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of these settings may be overriden by the specific platform used according to
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its limitations.
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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_SETTINGS_H
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#define _SFG_SETTINGS_H
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/**
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Target FPS (frames per second). This sets the game logic FPS and will try to
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render at the same rate. If such fast rendering can't be achieved, frames will
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be droped, but the game logic will still be forced to run at this speed, so
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the game may actually become slowed down if FPS is set too high. Too high FPS
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can also negatively affect game speeds which are computed as integers and
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rounding errors can occur soon, so don't set this to extreme values.
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*/
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#define SFG_FPS 60
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/**
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Width of the screen in pixels. Set this to ACTUAL resolution. If you want the
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game to run at smaller resolution (with bigger pixels), do his using
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SFG_RESOLUTION_SCALEDOWN;
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*/
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#define SFG_SCREEN_RESOLUTION_X 1024
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/**
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Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
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game to run at smaller resolution (with bigger pixels), do his using
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SFG_RESOLUTION_SCALEDOWN;
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*/
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#define SFG_SCREEN_RESOLUTION_Y 768
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/**
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How many times the screen resolution will be divided (how many times a game
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pixel will be bigger than the screen pixel).
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*/
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#define SFG_RESOLUTION_SCALEDOWN 1
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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*/
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#define SFG_PREVIEW_MODE 0
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/**
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How much faster movement is in the preview mode.
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*/
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#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
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/**
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Hint as to whether run in fullscreen, if the platform allows it.
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*/
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#define SFG_FULLSCREEN 0
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/**
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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CPU performance and memory).
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*/
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#define SFG_DITHERED_SHADOW 1
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/**
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Maximum number of squares that will be traversed by any cast ray. Smaller
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number is faster but can cause visual artifacts.
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*/
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#define SFG_RAYCASTING_MAX_STEPS 30
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/**
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Maximum number of hits any cast ray will register. Smaller number is faster
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but can cause visual artifacts.
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*/
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#define SFG_RAYCASTING_MAX_HITS 10
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/**
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How many times rendering should be subsampled horizontally. Bigger number
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can significantly improve performance (by casting fewer rays), but can look
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a little worse.
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*/
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#define SFG_RAYCASTING_SUBSAMPLE 1
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/**
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Enables or disables fog (darkness) due to distance. Recommended to keep on
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for good look, but can be turned off for performance.
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*/
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#define SFG_ENABLE_FOG 1
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/**
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Says whether sprites should diminish in fog. This takes more performance but
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looks better.
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*/
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#define SFG_DIMINISH_SPRITES 1
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/**
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How quick player head bob is, 1024 meaning once per second. 0 Means turn off
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head bob.
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*/
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#define SFG_HEADBOB_SPEED 900
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/**
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Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
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*/
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#define SFG_HEADBOB_OFFSET 200
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/**
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Weapon bobbing offset in weapon image pixels.
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*/
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#define SFG_WEAPONBOB_OFFSET 4
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/**
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Camera shearing (looking up/down) speed, in vertical resolutions per second.
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*/
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#define SFG_CAMERA_SHEAR_SPEED 3
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/**
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Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
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*/
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#define SFG_CAMERA_MAX_SHEAR 1024
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/**
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Duration in ms of the explosion animation.
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*/
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#define SFG_EXPLOSION_DURATION 70
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#endif // guard
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