author | Tero Marttila <terom@fixme.fi> |
Thu, 22 Jan 2009 02:38:33 +0200 | |
branch | new_graphics |
changeset 418 | 194bc810a570 |
parent 417 | c503e0c6a740 |
child 423 | 947ab54de4b7 |
permissions | -rw-r--r-- |
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#ifndef CONFIG_HH |
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#define CONFIG_HH |
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/** |
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* @file |
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* |
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* Various constants used to define application/game behaviour |
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*/ |
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// build settings |
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#include "config.h" |
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// custom types |
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#include "Types.hh" |
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// for CL_Color |
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#include <ClanLib/display.h> |
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/** |
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* @name General |
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* @{ |
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*/ |
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// @} |
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/** |
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* @name Terrain |
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* @{ |
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*/ |
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/** Default random generator seed to use for terrain generator */ |
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const int TERRAIN_RANDOM_SEED = 1337; |
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/** Default terrain size, equal to physics simulation size */ |
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const PixelDimensions TERRAIN_DIMENSIONS (1000, 800); |
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/** Base color of empty space (i.e. background color) */ |
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const CL_Color COLOR_EMPTY(86, 41, 0); |
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/** Base color of dirt */ |
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const CL_Color COLOR_DIRT(144, 82, 23); |
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/** Base color of rock */ |
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const CL_Color COLOR_ROCK(132, 136, 135); |
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// @} |
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/** |
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* @name Engine |
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* @{ |
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*/ |
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/** Engine timeout, this determines our minimum tick rate */ |
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const TimeMS ENGINE_TIMEOUT_MS = 10; |
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/** Default log output level */ |
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const LogLevel DEFAULT_LOG_LEVEL = DEBUG; |
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// @} |
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|
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/** |
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* @name Physics |
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* @{ |
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*/ |
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/** The value of pi used in physics/graphics calculations */ |
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const float KG_PI = 3.14159265; |
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/** Physics tick interval */ |
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const TimeMS PHYSICS_TICK_MS = 10; |
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/** The force of gravity on objects, exerted on the Y axis */ |
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const float MAP_GRAVITY = 1500.0; |
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// @} |
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/** |
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* @name Player |
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* @{ |
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*/ |
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const float PLAYER_MASS = 10.0; |
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const float PLAYER_MOVE_FORCE = 1100.0; |
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const float PLAYER_MIN_SPEED = 10.0; |
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const float PLAYER_JUMP_MIN_DISTANCE = 5.0; |
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const float PLAYER_AIM_MIN = -3*KG_PI/8; |
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const float PLAYER_AIM_MAX = KG_PI/2; |
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const float PLAYER_INITIAL_X = 400.0; |
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const float PLAYER_INITIAL_Y = 300.0; |
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const float PLAYER_CROSSHAIR_DISTANCE = 20.0; |
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const float PLAYER_CROSSHAIR_WIDTH = 4; |
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const float CROSSHAIR_ANGLE_SPEED = PI/2000; |
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const float PLAYER_MAX_SPEED = 43; |
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const float PLAYER_WALK_SPEED = 33; |
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const float PLAYER_COLLISION_ELASTICITY = 0.25; |
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const float PLAYER_RADIUS = 10; |
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/** Radius if ground removed on digging */ |
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const float PLAYER_DIG_RADIUS = 15; |
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/** Player's initial health */ |
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const Health PLAYER_HEALTH = 100; |
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/** How long to wait after dying to respawn */ |
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const TimeMS PLAYER_RESPAWN_DELAY = 2500; |
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// @} |
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/** |
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* @name Projectile |
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* @{ |
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*/ |
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/** Projectiles mass is irrelevant */ |
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const float PROJECTILE_MASS = 10.0; |
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118 |
/** How far away from the player the projectile spawns */ |
235 | 119 |
const float PROJECTILE_START_DISTANCE = 10.0; |
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// @} |
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/** |
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* @name Rope |
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* @{ |
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*/ |
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/** How much to grow the rope length by on every ROPE_UP/DOWN */ |
235 | 129 |
const float ROPE_GROWTH_RATE = 5; |
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/** The force that the rope exerts on the player when the length is too long */ |
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const float ROPE_FORCE = 3500; |
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/** Same as player mass...? */ |
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const float ROPE_MASS = 10.0; |
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/** Initial rope length... this should probably be a bit more dynamic? */ |
235 | 138 |
const float ROPE_LENGTH = 100.0; |
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/** Initial velocity of the rope when thrown */ |
235 | 141 |
const float ROPE_VELOCITY = 500; |
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/** |
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* Rope colors, it should alternate between these two |
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*/ |
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const CL_Color ROPE_COLOR_LIGHT = CL_Color(198, 100, 2); |
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const CL_Color ROPE_COLOR_DARK = CL_Color(159, 79, 1); |
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// @} |
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|
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/** |
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* @name Graphics/Input |
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* @{ |
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*/ |
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/** Window title, XXX: PROJECT_VERSION is unreliable */ |
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const std::string GRAPHICS_WINDOW_TITLE = (std::string() + PROJECT_LONG_NAME + " : Version " + PROJECT_VERSION); |
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|
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/** Default resolution */ |
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const PixelDimensions GRAPHICS_RESOLUTION (800, 600); |
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|
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/** Interval between frames */ |
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const TimeMS GRAPHICS_UPDATE_INTERVAL_MS = 20; |
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|
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/** Default fullscreen mode? */ |
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const bool GRAPHICS_FULLSCREEN = false; |
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/** Number of pixels between lines */ |
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const PixelDimension GRAPHICS_INFO_TEXT_LINE_OFFSET = 5; |
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/** Input handling keyboard poll interval */ |
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const TimeMS INPUT_POLL_INTERVAL = 10; |
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|
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/** How long to block INPUT_FLAG_NOREPEAT for */ |
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const TimeMS INPUT_REPEAT_DELAY = 250; |
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|
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// @} |
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/** |
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* @name Network |
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* @{ |
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*/ |
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|
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/** Default port used for network games */ |
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const std::string NETWORK_PORT_STR = "9338"; |
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/** Maximum packet size used for normal NetworkPackets... aligned to a sensible UDP mtu */ |
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const size_t NETWORK_PACKET_SIZE = 1280; |
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|
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/** Backlog used for TCP server... doesn't really matter all that much */ |
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const int NETWORK_LISTEN_BACKLOG = 5; |
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/** Magic string used to identify game between client/server */ |
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const char NETWORK_MAGIC_STR[8+1] = "KISNGLIS"; |
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const uint64_t NETWORK_MAGIC_ID = * ((const uint64_t *) NETWORK_MAGIC_STR); |
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// @} |
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/** |
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* @name Filesystem paths |
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* @{ |
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*/ |
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const std::string PLAYER_SKIN_PATH = (PROJECT_DATA_DIR "/skin.png"); |
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const std::string RESOURCE_XML_PATH = (PROJECT_DATA_DIR "/resources.xml"); |
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// @} |
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#endif |