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1 | pmbaty | 1 | /* |
2 | SDLPoP, a port/conversion of the DOS game Prince of Persia. |
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3 | Copyright (C) 2013-2018 Dávid Nagy |
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4 | |||
5 | This program is free software: you can redistribute it and/or modify |
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6 | it under the terms of the GNU General Public License as published by |
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7 | the Free Software Foundation, either version 3 of the License, or |
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8 | (at your option) any later version. |
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9 | |||
10 | This program is distributed in the hope that it will be useful, |
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11 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 | GNU General Public License for more details. |
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14 | |||
15 | You should have received a copy of the GNU General Public License |
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16 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
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17 | |||
18 | The authors of this program may be contacted at http://forum.princed.org |
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19 | */ |
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20 | |||
21 | #ifndef CONFIG_H |
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22 | #define CONFIG_H |
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23 | |||
24 | // WINDOWS overrides |
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25 | #ifdef _MSC_VER |
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26 | #define strncasecmp _strnicmp |
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27 | #define strcasecmp _stricmp |
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28 | #endif |
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29 | |||
30 | #define POP_MAX_PATH 256 |
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31 | #define POP_MAX_OPTIONS_SIZE 256 |
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32 | |||
33 | #define SDLPOP_VERSION "1.17" |
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34 | #define WINDOW_TITLE "Prince of Persia" |
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35 | |||
36 | // Enable or disable fading. |
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37 | // Fading used to be very buggy, but now it works correctly. |
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38 | #define USE_FADE |
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39 | |||
40 | // Enable or disable the potions level. (copy protection) |
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41 | #define USE_COPYPROT |
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42 | |||
43 | // Enable or disable flashing. |
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44 | #define USE_FLASH |
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45 | |||
46 | //#define USE_ALPHA |
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47 | |||
48 | // Enable or disable texts. |
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49 | #define USE_TEXT |
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50 | |||
51 | // Use timers in a way that is more similar to the original game. |
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52 | // Was needed for the correct fading of cutscenes. |
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53 | // Disabled, because it introduces some timing bugs. |
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54 | //#define USE_COMPAT_TIMER |
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55 | |||
56 | // Use mixer and enable music. |
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57 | #define USE_MIXER |
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58 | |||
59 | // Enable quicksave/load feature. |
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60 | #define USE_QUICKSAVE |
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61 | |||
62 | // Try to let time keep running out when quickloading. (similar to Ctrl+A) |
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63 | // Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute). |
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64 | // The one minute penalty will also be applied when quickloading from e.g. the title screen. |
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65 | #define USE_QUICKLOAD_PENALTY |
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66 | |||
67 | // Enable recording/replay feature. |
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68 | #define USE_REPLAY |
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69 | |||
70 | // Adds a way to crouch immediately after climbing up: press down and forward simultaneously. |
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71 | // In the original game, this could not be done (pressing down always causes the kid to climb down). |
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72 | #define ALLOW_CROUCH_AFTER_CLIMBING |
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73 | |||
74 | // Time runs out while the level ending music plays; however, the music can be skipped by disabling sound. |
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75 | // This option stops time while the ending music is playing (so there is no need to disable sound). |
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76 | #define FREEZE_TIME_DURING_END_MUSIC |
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77 | |||
78 | // Enable fake/invisible tiles feature. Tiles may look like one tiletype but behave like another. |
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79 | // Currently works for empty tiles, walls, floors. |
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80 | // Use tile modifier 4 to display a fake floor, 5 to display a fake wall, 6 to display an empty tile |
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81 | // For now, for fake dungeon walls, the wall neighbors must be specified for now using tile modifiers: |
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82 | // 5 or 50 = no neighbors; 51 = wall to the right; 52 = wall to the left; 53 = walls on both sides |
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83 | // For fake palace walls: |
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84 | // 5 = wall including blue line; 50 = no blue |
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85 | #define USE_FAKE_TILES |
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86 | |||
87 | // Allow guard hitpoints not resetting to their default (maximum) value when re-entering the room |
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88 | #define REMEMBER_GUARD_HP |
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89 | |||
90 | // Enable completely disabling the time limit. To use this feature, set the starting time to -1. |
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91 | // This also disables the in-game messages that report how much time is left every minute. |
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92 | // The elasped time is still kept track of, so that the shortest times will appear in the Hall of Fame. |
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93 | #define ALLOW_INFINITE_TIME |
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94 | |||
95 | |||
96 | // Bugfixes: |
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97 | |||
98 | // The mentioned tricks can be found here: http://www.popot.org/documentation.php?doc=Tricks |
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99 | |||
100 | // If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard. |
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101 | #define FIX_GATE_SOUNDS |
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102 | |||
103 | // An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62) |
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104 | #define FIX_TWO_COLL_BUG |
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105 | |||
106 | // If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs. |
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107 | #define FIX_INFINITE_DOWN_BUG |
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108 | |||
109 | // When a gate is under another gate, the top of the bottom gate is not visible. |
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110 | // But this fix causes a drawing bug when a gate opens. |
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111 | #define FIX_GATE_DRAWING_BUG |
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112 | |||
113 | // When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor. |
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114 | #define FIX_BIGPILLAR_CLIMB |
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115 | |||
116 | // When climbing up two floors, turning around and jumping upward, the kid falls down. |
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117 | // This fix makes the workaround of Trick 25 unnecessary. |
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118 | #define FIX_JUMP_DISTANCE_AT_EDGE |
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119 | |||
120 | // When climbing to a higher floor, the game unnecessarily checks how far away the edge below is; |
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121 | // This contributes to sometimes "teleporting" considerable distances when climbing from firm ground |
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122 | #define FIX_EDGE_DISTANCE_CHECK_WHEN_CLIMBING |
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123 | |||
124 | // Falling from a great height directly on top of guards does not hurt. |
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125 | #define FIX_PAINLESS_FALL_ON_GUARD |
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126 | |||
127 | // Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34) |
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128 | #define FIX_WALL_BUMP_TRIGGERS_TILE_BELOW |
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129 | |||
130 | // When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching. |
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131 | #define FIX_STAND_ON_THIN_AIR |
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132 | |||
133 | // Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1) |
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134 | #define FIX_PRESS_THROUGH_CLOSED_GATES |
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135 | |||
136 | // By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible). |
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137 | #define FIX_GRAB_FALLING_SPEED |
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138 | |||
139 | // When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood. |
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140 | #define FIX_SKELETON_CHOMPER_BLOOD |
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141 | |||
142 | // Controls do not get released properly when drinking a potion, sometimes causing unintended movements. |
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143 | #define FIX_MOVE_AFTER_DRINK |
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144 | |||
145 | // A drawing bug occurs when a loose tile is placed to the left of a potion (or sword). |
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146 | #define FIX_LOOSE_LEFT_OF_POTION |
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147 | |||
148 | // Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between. |
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149 | #define FIX_GUARD_FOLLOWING_THROUGH_CLOSED_GATES |
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150 | |||
151 | // When landing on the edge of a spikes tile, it is considered safe. (Trick 65) |
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152 | #define FIX_SAFE_LANDING_ON_SPIKES |
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153 | |||
154 | // The kid may glide through walls after turning around while running (especially when weightless). |
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155 | #define FIX_GLIDE_THROUGH_WALL |
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156 | |||
157 | // The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate. |
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158 | #define FIX_DROP_THROUGH_TAPESTRY |
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159 | |||
160 | // When dropping down and landing right in front of a wall, the entire landing animation should normally play. |
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161 | // However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts. |
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162 | // (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed) |
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163 | #define FIX_LAND_AGAINST_GATE_OR_TAPESTRY |
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164 | |||
165 | // Sometimes, the kid may automatically strike immediately after drawing the sword. |
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166 | // This especially happens when dropping down from a higher floor and then turning towards the opponent. |
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167 | #define FIX_UNINTENDED_SWORD_STRIKE |
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168 | |||
169 | // By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35) |
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170 | #define FIX_RETREAT_WITHOUT_LEAVING_ROOM |
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171 | |||
172 | // The kid can jump through a tapestry with a running jump to the left, if there is a floor above it. |
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173 | #define FIX_RUNNING_JUMP_THROUGH_TAPESTRY |
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174 | |||
175 | // Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard. |
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176 | #define FIX_PUSH_GUARD_INTO_WALL |
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177 | |||
178 | // By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7) |
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179 | #define FIX_JUMP_THROUGH_WALL_ABOVE_GATE |
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180 | |||
181 | // If you grab a ledge that is one or more floors down, the chompers on that row will not start. |
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182 | #define FIX_CHOMPERS_NOT_STARTING |
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183 | |||
184 | // As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops. |
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185 | #define FIX_FEATHER_INTERRUPTED_BY_LEVELDOOR |
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186 | |||
187 | // Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen. |
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188 | #define FIX_OFFSCREEN_GUARDS_DISAPPEARING |
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189 | |||
190 | // Controls do not get released properly when putting the sword away, leading to unintended movement. |
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191 | #define FIX_MOVE_AFTER_SHEATHE |
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192 | |||
193 | |||
194 | // Debug features: |
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195 | |||
196 | // When the program starts, check whether the deobfuscated sequence table (seqtbl.c) is correct. |
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197 | //#define CHECK_SEQTABLE_MATCHES_ORIGINAL |
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198 | |||
199 | // Enable debug cheats (with command-line argument "debug") |
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200 | // "[" and "]" : nudge x position by one pixel |
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201 | // "T" : display remaining time in minutes, seconds and ticks |
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202 | #define USE_DEBUG_CHEATS |
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203 | |||
204 | |||
205 | |||
206 | // Darken those parts of the screen that are not near a torch. |
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207 | #define USE_LIGHTING |
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208 | |||
209 | // Enable screenshot features. |
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210 | #define USE_SCREENSHOT |
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211 | |||
212 | // Automatically switch to keyboard or joystick/gamepad mode if there is input from that device. |
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213 | // Useful if SDL detected a gamepad but there is none. |
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214 | #define USE_AUTO_INPUT_MODE |
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215 | |||
216 | // Default SDL_Joystick button values |
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217 | #define SDL_JOYSTICK_BUTTON_Y 2 |
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218 | #define SDL_JOYSTICK_BUTTON_X 3 |
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219 | #define SDL_JOYSTICK_X_AXIS 0 |
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220 | #define SDL_JOYSTICK_Y_AXIS 1 |
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221 | |||
222 | #endif |