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  1. /*
  2. SDLPoP, a port/conversion of the DOS game Prince of Persia.
  3. Copyright (C) 2013-2018  Dávid Nagy
  4.  
  5. This program is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9.  
  10. This program is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  13. GNU General Public License for more details.
  14.  
  15. You should have received a copy of the GNU General Public License
  16. along with this program.  If not, see <http://www.gnu.org/licenses/>.
  17.  
  18. The authors of this program may be contacted at http://forum.princed.org
  19. */
  20.  
  21. #ifndef CONFIG_H
  22. #define CONFIG_H
  23.  
  24. // WINDOWS overrides
  25. #ifdef _MSC_VER
  26. #define strncasecmp _strnicmp
  27. #define strcasecmp _stricmp
  28. #endif
  29.  
  30. #define POP_MAX_PATH 256
  31. #define POP_MAX_OPTIONS_SIZE 256
  32.  
  33. #define SDLPOP_VERSION "1.17"
  34. #define WINDOW_TITLE "Prince of Persia"
  35.  
  36. // Enable or disable fading.
  37. // Fading used to be very buggy, but now it works correctly.
  38. #define USE_FADE
  39.  
  40. // Enable or disable the potions level. (copy protection)
  41. #define USE_COPYPROT
  42.  
  43. // Enable or disable flashing.
  44. #define USE_FLASH
  45.  
  46. //#define USE_ALPHA
  47.  
  48. // Enable or disable texts.
  49. #define USE_TEXT
  50.  
  51. // Use timers in a way that is more similar to the original game.
  52. // Was needed for the correct fading of cutscenes.
  53. // Disabled, because it introduces some timing bugs.
  54. //#define USE_COMPAT_TIMER
  55.  
  56. // Use mixer and enable music.
  57. #define USE_MIXER
  58.  
  59. // Enable quicksave/load feature.
  60. #define USE_QUICKSAVE
  61.  
  62. // Try to let time keep running out when quickloading. (similar to Ctrl+A)
  63. // Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
  64. // The one minute penalty will also be applied when quickloading from e.g. the title screen.
  65. #define USE_QUICKLOAD_PENALTY
  66.  
  67. // Enable recording/replay feature.
  68. #define USE_REPLAY
  69.  
  70. // Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
  71. // In the original game, this could not be done (pressing down always causes the kid to climb down).
  72. #define ALLOW_CROUCH_AFTER_CLIMBING
  73.  
  74. // Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
  75. // This option stops time while the ending music is playing (so there is no need to disable sound).
  76. #define FREEZE_TIME_DURING_END_MUSIC
  77.  
  78. // Enable fake/invisible tiles feature. Tiles may look like one tiletype but behave like another.
  79. // Currently works for empty tiles, walls, floors.
  80. // Use tile modifier 4 to display a fake floor, 5 to display a fake wall, 6 to display an empty tile
  81. // For now, for fake dungeon walls, the wall neighbors must be specified for now using tile modifiers:
  82. //      5 or 50 = no neighbors; 51 = wall to the right; 52 = wall to the left; 53 = walls on both sides
  83. // For fake palace walls:
  84. //      5 = wall including blue line; 50 = no blue
  85. #define USE_FAKE_TILES
  86.  
  87. // Allow guard hitpoints not resetting to their default (maximum) value when re-entering the room
  88. #define REMEMBER_GUARD_HP
  89.  
  90. // Enable completely disabling the time limit. To use this feature, set the starting time to -1.
  91. // This also disables the in-game messages that report how much time is left every minute.
  92. // The elasped time is still kept track of, so that the shortest times will appear in the Hall of Fame.
  93. #define ALLOW_INFINITE_TIME
  94.  
  95.  
  96. // Bugfixes:
  97.  
  98. // The mentioned tricks can be found here: http://www.popot.org/documentation.php?doc=Tricks
  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.
  101. #define FIX_GATE_SOUNDS
  102.  
  103. // An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
  104. #define FIX_TWO_COLL_BUG
  105.  
  106. // If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs.
  107. #define FIX_INFINITE_DOWN_BUG
  108.  
  109. // When a gate is under another gate, the top of the bottom gate is not visible.
  110. // But this fix causes a drawing bug when a gate opens.
  111. #define FIX_GATE_DRAWING_BUG
  112.  
  113. // When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
  114. #define FIX_BIGPILLAR_CLIMB
  115.  
  116. // When climbing up two floors, turning around and jumping upward, the kid falls down.
  117. // This fix makes the workaround of Trick 25 unnecessary.
  118. #define FIX_JUMP_DISTANCE_AT_EDGE
  119.  
  120. // When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
  121. // This contributes to sometimes "teleporting" considerable distances when climbing from firm ground
  122. #define FIX_EDGE_DISTANCE_CHECK_WHEN_CLIMBING
  123.  
  124. // Falling from a great height directly on top of guards does not hurt.
  125. #define FIX_PAINLESS_FALL_ON_GUARD
  126.  
  127. // Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
  128. #define FIX_WALL_BUMP_TRIGGERS_TILE_BELOW
  129.  
  130. // When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
  131. #define FIX_STAND_ON_THIN_AIR
  132.  
  133. // Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
  134. #define FIX_PRESS_THROUGH_CLOSED_GATES
  135.  
  136. // By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
  137. #define FIX_GRAB_FALLING_SPEED
  138.  
  139. // When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
  140. #define FIX_SKELETON_CHOMPER_BLOOD
  141.  
  142. // Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
  143. #define FIX_MOVE_AFTER_DRINK
  144.  
  145. // A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
  146. #define FIX_LOOSE_LEFT_OF_POTION
  147.  
  148. // Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
  149. #define FIX_GUARD_FOLLOWING_THROUGH_CLOSED_GATES
  150.  
  151. // When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
  152. #define FIX_SAFE_LANDING_ON_SPIKES
  153.  
  154. // The kid may glide through walls after turning around while running (especially when weightless).
  155. #define FIX_GLIDE_THROUGH_WALL
  156.  
  157. // The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
  158. #define FIX_DROP_THROUGH_TAPESTRY
  159.  
  160. // When dropping down and landing right in front of a wall, the entire landing animation should normally play.
  161. // However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
  162. // (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
  163. #define FIX_LAND_AGAINST_GATE_OR_TAPESTRY
  164.  
  165. // Sometimes, the kid may automatically strike immediately after drawing the sword.
  166. // This especially happens when dropping down from a higher floor and then turning towards the opponent.
  167. #define FIX_UNINTENDED_SWORD_STRIKE
  168.  
  169. // By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
  170. #define FIX_RETREAT_WITHOUT_LEAVING_ROOM
  171.  
  172. // The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
  173. #define FIX_RUNNING_JUMP_THROUGH_TAPESTRY
  174.  
  175. // Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
  176. #define FIX_PUSH_GUARD_INTO_WALL
  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)
  179. #define FIX_JUMP_THROUGH_WALL_ABOVE_GATE
  180.  
  181. // If you grab a ledge that is one or more floors down, the chompers on that row will not start.
  182. #define FIX_CHOMPERS_NOT_STARTING
  183.  
  184. // As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
  185. #define FIX_FEATHER_INTERRUPTED_BY_LEVELDOOR
  186.  
  187. // Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
  188. #define FIX_OFFSCREEN_GUARDS_DISAPPEARING
  189.  
  190. // Controls do not get released properly when putting the sword away, leading to unintended movement.
  191. #define FIX_MOVE_AFTER_SHEATHE
  192.  
  193.  
  194. // Debug features:
  195.  
  196. // When the program starts, check whether the deobfuscated sequence table (seqtbl.c) is correct.
  197. //#define CHECK_SEQTABLE_MATCHES_ORIGINAL
  198.  
  199. // Enable debug cheats (with command-line argument "debug")
  200. // "[" and "]" : nudge x position by one pixel
  201. // "T" : display remaining time in minutes, seconds and ticks
  202. #define USE_DEBUG_CHEATS
  203.  
  204.  
  205.  
  206. // Darken those parts of the screen that are not near a torch.
  207. #define USE_LIGHTING
  208.  
  209. // Enable screenshot features.
  210. #define USE_SCREENSHOT
  211.  
  212. // Automatically switch to keyboard or joystick/gamepad mode if there is input from that device.
  213. // Useful if SDL detected a gamepad but there is none.
  214. #define USE_AUTO_INPUT_MODE
  215.  
  216. // Default SDL_Joystick button values
  217. #define SDL_JOYSTICK_BUTTON_Y 2
  218. #define SDL_JOYSTICK_BUTTON_X 3
  219. #define SDL_JOYSTICK_X_AXIS 0
  220. #define SDL_JOYSTICK_Y_AXIS 1
  221.  
  222. #endif
  223.