Files
Microtransactions64/include/config/config_world.h
Arceveti 730f020b6d Fix formatting inconsistencies in config files (#303)
Fix formatting inconsistencies in config files
2022-01-21 20:00:25 -08:00

88 lines
3.6 KiB
C

#pragma once
// For the static assert macro
#include "macros.h"
/**
* World scale value. This allows you to scale down geometry by the given amount, which allows for larger levels
* without the distortion you would otherwise get. Larger world scale comes at a cost of precision, which
* can increase Z-fighting. Values above 4 should not be necessary.
*
* Uncomment this out to specifically set it, otherwise world scale will be based off of your extended bounds mode.
*/
// #define WORLD_SCALE 1
/**
* 0: Regular bounds
* Same as vanilla sm64, boundaries are (-8192 to 8191)
* 16x16 collision cells.
* 1: 2x extended bounds
* level boundaries are twice as big (-16384 to 16383)
* Collision calculations remain as fast as vanilla, at the cost of using more RAM.
* 32x32 collision cells.
* 2: Regular bounds (performance)
* Same boundaries as vanilla (-8192 to 8191), but with twice the amount of collision cells
* Trades more RAM usage for faster collision calculations.
* 32x32 collision cells.
* 3: 4x extended bounds
* level boundaries are 4 times as big (-32768 to 32767)
* Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla).
* 64x64 collision cells.
*
* If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
* SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
* collision surfaces in your level.
*/
// Set this to the extended bounds mode you want, then do "make clean".
#define EXTENDED_BOUNDS_MODE 1
// Don't touch the stuff past this point unless you know what you're doing!
#if EXTENDED_BOUNDS_MODE == 0 // 1x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x2000L // 8192
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 16
#ifndef WORLD_SCALE
#define WORLD_SCALE 1
#endif
#elif EXTENDED_BOUNDS_MODE == 1 // 2x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x4000L // 16384
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 32
#ifndef WORLD_SCALE
#define WORLD_SCALE 2
#endif
#elif EXTENDED_BOUNDS_MODE == 2 // 1x, smaller cell size
#define LEVEL_BOUNDARY_MAX 0x2000L // 8192
#define CELL_SIZE 0x200 // 512, NUM_CELLS = 32
#ifndef WORLD_SCALE
#define WORLD_SCALE 1
#endif
#elif EXTENDED_BOUNDS_MODE == 3 // 4x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x8000L // 32768
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 64
#ifndef WORLD_SCALE
#define WORLD_SCALE 4
#endif
#endif
STATIC_ASSERT(((EXTENDED_BOUNDS_MODE >= 0) && (EXTENDED_BOUNDS_MODE <= 3)), "You must set a valid extended bounds mode!");
// The amount of cells in each axis in an area.
#define NUM_CELLS (2 * LEVEL_BOUNDARY_MAX / CELL_SIZE)
// The maximum amount of collision surfaces (static and dynamic combined)
#define SURFACE_POOL_SIZE (LEVEL_BOUNDARY_MAX / 2) // Vanilla: 2300
// The maximum amount of SurfaceNodes (static and dynamic combined).
// Each cell has a SurfaceNode for every surface which intersects it,
// so each cell a Surface intersects with gets its own SurfaceNode,
// so larger surfaces means more SurfaceNodes.
// Multiply SURFACE_POOL_SIZE by the average amount of cells the surfaces intersect.
#define SURFACE_NODE_POOL_SIZE (SURFACE_POOL_SIZE * 4) // Vanilla: 7000
// Flags for error messages.
#define NOT_ENOUGH_ROOM_FOR_SURFACES (1 << 0)
#define NOT_ENOUGH_ROOM_FOR_NODES (1 << 1)
// Use this to convert game units to cell coordinates.
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & (NUM_CELLS - 1))