344 lines
9.7 KiB
C
344 lines
9.7 KiB
C
#pragma once
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enum Config {
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NUMPLAYERS = 1,
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NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8, // additional cdimages
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500,
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// TXDSTORESIZE = 850,
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TXDSTORESIZE = 1024, // for Xbox map
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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SIMPLEMODELSIZE = 5000,
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MLOMODELSIZE = 1,
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MLOINSTANCESIZE = 1,
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TIMEMODELSIZE = 30,
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CLUMPMODELSIZE = 5,
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PEDMODELSIZE = 90,
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VEHICLEMODELSIZE = 120,
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XTRACOMPSMODELSIZE = 2,
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TWODFXSIZE = 2000,
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MAXVEHICLESLOADED = 50, // 70 on mobile
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NUMOBJECTINFO = 168, // object.dat
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// Pool sizes
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NUMPTRNODES = 30000, // 26000 on PS2
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NUMENTRYINFOS = 5400, // 3200 on PS2
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NUMPEDS = 140, // 90 on PS2
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NUMVEHICLES = 110, // 70 on PS2
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NUMBUILDINGS = 5500, // 4915 on PS2
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NUMTREADABLES = 1214,
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NUMOBJECTS = 450,
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NUMDUMMIES = 2802, // 2368 on PS2
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NUMAUDIOSCRIPTOBJECTS = 256,
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NUMCUTSCENEOBJECTS = 50,
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NUMANIMBLOCKS = 2,
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NUMANIMATIONS = 250,
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NUMTEMPOBJECTS = 30,
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// Path data
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NUM_PATHNODES = 4930,
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NUM_CARPATHLINKS = 2076,
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NUM_MAPOBJECTS = 1250,
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NUM_PATHCONNECTIONS = 10260,
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// Link list lengths
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NUMALPHALIST = 20,
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NUMALPHAENTITYLIST = 150,
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NUMCOLCACHELINKS = 200,
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NUMREFERENCES = 800,
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// Zones
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NUMAUDIOZONES = 36,
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NUMZONES = 50,
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NUMMAPZONES = 25,
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// Cull zones
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NUMCULLZONES = 512,
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NUMATTRIBZONES = 288,
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NUMZONEINDICES = 55000,
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PATHNODESIZE = 4500,
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NUMWEATHERS = 4,
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NUMHOURS = 24,
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NUMEXTRADIRECTIONALS = 4,
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NUMANTENNAS = 8,
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NUMCORONAS = 56,
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NUMPOINTLIGHTS = 32,
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NUM3DMARKERS = 32,
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NUMBRIGHTLIGHTS = 32,
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NUMSHINYTEXTS = 32,
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NUMMONEYMESSAGES = 16,
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NUMPICKUPMESSAGES = 16,
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NUMBULLETTRACES = 16,
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NUMMBLURSTREAKS = 4,
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NUMSKIDMARKS = 32,
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NUMONSCREENTIMERENTRIES = 1,
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NUMRADARBLIPS = 32,
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NUMGENERALPICKUPS = 320,
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NUMSCRIPTEDPICKUPS = 16,
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NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
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NUMCOLLECTEDPICKUPS = 20,
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NUMPACMANPICKUPS = 256,
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NUMEVENTS = 64,
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NUM_CARGENS = 160,
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NUM_PATH_NODES_IN_AUTOPILOT = 8,
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NUM_ACCIDENTS = 20,
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NUM_FIRES = 40,
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NUM_GARAGES = 32,
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NUM_PROJECTILES = 32,
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NUM_GLASSPANES = 45,
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NUM_GLASSENTITIES = 32,
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NUM_WATERCANNONS = 3,
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NUMPEDROUTES = 200,
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NUMPHONES = 50,
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NUMPEDGROUPS = 31,
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NUMMODELSPERPEDGROUP = 8,
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NUMSHOTINFOS = 100,
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NUMROADBLOCKS = 600,
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NUMVISIBLEENTITIES = 2000,
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NUMINVISIBLEENTITIES = 150,
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NUM_AUDIOENTITY_EVENTS = 4,
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NUM_PED_COMMENTS_BANKS = 2,
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NUM_PED_COMMENTS_SLOTS = 20,
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NUM_SOUNDS_SAMPLES_BANKS = 2,
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NUM_SOUNDS_SAMPLES_SLOTS = 27,
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NUM_AUDIOENTITIES = 200,
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NUM_AUDIO_REFLECTIONS = 5,
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NUM_SCRIPT_MAX_ENTITIES = 40,
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NUM_GARAGE_STORED_CARS = 6,
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NUM_CRANES = 8,
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NUM_EXPLOSIONS = 48,
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};
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// We'll use this once we're ready to become independent of the game
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// Use it to mark bugs in the code that will prevent the game from working then
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//#define STANDALONE
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// We don't expect to compile for PS2 or Xbox
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// but it might be interesting for documentation purposes
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#define GTA_PC
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//#define GTA_PS2
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//#define GTA_XBOX
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// This enables things from the PS2 version on PC
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#define GTA_PS2_STUFF
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// This is enabled for all released games.
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// any debug stuff that isn't left in any game is not in FINAL
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//#define FINAL
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// This is enabled for all released games except mobile
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// any debug stuff that is only left in mobile, is not in MASTER
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//#define MASTER
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// once and for all:
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// pc: FINAL & MASTER
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// mobile: FINAL
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// MASTER builds must be FINAL
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#ifdef MASTER
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#define FINAL
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#endif
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// quality of life fixes that should also be in FINAL
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#define NASTY_GAME // nasty game for all languages
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#define NO_CDCHECK
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// those infamous texts
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#define DRAW_GAME_VERSION_TEXT
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#define DRAW_MENU_VERSION_TEXT
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#if defined GTA_PS2
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# define GTA_PS2_STUFF
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# define RANDOMSPLASH
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# define VU_COLLISION
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# define ANIM_COMPRESSION
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#elif defined GTA_PC
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# define GTA3_1_1_PATCH
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//# define GTA3_STEAM_PATCH
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# ifdef GTA_PS2_STUFF
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# define USE_PS2_RAND
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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# endif
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#elif defined GTA_XBOX
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#endif
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#ifdef VU_COLLISION
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#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
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#endif
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#ifdef MASTER
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// only in master builds
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#undef DRAW_GAME_VERSION_TEXT
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#else
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// not in master builds
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#define VALIDATE_SAVE_SIZE
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#define NO_MOVIES // disable intro videos
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#define DEBUGMENU
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#endif
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#ifdef FINAL
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// in all games
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# define USE_MY_DOCUMENTS // use my documents directory for user files
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#else
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// not in any game
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# define CHATTYSPLASH // print what the game is loading
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# define TIMEBARS // print debug timers
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#endif
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#define FIX_BUGS // fixes bugs that we've came across during reversing
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#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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// Rendering/display
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//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
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//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define USE_TEXTURE_POOL
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#endif
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// Particle
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//#define PC_PARTICLE
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//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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// Pad
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#if !defined(RW_GL3) && defined(_WIN32)
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#define XINPUT
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#endif
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#if !defined(_WIN32) && !defined(__SWITCH__)
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#define DONT_TRUST_RECOGNIZED_JOYSTICKS // Then we'll only rely on GLFW gamepad DB, and expect user to enter Controller->Detect joysticks if his joystick isn't on that list.
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#endif
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#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
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#define KANGAROO_CHEAT
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#define ALLCARSHELI_CHEAT
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#define ALT_DODO_CHEAT
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#define REGISTER_START_BUTTON
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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#define BUTTON_ICONS // use textures to show controller buttons
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// Hud, frontend and radar
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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#define PC_MENU
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#ifndef PC_MENU
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# define PS2_MENU
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//# define PS2_MENU_USEALLPAGEICONS
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#else
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# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
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# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
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# define TRIANGLE_BACK_BUTTON
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//# define CIRCLE_BACK_BUTTON
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
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//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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# define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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# endif
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#endif
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
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#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#ifdef PC_MENU
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# define MISSION_REPLAY // mobile feature
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
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#endif
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// Replay
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//#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool!
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//#define USE_BETA_REPLAY_MODE // adds another replay mode, a few seconds slomo (caution: buggy!)
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// Vehicles
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#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
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//#define REMOVE_TREADABLE_PATHFIND
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// Pickups
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//#define MONEY_MESSAGES
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#define CAMERA_PICKUP
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// Peds
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#define PED_SKIN // support for skinned geometry on peds
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#define ANIMATE_PED_COL_MODEL
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// #define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
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// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
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#define CANCELLABLE_CAR_ENTER
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//#define PEDS_REPORT_CRIMES_ON_PHONE
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// Camera
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//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
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#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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#define FREE_CAM // Rotating cam
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// Audio
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#ifndef AUDIO_OAL // is not working yet for openal
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#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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#endif
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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// IMG
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#define BIG_IMG // allows to read larger img files
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//#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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# undef MULTISAMPLING
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#endif
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