summaryrefslogtreecommitdiffstats
path: root/src/core/config.h
blob: 66e174ea28db4a2a733f02084611607e92b51e53 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
#pragma once

enum Config {
	NUMPLAYERS = 1,

	NUMCDIMAGES = 6, // gta3.img duplicates (not used on PC)
	MAX_CDIMAGES = 8, // additional cdimages
	MAX_CDCHANNELS = 5,

	MODELINFOSIZE = 6500,
	TXDSTORESIZE = 1385,
	COLSTORESIZE = 31,
	EXTRADIRSIZE = 256,
	CUTSCENEDIRSIZE = 512,

	SIMPLEMODELSIZE = 3885,
	TIMEMODELSIZE = 385,
	CLUMPMODELSIZE = 5,
	WEAPONMODELSIZE = 37,
	PEDMODELSIZE = 130,
	VEHICLEMODELSIZE = 110,
	TWODFXSIZE = 1210,

	MAXVEHICLESLOADED = 50, // 70 on mobile

	NUMOBJECTINFO = 210,

	// Pool sizes
	NUMPTRNODES = 50000,
	NUMENTRYINFOS = 3200,
	NUMPEDS = 140,
	NUMVEHICLES = 110,
	NUMBUILDINGS = 7000,
	NUMTREADABLES = 1,
	NUMOBJECTS = 460,
	NUMDUMMIES = 2340,
	NUMAUDIOSCRIPTOBJECTS = 192,
	NUMCOLMODELS = 4400,
	NUMCUTSCENEOBJECTS = 50,	// does not exist in VC

	NUMANIMBLOCKS = 35,
	NUMANIMATIONS = 450,

	NUMTEMPOBJECTS = 40,

	// Path data
	NUM_PATHNODES = 9650,
	NUM_CARPATHLINKS = 3500,
	NUM_MAPOBJECTS = 1250,
	NUM_PATHCONNECTIONS = 20400,

	// Link list lengths
	NUMALPHALIST = 20,
	NUMBOATALPHALIST = 20,
	NUMALPHAENTITYLIST = 200,
	NUMALPHAUNTERWATERENTITYLIST = 30,
	NUMCOLCACHELINKS = 50,
	NUMREFERENCES = 800,

	// Zones
	NUMAUDIOZONES = 14,
	NUMINFOZONES = 169,
	NUMMAPZONES = 39,
	NUMNAVIGZONES = 20,

	// Cull zones
	NUMATTRIBZONES = 704,

	NUMOCCLUSIONVOLUMES = 350,
	NUMACTIVEOCCLUDERS = 48,

	PATHNODESIZE = 4500,

	NUMWEATHERS = 7,
	NUMHOURS = 24,

	NUMEXTRADIRECTIONALS = 4,
	NUMANTENNAS = 8,
	NUMCORONAS = 56,
	NUMPOINTLIGHTS = 32,
	NUM3DMARKERS = 32,
	NUMBRIGHTLIGHTS = 32,
	NUMSHINYTEXTS = 32,
	NUMMONEYMESSAGES = 16,
	NUMPICKUPMESSAGES = 16,
	NUMBULLETTRACES = 16,
	NUMMBLURSTREAKS = 4,
	NUMSKIDMARKS = 32,

	NUMONSCREENCLOCKS = 1,
	NUMONSCREENCOUNTERS = 3,
	NUMRADARBLIPS = 75,
	NUMGENERALPICKUPS = 320,
	NUMSCRIPTEDPICKUPS = 16,
	NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
	NUMCOLLECTEDPICKUPS = 20,
	NUMPACMANPICKUPS = 256,
	NUMEVENTS = 64,

	NUM_CARGENS = 185,

	NUM_PATH_NODES_IN_AUTOPILOT = 8,

	NUM_ACCIDENTS = 20,
	NUM_FIRES = 40,
	NUM_GARAGES = 32,
	NUM_PROJECTILES = 32,

	NUM_GLASSPANES = 45,
	NUM_GLASSENTITIES = 32,
	NUM_WATERCANNONS = 3,

	NUMPEDROUTES = 200,
	NUMPHONES = 50,
	NUMPEDGROUPS = 67,
	NUMMODELSPERPEDGROUP = 16,
	MAXZONEPEDSLOADED = 8,
	NUMSHOTINFOS = 100,

	NUMROADBLOCKS = 300,
	NUM_SCRIPT_ROADBLOCKS = 16,

	NUMVISIBLEENTITIES = 2000,
	NUMINVISIBLEENTITIES = 150,

	NUM_AUDIOENTITY_EVENTS = 4,
	NUM_PED_COMMENTS_BANKS = 2,
	NUM_PED_COMMENTS_SLOTS = 20,

	NUM_SOUNDS_SAMPLES_BANKS = 2,
	NUM_SOUNDS_SAMPLES_SLOTS = 27,
	NUM_AUDIOENTITIES = 250,

	NUM_AUDIO_REFLECTIONS = 8,
	NUM_SCRIPT_MAX_ENTITIES = 40,

	NUM_GARAGE_STORED_CARS = 4,

	NUM_CRANES = 8,
	NUM_ESCALATORS = 22,
	NUM_WATER_CREATURES = 8,

	NUM_EXPLOSIONS = 48,

	NUM_SETPIECES = 96,
	NUM_SHORTCUT_START_POINTS = 16
};

// We'll use this once we're ready to become independent of the game
// Use it to mark bugs in the code that will prevent the game from working then
//#define STANDALONE

// We don't expect to compile for PS2 or Xbox
// but it might be interesting for documentation purposes
#define GTA_PC
//#define GTA_PS2
//#define GTA_XBOX

// This enables things from the PS2 version on PC
#define GTA_PS2_STUFF

// This is enabled for all released games.
// any debug stuff that isn't left in any game is not in FINAL
//#define FINAL

// This is enabled for all released games except mobile
// any debug stuff that is only left in mobile, is not in MASTER
//#define MASTER

// once and for all:
// pc: FINAL & MASTER
// mobile: FINAL

// MASTER builds must be FINAL
#ifdef MASTER
#define FINAL
#endif

// quality of life fixes that should also be in FINAL
#define NASTY_GAME	// nasty game for all languages
#define NO_CDCHECK

// those infamous texts
#define DRAW_GAME_VERSION_TEXT

#if defined GTA_PS2
#	define GTA_PS2_STUFF
#	define RANDOMSPLASH
#	define VU_COLLISION
#elif defined GTA_PC
//#	define GTA3_STEAM_PATCH
//# define GTAVC_JP_PATCH
#	ifdef GTA_PS2_STUFF
#		define USE_PS2_RAND
#		define RANDOMSPLASH	// use random splash as on PS2
#		define PS2_MATFX
#	endif
#elif defined GTA_XBOX
#endif

#ifdef VU_COLLISION
#define COMPRESSED_COL_VECTORS	// current need compressed vectors in this code
#endif

#ifdef MASTER
	// only in master builds
	#undef DRAW_GAME_VERSION_TEXT
#else
	// not in master builds
	#define VALIDATE_SAVE_SIZE

	#define NO_MOVIES	// disable intro videos
	#define DEBUGMENU
#endif

#ifdef FINAL
	// in all games
#	define USE_MY_DOCUMENTS	// use my documents directory for user files
#else
	// not in any game
#	define CHATTYSPLASH	// print what the game is loading
#	define TIMEBARS		// print debug timers
#endif

#define FIX_BUGS		// fixes bugs that we've came across during reversing, TODO: use this more
//#define MORE_LANGUAGES		// Add more translations to the game
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
#define FIX_HIGH_FPS_BUGS_ON_FRONTEND

// Just debug menu entries
#ifdef DEBUGMENU
#define RELOADABLES			// some debug menu options to reload TXD files
#define MISSION_SWITCHER // from debug menu
#endif

// Rendering/display
#define ASPECT_RATIO_SCALE	// Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
#define DEFAULT_NATIVE_RESOLUTION	// Set default video mode to your native resolution (fixes Windows 10 launch)
#define USE_TXD_CDIMAGE		// generate and load textures from txd.img
#define PS2_ALPHA_TEST		// emulate ps2 alpha test 
#define IMPROVED_VIDEOMODE	// save and load videomode parameters instead of a magic number
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
//#define NO_ISLAND_LOADING  // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
//#define USE_TEXTURE_POOL
//#define CUTSCENE_BORDERS_SWITCH
#ifdef LIBRW
//#define EXTENDED_COLOURFILTER		// more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES		// custom render pipelines (includes Neo)
//#define NEW_RENDERER		// leeds-like world rendering, needs librw
#endif
//#define MULTISAMPLING		// adds MSAA option TODO

#ifdef LIBRW
// these are not supported with librw yet
#	undef MULTISAMPLING
#endif

// Water & Particle
#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
// #define PC_WATER
#define WATER_CHEATS

//#define USE_CUTSCENE_SHADOW_FOR_PED
#define DISABLE_CUTSCENE_SHADOWS

// Pad
#if !defined(RW_GL3) && defined(_WIN32)
#define XINPUT
#endif
#if !defined(_WIN32) && !defined(__SWITCH__)
#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.
#endif
#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
#define KANGAROO_CHEAT
#define RESTORE_ALLCARSHELI_CHEAT
#define BETTER_ALLCARSAREDODO_CHEAT
#define WALLCLIMB_CHEAT
#define REGISTER_START_BUTTON
//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls

// Hud, frontend and radar
//#define BETA_SLIDING_TEXT
#define PC_MENU

#ifndef PC_MENU
#	define PS2_MENU
//#	define PS2_MENU_USEALLPAGEICONS
#else
#	define MAP_ENHANCEMENTS			// Adding waypoint and better mouse support
#	define TRIANGLE_BACK_BUTTON
//#	define CIRCLE_BACK_BUTTON
//#define CUSTOM_FRONTEND_OPTIONS
#	define GRAPHICS_MENU_OPTIONS
#define LEGACY_MENU_OPTIONS
#define MUCH_SHORTER_OUTRO_SCREEN

// Script
#define USE_DEBUG_SCRIPT_LOADER	// Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
//#define MISSION_REPLAY // mobile feature
#endif
//#define SIMPLIER_MISSIONS // apply simplifications from mobile
#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log

#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
#endif

// Replay
//#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool!
//#define USE_BETA_REPLAY_MODE // adds another replay mode, a few seconds slomo (caution: buggy!)

// Vehicles
#define EXPLODING_AIRTRAIN	// can blow up jumbo jet with rocket launcher
#define CPLANE_ROTORS		// make the rotors of the NPC police heli rotate

// Pickups
//#define MONEY_MESSAGES
#define CAMERA_PICKUP

// Peds
#define PED_SKIN		// support for skinned geometry on peds
#define ANIMATE_PED_COL_MODEL
#define VC_PED_PORTS			// various ports from VC's CPed, mostly subtle
#define CANCELLABLE_CAR_ENTER

// Camera
#define IMPROVED_CAMERA		// Better Debug cam, and maybe more in the future
#define FREE_CAM		// Rotating cam

// Audio
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
//#define PS2_AUDIO   // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS


//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
	#undef PS2_ALPHA_TEST
	#undef NO_ISLAND_LOADING
	#define PC_PARTICLE
	#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
#endif