#pragma once
// disables (most) stuff that wasn't in original gta-vc.exe
#ifdef __MWERKS__
#define VANILLA_DEFINES
#endif
enum Config {
NUMPLAYERS = 1,
NUMCDIMAGES = 6, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
MODELINFOSIZE = 4900,
TXDSTORESIZE = 1200,
COLSTORESIZE = 15,
EXTRADIRSIZE = 256,
CUTSCENEDIRSIZE = 512,
SIMPLEMODELSIZE = 3885,
TIMEMODELSIZE = 385,
CLUMPMODELSIZE = 10,
WEAPONMODELSIZE = 37,
PEDMODELSIZE = 130,
VEHICLEMODELSIZE = 110,
TWODFXSIZE = 1210,
MAXVEHICLESLOADED = 50, // 70 on mobile
NUMOBJECTINFO = 210,
// Pool sizes
NUMPTRNODES = 50000, // only 30100
NUMENTRYINFOS = 4000,
NUMPEDS = 140, // only 70
NUMVEHICLES = 110, // only 70
NUMBUILDINGS = 7000, // only 6757
NUMTREADABLES = 1300,
NUMOBJECTS = 475,
NUMDUMMIES = 3000,
NUMAUDIOSCRIPTOBJECTS = 192,
NUMCOLMODELS = 4400,
NUMCUTSCENEOBJECTS = 50, // not a pool in VC
NUMANIMBLOCKS = 60,
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 = 36,
NUMINFOZONES = 169,
NUMMAPZONES = 110,
NUMNAVIGZONES = 70,
// Cull zones
NUMATTRIBZONES = 900,
NUMOCCLUSIONVOLUMES = 350,
NUMACTIVEOCCLUDERS = 48,
PATHNODESIZE = 4500,
NUMWEATHERS = 8,
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 = 195, // 500 on mobile
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 = 60,
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_AUDIOENTITIES = 250,
NUM_AUDIO_REFLECTIONS = 8,
NUM_SCRIPT_MAX_ENTITIES = 40,
NUM_GARAGE_STORED_CARS = 4,
NUM_CRANES = 11,
NUM_ESCALATORS = 22,
NUM_WATER_CREATURES = 8,
NUM_EXPLOSIONS = 48,
NUM_SETPIECES = 96,
NUM_SHORTCUT_START_POINTS = 16
};
// 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
#define GTA_TRAIN
#define GTA_BRIDGE
// Version defines
#define GTAVC_PS2 400
#define GTAVC_PC_10 410
#define GTAVC_PC_11 411
#define GTAVC_PC_JAP 412
// TODO? maybe something for xbox or android?
#define GTA_VERSION GTAVC_PC_11
// TODO(MIAMI): someone ought to find and check out uses of these defines:
//#define GTA3_STEAM_PATCH
//#define GTAVC_JP_PATCH
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
//# define USE_CUSTOM_ALLOCATOR
# define VU_COLLISION
# define PS2_MENU
#elif defined GTA_PC
# define PC_PLAYER_CONTROLS // mouse player/cam mode
//# define GTA_REPLAY
# define GTA_SCENE_EDIT
# define PC_MENU
# define PC_WATER
#elif defined GTA_XBOX
#endif
// 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
// these are placed here to work with VANILLA_DEFINES for compatibility
#define NO_CDCHECK // skip audio CD check
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
#ifdef VANILLA_DEFINES
#if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64)
#error Vanilla can only be built for win-x86
#endif
#define FINAL
#define MASTER
//#define USE_MY_DOCUMENTS
#define THIS_IS_STUPID
#define DONT_FIX_REPLAY_BUGS
#define USE_TXD_CDIMAGE // generate and load textures from txd.img
//#define USE_TEXTURE_POOL // not possible because R* used custom RW33
#else
// This enables things from the PS2 version on PC
#define GTA_PS2_STUFF
// quality of life fixes that should also be in FINAL
#define NASTY_GAME // nasty game for all languages
// those infamous texts
#define DRAW_GAME_VERSION_TEXT
#ifdef DRAW_GAME_VERSION_TEXT
// unlike R* development builds, ours has runtime switch on debug menu & .ini, and disabled as default.
// If you disable this then game will fetch version from peds.col, as R* did while in development.
//#define USE_OUR_VERSIONING // enabled from buildfiles by default
#endif
// Memory allocation and compression
// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
#if defined GTA_PC && defined GTA_PS2_STUFF
# define USE_PS2_RAND
# define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX
#endif
#ifdef VU_COLLISION
#define COMPRESSED_COL_VECTORS // currently 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 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. You can undefine this only on release builds.
//#define MORE_LANGUAGES // Add more translations to the game
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible, and keeps saves compatible between platforms
#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
#define NO_MOVIES // add option to disable intro videos
#if defined(__LP64__) || defined(_WIN64)
#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
#endif
#define ASCII_STRCMP // use faster ascii str comparisons
#if !defined _WIN32 || defined __MINGW32__
#undef ASCII_STRCMP
#endif
// 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 PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
#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 DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
#define ANISOTROPIC_FILTERING // set all textures to max anisotropic filtering
//#define USE_TEXTURE_POOL
#ifdef LIBRW
#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
#define SCREEN_DROPLETS // neo water droplets
#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif
#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif
// Water & Particle
#undef PC_WATER
#define WATER_CHEATS
//#define PSP_WATERCANNON
//#define USE_CUTSCENE_SHADOW_FOR_PED
#define DISABLE_CUTSCENE_SHADOWS
// Pad
#if !defined(RW_GL3) && defined(_WIN32)
#define XINPUT
#endif
#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined __SWITCH__)
#define DETECT_JOYSTICK_MENU // Then we'll expect user to enter Controller->Detect joysticks if his joystick isn't detected at the start.
#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
#define BUTTON_ICONS // use textures to show controller buttons
// Hud, frontend and radar
#define PC_MENU
#define FIX_RADAR // use radar size from early version before R* broke it
#define RADIO_OFF_TEXT // Won't work without FIX_BUGS
#ifndef PC_MENU
# define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS
#else
# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support
# ifdef XINPUT
# define GAMEPAD_MENU // Add gamepad menu
# endif
# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
#define LEGACY_MENU_OPTIONS // i.e. frame sync(vsync)
#define MUCH_SHORTER_OUTRO_SCREEN
// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
# define CUSTOM_FRONTEND_OPTIONS
# ifdef CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
//# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
# define CUTSCENE_BORDERS_SWITCH
# define MULTISAMPLING // adds MSAA option
# define INVERT_LOOK_FOR_PAD // enable the hidden option
# endif
#endif
// 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 SUPPORT_JAPANESE_SCRIPT
//#define SUPPORT_XBOX_SCRIPT
//#define SUPPORT_MOBILE_SCRIPT
#if (defined SUPPORT_XBOX_SCRIPT && defined SUPPORT_MOBILE_SCRIPT)
static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually exclusive");
#endif
#ifdef PC_MENU
//#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
#if SCRIPT_LOG_FILE_LEVEL == 0
#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#endif
#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
#endif
#ifdef MASTER
#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#undef 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 CANCELLABLE_CAR_ENTER
// Camera
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
#define FREE_CAM // Rotating cam
// Audio
#define RADIO_SCROLL_TO_PREV_STATION // Won't work without FIX_BUGS
//#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 41 (PSP and mobile have 21 originally)
//#define PS2_AUDIO_PATHS // changes audio paths for cutscenes and radio to PS2 paths (needs vbdec on MSS builds)
//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
#ifdef AUDIO_OPUS
#define AUDIO_OAL_USE_OPUS // enable support of opus files
//#define OPUS_AUDIO_PATHS // (not supported on VC yet) changes audio paths to opus paths (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled)
//#define OPUS_SFX // enable if your sfx.raw is encoded with opus (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled)
#ifndef AUDIO_OAL_USE_OPUS
#undef OPUS_AUDIO_PATHS
#undef OPUS_SFX
#endif
#endif
// Streaming
#if !defined(_WIN32) && !defined(__SWITCH__)
//#define ONE_THREAD_PER_CHANNEL // Don't use if you're not on SSD/Flash - also not utilized too much right now(see commented LoadAllRequestedModels in Streaming.cpp)
#define FLUSHABLE_STREAMING // Make it possible to interrupt reading when processing file isn't needed anymore.
#endif
#define BIG_IMG // Not complete - allows to read larger img files
//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
#undef PS2_ALPHA_TEST
#undef NO_ISLAND_LOADING
#undef PS2_AUDIO_CHANNELS
#endif
#endif // VANILLA_DEFINES