#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