diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/config.h | 211 |
1 files changed, 181 insertions, 30 deletions
diff --git a/src/core/config.h b/src/core/config.h index 99c5f6ef..79323ef1 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -1,27 +1,33 @@ #pragma once +// disables (most) stuff that wasn't in original gta3.exe - check section at the bottom of this file +//#define VANILLA_DEFINES + enum Config { - NUMPLAYERS = 1, + NUMPLAYERS = 1, // 4 on PS2 NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC) MAX_CDIMAGES = 8, // additional cdimages MAX_CDCHANNELS = 5, - MODELINFOSIZE = 5500, -// TXDSTORESIZE = 850, + MODELINFOSIZE = 5500, // 3150 on PS2 +#if defined __MWERKS__ || defined VANILLA_DEFINES + TXDSTORESIZE = 850, +#else TXDSTORESIZE = 1024, // for Xbox map +#endif EXTRADIRSIZE = 128, CUTSCENEDIRSIZE = 512, - SIMPLEMODELSIZE = 5000, + SIMPLEMODELSIZE = 5000, // 2910 on PS2 MLOMODELSIZE = 1, MLOINSTANCESIZE = 1, TIMEMODELSIZE = 30, CLUMPMODELSIZE = 5, PEDMODELSIZE = 90, - VEHICLEMODELSIZE = 120, + VEHICLEMODELSIZE = 120, // 70 on PS2 XTRACOMPSMODELSIZE = 2, - TWODFXSIZE = 2000, + TWODFXSIZE = 2000, // 1210 on PS2 MAXVEHICLESLOADED = 50, // 70 on mobile @@ -135,10 +141,6 @@ enum Config { NUM_EXPLOSIONS = 48, }; -// 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 @@ -165,6 +167,16 @@ enum Config { #define FINAL #endif +// Version defines +#define GTA3_PS2_140 300 +#define GTA3_PS2_160 301 +#define GTA3_PC_10 310 +#define GTA3_PC_11 311 +#define GTA3_PC_STEAM 312 +// TODO? maybe something for xbox or android? + +#define GTA_VERSION GTA3_PC_11 + // quality of life fixes that should also be in FINAL #define NASTY_GAME // nasty game for all languages #define NO_CDCHECK @@ -173,24 +185,31 @@ enum Config { #define DRAW_GAME_VERSION_TEXT #define DRAW_MENU_VERSION_TEXT +// 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_PS2 # define GTA_PS2_STUFF # define RANDOMSPLASH +# define USE_CUSTOM_ALLOCATOR # define VU_COLLISION # define ANIM_COMPRESSION #elif defined GTA_PC -# define GTA3_1_1_PATCH -//# define GTA3_STEAM_PATCH # ifdef GTA_PS2_STUFF # define USE_PS2_RAND # define RANDOMSPLASH // use random splash as on PS2 # define PS2_MATFX # endif +# define PC_PLAYER_CONTROLS // mouse player/cam mode +# define GTA_REPLAY +# define GTA_SCENE_EDIT #elif defined GTA_XBOX #endif #ifdef VU_COLLISION -#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code +#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code #endif #ifdef MASTER @@ -213,11 +232,21 @@ enum Config { # define TIMEBARS // print debug timers #endif -#define FIX_BUGS // fixes bugs that we've came across during reversing +#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 #define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS +#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 __MWERKS__ || defined __MINGW32__ || defined VANILLA_DEFINES +#undef ASCII_STRCMP +#endif + // Just debug menu entries #ifdef DEBUGMENU #define MISSION_SWITCHER // from debug menu @@ -228,24 +257,26 @@ enum Config { //# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names. // NB: keep this enabled unless your map IDEs have these flags baked in #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 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 frontbuffer for this effect -#endif -#ifndef EXTENDED_PIPELINES -#undef SCREEN_DROPLETS // we need neo.txd +#undef SCREEN_DROPLETS // we need the backbuffer for this effect #endif // Particle @@ -264,14 +295,17 @@ enum Config { #define ALLCARSHELI_CHEAT #define ALT_DODO_CHEAT #define REGISTER_START_BUTTON -//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls +#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 PS2_HUD #define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better. // #define BETA_SLIDING_TEXT #define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC +#define FIX_RADAR // use radar size from early version before R* broke it // #define XBOX_SUBTITLES // the infamous outlines +#define RADIO_OFF_TEXT #define PC_MENU #ifndef PC_MENU @@ -279,6 +313,11 @@ enum Config { //# define PS2_MENU_USEALLPAGEICONS #else # define MENU_MAP // VC-like menu map. Make sure you have new menu.txd + +# ifdef XINPUT +# define GAMEPAD_MENU // Add gamepad menu +# endif + # define SCROLLABLE_STATS_PAGE // only draggable by mouse atm # define TRIANGLE_BACK_BUTTON //# define CIRCLE_BACK_BUTTON @@ -287,7 +326,7 @@ enum Config { # define CUSTOM_FRONTEND_OPTIONS # ifdef CUSTOM_FRONTEND_OPTIONS -# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full +# 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 @@ -306,10 +345,19 @@ enum Config { #define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT #define SCRIPT_LOG_FILE_LEVEL 0 // 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!) @@ -336,13 +384,30 @@ enum Config { #define FREE_CAM // Rotating cam // Audio -#ifndef AUDIO_OAL // is not working yet for openal -#define AUDIO_CACHE // cache sound lengths to speed up the cold boot +#define RADIO_SCROLL_TO_PREV_STATION +#define AUDIO_CACHE +//#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 + +#ifdef AUDIO_OPUS +#define AUDIO_OAL_USE_OPUS // enable support of opus files +#define OPUS_AUDIO_PATHS // 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 -//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS -// IMG -#define BIG_IMG // allows to read larger img files +#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 @@ -350,8 +415,94 @@ enum Config { #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 + #define VC_RAIN_NERF // Reduces number of rain particles #endif -#ifdef LIBRW -// these are not supported with librw yet +// ------- + +#if defined __MWERKS__ || defined VANILLA_DEFINES +#define FINAL +#undef CHATTYSPLASH +#undef TIMEBARS +//#define USE_MY_DOCUMENTS + +#define MASTER +#undef VALIDATE_SAVE_SIZE +#undef NO_MOVIES +#undef DEBUGMENU + +//#undef NASTY_GAME +//#undef NO_CDCHECK + +#undef DRAW_GAME_VERSION_TEXT +#undef DRAW_MENU_VERSION_TEXT + +#undef GTA_PS2_STUFF +#undef USE_PS2_RAND +#undef RANDOMSPLASH +#undef PS2_MATFX + +#undef FIX_BUGS +#define THIS_IS_STUPID +#undef MORE_LANGUAGES +#undef COMPATIBLE_SAVES +#undef LOAD_INI_SETTINGS + +#undef ASPECT_RATIO_SCALE +#undef PROPER_SCALING +//#undef DEFAULT_NATIVE_RESOLUTION +#undef PS2_ALPHA_TEST +#undef IMPROVED_VIDEOMODE +#undef DISABLE_LOADING_SCREEN +#undef DISABLE_VSYNC_ON_TEXTURE_CONVERSION +#undef ANISOTROPIC_FILTERING +//#define USE_TEXTURE_POOL // not possible because R* used custom RW33 + +#undef FIX_SPRITES + +#define PC_PARTICLE + +#undef XINPUT +#undef DETECT_PAD_INPUT_SWITCH +#undef KANGAROO_CHEAT +#undef ALLCARSHELI_CHEAT +#undef ALT_DODO_CHEAT +#undef REGISTER_START_BUTTON +#undef BIND_VEHICLE_FIREWEAPON +#undef BUTTON_ICONS + +#undef HUD_ENHANCEMENTS +#undef TRIANGULAR_BLIPS +#undef FIX_RADAR +#undef RADIO_OFF_TEXT + +#undef MENU_MAP +#undef GAMEPAD_MENU +#undef SCROLLABLE_STATS_PAGE +#undef CUSTOM_FRONTEND_OPTIONS + +#undef GRAPHICS_MENU_OPTIONS +#undef NO_ISLAND_LOADING +#undef CUTSCENE_BORDERS_SWITCH +#undef MULTISAMPLING +#undef INVERT_LOOK_FOR_PAD + +#undef USE_DEBUG_SCRIPT_LOADER +#undef USE_MEASUREMENTS_IN_METERS +#undef USE_PRECISE_MEASUREMENT_CONVERTION +#undef MISSION_REPLAY +#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT +#undef USE_BASIC_SCRIPT_DEBUG_OUTPUT + +#define DONT_FIX_REPLAY_BUGS + +#undef EXPLODING_AIRTRAIN +#undef CAMERA_PICKUP +#undef PED_SKIN +#undef ANIMATE_PED_COL_MODEL +#undef CANCELLABLE_CAR_ENTER +#undef IMPROVED_CAMERA +#undef FREE_CAM +#undef RADIO_SCROLL_TO_PREV_STATION +#undef BIG_IMG #endif |