#pragma once
enum Config {
NUMPLAYERS = 1,
NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
MODELINFOSIZE = 5500,
// TXDSTORESIZE = 850,
TXDSTORESIZE = 1024, // for Xbox map
EXTRADIRSIZE = 128,
CUTSCENEDIRSIZE = 512,
SIMPLEMODELSIZE = 5000,
MLOMODELSIZE = 1,
MLOINSTANCESIZE = 1,
TIMEMODELSIZE = 30,
CLUMPMODELSIZE = 5,
PEDMODELSIZE = 90,
VEHICLEMODELSIZE = 120,
XTRACOMPSMODELSIZE = 2,
TWODFXSIZE = 2000,
MAXVEHICLESLOADED = 50, // 70 on mobile
NUMOBJECTINFO = 168, // object.dat
// Pool sizes
NUMPTRNODES = 30000, // 26000 on PS2
NUMENTRYINFOS = 5400, // 3200 on PS2
NUMPEDS = 140, // 90 on PS2
NUMVEHICLES = 110, // 70 on PS2
NUMBUILDINGS = 5500, // 4915 on PS2
NUMTREADABLES = 1214,
NUMOBJECTS = 450,
NUMDUMMIES = 2802, // 2368 on PS2
NUMAUDIOSCRIPTOBJECTS = 256,
NUMCUTSCENEOBJECTS = 50,
NUMANIMBLOCKS = 2,
NUMANIMATIONS = 250,
NUMTEMPOBJECTS = 30,
// Path data
NUM_PATHNODES = 4930,
NUM_CARPATHLINKS = 2076,
NUM_MAPOBJECTS = 1250,
NUM_PATHCONNECTIONS = 10260,
// Link list lengths
NUMALPHALIST = 20,
NUMALPHAENTITYLIST = 150,
NUMCOLCACHELINKS = 200,
NUMREFERENCES = 800,
// Zones
NUMAUDIOZONES = 36,
NUMZONES = 50,
NUMMAPZONES = 25,
// Cull zones
NUMCULLZONES = 512,
NUMATTRIBZONES = 288,
NUMZONEINDICES = 55000,
PATHNODESIZE = 4500,
NUMWEATHERS = 4,
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,
NUMONSCREENTIMERENTRIES = 1,
NUMRADARBLIPS = 32,
NUMGENERALPICKUPS = 320,
NUMSCRIPTEDPICKUPS = 16,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
NUMCOLLECTEDPICKUPS = 20,
NUMPACMANPICKUPS = 256,
NUMEVENTS = 64,
NUM_CARGENS = 160,
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 = 31,
NUMMODELSPERPEDGROUP = 8,
NUMSHOTINFOS = 100,
NUMROADBLOCKS = 600,
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 = 200,
NUM_AUDIO_REFLECTIONS = 5,
NUM_SCRIPT_MAX_ENTITIES = 40,
NUM_GARAGE_STORED_CARS = 6,
NUM_CRANES = 8,
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
//#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
#define DRAW_MENU_VERSION_TEXT
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
# 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
#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
#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
// Just debug menu entries
#ifdef DEBUGMENU
#define MISSION_SWITCHER // from debug menu
#endif
// Rendering/display
//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
//# 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 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 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
#endif
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the frontbuffer for this effect
#endif
#ifndef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS // we need neo.txd
#endif
// Particle
//#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
// 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 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 BUTTON_ICONS // use textures to show controller buttons
// Hud, frontend and radar
#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 XBOX_SUBTITLES // the infamous outlines
#define PC_MENU
#ifndef PC_MENU
# define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS
#else
# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
# define CUSTOM_FRONTEND_OPTIONS
# ifdef CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
# 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 // add bInvertLook4Pad from VC
# 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
#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
#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 REMOVE_TREADABLE_PATHFIND
// 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 NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
#define CANCELLABLE_CAR_ENTER
//#define PEDS_REPORT_CRIMES_ON_PHONE
// Camera
//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
#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
#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
//#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
#ifdef LIBRW
// these are not supported with librw yet
# undef MULTISAMPLING
#endif