#pragma once
enum Config {
NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
MODELINFOSIZE = 5500,
TXDSTORESIZE = 850,
EXTRADIRSIZE = 128,
CUTSCENEDIRSIZE = 512,
SIMPLEMODELSIZE = 5000,
TIMEMODELSIZE = 30,
CLUMPMODELSIZE = 5,
PEDMODELSIZE = 90,
VEHICLEMODELSIZE = 120,
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,
NUMTEMPOBJECTS = 30,
// Path data
NUM_PATHNODES = 4930,
NUM_CARPATHLINKS = 2076,
NUM_MAPOBJECTS = 1250,
NUM_PATHCONNECTIONS = 10260,
// Link list lengths
// TODO: alpha list
NUMCOLCACHELINKS = 200,
NUMREFERENCES = 800,
// Zones
NUMAUDIOZONES = 36,
NUMZONES = 50,
NUMMAPZONES = 25,
// Cull zones
NUMCULLZONES = 512,
NUMATTRIBZONES = 288,
NUMZONEINDICES = 55000,
NUMHANDLINGS = 57,
PATHNODESIZE = 4500,
NUMWEATHERS = 4,
NUMHOURS = 24,
NUMEXTRADIRECTIONALS = 4,
NUMANTENNAS = 8,
NUMCORONAS = 56,
NUMPOINTLIGHTS = 32,
NUM3DMARKERS = 32,
NUMMONEYMESSAGES = 16,
NUMPICKUPMESSAGES = 16,
NUMONSCREENTIMERENTRIES = 1,
NUMRADARBLIPS = 32,
NUMGENERALPICKUPS = 320,
NUMSCRIPTEDPICKUPS = 16,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
NUMCOLLECTEDPICKUPS = 20,
NUMEVENTS = 64,
NUM_CARGENS = 160,
NUM_PATH_NODES_IN_AUTOPILOT = 8,
NUM_ACCIDENTS = 20,
NUM_FIRES = 40,
NUM_GARAGES = 32,
NUMPEDROUTES = 200,
NUMPHONES = 50,
NUMVISIBLEENTITIES = 2000,
NUMINVISIBLEENTITIES = 150,
};
// 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
#if defined GTA_PS2
# define RANDOMSPLASH
#elif defined GTA_PC
# define GTA3_1_1_PATCH
//# define GTA3_STEAM_PATCH
# ifdef GTA_PS2_STUFF
//# define USE_PS2_RAND // this is unsafe until we have the game reversed
# define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX
# endif
#elif defined GTA_XBOX
#endif
#ifdef MASTER
// only in master builds
#else
// not in master builds
#define VALIDATE_SAVE_SIZE
#endif
#ifdef FINAL
// in all games
# define USE_MY_DOCUMENTS // use my documents directory for user files
#else
// not in any game
# define NASTY_GAME // nasty game for all languages
# define NO_MOVIES // disable intro videos
# define NO_CDCHECK
# define CHATTYSPLASH // print what the game is loading
#endif
#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
#define TOGGLEABLE_BETA_FEATURES // toggleable from debug menu. doesn't have too many things
// Pad
#define KANGAROO_CHEAT
// Hud, frontend and radar
#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
#define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
// Script
#define USE_DEBUG_SCRIPT_LOADER // makes game load main_freeroam.scm by default
// Vehicles
#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
//#define REMOVE_TREADABLE_PATHFIND
// Pickups
//#define MONEY_MESSAGES
// 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