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-rw-r--r--src/core/config.h232
1 files changed, 118 insertions, 114 deletions
diff --git a/src/core/config.h b/src/core/config.h
index 21a8b738..73b77560 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -1,82 +1,82 @@
#pragma once
-// disables (most) stuff that wasn't in original gta3.exe
+// disables (most) stuff that wasn't in original gta-vc.exe
#ifdef __MWERKS__
#define VANILLA_DEFINES
#endif
enum Config {
- NUMPLAYERS = 1, // 4 on PS2
+ NUMPLAYERS = 1,
- NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
+ NUMCDIMAGES = 6, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
- MODELINFOSIZE = 5500, // 3150 on PS2
-#ifdef VANILLA_DEFINES
- TXDSTORESIZE = 850,
-#else
- TXDSTORESIZE = 1024, // for Xbox map
-#endif
- EXTRADIRSIZE = 128,
+ MODELINFOSIZE = 6500, // 4900 on PS2
+ TXDSTORESIZE = 1385,
+ COLSTORESIZE = 31,
+ EXTRADIRSIZE = 256,
CUTSCENEDIRSIZE = 512,
- SIMPLEMODELSIZE = 5000, // 2910 on PS2
- MLOMODELSIZE = 1,
- MLOINSTANCESIZE = 1,
- TIMEMODELSIZE = 30,
+ SIMPLEMODELSIZE = 3885,
+ TIMEMODELSIZE = 385,
CLUMPMODELSIZE = 5,
- PEDMODELSIZE = 90,
- VEHICLEMODELSIZE = 120, // 70 on PS2
- XTRACOMPSMODELSIZE = 2,
- TWODFXSIZE = 2000, // 1210 on PS2
+ WEAPONMODELSIZE = 37,
+ PEDMODELSIZE = 130,
+ VEHICLEMODELSIZE = 110,
+ TWODFXSIZE = 1210,
MAXVEHICLESLOADED = 50, // 70 on mobile
- NUMOBJECTINFO = 168, // object.dat
+ NUMOBJECTINFO = 210,
// 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,
+ NUMPTRNODES = 50000,
+ NUMENTRYINFOS = 3200,
+ NUMPEDS = 140,
+ NUMVEHICLES = 110,
+ NUMBUILDINGS = 7000,
+ NUMTREADABLES = 1,
+ NUMOBJECTS = 460,
+ NUMDUMMIES = 2340,
+ NUMAUDIOSCRIPTOBJECTS = 192,
+ NUMCOLMODELS = 4400,
+ NUMCUTSCENEOBJECTS = 50, // not a pool in VC
+
+ NUMANIMBLOCKS = 35,
+ NUMANIMATIONS = 450,
+
+ NUMTEMPOBJECTS = 40,
// Path data
- NUM_PATHNODES = 4930,
- NUM_CARPATHLINKS = 2076,
+ NUM_PATHNODES = 9650,
+ NUM_CARPATHLINKS = 3500,
NUM_MAPOBJECTS = 1250,
- NUM_PATHCONNECTIONS = 10260,
+ NUM_PATHCONNECTIONS = 20400,
// Link list lengths
NUMALPHALIST = 20,
- NUMALPHAENTITYLIST = 150,
- NUMCOLCACHELINKS = 200,
+ NUMBOATALPHALIST = 20,
+ NUMALPHAENTITYLIST = 200,
+ NUMALPHAUNTERWATERENTITYLIST = 30,
+ NUMCOLCACHELINKS = 50,
NUMREFERENCES = 800,
// Zones
- NUMAUDIOZONES = 36,
- NUMZONES = 50,
- NUMMAPZONES = 25,
+ NUMAUDIOZONES = 14,
+ NUMINFOZONES = 169,
+ NUMMAPZONES = 39,
+ NUMNAVIGZONES = 20,
// Cull zones
- NUMCULLZONES = 512,
- NUMATTRIBZONES = 288,
- NUMZONEINDICES = 55000,
+ NUMATTRIBZONES = 704,
+
+ NUMOCCLUSIONVOLUMES = 350,
+ NUMACTIVEOCCLUDERS = 48,
PATHNODESIZE = 4500,
- NUMWEATHERS = 4,
+ NUMWEATHERS = 7,
NUMHOURS = 24,
NUMEXTRADIRECTIONALS = 4,
@@ -92,8 +92,9 @@ enum Config {
NUMMBLURSTREAKS = 4,
NUMSKIDMARKS = 32,
- NUMONSCREENTIMERENTRIES = 1,
- NUMRADARBLIPS = 32,
+ NUMONSCREENCLOCKS = 1,
+ NUMONSCREENCOUNTERS = 3,
+ NUMRADARBLIPS = 75,
NUMGENERALPICKUPS = 320,
NUMSCRIPTEDPICKUPS = 16,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
@@ -101,7 +102,7 @@ enum Config {
NUMPACMANPICKUPS = 256,
NUMEVENTS = 64,
- NUM_CARGENS = 160,
+ NUM_CARGENS = 185,
NUM_PATH_NODES_IN_AUTOPILOT = 8,
@@ -116,11 +117,13 @@ enum Config {
NUMPEDROUTES = 200,
NUMPHONES = 50,
- NUMPEDGROUPS = 31,
- NUMMODELSPERPEDGROUP = 8,
+ NUMPEDGROUPS = 67,
+ NUMMODELSPERPEDGROUP = 16,
+ MAXZONEPEDSLOADED = 8,
NUMSHOTINFOS = 100,
- NUMROADBLOCKS = 600,
+ NUMROADBLOCKS = 300,
+ NUM_SCRIPT_ROADBLOCKS = 16,
NUMVISIBLEENTITIES = 2000,
NUMINVISIBLEENTITIES = 150,
@@ -130,16 +133,21 @@ enum Config {
NUM_PED_COMMENTS_SLOTS = 20,
NUM_SOUNDS_SAMPLES_BANKS = 2,
- NUM_AUDIOENTITIES = 200,
+ NUM_AUDIOENTITIES = 250,
- NUM_AUDIO_REFLECTIONS = 5,
+ NUM_AUDIO_REFLECTIONS = 8,
NUM_SCRIPT_MAX_ENTITIES = 40,
- NUM_GARAGE_STORED_CARS = 6,
+ NUM_GARAGE_STORED_CARS = 4,
NUM_CRANES = 8,
+ 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
@@ -149,28 +157,34 @@ enum Config {
//#define GTA_XBOX
// 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
+#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 GTA3_PC_11
+#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 USE_CUSTOM_ALLOCATOR
# define VU_COLLISION
-# define ANIM_COMPRESSION
# 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
+#elif defined GTA_MOBILE
+# define MISSION_REPLAY
+# define SIMPLER_MISSIONS
#endif
// This is enabled for all released games.
@@ -203,7 +217,6 @@ enum Config {
#define MASTER
//#define USE_MY_DOCUMENTS
#define THIS_IS_STUPID
-#define PC_PARTICLE
#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
@@ -221,7 +234,6 @@ enum Config {
// 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
-//#define DRAW_MENU_VERSION_TEXT
// Memory allocation and compression
// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
@@ -259,7 +271,7 @@ enum Config {
#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, needs to be enabled on 64bit builds!
+#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
@@ -274,19 +286,17 @@ enum Config {
#define ASCII_STRCMP // use faster ascii str comparisons
-#if !defined _WIN32 || defined __MINGW32__
+#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 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 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)
@@ -294,10 +304,6 @@ enum Config {
#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
-#ifdef DISABLE_LOADING_SCREEN
-// enable the PC splash
-#undef RANDOMSPLASH
-#endif
#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
@@ -314,9 +320,12 @@ enum Config {
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif
-// Particle
-//#define PC_PARTICLE
-//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
+// Water & Particle
+#undef PC_WATER
+#define WATER_CHEATS
+
+//#define USE_CUTSCENE_SHADOW_FOR_PED // requires COMPATIBLE_SAVES
+//#define DISABLE_CUTSCENE_SHADOWS
// Pad
#if !defined(RW_GL3) && defined(_WIN32)
@@ -327,45 +336,39 @@ enum Config {
#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 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 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
+#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 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 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 MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd
# 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 // add bInvertLook4Pad from VC
+# define INVERT_LOOK_FOR_PAD // enable the hidden option
# define PED_CAR_DENSITY_SLIDERS
# endif
#endif
@@ -374,10 +377,17 @@ enum Config {
#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
+#define MISSION_REPLAY // mobile feature
+//#define SIMPLER_MISSIONS // apply simplifications from mobile
+#define USE_MISSION_REPLAY_OVERRIDE_FOR_NON_MOBILE_SCRIPT
#endif
-//#define SIMPLIER_MISSIONS // apply simplifications from mobile
#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
@@ -394,45 +404,43 @@ enum Config {
#undef USE_BASIC_SCRIPT_DEBUG_OUTPUT
#endif
+#ifndef MISSION_REPLAY
+#undef USE_MISSION_REPLAY_OVERRIDE_FOR_NON_MOBILE_SCRIPT
+#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
+#define CPLANE_ROTORS // make the rotors of the NPC police heli rotate
// Pickups
//#define MONEY_MESSAGES
#define CAMERA_PICKUP
// Peds
-#define PED_SKIN // support for skinned geometry on peds, requires COMPATIBLE_SAVES
-#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 // requires COMPATIBLE_SAVES
// 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
-#define RADIO_SCROLL_TO_PREV_STATION
-#define AUDIO_CACHE
-#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
+#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 43 (PC has 28 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 PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
#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 // 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)
+//#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
@@ -454,15 +462,11 @@ enum Config {
#undef NO_ISLAND_LOADING
#undef PS2_AUDIO_CHANNELS
#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
- #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
// if these defines are enabled saves are not vanilla compatible without COMPATIBLE_SAVES
#ifndef COMPATIBLE_SAVES
-#undef PED_SKIN
-#undef PEDS_REPORT_CRIMES_ON_PHONE
+#undef USE_CUTSCENE_SHADOW_FOR_PED
#endif
-#endif // VANILLA_DEFINES
+#endif // VANILLA_DEFINES \ No newline at end of file