GTA_VERSION define and some config.h cleanup

This commit is contained in:
aap 2020-11-29 12:26:34 +01:00
parent 566282057a
commit d5bc382cb5
25 changed files with 96 additions and 86 deletions

View file

@ -2570,7 +2570,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
ResetStatics = false;
}
#ifndef GTA3_1_1_PATCH
#if GTA_VERSION < GTA3_PC_11
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
Source = HeadPos;
Source.z += 0.1f;
@ -2605,7 +2605,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
HeadPos.x = 0.0f;
HeadPos.y = 0.0f;
HeadPos.z = 0.0f;

View file

@ -74,7 +74,7 @@ bool bDidWeProcessAnyCinemaCam;
CCamera::CCamera(void)
{
#if defined(GTA3_1_1_PATCH) || defined(FIX_BUGS)
#if GTA_VERSION >= GTA3_PC_11 || defined(FIX_BUGS)
m_fMouseAccelHorzntl = 0.0025f;
m_fMouseAccelVertical = 0.003f;
#endif
@ -88,7 +88,7 @@ CCamera::CCamera(float)
void
CCamera::Init(void)
{
#if defined(GTA3_1_1_PATCH) || defined(FIX_BUGS)
#if GTA_VERSION >= GTA3_PC_11 || defined(FIX_BUGS)
float fMouseAccelHorzntl = m_fMouseAccelHorzntl;
float fMouseAccelVertical = m_fMouseAccelVertical;
#endif
@ -104,7 +104,7 @@ CCamera::Init(void)
memset(this, 0, sizeof(CCamera)); // getting rid of vtable, eh?
#endif
#if defined(GTA3_1_1_PATCH) || defined(FIX_BUGS)
#if GTA_VERSION >= GTA3_PC_11 || defined(FIX_BUGS)
m_fMouseAccelHorzntl = fMouseAccelHorzntl;
m_fMouseAccelVertical = fMouseAccelVertical;
#endif
@ -237,7 +237,7 @@ CCamera::Init(void)
m_uiTransitionState = 0;
m_uiTimeTransitionStart = 0;
m_bLookingAtPlayer = true;
#if !defined(GTA3_1_1_PATCH) && !defined(FIX_BUGS)
#if GTA_VERSION < GTA3_PC_11 && !defined(FIX_BUGS)
m_fMouseAccelHorzntl = 0.0025f;
m_fMouseAccelVertical = 0.003f;
#endif

View file

@ -1009,7 +1009,7 @@ CMenuManager::Draw()
CFont::SetCentreOff();
CFont::SetJustifyOn();
CFont::SetBackGroundOnlyTextOn();
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
#ifdef DRAW_MENU_VERSION_TEXT
CFont::SetColor(CRGBA(235, 170, 50, FadeIn(255)));
CFont::SetRightJustifyOn();
@ -3538,7 +3538,7 @@ CMenuManager::LoadAllTextures()
CTxdStore::LoadTxd(frontendTxdSlot, "MODELS/FRONTEND.TXD");
CTxdStore::AddRef(frontendTxdSlot);
CTxdStore::SetCurrentTxd(frontendTxdSlot);
#ifndef GTA3_1_1_PATCH
#if GTA_VERSION < GTA3_PC_11
CStreaming::IHaveUsedStreamingMemory();
CTimer::Update();
#endif
@ -3568,7 +3568,7 @@ CMenuManager::LoadAllTextures()
m_aMapSprites[i].SetAddressing(rwTEXTUREADDRESSBORDER);
}
#endif
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
CStreaming::IHaveUsedStreamingMemory();
CTimer::Update();
#endif
@ -3583,7 +3583,7 @@ CMenuManager::LoadSettings()
int fileHandle = CFileMgr::OpenFile("gta3.set", "r");
int32 prevLang = m_PrefsLanguage;
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
CMBlur::BlurOn = (_dwOperatingSystemVersion != OS_WIN98);
#else
CMBlur::BlurOn = true;
@ -3882,7 +3882,7 @@ void
CMenuManager::PrintStats()
{
int rowNum = ConstructStatLine(99999);
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
CFont::SetFontStyle(FONT_LOCALE(FONT_BANK));
#endif
CFont::SetScale(MENU_X(MENU_TEXT_SIZE_X * 0.7), MENU_Y(MENU_TEXT_SIZE_Y * 0.9)); // second mulipliers are double, idk why
@ -4936,7 +4936,7 @@ CMenuManager::ProcessButtonPresses(void)
m_PrefsUseWideScreen = false;
m_PrefsShowSubtitles = true;
m_nDisplayVideoMode = m_nPrefsVideoMode;
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
if (_dwOperatingSystemVersion == OS_WIN98) {
CMBlur::BlurOn = false;
CMBlur::MotionBlurClose();
@ -5588,7 +5588,7 @@ CMenuManager::WaitForUserCD()
CSprite2d *splash;
char *splashscreen = nil;
#if (!(defined RANDOMSPLASH) && !(defined GTA3_1_1_PATCH))
#if (!(defined RANDOMSPLASH) && GTA_VERSION < GTA3_PC_11)
if (CGame::frenchGame || CGame::germanGame || !CGame::nastyGame)
splashscreen = "mainsc2";
else

View file

@ -115,7 +115,7 @@ void RestoreDefGraphics(int8 action) {
CMenuManager::m_PrefsVsync = true;
CMenuManager::m_PrefsUseWideScreen = false;
FrontEndMenuManager.m_nDisplayVideoMode = FrontEndMenuManager.m_nPrefsVideoMode;
#ifdef GTA3_1_1_PATCH
#if GTA_VERSION >= GTA3_PC_11
if (_dwOperatingSystemVersion == OS_WIN98) {
CMBlur::BlurOn = false;
CMBlur::MotionBlurClose();

View file

@ -937,7 +937,7 @@ void CPad::AddToPCCheatString(char c)
if ( !_CHEATCMP("GNIROOOOOB") )
SlowTimeCheat();
#ifndef GTA3_1_1_PATCH
#if GTA_VERSION < GTA3_PC_11
// "TURTOISE"
if ( !_CHEATCMP("ESIOTRUT") )
ArmourCheat();

View file

@ -135,10 +135,6 @@ 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 +161,16 @@ 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
@ -173,14 +179,18 @@ 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
@ -190,7 +200,7 @@ enum Config {
#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
@ -242,7 +252,7 @@ enum Config {
#endif
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the frontbuffer for this effect
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif
#ifndef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS // we need neo.txd