re3/src/core/config.h
Sergeanur 33dfaf7da1 Merge remote-tracking branch 'origin/master' into miami
# Conflicts:
#	premake5.lua
#	src/core/ZoneCull.cpp
#	src/core/Zones.cpp
#	src/objects/CutsceneHead.cpp
#	src/render/Clouds.cpp
2020-05-13 00:27:15 +03:00

262 lines
6.8 KiB
C

#pragma once
enum Config {
NUMPLAYERS = 1,
NUMCDIMAGES = 6, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
MODELINFOSIZE = 6500,
TXDSTORESIZE = 1385,
COLSTORESIZE = 31,
EXTRADIRSIZE = 256,
CUTSCENEDIRSIZE = 512,
SIMPLEMODELSIZE = 3885,
TIMEMODELSIZE = 385,
CLUMPMODELSIZE = 5,
WEAPONMODELSIZE = 37,
PEDMODELSIZE = 130,
VEHICLEMODELSIZE = 110,
TWODFXSIZE = 1210,
MAXVEHICLESLOADED = 50, // 70 on mobile
NUMOBJECTINFO = 400, // TODO(MIAMI): fantasy // object.dat
// Pool sizes
NUMPTRNODES = 50000,
NUMENTRYINFOS = 5400, // only 3200 in VC???
NUMPEDS = 140,
NUMVEHICLES = 110,
NUMBUILDINGS = 7000,
NUMTREADABLES = 1214, // 1 in VC
NUMOBJECTS = 460,
NUMDUMMIES = 2802, // 2340 in VC
NUMAUDIOSCRIPTOBJECTS = 256, // 192 in VC
NUMCUTSCENEOBJECTS = 50, // does not exist in VC
// TODO(MIAMI): colmodel pool
NUMANIMBLOCKS = 35,
NUMANIMATIONS = 450,
NUMTEMPOBJECTS = 30,
// Path data
NUM_PATHNODES = 9650,
NUM_CARPATHLINKS = 3500,
NUM_MAPOBJECTS = 1250,
NUM_PATHCONNECTIONS = 20400,
// Link list lengths
NUMALPHALIST = 20,
NUMBOATALPHALIST = 20,
NUMALPHAENTITYLIST = 200,
NUMALPHAUNTERWATERENTITYLIST = 30,
NUMCOLCACHELINKS = 200,
NUMREFERENCES = 800,
// Zones
NUMAUDIOZONES = 14,
NUMINFOZONES = 169,
NUMMAPZONES = 39,
NUMNAVIGZONES = 20,
// Cull zones
NUMATTRIBZONES = 704,
NUMHANDLINGS = 106,
PATHNODESIZE = 4500,
NUMWEATHERS = 7,
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 = 67,
NUMMODELSPERPEDGROUP = 16,
NUMSHOTINFOS = 100,
NUMROADBLOCKS = 300,
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 = 4,
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
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
#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 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
# define DEBUGMENU
//# define TIMEBARS // print debug timers
#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. not too many things
#define MORE_LANGUAGES // Add more translations to the game
#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 IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
//#define USE_TEXTURE_POOL
#ifdef _WIN32
#define AUDIO_MSS
#else
#define AUDIO_OAL
#endif
// Particle
//#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
// Pad
#if !defined(RW_GL3) && defined(_WIN32)
#define XINPUT
#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
// 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
// #define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
#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 HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
#define BETA_SLIDING_TEXT
// Script
#define USE_DEBUG_SCRIPT_LOADER // makes game load main_freeroam.scm by default
#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 COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
// 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
// Camera
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
#define FREE_CAM // Rotating cam