re3/src/core/config.h

366 lines
9.8 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 = 210,
// Pool sizes
NUMPTRNODES = 50000,
NUMENTRYINFOS = 3200,
NUMPEDS = 140,
NUMVEHICLES = 110,
NUMBUILDINGS = 7000,
NUMTREADABLES = 1,
NUMOBJECTS = 460,
NUMDUMMIES = 2340,
NUMAUDIOSCRIPTOBJECTS = 192,
NUMCOLMODELS = 4400,
NUMCUTSCENEOBJECTS = 50, // does not exist in VC
NUMANIMBLOCKS = 35,
NUMANIMATIONS = 450,
NUMTEMPOBJECTS = 40,
// 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 = 50,
NUMREFERENCES = 800,
// Zones
NUMAUDIOZONES = 14,
NUMINFOZONES = 169,
NUMMAPZONES = 39,
NUMNAVIGZONES = 20,
// Cull zones
NUMATTRIBZONES = 704,
NUMOCCLUSIONVOLUMES = 350,
NUMACTIVEOCCLUDERS = 48,
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,
NUMONSCREENCLOCKS = 1,
NUMONSCREENCOUNTERS = 3,
NUMRADARBLIPS = 75,
NUMGENERALPICKUPS = 320,
NUMSCRIPTEDPICKUPS = 16,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
NUMCOLLECTEDPICKUPS = 20,
NUMPACMANPICKUPS = 256,
NUMEVENTS = 64,
NUM_CARGENS = 185,
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,
MAXZONEPEDSLOADED = 8,
NUMSHOTINFOS = 100,
NUMROADBLOCKS = 300,
NUM_SCRIPT_ROADBLOCKS = 16,
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 = 250,
NUM_AUDIO_REFLECTIONS = 8,
NUM_SCRIPT_MAX_ENTITIES = 40,
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'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
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
# define VU_COLLISION
#elif defined GTA_PC
//# define GTA3_STEAM_PATCH
//# define GTAVC_JP_PATCH
# ifdef GTA_PS2_STUFF
# define USE_PS2_RAND
# define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX
# endif
# define GTA_REPLAY
#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, TODO: use this more
//#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
#define FIX_HIGH_FPS_BUGS_ON_FRONTEND
// 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 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 DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
//#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
//#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the front- (or back-)buffer for this effect
#endif
#ifndef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS // we need neo.txd
#endif
// Water & Particle
#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
// #define PC_WATER
#define WATER_CHEATS
//#define USE_CUTSCENE_SHADOW_FOR_PED
#define DISABLE_CUTSCENE_SHADOWS
// 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 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
// Hud, frontend and radar
//#define BETA_SLIDING_TEXT
#define PC_MENU
#ifndef PC_MENU
# define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS
#else
# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support
# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
#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 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 // enable the hidden option
# 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
#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
#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 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
#define CANCELLABLE_CAR_ENTER
// Camera
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
#define FREE_CAM // Rotating cam
// Audio
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
#ifdef LIBRW
// these are not supported with librw yet
# undef MULTISAMPLING
#endif
//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
#undef PS2_ALPHA_TEST
#undef NO_ISLAND_LOADING
#define PC_PARTICLE
#endif