summaryrefslogtreecommitdiffstats
path: root/src/core/config.h
blob: ed36a493e854661bbb416d881209eb9898bd53eb (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
#pragma once

enum Config {
	NUMPLAYERS = 1,

	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,
	MLOMODELSIZE = 1,
	MLOINSTANCESIZE = 1,
	TIMEMODELSIZE = 30,
	CLUMPMODELSIZE = 5,
	PEDMODELSIZE = 90,
	VEHICLEMODELSIZE = 120,
	XTRACOMPSMODELSIZE = 2,
	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,

	NUMANIMBLOCKS = 2,
	NUMANIMATIONS = 250,

	NUMTEMPOBJECTS = 30,

	// Path data
	NUM_PATHNODES = 4930,
	NUM_CARPATHLINKS = 2076,
	NUM_MAPOBJECTS = 1250,
	NUM_PATHCONNECTIONS = 10260,

	// Link list lengths
	NUMALPHALIST = 20,
	NUMALPHAENTITYLIST = 150,
	NUMCOLCACHELINKS = 200,
	NUMREFERENCES = 800,

	// Zones
	NUMAUDIOZONES = 36,
	NUMZONES = 50,
	NUMMAPZONES = 25,

	// Cull zones
	NUMCULLZONES = 512,
	NUMATTRIBZONES = 288,
	NUMZONEINDICES = 55000,

	PATHNODESIZE = 4500,

	NUMWEATHERS = 4,
	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 = 31,
	NUMMODELSPERPEDGROUP = 8,
	NUMSHOTINFOS = 100,

	NUMROADBLOCKS = 600,

	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 = 6,

	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 COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible

// 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 IMPROVED_VIDEOMODE	// save and load videomode parameters instead of a magic number
//#define USE_TEXTURE_POOL

// 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 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 PC_MENU

#ifndef PC_MENU
#	define PS2_MENU
//#	define PS2_MENU_USEALLPAGEICONS
#else
#	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 CUSTOM_FRONTEND_OPTIONS
#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
#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 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 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