1
0
Fork 0
mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-10-31 23:55:54 +00:00
re3/src/core/config.h

368 lines
10 KiB
C
Raw Normal View History

2019-05-29 22:47:33 +00:00
#pragma once
2019-05-15 14:52:37 +00:00
enum Config {
2020-03-22 14:23:40 +00:00
NUMPLAYERS = 1,
NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
2019-07-24 16:55:43 +00:00
MAX_CDCHANNELS = 5,
2019-05-15 14:52:37 +00:00
MODELINFOSIZE = 5500,
2020-08-18 08:58:15 +00:00
// TXDSTORESIZE = 850,
TXDSTORESIZE = 1024, // for Xbox map
2019-05-15 14:52:37 +00:00
EXTRADIRSIZE = 128,
CUTSCENEDIRSIZE = 512,
2019-05-15 14:52:37 +00:00
SIMPLEMODELSIZE = 5000,
MLOMODELSIZE = 1,
MLOINSTANCESIZE = 1,
2019-05-15 14:52:37 +00:00
TIMEMODELSIZE = 30,
CLUMPMODELSIZE = 5,
PEDMODELSIZE = 90,
VEHICLEMODELSIZE = 120,
XTRACOMPSMODELSIZE = 2,
2019-05-15 14:52:37 +00:00
TWODFXSIZE = 2000,
MAXVEHICLESLOADED = 50, // 70 on mobile
2019-06-20 12:49:16 +00:00
NUMOBJECTINFO = 168, // object.dat
2019-05-15 14:52:37 +00:00
// 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
2019-05-15 14:52:37 +00:00
NUMTREADABLES = 1214,
NUMOBJECTS = 450,
NUMDUMMIES = 2802, // 2368 on PS2
2019-05-15 14:52:37 +00:00
NUMAUDIOSCRIPTOBJECTS = 256,
2019-09-12 00:43:18 +00:00
NUMCUTSCENEOBJECTS = 50,
2019-05-15 14:52:37 +00:00
2020-05-08 18:58:40 +00:00
NUMANIMBLOCKS = 2,
NUMANIMATIONS = 250,
2019-07-08 19:37:47 +00:00
NUMTEMPOBJECTS = 30,
2019-08-09 17:42:18 +00:00
// Path data
NUM_PATHNODES = 4930,
NUM_CARPATHLINKS = 2076,
NUM_MAPOBJECTS = 1250,
NUM_PATHCONNECTIONS = 10260,
2019-05-15 14:52:37 +00:00
// Link list lengths
NUMALPHALIST = 20,
NUMALPHAENTITYLIST = 150,
2019-05-15 14:52:37 +00:00
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,
2019-05-30 09:12:49 +00:00
2019-06-01 10:02:31 +00:00
NUMEXTRADIRECTIONALS = 4,
2019-05-30 09:12:49 +00:00
NUMANTENNAS = 8,
2019-06-01 17:18:19 +00:00
NUMCORONAS = 56,
NUMPOINTLIGHTS = 32,
2019-10-16 23:22:39 +00:00
NUM3DMARKERS = 32,
2020-04-07 14:48:49 +00:00
NUMBRIGHTLIGHTS = 32,
2020-04-07 10:33:14 +00:00
NUMSHINYTEXTS = 32,
2019-10-03 10:21:00 +00:00
NUMMONEYMESSAGES = 16,
2019-10-03 19:28:56 +00:00
NUMPICKUPMESSAGES = 16,
2020-03-22 10:20:36 +00:00
NUMBULLETTRACES = 16,
NUMMBLURSTREAKS = 4,
2020-04-08 14:35:23 +00:00
NUMSKIDMARKS = 32,
2019-06-24 22:42:23 +00:00
NUMONSCREENTIMERENTRIES = 1,
NUMRADARBLIPS = 32,
2019-10-03 19:28:56 +00:00
NUMGENERALPICKUPS = 320,
NUMSCRIPTEDPICKUPS = 16,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
NUMCOLLECTEDPICKUPS = 20,
2020-04-12 20:50:34 +00:00
NUMPACMANPICKUPS = 256,
2019-07-12 16:01:22 +00:00
NUMEVENTS = 64,
2019-07-27 18:28:18 +00:00
2019-09-11 18:42:34 +00:00
NUM_CARGENS = 160,
NUM_PATH_NODES_IN_AUTOPILOT = 8,
2019-09-14 23:28:07 +00:00
NUM_ACCIDENTS = 20,
2019-10-06 21:39:25 +00:00
NUM_FIRES = 40,
2020-01-03 16:48:13 +00:00
NUM_GARAGES = 32,
2020-01-12 11:31:04 +00:00
NUM_PROJECTILES = 32,
2019-10-06 21:39:25 +00:00
2020-04-01 21:04:56 +00:00
NUM_GLASSPANES = 45,
NUM_GLASSENTITIES = 32,
NUM_WATERCANNONS = 3,
2019-10-06 21:39:25 +00:00
NUMPEDROUTES = 200,
NUMPHONES = 50,
2020-02-16 02:15:58 +00:00
NUMPEDGROUPS = 31,
NUMMODELSPERPEDGROUP = 8,
2020-03-29 15:26:23 +00:00
NUMSHOTINFOS = 100,
2019-11-02 23:13:29 +00:00
2020-03-25 14:13:06 +00:00
NUMROADBLOCKS = 600,
2019-11-02 23:13:29 +00:00
NUMVISIBLEENTITIES = 2000,
NUMINVISIBLEENTITIES = 150,
2020-03-22 14:23:40 +00:00
2020-03-21 13:51:30 +00:00
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,
2020-03-28 12:24:13 +00:00
2020-04-05 09:35:51 +00:00
NUM_GARAGE_STORED_CARS = 6,
2020-04-08 19:29:02 +00:00
NUM_CRANES = 8,
NUM_EXPLOSIONS = 48,
2019-05-15 14:52:37 +00:00
};
2019-06-27 08:58:51 +00:00
// 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
// 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
// those infamous texts
#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
2020-04-09 03:20:44 +00:00
# define GTA_PS2_STUFF
# define RANDOMSPLASH
# define USE_CUSTOM_ALLOCATOR
2020-08-03 10:58:37 +00:00
# define VU_COLLISION
2020-11-16 21:43:15 +00:00
# define ANIM_COMPRESSION
#elif defined GTA_PC
# 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
2020-08-03 10:58:37 +00:00
#ifdef VU_COLLISION
#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
2020-08-03 10:58:37 +00:00
#endif
#ifdef MASTER
// only in master builds
#undef DRAW_GAME_VERSION_TEXT
#else
// not in master builds
#define VALIDATE_SAVE_SIZE
2020-10-29 18:23:59 +00:00
#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
2020-05-29 10:03:32 +00:00
# define TIMEBARS // print debug timers
#endif
#define FIX_BUGS // fixes bugs that we've came across during reversing
2020-03-29 06:35:13 +00:00
#define MORE_LANGUAGES // Add more translations to the game
2020-05-28 08:49:58 +00:00
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
2020-05-28 08:49:58 +00:00
2020-11-15 23:41:03 +00:00
// Just debug menu entries
#ifdef DEBUGMENU
#define MISSION_SWITCHER // from debug menu
#endif
2020-05-28 08:49:58 +00:00
// Rendering/display
2020-10-29 18:21:16 +00:00
//#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
2020-05-28 08:49:58 +00:00
#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
2020-05-11 02:55:57 +00:00
#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
2020-07-29 12:31:34 +00:00
#define PS2_ALPHA_TEST // emulate ps2 alpha test
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
2020-07-09 17:40:15 +00:00
#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
2020-04-17 05:54:14 +00:00
//#define USE_TEXTURE_POOL
#ifdef LIBRW
2020-08-13 16:14:24 +00:00
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
2020-08-18 08:58:15 +00:00
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
2020-11-19 15:23:52 +00:00
//#define SCREEN_DROPLETS // neo water droplets
#endif
#ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the backbuffer for this effect
2020-11-19 15:23:52 +00:00
#endif
#ifndef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS // we need neo.txd
#endif
2020-04-23 08:24:03 +00:00
// Particle
//#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
2019-10-05 13:44:03 +00:00
// Pad
2020-05-11 02:55:57 +00:00
#if !defined(RW_GL3) && defined(_WIN32)
2020-03-27 18:54:35 +00:00
#define XINPUT
2020-04-26 11:18:34 +00:00
#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
2020-04-25 18:25:14 +00:00
#define ALLCARSHELI_CHEAT
#define ALT_DODO_CHEAT
#define REGISTER_START_BUTTON
//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
2020-11-05 15:05:16 +00:00
#define BUTTON_ICONS // use textures to show controller buttons
2019-10-05 13:44:03 +00:00
// Hud, frontend and radar
2020-05-11 02:55:57 +00:00
#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
// #define BETA_SLIDING_TEXT
2020-06-29 07:29:02 +00:00
#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
2020-11-18 23:09:04 +00:00
// #define XBOX_SUBTITLES // the infamous outlines
2020-06-29 07:29:02 +00:00
#define PC_MENU
#ifndef PC_MENU
# define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS
2020-08-15 22:37:09 +00:00
#else
2020-06-29 07:29:02 +00:00
# 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
2020-09-27 01:39:25 +00:00
//# 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 CUSTOM_FRONTEND_OPTIONS
# ifdef CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
# 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
# endif
2020-06-29 07:29:02 +00:00
#endif
2019-10-05 13:44:03 +00:00
// Script
2020-05-29 10:03:32 +00:00
#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
2020-02-16 20:08:54 +00:00
#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
2020-06-29 07:29:02 +00:00
#ifdef PC_MENU
# define MISSION_REPLAY // mobile feature
#endif
2020-05-26 21:25:12 +00:00
//#define SIMPLIER_MISSIONS // apply simplifications from mobile
2020-07-02 22:28:41 +00:00
#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
2020-11-21 18:12:47 +00:00
#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
2019-10-05 13:44:03 +00:00
2020-06-28 08:59:20 +00:00
#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
#endif
2020-03-15 15:47:21 +00:00
// 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!)
2019-10-05 13:44:03 +00:00
// Vehicles
2019-07-31 21:57:18 +00:00
#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
2019-09-11 18:42:34 +00:00
//#define REMOVE_TREADABLE_PATHFIND
2019-10-05 13:44:03 +00:00
// Pickups
//#define MONEY_MESSAGES
2020-04-20 05:17:08 +00:00
#define CAMERA_PICKUP
2019-10-05 13:44:03 +00:00
// Peds
#define PED_SKIN // support for skinned geometry on peds
2019-10-05 13:44:03 +00:00
#define ANIMATE_PED_COL_MODEL
// #define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
2020-03-25 14:13:06 +00:00
// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
2019-10-05 14:32:01 +00:00
#define CANCELLABLE_CAR_ENTER
//#define PEDS_REPORT_CRIMES_ON_PHONE
2020-03-26 13:16:06 +00:00
// Camera
2020-06-20 12:38:21 +00:00
//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
2020-03-26 13:16:06 +00:00
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
2020-04-02 10:48:01 +00:00
#define FREE_CAM // Rotating cam
// Audio
2020-07-25 18:25:34 +00:00
#ifndef AUDIO_OAL // is not working yet for openal
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
2020-07-25 18:25:34 +00:00
#endif
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
// IMG
#define BIG_IMG // allows to read larger img files
//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
#undef PS2_ALPHA_TEST
#undef NO_ISLAND_LOADING
#define PC_PARTICLE
#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
#endif
#ifdef LIBRW
// these are not supported with librw yet
#endif