#pragma once enum Config { NUMPLAYERS = 1, // 4 on PS2 NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC) MAX_CDIMAGES = 8, // additional cdimages MAX_CDCHANNELS = 5, MODELINFOSIZE = 5500, // 3150 on PS2 // TXDSTORESIZE = 850, TXDSTORESIZE = 1024, // for Xbox map EXTRADIRSIZE = 128, CUTSCENEDIRSIZE = 512, SIMPLEMODELSIZE = 5000, // 2910 on PS2 MLOMODELSIZE = 1, MLOINSTANCESIZE = 1, TIMEMODELSIZE = 30, CLUMPMODELSIZE = 5, PEDMODELSIZE = 90, VEHICLEMODELSIZE = 120, // 70 on PS2 XTRACOMPSMODELSIZE = 2, TWODFXSIZE = 2000, // 1210 on PS2 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 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 # define GTA_PS2_STUFF # define RANDOMSPLASH # define USE_CUSTOM_ALLOCATOR # define VU_COLLISION # 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 # define PC_PLAYER_CONTROLS // mouse player/cam mode # define GTA_REPLAY # define GTA_SCENE_EDIT #elif defined GTA_XBOX #endif #ifdef VU_COLLISION #define COMPRESSED_COL_VECTORS // currently 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 #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 // Just debug menu entries #ifdef DEBUGMENU #define MISSION_SWITCHER // from debug menu #endif // Rendering/display //#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 #define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios #define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio). #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 #define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc) #ifndef EXTENDED_COLOURFILTER #undef SCREEN_DROPLETS // we need the backbuffer for this effect #endif // Particle //#define PC_PARTICLE //#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2 // 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 ALLCARSHELI_CHEAT #define ALT_DODO_CHEAT #define REGISTER_START_BUTTON #define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls #define BUTTON_ICONS // use textures to show controller buttons // Hud, frontend and radar //#define PS2_HUD #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 FIX_RADAR // use radar size from early version before R* broke it // #define XBOX_SUBTITLES // the infamous outlines #define RADIO_OFF_TEXT #define PC_MENU #ifndef PC_MENU # define PS2_MENU //# define PS2_MENU_USEALLPAGEICONS #else # 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 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 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 // add bInvertLook4Pad from VC # 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 #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 0 // 0 == no log, 1 == overwrite every frame, 2 == full log #ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT #define USE_BASIC_SCRIPT_DEBUG_OUTPUT #endif #ifdef MASTER #undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT #undef 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 //#define PEDS_REPORT_CRIMES_ON_PHONE // 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 // Audio #define RADIO_SCROLL_TO_PREV_STATION #define AUDIO_CACHE //#define PS2_AUDIO_PATHS // changes audio paths for cutscenes and radio to PS2 paths (needs vbdec on MSS builds) //#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder #define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files #ifdef AUDIO_OPUS #define AUDIO_OAL_USE_OPUS // enable support of opus files #define OPUS_AUDIO_PATHS // changes audio paths to opus paths (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled) #define OPUS_SFX // enable if your sfx.raw is encoded with opus (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled) #ifndef AUDIO_OAL_USE_OPUS #undef OPUS_AUDIO_PATHS #undef OPUS_SFX #endif #endif // 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 #define VC_RAIN_NERF // Reduces number of rain particles #endif #ifdef LIBRW // these are not supported with librw yet #endif