mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-25 10:36:53 +01:00
479 lines
15 KiB
C
479 lines
15 KiB
C
#pragma once
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// disables (most) stuff that wasn't in original gta3.exe
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#ifdef __MWERKS__
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#define VANILLA_DEFINES
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#endif
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enum Config {
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NUMPLAYERS = 1, // 4 on PS2
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NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8, // additional cdimages
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500, // 3150 on PS2
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#ifdef VANILLA_DEFINES
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TXDSTORESIZE = 850,
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#else
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TXDSTORESIZE = 1024, // for Xbox map
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#endif
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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SIMPLEMODELSIZE = 5000, // 2910 on PS2
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MLOMODELSIZE = 1,
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MLOINSTANCESIZE = 1,
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TIMEMODELSIZE = 30,
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CLUMPMODELSIZE = 5,
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PEDMODELSIZE = 90,
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VEHICLEMODELSIZE = 120, // 70 on PS2
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XTRACOMPSMODELSIZE = 2,
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TWODFXSIZE = 2000, // 1210 on PS2
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MAXVEHICLESLOADED = 50, // 70 on mobile
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NUMOBJECTINFO = 168, // object.dat
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// Pool sizes
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NUMPTRNODES = 30000, // 26000 on PS2
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NUMENTRYINFOS = 5400, // 3200 on PS2
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NUMPEDS = 140, // 90 on PS2
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NUMVEHICLES = 110, // 70 on PS2
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NUMBUILDINGS = 5500, // 4915 on PS2
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NUMTREADABLES = 1214,
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NUMOBJECTS = 450,
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NUMDUMMIES = 2802, // 2368 on PS2
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NUMAUDIOSCRIPTOBJECTS = 256,
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NUMCUTSCENEOBJECTS = 50,
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NUMANIMBLOCKS = 2,
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NUMANIMATIONS = 250,
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NUMTEMPOBJECTS = 30,
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// Path data
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NUM_PATHNODES = 4930,
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NUM_CARPATHLINKS = 2076,
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NUM_MAPOBJECTS = 1250,
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NUM_PATHCONNECTIONS = 10260,
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// Link list lengths
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NUMALPHALIST = 20,
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NUMALPHAENTITYLIST = 150,
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NUMCOLCACHELINKS = 200,
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NUMREFERENCES = 800,
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// Zones
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NUMAUDIOZONES = 36,
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NUMZONES = 50,
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NUMMAPZONES = 25,
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// Cull zones
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NUMCULLZONES = 512,
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NUMATTRIBZONES = 288,
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NUMZONEINDICES = 55000,
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PATHNODESIZE = 4500,
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NUMWEATHERS = 4,
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NUMHOURS = 24,
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NUMEXTRADIRECTIONALS = 4,
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NUMANTENNAS = 8,
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NUMCORONAS = 56,
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NUMPOINTLIGHTS = 32,
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NUM3DMARKERS = 32,
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NUMBRIGHTLIGHTS = 32,
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NUMSHINYTEXTS = 32,
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NUMMONEYMESSAGES = 16,
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NUMPICKUPMESSAGES = 16,
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NUMBULLETTRACES = 16,
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NUMMBLURSTREAKS = 4,
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NUMSKIDMARKS = 32,
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NUMONSCREENTIMERENTRIES = 1,
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NUMRADARBLIPS = 32,
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NUMGENERALPICKUPS = 320,
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NUMSCRIPTEDPICKUPS = 16,
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NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS,
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NUMCOLLECTEDPICKUPS = 20,
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NUMPACMANPICKUPS = 256,
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NUMEVENTS = 64,
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NUM_CARGENS = 160,
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NUM_PATH_NODES_IN_AUTOPILOT = 8,
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NUM_ACCIDENTS = 20,
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NUM_FIRES = 40,
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NUM_GARAGES = 32,
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NUM_PROJECTILES = 32,
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NUM_GLASSPANES = 45,
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NUM_GLASSENTITIES = 32,
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NUM_WATERCANNONS = 3,
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NUMPEDROUTES = 200,
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NUMPHONES = 50,
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NUMPEDGROUPS = 31,
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NUMMODELSPERPEDGROUP = 8,
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NUMSHOTINFOS = 100,
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NUMROADBLOCKS = 600,
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NUMVISIBLEENTITIES = 2000,
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NUMINVISIBLEENTITIES = 150,
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NUM_AUDIOENTITY_EVENTS = 4,
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NUM_PED_COMMENTS_BANKS = 2,
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NUM_PED_COMMENTS_SLOTS = 20,
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NUM_SOUNDS_SAMPLES_BANKS = 2,
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NUM_AUDIOENTITIES = 200,
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NUM_AUDIO_REFLECTIONS = 5,
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NUM_SCRIPT_MAX_ENTITIES = 40,
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NUM_GARAGE_STORED_CARS = 6,
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NUM_CRANES = 8,
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NUM_EXPLOSIONS = 48,
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};
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// We don't expect to compile for PS2 or Xbox
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// but it might be interesting for documentation purposes
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#define GTA_PC
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//#define GTA_PS2
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//#define GTA_XBOX
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// Version defines
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#define GTA3_PS2_140 300
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#define GTA3_PS2_160 301
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#define GTA3_PC_10 310
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#define GTA3_PC_11 311
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#define GTA3_PC_STEAM 312
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// TODO? maybe something for xbox or android?
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#define GTA_VERSION GTA3_PC_11
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#if defined GTA_PS2
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# define GTA_PS2_STUFF
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# define RANDOMSPLASH
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# define USE_CUSTOM_ALLOCATOR
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# define VU_COLLISION
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# define ANIM_COMPRESSION
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# define PS2_MENU
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#elif defined GTA_PC
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# define EXTERNAL_3D_SOUND
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# define PC_PLAYER_CONTROLS // mouse player/cam mode
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# define GTA_REPLAY
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# define GTA_SCENE_EDIT
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# define PC_MENU
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#elif defined GTA_XBOX
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#endif
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// This is enabled for all released games.
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// any debug stuff that isn't left in any game is not in FINAL
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//#define FINAL
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// This is enabled for all released games except mobile
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// any debug stuff that is only left in mobile, is not in MASTER
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//#define MASTER
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// once and for all:
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// pc: FINAL & MASTER
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// mobile: FINAL
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// MASTER builds must be FINAL
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#ifdef MASTER
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#define FINAL
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#endif
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// these are placed here to work with VANILLA_DEFINES for compatibility
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#define NO_CDCHECK // skip audio CD check
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#ifdef VANILLA_DEFINES
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#if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64)
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#error Vanilla can only be built for win-x86
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#endif
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#define FINAL
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#define MASTER
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//#define USE_MY_DOCUMENTS
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#define THIS_IS_STUPID
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#define PC_PARTICLE
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#define DONT_FIX_REPLAY_BUGS
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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//#define USE_TEXTURE_POOL // not possible because R* used custom RW33
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#else
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// This enables things from the PS2 version on PC
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#define GTA_PS2_STUFF
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// quality of life fixes that should also be in FINAL
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#define NASTY_GAME // nasty game for all languages
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// those infamous texts
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#define DRAW_GAME_VERSION_TEXT
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#ifdef DRAW_GAME_VERSION_TEXT
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// unlike R* development builds, ours has runtime switch on debug menu & .ini, and disabled as default.
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// If you disable this then game will fetch version from peds.col, as R* did while in development.
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//#define USE_OUR_VERSIONING // enabled from buildfiles by default
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#endif
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//#define DRAW_MENU_VERSION_TEXT
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// Memory allocation and compression
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// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
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//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
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//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
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#if defined GTA_PC && defined GTA_PS2_STUFF
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# define USE_PS2_RAND
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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#endif
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#ifdef VU_COLLISION
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#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
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#endif
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#ifdef MASTER
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// only in master builds
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#undef DRAW_GAME_VERSION_TEXT
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#else
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// not in master builds
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#define VALIDATE_SAVE_SIZE
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#define DEBUGMENU
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#endif
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#ifdef FINAL
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// in all games
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# define USE_MY_DOCUMENTS // use my documents directory for user files
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#else
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// not in any game
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# define CHATTYSPLASH // print what the game is loading
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# define TIMEBARS // print debug timers
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#endif
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#define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
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#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible, and keeps saves compatible between platforms, needs to be enabled on 64bit builds!
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#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#define NO_MOVIES // add option to disable intro videos
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#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look
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// away
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#if defined(__LP64__) || defined(_WIN64)
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#endif
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#define ASCII_STRCMP // use faster ascii str comparisons
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#if !defined _WIN32 || defined __MINGW32__
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#undef ASCII_STRCMP
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#endif
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// Just debug menu entries
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#ifdef DEBUGMENU
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#define MISSION_SWITCHER // from debug menu
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#endif
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// Rendering/display
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//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
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//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#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).
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#ifdef DISABLE_LOADING_SCREEN
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// enable the PC splash
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#undef RANDOMSPLASH
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#endif
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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#define ANISOTROPIC_FILTERING // set all textures to max anisotropic filtering
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//#define USE_TEXTURE_POOL
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#ifdef LIBRW
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define SCREEN_DROPLETS // neo water droplets
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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// Particle
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//#define PC_PARTICLE
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//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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// Pad
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#if !defined(RW_GL3) && defined(_WIN32)
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#define XINPUT
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#endif
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#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined __SWITCH__)
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#define DETECT_JOYSTICK_MENU // Then we'll expect user to enter Controller->Detect joysticks if his joystick isn't detected at the start.
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#endif
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#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
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#define KANGAROO_CHEAT
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#define ALLCARSHELI_CHEAT
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#define ALT_DODO_CHEAT
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#define REGISTER_START_BUTTON
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#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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#define BUTTON_ICONS // use textures to show controller buttons
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// Hud, frontend and radar
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//#define PS2_HUD
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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#define FIX_RADAR // use radar size from early version before R* broke it
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// #define XBOX_SUBTITLES // the infamous outlines
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#define RADIO_OFF_TEXT
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#define PC_MENU
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#ifndef PC_MENU
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# define PS2_MENU
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//# define PS2_MENU_USEALLPAGEICONS
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#else
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# ifdef XINPUT
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# define GAMEPAD_MENU // Add gamepad menu
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# endif
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# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
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# define TRIANGLE_BACK_BUTTON
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//# define CIRCLE_BACK_BUTTON
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
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//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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# define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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# define PED_CAR_DENSITY_SLIDERS
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# endif
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#endif
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
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#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
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#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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#ifdef PC_MENU
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# define MISSION_REPLAY // mobile feature
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#if SCRIPT_LOG_FILE_LEVEL == 0
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#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#endif
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#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
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#endif
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#ifdef MASTER
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#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#undef USE_BASIC_SCRIPT_DEBUG_OUTPUT
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#endif
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// Replay
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//#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool!
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//#define USE_BETA_REPLAY_MODE // adds another replay mode, a few seconds slomo (caution: buggy!)
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// Vehicles
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#define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
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//#define REMOVE_TREADABLE_PATHFIND
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// Pickups
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//#define MONEY_MESSAGES
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#define CAMERA_PICKUP
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// Peds
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#define PED_SKIN // support for skinned geometry on peds, requires COMPATIBLE_SAVES
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#define ANIMATE_PED_COL_MODEL
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// #define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
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// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
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#define CANCELLABLE_CAR_ENTER
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//#define PEDS_REPORT_CRIMES_ON_PHONE // requires COMPATIBLE_SAVES
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// Camera
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//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
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#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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#define FREE_CAM // Rotating cam
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// Audio
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#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
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// originally and making it work in 2d only requires more resource). Will not work on PS2
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#define RADIO_SCROLL_TO_PREV_STATION
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#define AUDIO_CACHE
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#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
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#define PS2_AUDIO_PATHS // changes audio paths for cutscenes and radio to PS2 paths (needs vbdec on MSS builds)
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//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
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#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
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#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
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#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
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#ifdef AUDIO_OPUS
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#define AUDIO_OAL_USE_OPUS // enable support of opus files
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#define OPUS_AUDIO_PATHS // changes audio paths to opus paths (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled)
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#define OPUS_SFX // enable if your sfx.raw is encoded with opus (doesn't work if AUDIO_OAL_USE_OPUS isn't enabled)
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#ifndef AUDIO_OAL_USE_OPUS
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#undef OPUS_AUDIO_PATHS
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#undef OPUS_SFX
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#endif
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#endif
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// Streaming
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#if !defined(_WIN32) && !defined(__SWITCH__)
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//#define ONE_THREAD_PER_CHANNEL // Don't use if you're not on SSD/Flash - also not utilized too much right now(see commented LoadAllRequestedModels in Streaming.cpp)
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#define FLUSHABLE_STREAMING // Make it possible to interrupt reading when processing file isn't needed anymore.
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#endif
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#define BIG_IMG // Not complete - allows to read larger img files
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//#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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#undef PS2_AUDIO_CHANNELS
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#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#define VC_RAIN_NERF // Reduces number of rain particles
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#endif
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// if these defines are enabled saves are not vanilla compatible without COMPATIBLE_SAVES
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#ifndef COMPATIBLE_SAVES
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#undef PED_SKIN
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#undef PEDS_REPORT_CRIMES_ON_PHONE
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#endif
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#endif // VANILLA_DEFINES
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#if defined(AUDIO_OAL) && !defined(EXTERNAL_3D_SOUND)
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static_assert(false, "AUDIO_OAL cannot work without EXTERNAL_3D_SOUND");
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#endif
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#if defined(GTA_PS2) && defined(EXTERNAL_3D_SOUND)
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static_assert(false, "EXTERNAL_3D_SOUND cannot work on PS2");
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#endif
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