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-rw-r--r--src/core/config.h107
1 files changed, 80 insertions, 27 deletions
diff --git a/src/core/config.h b/src/core/config.h
index a87b1850..d64cca40 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -1,27 +1,27 @@
#pragma once
enum Config {
- NUMPLAYERS = 1,
+ NUMPLAYERS = 1, // 4 on PS2
NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8, // additional cdimages
MAX_CDCHANNELS = 5,
- MODELINFOSIZE = 5500,
+ MODELINFOSIZE = 5500, // 3150 on PS2
// TXDSTORESIZE = 850,
TXDSTORESIZE = 1024, // for Xbox map
EXTRADIRSIZE = 128,
CUTSCENEDIRSIZE = 512,
- SIMPLEMODELSIZE = 5000,
+ SIMPLEMODELSIZE = 5000, // 2910 on PS2
MLOMODELSIZE = 1,
MLOINSTANCESIZE = 1,
TIMEMODELSIZE = 30,
CLUMPMODELSIZE = 5,
PEDMODELSIZE = 90,
- VEHICLEMODELSIZE = 120,
+ VEHICLEMODELSIZE = 120, // 70 on PS2
XTRACOMPSMODELSIZE = 2,
- TWODFXSIZE = 2000,
+ TWODFXSIZE = 2000, // 1210 on PS2
MAXVEHICLESLOADED = 50, // 70 on mobile
@@ -135,10 +135,6 @@ enum Config {
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
@@ -156,30 +152,68 @@ enum Config {
// 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
-# 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
+# define GTA_REPLAY
+# define GTA_SCENE_EDIT
#elif defined GTA_XBOX
#endif
#ifdef VU_COLLISION
-#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
+#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
@@ -187,18 +221,19 @@ enum Config {
# 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 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
+#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
@@ -209,17 +244,20 @@ enum Config {
#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 NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
+#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
-#define CUTSCENE_BORDERS_SWITCH
+#ifdef LIBRW
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
-#define MULTISAMPLING // adds MSAA option
+//#define SCREEN_DROPLETS // neo water droplets
+#endif
-#ifdef LIBRW
-// these are not supported with librw yet
-# undef MULTISAMPLING
+#ifndef EXTENDED_COLOURFILTER
+#undef SCREEN_DROPLETS // we need the backbuffer for this effect
+#endif
+#ifndef EXTENDED_PIPELINES
+#undef SCREEN_DROPLETS // we need neo.txd
#endif
// Particle
@@ -239,12 +277,14 @@ enum Config {
#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 XBOX_SUBTITLES // the infamous outlines
#define PC_MENU
#ifndef PC_MENU
@@ -258,7 +298,14 @@ enum Config {
//# 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
-# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
+
+# 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
#endif
// Script
@@ -270,7 +317,7 @@ enum Config {
#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
+#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
@@ -307,6 +354,8 @@ enum Config {
#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
@@ -315,3 +364,7 @@ enum Config {
#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