diff options
| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/core/config.h | |
| download | re3-miami.tar.gz re3-miami.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/core/config.h')
| -rw-r--r-- | src/core/config.h | 516 |
1 files changed, 516 insertions, 0 deletions
diff --git a/src/core/config.h b/src/core/config.h new file mode 100644 index 0000000..6d30a65 --- /dev/null +++ b/src/core/config.h @@ -0,0 +1,516 @@ +#pragma once + +// disables (most) stuff that wasn't in original gta-vc.exe - check section at the bottom of this file +//#define VANILLA_DEFINES + +enum Config { + NUMPLAYERS = 1, + + NUMCDIMAGES = 6, // gta3.img duplicates (not used on PC) + MAX_CDIMAGES = 8, // additional cdimages + MAX_CDCHANNELS = 5, + + MODELINFOSIZE = 6500, // 4900 on PS2 + TXDSTORESIZE = 1385, + COLSTORESIZE = 31, + EXTRADIRSIZE = 256, + CUTSCENEDIRSIZE = 512, + + SIMPLEMODELSIZE = 3885, + TIMEMODELSIZE = 385, + CLUMPMODELSIZE = 5, + WEAPONMODELSIZE = 37, + PEDMODELSIZE = 130, + VEHICLEMODELSIZE = 110, + TWODFXSIZE = 1210, + + MAXVEHICLESLOADED = 50, // 70 on mobile + + NUMOBJECTINFO = 210, + + // Pool sizes + NUMPTRNODES = 50000, + NUMENTRYINFOS = 3200, + NUMPEDS = 140, + NUMVEHICLES = 110, + NUMBUILDINGS = 7000, + NUMTREADABLES = 1, + NUMOBJECTS = 460, + NUMDUMMIES = 2340, + NUMAUDIOSCRIPTOBJECTS = 192, + NUMCOLMODELS = 4400, + NUMCUTSCENEOBJECTS = 50, // not a pool in VC + + NUMANIMBLOCKS = 35, + NUMANIMATIONS = 450, + + NUMTEMPOBJECTS = 40, + + // Path data + NUM_PATHNODES = 9650, + NUM_CARPATHLINKS = 3500, + NUM_MAPOBJECTS = 1250, + NUM_PATHCONNECTIONS = 20400, + + // Link list lengths + NUMALPHALIST = 20, + NUMBOATALPHALIST = 20, + NUMALPHAENTITYLIST = 200, + NUMALPHAUNTERWATERENTITYLIST = 30, + NUMCOLCACHELINKS = 50, + NUMREFERENCES = 800, + + // Zones + NUMAUDIOZONES = 14, + NUMINFOZONES = 169, + NUMMAPZONES = 39, + NUMNAVIGZONES = 20, + + // Cull zones + NUMATTRIBZONES = 704, + + NUMOCCLUSIONVOLUMES = 350, + NUMACTIVEOCCLUDERS = 48, + + PATHNODESIZE = 4500, + + NUMWEATHERS = 7, + 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, + + NUMONSCREENCLOCKS = 1, + NUMONSCREENCOUNTERS = 3, + NUMRADARBLIPS = 75, + NUMGENERALPICKUPS = 320, + NUMSCRIPTEDPICKUPS = 16, + NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS, + NUMCOLLECTEDPICKUPS = 20, + NUMPACMANPICKUPS = 256, + NUMEVENTS = 64, + + NUM_CARGENS = 185, + + 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 = 67, + NUMMODELSPERPEDGROUP = 16, + MAXZONEPEDSLOADED = 8, + NUMSHOTINFOS = 100, + + NUMROADBLOCKS = 300, + NUM_SCRIPT_ROADBLOCKS = 16, + + 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 = 250, + + NUM_AUDIO_REFLECTIONS = 8, + NUM_SCRIPT_MAX_ENTITIES = 40, + + NUM_GARAGE_STORED_CARS = 4, + + NUM_CRANES = 8, + NUM_ESCALATORS = 22, + NUM_WATER_CREATURES = 8, + + NUM_EXPLOSIONS = 48, + + NUM_SETPIECES = 96, + NUM_SHORTCUT_START_POINTS = 16 +}; + +// 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 GTAVC_PS2 400 +#define GTAVC_PC_10 410 +#define GTAVC_PC_11 411 +#define GTAVC_PC_JAP 412 +// TODO? maybe something for xbox or android? + +#define GTA_VERSION GTAVC_PC_11 + +// TODO(MIAMI): someone ought to find and check out uses of these defines: +//#define GTA3_STEAM_PATCH +//#define GTAVC_JP_PATCH + +// 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 +#ifdef DRAW_GAME_VERSION_TEXT + // unlike R* development builds, ours has runtime switch on debug menu & .ini, and disabled as default. + #define USE_OUR_VERSIONING // If you disable this then game will fetch version from peds.col, as R* did while in development +#endif + +// 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 +#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 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. You can undefine this only on release builds. +#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 +#define FIX_HIGH_FPS_BUGS_ON_FRONTEND + +#define NO_MOVIES // add option to disable intro videos + +#if defined(__LP64__) || defined(_WIN64) +#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build +#endif + +#define ASCII_STRCMP // use faster ascii str comparisons + +#if !defined _WIN32 || defined __MWERKS__ || defined __MINGW32__ || defined VANILLA_DEFINES +#undef ASCII_STRCMP +#endif + +// Just debug menu entries +#ifdef DEBUGMENU +#define RELOADABLES // some debug menu options to reload TXD files +#define MISSION_SWITCHER // from debug menu +#endif + +// Rendering/display +#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 ANISOTROPIC_FILTERING // set all textures to max anisotropic filtering +//#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 + +// Water & Particle +// #define PC_WATER +#define WATER_CHEATS + +//#define USE_CUTSCENE_SHADOW_FOR_PED +#define DISABLE_CUTSCENE_SHADOWS + +// Pad +#if !defined(RW_GL3) && defined(_WIN32) +#define XINPUT +#endif +#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined __SWITCH__) +#define DETECT_JOYSTICK_MENU // Then we'll expect user to enter Controller->Detect joysticks if his joystick isn't detected at the start. +#endif +#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m +#define KANGAROO_CHEAT +#define RESTORE_ALLCARSHELI_CHEAT +#define BETTER_ALLCARSAREDODO_CHEAT +#define WALLCLIMB_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 PC_MENU +#define FIX_RADAR // use radar size from early version before R* broke it +#define RADIO_OFF_TEXT // Won't work without FIX_BUGS + +#ifndef PC_MENU +# define PS2_MENU +//# define PS2_MENU_USEALLPAGEICONS +#else +# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support +# ifdef XINPUT +# define GAMEPAD_MENU // Add gamepad menu +# endif +# define TRIANGLE_BACK_BUTTON +//# define CIRCLE_BACK_BUTTON +#define LEGACY_MENU_OPTIONS // i.e. frame sync(vsync) +#define MUCH_SHORTER_OUTRO_SCREEN +// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc. +# 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 // enable the hidden option +# 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 +#define SUPPORT_JAPANESE_SCRIPT +//#define SUPPORT_XBOX_SCRIPT +//#define SUPPORT_MOBILE_SCRIPT +#if (defined SUPPORT_XBOX_SCRIPT && defined SUPPORT_MOBILE_SCRIPT) +static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually exclusive"); +#endif +#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 + +#if SCRIPT_LOG_FILE_LEVEL == 0 +#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT +#endif + +#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 CPLANE_ROTORS // make the rotors of the NPC police heli rotate + +// Pickups +//#define MONEY_MESSAGES +#define CAMERA_PICKUP + +// Peds +#define CANCELLABLE_CAR_ENTER + +// Camera +#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future +#define FREE_CAM // Rotating cam + +// Audio +#define RADIO_SCROLL_TO_PREV_STATION // Won't work without FIX_BUGS +#define AUDIO_CACHE // cache sound lengths to speed up the cold boot +//#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 // (not supported on VC yet) 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 + +// Streaming +#if !defined(_WIN32) && !defined(__SWITCH__) + //#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) + #define FLUSHABLE_STREAMING // Make it possible to interrupt reading when processing file isn't needed anymore. +#endif +#define BIG_IMG // Not complete - allows to read larger img files + +//#define SQUEEZE_PERFORMANCE +#ifdef SQUEEZE_PERFORMANCE + #undef PS2_ALPHA_TEST + #undef NO_ISLAND_LOADING +#endif + +// ------- + +#if defined __MWERKS__ || defined VANILLA_DEFINES +#define FINAL +#undef CHATTYSPLASH +#undef TIMEBARS + +#define MASTER +#undef VALIDATE_SAVE_SIZE +#undef NO_MOVIES +#undef DEBUGMENU + +#undef DRAW_GAME_VERSION_TEXT + +//#undef NASTY_GAME +//#undef NO_CDCHECK + +#undef GTA_PS2_STUFF +#undef USE_PS2_RAND +#undef RANDOMSPLASH +#undef PS2_MATFX + +#undef FIX_BUGS +#define THIS_IS_STUPID +#undef MORE_LANGUAGES +#undef COMPATIBLE_SAVES +#undef LOAD_INI_SETTINGS +#undef FIX_HIGH_FPS_BUGS_ON_FRONTEND + +#undef ASPECT_RATIO_SCALE +#undef PROPER_SCALING +//#undef DEFAULT_NATIVE_RESOLUTION +#undef PS2_ALPHA_TEST +#undef IMPROVED_VIDEOMODE +#undef DISABLE_LOADING_SCREEN +#undef DISABLE_VSYNC_ON_TEXTURE_CONVERSION + +#undef FIX_SPRITES + +#define PC_WATER +#undef WATER_CHEATS + +#undef USE_CUTSCENE_SHADOW_FOR_PED +#undef DISABLE_CUTSCENE_SHADOWS + +#undef XINPUT +#undef DETECT_PAD_INPUT_SWITCH +#undef KANGAROO_CHEAT +#undef RESTORE_ALLCARSHELI_CHEAT +#undef BETTER_ALLCARSAREDODO_CHEAT +#undef WALLCLIMB_CHEAT +#undef REGISTER_START_BUTTON +#undef BIND_VEHICLE_FIREWEAPON +#undef BUTTON_ICONS + +#undef FIX_RADAR +#undef RADIO_OFF_TEXT + +#undef MAP_ENHANCEMENTS +#undef GAMEPAD_MENU +#undef MUCH_SHORTER_OUTRO_SCREEN +#undef CUSTOM_FRONTEND_OPTIONS + +#undef GRAPHICS_MENU_OPTIONS +#undef NO_ISLAND_LOADING +#undef CUTSCENE_BORDERS_SWITCH +#undef MULTISAMPLING +#undef INVERT_LOOK_FOR_PAD + +#undef USE_DEBUG_SCRIPT_LOADER +#undef USE_MEASUREMENTS_IN_METERS +#undef USE_PRECISE_MEASUREMENT_CONVERTION +#undef SUPPORT_JAPANESE_SCRIPT +#undef MISSION_REPLAY +#undef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT +#undef USE_BASIC_SCRIPT_DEBUG_OUTPUT + +#define DONT_FIX_REPLAY_BUGS + +#undef EXPLODING_AIRTRAIN +#undef CPLANE_ROTORS +#undef CAMERA_PICKUP +#undef CANCELLABLE_CAR_ENTER +#undef IMPROVED_CAMERA +#undef FREE_CAM +#undef BIG_IMG + +#undef RADIO_SCROLL_TO_PREV_STATION +#endif |
