#ifndef _BASEDATA_H #define _BASEDATA_H const long MAX_NAMEBUFFER=256; extern char INITVALUEFILE[]; extern char MAPDATAPATH[]; extern char ROOTPATH[]; extern char CHARACTERDATAPATH[]; extern char CHARACTERTEXTUREDATAPATH[]; extern char CHARACTERMESHTEX[]; extern char CHARACTERANIPACK[]; extern char CHARACTERLODMESH[]; extern char CHARACTERTEXPIECE[]; extern char CHARACTERATTACHMENTMESH[]; extern char CHARACTERTEXTURE[]; extern char ORIGINALTEXUTREINTERFACEPATH[]; extern char ORIGINALTEXUTRELIGHTMAPPATH[]; extern char ORIGINALTEXUTRENATUREPATH[]; extern char ORIGINALTEXTUREOBJECTPATH[]; extern char ORIGINALTEXTURETERRAINPATH[]; extern char ORIGINALTEXTUREWIDEPATH[]; extern char ORIGINALTEXTUREFXPATH[]; extern char ORIGINALTEXTUREEFFECT[]; //Object Path Define// extern char HOUSEOBJECTPATH[]; extern char LIGHTOBJECTPATH[]; extern char TREEOBJECTPATH[]; extern char OBJECTPATH[]; extern char EFFECTPATH[]; extern char EFFECTSOUNDSPATH[]; extern char EFFECTSOUNDMPATH[]; extern char INSTANCEOBJECTPATH[]; //Texture Path Define// extern char TERRAINTEXTUREPATH[]; extern char OBJECTTEXTUREPATH[]; extern char NATURETEXTUREPATH[]; extern char WIDETEXTUREPATH[]; extern char INTERFACETEXTUREPATH[]; extern char FXTEXTUREPATH[]; extern char BSPTEXTUREPATH[]; extern char BSPDATAPATH[]; extern char EFFECTTEXTUREPATH[]; extern char EFFECTSCRIPTPATH[]; extern char SHADERTEXTUREPATH[]; extern char OBJECTGEMPATH[]; extern char UNSHADOWWIDETEXTUREPATH[]; // LightMap Path Define// extern char LIGHTMAPTEXTUREPATH[]; //VertexShader Path Define// extern char TERRAINVERTEXSHADEROATH[]; extern char SHADERPATH[]; //Save Data Path Define// extern char WEATHERPATH[]; //Sound Data Path Define// extern char SOUNDFILEPATH[]; // Shader(vertex,pixel) File Path extern char SHADERFILEPATH[]; //Octree Path Define// extern char OCTREEPATH[]; //Sector Scene Map Path Define// extern char SECTORMAPPATH[]; //Font Texture Filename// extern char FONTFILE[]; extern float LENS_NEAR_HOUSE; extern float LENS_NEAR_OBJECT; extern long MOVE_NOTHING; extern long MOVE_HOUSE; extern long MOVE_LIGHT; extern long MOVE_OBJECT; extern float NEARPLANEVALUE; extern float LIGHTMAPSIZE; extern float MAX_ALLOWLIGHTMAPSIZE; extern float PERLIGHTMAP; extern long GF3OPTION; extern long COLLISIONOBJECTVIEW; // Character Lod Distance extern float fCHARACTERLODLEVELDIST[]; /// World Create extern char WORLDCHRBUM[]; extern char WORLDCHRENV[]; extern char WORLDCHRDIFF[]; /* //Init Value File // #define INITVALUEFILE "c:\\MP-Project\\Mp.INI" //Original Texutre Path// #define ORIGINALTEXUTREINTERFACEPATH "c:\\MP-Project\\RawTexture\\Interface" #define ORIGINALTEXUTRELIGHTMAPPATH "c:\\MP-Project\\RawTexture\\Lightmap" #define ORIGINALTEXUTRENATUREPATH "c:\\MP-Project\\RawTexture\\NatureObject" #define ORIGINALTEXTUREOBJECTPATH "c:\\MP-Project\\RawTexture\\Object" #define ORIGINALTEXTURETERRAINPATH "c:\\MP-Project\\RawTexture\\Terrain" #define ORIGINALTEXTUREWIDEPATH "c:\\MP-Project\\RawTexture\\WideTexture" //Object Path Define// #define HOUSEOBJECTPATH "c:\\MP-Project\\Objects\\House\\" #define LIGHTOBJECTPATH "c:\\MP-Project\\Objects\\Object\\" #define TREEOBJECTPATH "c:\\MP-Project\\Objects\\NatureObject\\" #define OBJECTPATH "c:\\MP-Project\\Objects\\Object\\" //Texture Path Define// #define TERRAINTEXTUREPATH "c:\\MP-project\\Texture\\Terrain" #define OBJECTTEXTUREPATH "c:\\MP-Project\\Texture\\Object" #define NATURETEXTUREPATH "c:\\MP-project\\Texture\\NatureObject" #define WIDETEXTUREPATH "C:\\MP-Project\\Texture\\WideTexture" #define INTERFACETEXTUREPATH "c:\\MP-Project\\Texture\\Interface" // LightMap Path Define// #define LIGHTMAPTEXTUREPATH "c:\\MP-Project\\Texture\\Lightmap" //VertexShader Path Define// #define TERRAINVERTEXSHADEROATH "c:\\MP-Project\\VertexShader\\LayerFog\\LayerFogTerrain.vsh" //Save Data Path Define// #define WEATHERPATH "c:\\MP-Project\\WeatherColorTable.dat" //Octree Path Define// #define OCTREEPATH "c:\\MP-Project\\Octree" //Sector Scene Map Path Define// #define SECTORMAPPATH "c:\\MP-Project\\Map" //Font Texture Filename// #define FONTFILE "Font-H.dds" const float LENS_NEAR_HOUSE=3000.0f; const float LENS_NEAR_OBJECT=5000.0f; const long MOVE_NOTHING=0; const long MOVE_HOUSE=1; const long MOVE_LIGHT=2; const long MOVE_OBJECT=3; const float NEARPLANEVALUE=3.0f; const float LIGHTMAPSIZE=32; const float MAX_ALLOWLIGHTMAPSIZE=50000.0f; const float PERLIGHTMAP=30.0f; */ #endif