Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
151 lines
4.3 KiB
C
151 lines
4.3 KiB
C
#ifndef _BASEDATA_H
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#define _BASEDATA_H
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#pragma once
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const long MAX_NAMEBUFFER=256;
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extern char INITVALUEFILE[];
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extern char MAPDATAPATH[];
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extern char ROOTPATH[];
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extern char CHARACTERDATAPATH[];
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extern char CHARACTERTEXTUREDATAPATH[];
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extern char CHARACTERMESHTEX[];
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extern char CHARACTERANIPACK[];
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extern char CHARACTERLODMESH[];
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extern char CHARACTERTEXPIECE[];
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extern char CHARACTERATTACHMENTMESH[];
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extern char CHARACTERTEXTURE[];
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extern char ORIGINALTEXUTREINTERFACEPATH[];
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extern char ORIGINALTEXUTRELIGHTMAPPATH[];
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extern char ORIGINALTEXUTRENATUREPATH[];
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extern char ORIGINALTEXTUREOBJECTPATH[];
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extern char ORIGINALTEXTURETERRAINPATH[];
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extern char ORIGINALTEXTUREWIDEPATH[];
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extern char ORIGINALTEXTUREFXPATH[];
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extern char ORIGINALTEXTUREEFFECT[];
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//Object Path Define//
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extern char HOUSEOBJECTPATH[];
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extern char LIGHTOBJECTPATH[];
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extern char TREEOBJECTPATH[];
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extern char OBJECTPATH[];
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extern char EFFECTPATH[];
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extern char EFFECTSOUNDSPATH[];
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extern char EFFECTSOUNDMPATH[];
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extern char INSTANCEOBJECTPATH[];
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//Texture Path Define//
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extern char TERRAINTEXTUREPATH[];
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extern char OBJECTTEXTUREPATH[];
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extern char NATURETEXTUREPATH[];
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extern char WIDETEXTUREPATH[];
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extern char NEOINTERFACETEXTUREPATH[];
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extern char INTERFACETEXTUREPATH[];
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extern char FXTEXTUREPATH[];
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extern char BSPTEXTUREPATH[];
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extern char BSPDATAPATH[];
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extern char EFFECTTEXTUREPATH[];
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extern char EFFECTSCRIPTPATH[];
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extern char OBJECTGEMPATH[];
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extern char UNSHADOWWIDETEXTUREPATH[];
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// LightMap Path Define//
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extern char LIGHTMAPTEXTUREPATH[];
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//VertexShader Path Define//
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extern char TERRAINVERTEXSHADEROATH[];
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extern char SHADERPATH[];
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//Save Data Path Define//
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extern char WEATHERPATH[];
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//Sound Data Path Define//
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extern char SOUNDFILEPATH[];
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//Octree Path Define//
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extern char OCTREEPATH[];
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//Sector Scene Map Path Define//
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extern char SECTORMAPPATH[];
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//Font Texture Filename//
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extern char FONTFILE[];
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extern float LENS_NEAR_HOUSE;
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extern float LENS_NEAR_OBJECT;
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extern long MOVE_NOTHING;
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extern long MOVE_HOUSE;
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extern long MOVE_LIGHT;
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extern long MOVE_OBJECT;
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extern float NEARPLANEVALUE;
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extern float LIGHTMAPSIZE;
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extern float MAX_ALLOWLIGHTMAPSIZE;
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extern float PERLIGHTMAP;
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extern long GF3OPTION;
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extern long COLLISIONOBJECTVIEW;
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// Character Lod Distance
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extern float fCHARACTERLODLEVELDIST[];
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//Ambience DataPath
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extern char AMBIENCEPATH[];
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//BGM DataPath
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extern char BGMPATH[];
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/*
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//Init Value File //
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#define INITVALUEFILE "c:\\MP-Project\\Mp.INI"
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//Original Texutre Path//
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#define ORIGINALTEXUTREINTERFACEPATH "c:\\MP-Project\\RawTexture\\Interface"
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#define ORIGINALTEXUTRELIGHTMAPPATH "c:\\MP-Project\\RawTexture\\Lightmap"
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#define ORIGINALTEXUTRENATUREPATH "c:\\MP-Project\\RawTexture\\NatureObject"
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#define ORIGINALTEXTUREOBJECTPATH "c:\\MP-Project\\RawTexture\\Object"
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#define ORIGINALTEXTURETERRAINPATH "c:\\MP-Project\\RawTexture\\Terrain"
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#define ORIGINALTEXTUREWIDEPATH "c:\\MP-Project\\RawTexture\\WideTexture"
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//Object Path Define//
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#define HOUSEOBJECTPATH "c:\\MP-Project\\Objects\\House\\"
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#define LIGHTOBJECTPATH "c:\\MP-Project\\Objects\\Object\\"
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#define TREEOBJECTPATH "c:\\MP-Project\\Objects\\NatureObject\\"
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#define OBJECTPATH "c:\\MP-Project\\Objects\\Object\\"
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//Texture Path Define//
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#define TERRAINTEXTUREPATH "c:\\MP-project\\Texture\\Terrain"
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#define OBJECTTEXTUREPATH "c:\\MP-Project\\Texture\\Object"
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#define NATURETEXTUREPATH "c:\\MP-project\\Texture\\NatureObject"
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#define WIDETEXTUREPATH "C:\\MP-Project\\Texture\\WideTexture"
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#define INTERFACETEXTUREPATH "c:\\MP-Project\\Texture\\Interface"
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// LightMap Path Define//
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#define LIGHTMAPTEXTUREPATH "c:\\MP-Project\\Texture\\Lightmap"
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//VertexShader Path Define//
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#define TERRAINVERTEXSHADEROATH "c:\\MP-Project\\VertexShader\\LayerFog\\LayerFogTerrain.vsh"
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//Save Data Path Define//
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#define WEATHERPATH "c:\\MP-Project\\WeatherColorTable.dat"
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//Octree Path Define//
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#define OCTREEPATH "c:\\MP-Project\\Octree"
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//Sector Scene Map Path Define//
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#define SECTORMAPPATH "c:\\MP-Project\\Map"
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//Font Texture Filename//
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#define FONTFILE "Font-H.dds"
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const float LENS_NEAR_HOUSE=3000.0f;
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const float LENS_NEAR_OBJECT=5000.0f;
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const long MOVE_NOTHING=0;
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const long MOVE_HOUSE=1;
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const long MOVE_LIGHT=2;
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const long MOVE_OBJECT=3;
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const float NEARPLANEVALUE=3.0f;
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const float LIGHTMAPSIZE=32;
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const float MAX_ALLOWLIGHTMAPSIZE=50000.0f;
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const float PERLIGHTMAP=30.0f;
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*/
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#endif
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