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>
161 lines
3.5 KiB
C
161 lines
3.5 KiB
C
#ifndef SECTORDEFINE_H
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#define SECTORDEFINE_H
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#pragma once
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// Character Texture Size//
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extern long CHRTEXTURESIZE;
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// Max Character Projection Shadow count//
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extern long MAXCHRSHADOW;
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// HeightField & ROAM Data define....//
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extern float DETAILGROUND;
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extern long GROUNDSHADOW;
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extern long SHADOWSIZE;
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extern long LIGHTMAPRENDER;
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extern long WATERREFLECTION;
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extern long LENSFLARE;
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const float LINTERVAL=492.3076f;
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const int SECTORSX=65,SECTORSY=65;
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const int SECTORSIZE=(int)((SECTORSX-1)*LINTERVAL);
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const long LSIZEX=7;
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const long LSIZEY=7;
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//extern int SECTORSX;
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//extern int SECTORSY;
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//extern int SECTORSIZE;
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extern float DETAILTEXTUREDEPTH;
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extern float FIELDHIGH;
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extern float FIELDMIDDLE;
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extern float FIELDLOW;
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extern long ROAMBUFFERSIZE;
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extern float FIELDDIVIDE;
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const long PATCH=100;
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const long VARIANCE_DEPTH=9;
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const long POOL_SIZE=128000;
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extern float TERRAINLOD;
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//House Data define.......
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extern float MAX_HOUSEVIEWRANGE;
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extern float MAX_HOUSEDISAPPER;
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extern float MAX_OUTVIEWRANGE;
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extern float MAX_MEDVIEWRANGE;
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extern float MAX_INVIEWRANGE;
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extern float MAX_HOUSECOLLISION;
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//Object Data define
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extern float MAX_OBJECTVIEWRANBE;
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extern float MAX_OBJECTDISAPPER;
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//Nature Data define......//
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const long MAX_SEED=20;
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extern long MAX_SEEDRANGE;
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extern float LENS_REALPOLYTREE;
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const long MAX_TREE=SECTORSX*SECTORSY;
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const long MAX_TREEKIND=30;
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extern long SIZE_FOGTEXTURE;
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extern float fFogHeight;
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extern float fFogXRange;
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extern float fFogYRange;
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extern float fFogAddHeight;
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extern float MAX_GRASS;
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extern int MAX_GRASSRANGE;
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extern float fFogMax;
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extern float fFogMin;
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extern float fSky_Height;
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extern float fCloud_Height;
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const long MAX_CLOUD=3;
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//Sun Scene Data define..
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extern float fSun_Length;
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extern float fSun_FrontEye;
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const long MAX_FLARE=7;
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//Fall Scene Data Define ...
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extern long MAX_FALLPARTICLE;
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//Water Scene Data Define..
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const long MAX_WATERTEXTURE=63;
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/*
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extern long LSIZEX=7;
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extern long LSIZEY=7;
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extern float LINTERVAL=500.0f;
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extern int SECTORSX=64,SECTORSY=64;
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extern int SECTORSIZE=(int)((SECTORSX-1)*LINTERVAL);
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extern float DETAILTEXTUREDEPTH=50.0f;
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extern float FIELDHIGH=13000.0f;
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extern float FIELDMIDDLE=8000.0f;
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extern float FIELDLOW=0.0f;
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extern long PATCH=100;
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extern long ROAMBUFFERSIZE=13;
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enum HEIGHTSAVEMODE { LOWERDETAIL,HIGHDETAIL };
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extern float FIELDDIVIDE=20.0f;
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#define VARIANCE_DEPTH 9
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#define POOL_SIZE 245000
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//House Data define.......
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extern float MAX_HOUSEVIEWRANGE=80000.0f;
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extern float MAX_HOUSEDISAPPER=MAX_HOUSEVIEWRANGE-4000.0f;
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extern float MAX_OUTVIEWRANGE=15000.0f;
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extern float MAX_MEDVIEWRANGE=15000.0f;
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extern float MAX_INVIEWRANGE=3000.0f;
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extern float MAX_HOUSECOLLISION=3000.0f;
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//Object Data define
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extern float MAX_OBJECTVIEWRANBE=10000.0f;
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extern float MAX_OBJECTDISAPPER=MAX_OBJECTVIEWRANBE-1000.0f;
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//Nature Data define......//
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extern long MAX_TREE=SECTORSX*SECTORSY;
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extern long MAX_SEED=20;
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extern long MAX_SEEDRANGE=30;
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extern float LENS_REALPOLYTREE=5000.0f;
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extern long MAX_TREEKIND=16;
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extern long SIZE_FOGTEXTURE=64;
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extern float fFogHeight=3000.0f;
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extern float fFogXRange=5000.0f;
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extern float fFogYRange=1000.0f;
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extern float fFogAddHeight=100.0f;
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extern float fFogMax=20000.0f;
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extern float fFogMin=-1000.0f;
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extern float fSky_Height=120000.0f;
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extern float fCloud_Height=50000.0f;
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extern long MAX_CLOUD=3;
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//Sun Scene Data define..
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extern float fSun_Length=200000.0f;
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extern float fSun_FrontEye=10000.0f;
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extern long MAX_FLARE=7;
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//Fall Scene Data Define ...
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extern long MAX_FALLPARTICLE=1000;
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//Water Scene Data Define..
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extern long MAX_WATERTEXTURE=63;
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*/
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#endif
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