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>
174 lines
5.5 KiB
C++
174 lines
5.5 KiB
C++
#include "BaseDataDefine.h"
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//#include "SectorDefine.h"
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long SHADOWSIZE=256;
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long MAXCHRSHADOW=4;
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long GROUNDSHADOW=1;
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long WATERREFLECTION=1;
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long LIGHTMAPRENDER=1;
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long CHRTEXTURESIZE=0;
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//Init Value File //
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char INITVALUEFILE[256]="c:\\MP-Project\\Mp.INI";
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char MAPDATAPATH[256]="c:\\MP-Project\\MapData";
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char ROOTPATH[256] = "c:\\MP-Project\\";
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//Character DataSet Path//
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char CHARACTERDATAPATH[256]="c:\\MP-Project\\Character\\Data\\";
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char CHARACTERTEXTUREDATAPATH[256]="c:\\MP-Project\\Character\\Data\\tex\\";
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char CHARACTERMESHTEX[256]="c:\\MP-Project\\Character\\Data\\meshtex.htable";
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char CHARACTERANIPACK[256]="c:\\MP-Project\\Character\\Data\\ani\\APack.ntable";
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char CHARACTERLODMESH[256]="c:\\MP-Project\\Character\\Data\\mesh\\LODMesh.ntable";
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char CHARACTERTEXPIECE[256]="c:\\MP-Project\\Character\\Data\\tex\\Texpiece.ntable";
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char CHARACTERATTACHMENTMESH[256]="c:\\MP-Project\\Character\\Data\\Amesh\\amesh.ntable";
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char CHARACTERTEXTURE[256]="c:\\MP-Project\\Character\\Data\\Texture\\texture.ntable";
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//Original Texutre Path//
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char ORIGINALTEXUTREINTERFACEPATH[256]="c:\\MP-Project\\RawTexture\\Interface";
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char ORIGINALTEXUTRELIGHTMAPPATH[256]="c:\\MP-Project\\RawTexture\\Lightmap";
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char ORIGINALTEXUTRENATUREPATH[256]="c:\\MP-Project\\RawTexture\\NatureObject";
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char ORIGINALTEXTUREOBJECTPATH[256]="c:\\MP-Project\\RawTexture\\Object";
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char ORIGINALTEXTURETERRAINPATH[256]="c:\\MP-Project\\RawTexture\\Terrain";
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char ORIGINALTEXTUREWIDEPATH[256]="c:\\MP-Project\\RawTexture\\WideTexture";
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char ORIGINALTEXTUREFXPATH[256]="c:\\MP-Project\\Texture\\FX";
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char ORIGINALTEXTUREEFFECT[256]="c:\\MP-Project\\Texture\\Effect";
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//Object Path Define//
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char HOUSEOBJECTPATH[256]="c:\\MP-Project\\Objects\\House\\";
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char LIGHTOBJECTPATH[256]="c:\\MP-Project\\Objects\\Object\\";
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char TREEOBJECTPATH[256]="c:\\MP-Project\\Objects\\NatureObject\\";
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char OBJECTPATH[256]="c:\\MP-Project\\Objects\\Object\\";
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char OBJECTGEMPATH[256] = "c:\\MP-Project\\Objects\\Gem\\";
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char INSTANCEOBJECTPATH[256]="c:\\MP-Project\\Objects\\Instance\\";
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//Texture Path Define//
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char TERRAINTEXTUREPATH[256]="c:\\MP-project\\Texture\\Terrain";
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char OBJECTTEXTUREPATH[256]="c:\\MP-Project\\Texture\\Object";
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char NATURETEXTUREPATH[256]="c:\\MP-project\\Texture\\NatureObject";
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char WIDETEXTUREPATH[256]="C:\\MP-Project\\Texture\\WideTexture";
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char INTERFACETEXTUREPATH[256]="c:\\MP-Project\\Texture\\Interface";
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char NEOINTERFACETEXTUREPATH[ 256 ]="c:\\MP-Project\\Texture\\Interface\\NeoInterface";
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char FXTEXTUREPATH[256]="c:\\MP-Project\\Texture\\FX";
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char BSPTEXTUREPATH[256]="c:\\MP-Project\\Texture\\BSP";
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char BSPDATAPATH[256]="c:\\MP-Project\\MapData\\Bsp\\";
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char EFFECTTEXTUREPATH[256]="c:\\MP-Project\\Texture\\Effect\\";
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char EFFECTSCRIPTPATH[256] = "c:\\MP-Project\\Effect\\Esf\\";
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char UNSHADOWWIDETEXTUREPATH[256]="c:\\MP-Project\\Texture\\UnShadowWideTexture";
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// LightMap Path Define//
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char LIGHTMAPTEXTUREPATH[256]="c:\\MP-Project\\Texture\\Lightmap";
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//VertexShader Path Define//
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char TERRAINVERTEXSHADEROATH[256]="c:\\MP-Project\\VertexShader\\LayerFog\\LayerFogTerrain.vsh";
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char SHADERPATH[256]="c:\\MP-Project\\Shader\\";
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//Save Data Path Define//
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char WEATHERPATH[256]="c:\\MP-Project\\WeatherColorTable.dat";
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//Octree Path Define//
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char OCTREEPATH[256]="c:\\MP-Project\\Octree";
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//Sector Scene Map Path Define//
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char SECTORMAPPATH[256]="c:\\MP-Project\\Map";
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//Font Texture Filename//
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char FONTFILE[256]="Font-H.dds";
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char EFFECTPATH[256] = "c:\\MP-Project\\Effect\\";
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//Sound Path//
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char SOUNDFILEPATH[256]="c:\\MP-Project\\Sound\\";
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char EFFECTSOUNDSPATH[256] = "c:\\MP-Project\\Sound\\Effect\\Ssnd\\";
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char EFFECTSOUNDMPATH[256] = "c:\\MP-Project\\Sound\\Effect\\Msnd\\";
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float DETAILGROUND=5.0f;
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float LENS_NEAR_HOUSE=30000.0f;
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float LENS_NEAR_OBJECT=5000.0f;
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long MOVE_NOTHING=0;
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long MOVE_HOUSE=1;
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long MOVE_LIGHT=2;
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long MOVE_OBJECT=3;
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float NEARPLANEVALUE=3.0f;
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float LIGHTMAPSIZE=32;
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float MAX_ALLOWLIGHTMAPSIZE=50000.0f;
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float PERLIGHTMAP=30.0f;
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float DETAILTEXTUREDEPTH=75.0f;
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float FIELDHIGH=13000.0f;
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float FIELDMIDDLE=8000.0f;
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float FIELDLOW=0.0f;
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long ROAMBUFFERSIZE=6;
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enum HEIGHTSAVEMODE { LOWERDETAIL,HIGHDETAIL };
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float FIELDDIVIDE=64.0f;
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//House Data define.......
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///*
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float MAX_HOUSEVIEWRANGE=80000.0f;
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float MAX_HOUSEDISAPPER=MAX_HOUSEVIEWRANGE-4000.0f;
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float MAX_OUTVIEWRANGE=15000.0f;
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float MAX_MEDVIEWRANGE=15000.0f;
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float MAX_INVIEWRANGE=3000.0f;
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//*/
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/*
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float MAX_HOUSEVIEWRANGE=15000.0f;
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float MAX_HOUSEDISAPPER=MAX_HOUSEVIEWRANGE-4000.0f;
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float MAX_OUTVIEWRANGE=15000.0f;
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float MAX_MEDVIEWRANGE=15000.0f;
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float MAX_INVIEWRANGE=3000.0f;
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//*/
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float MAX_HOUSECOLLISION=30000.0f;
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//Object Data define
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float MAX_OBJECTVIEWRANBE=10000.0f;
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float MAX_OBJECTDISAPPER=MAX_OBJECTVIEWRANBE-1000.0f;
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//Nature Data define......//
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long MAX_SEEDRANGE=30;
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float LENS_REALPOLYTREE=5000.0f;
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// Grass Data define........//
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float MAX_GRASS=100;
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int MAX_GRASSRANGE=19;
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long SIZE_FOGTEXTURE=64;
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float fFogHeight=3000.0f;
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float fFogXRange=5000.0f;
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float fFogYRange=1000.0f;
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float fFogAddHeight=100.0f;
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float fFogMax=20000.0f;
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float fFogMin=-1000.0f;
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float fSky_Height=120000.0f;
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float fCloud_Height=50000.0f;
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//Sun Scene Data define..
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float fSun_Length=200000.0f;
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float fSun_FrontEye=10000.0f;
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//Lens Flare Data Define..
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long LENSFLARE=4;
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//Fall Scene Data Define ...
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long MAX_FALLPARTICLE=1000;
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long GF3OPTION=0;
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long COLLISIONOBJECTVIEW=0;
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float fCHARACTERLODLEVELDIST[3] = {1700.0f,3000.0f,4500.0f};
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//Ambience DataPath
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char AMBIENCEPATH[256] = "c:\\MP-Project\\SOUND\\Amb\\";
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//BGM DataPath
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char BGMPATH[256] = "c:\\MP-Project\\SOUND\\Bgm\\";
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