// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_IG_CLIENT_H #define CL_IG_CLIENT_H #define INSTANCE_DOORS_FYROS_CITY "Animated_door.ig" #define INSTANCE_DOORS_FYROS_APPART "appart_int_doors.ig" #define INSTANCE_DOORS_FX "FxDustDoor.ig" #define INSTANCE_APPART "apart.ig" #define INSTANCE_CITY "street.ig" #define INSTANCE_TAVERNE "taverne.ig" #define DOOR_TAVERN "portetavern" #define DOOR_TAVERN_ANIM_OPEN_PART_ONE "TavernDoor_R_open.anim" #define DOOR_TAVERN_ANIM_OPEN_PART_TWO "TavernDoor_L_open.anim" #define DOOR_TAVERN_ANIM_CLOSE_PART_ONE "TavernDoor_R_close.anim" #define DOOR_TAVERN_ANIM_CLOSE_PART_TWO "TavernDoor_L_close.anim" #define DOOR_APPART "porteappart" #define DOOR_APPART_ANIM_OPEN_PART_ONE "AppartDoor_R_open.anim" #define DOOR_APPART_ANIM_OPEN_PART_TWO "AppartDoor_L_open.anim" #define DOOR_APPART_ANIM_CLOSE_PART_ONE "AppartDoor_R_close.anim" #define DOOR_APPART_ANIM_CLOSE_PART_TWO "AppartDoor_L_close.anim" #define DOOR_APPART_INT "porteappartint" #define DOOR_APPART_ANIM_INT_OPEN_PART_ONE "AppartDoor_Int_R_open.anim" #define DOOR_APPART_ANIM_INT_OPEN_PART_TWO "AppartDoor_Int_L_open.anim" #define DOOR_APPART_ANIM_INT_CLOSE_PART_ONE "AppartDoor_Int_R_close.anim" #define DOOR_APPART_ANIM_INT_CLOSE_PART_TWO "AppartDoor_Int_L_close.anim" #define HOUSE_PLANT_LITTLE_BELL "plante_qui_bouge" #define HOUSE_PLANT_LITTLE_BELL_MESH "Fy_Acc_PlanteGrelot.shape" #define HOUSE_PLANT_LITTLE_BELL_SKELETON "Fy_Acc_PlanteGrelot.skel" #define HOUSE_PLANT_LITTLE_BELL_ANIM1 "Fy_Acc_PlanteGrelot01a" #define HOUSE_PLANT_LITTLE_BELL_ANIM2 "Fy_Acc_PlanteGrelot02a" #define HOUSE_PLANT_LITTLE_BELL_ANIM3 "Fy_Acc_PlanteGrelot03a" #define CITY_DOGA "doga" #define CITY_DOGA_MESH "FY_MO_dag.shape" #define CITY_DOGA_SKELETON "FY_MO_dag.skel" #define CITY_DOGA_ANIM1 "FY_MO_dag_couche" #define CITY_DOGA_ANIM2 "FY_MO_dag_gratte" #define CITY_DOGA_ANIM3 "FY_MO_dag_iidle" #define TAVERN_ROTOR "rotor" #define TAVERN_ROTOR_ANIM "rotor" #define TAVERN_CONEROTOR "rotorcone" #define TAVERN_CONEROTOR_ANIM "conerotor" ///////////// // INCLUDE // ///////////// // Misc. #include "nel/misc/types_nl.h" // 3d Interface. #include "nel/3d/u_instance_group.h" #include "nel/3d/landscapeig_manager.h" // Std #include #include /////////// // USING // /////////// using NL3D::UInstanceGroup; using std::string; using std::map; //////////// // GLOBAL // //////////// // igs for the city extern map IGCity; // Other igs. These are igs of villages that are currently loaded extern map IGLoaded; extern NL3D::CLandscapeIGManager LandscapeIGManager; /////////////// // FUNCTIONS // /////////////// /// Initialize Instances Group void initIG(); #endif // CL_IG_CLIENT_H /* End of ig_client.h */