khanat-opennel-code/code/ryzom/client/src/ig_client.h

115 lines
3.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#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 <string>
#include <map>
///////////
// USING //
///////////
using NL3D::UInstanceGroup;
using std::string;
using std::map;
////////////
// GLOBAL //
////////////
// igs for the city
extern map<string, UInstanceGroup *> IGCity;
// Other igs. These are igs of villages that are currently loaded
extern map<string, UInstanceGroup *> IGLoaded;
extern NL3D::CLandscapeIGManager LandscapeIGManager;
///////////////
// FUNCTIONS //
///////////////
/// Initialize Instances Group
void initIG();
#endif // CL_IG_CLIENT_H
/* End of ig_client.h */