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