1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
19 #ifndef CL_IG_CLIENT_H
20 #define CL_IG_CLIENT_H
24 #define INSTANCE_DOORS_FYROS_CITY "Animated_door.ig"
25 #define INSTANCE_DOORS_FYROS_APPART "appart_int_doors.ig"
26 #define INSTANCE_DOORS_FX "FxDustDoor.ig"
27 #define INSTANCE_APPART "apart.ig"
28 #define INSTANCE_CITY "street.ig"
29 #define INSTANCE_TAVERNE "taverne.ig"
31 #define DOOR_TAVERN "portetavern"
32 #define DOOR_TAVERN_ANIM_OPEN_PART_ONE "TavernDoor_R_open.anim"
33 #define DOOR_TAVERN_ANIM_OPEN_PART_TWO "TavernDoor_L_open.anim"
34 #define DOOR_TAVERN_ANIM_CLOSE_PART_ONE "TavernDoor_R_close.anim"
35 #define DOOR_TAVERN_ANIM_CLOSE_PART_TWO "TavernDoor_L_close.anim"
37 #define DOOR_APPART "porteappart"
38 #define DOOR_APPART_ANIM_OPEN_PART_ONE "AppartDoor_R_open.anim"
39 #define DOOR_APPART_ANIM_OPEN_PART_TWO "AppartDoor_L_open.anim"
40 #define DOOR_APPART_ANIM_CLOSE_PART_ONE "AppartDoor_R_close.anim"
41 #define DOOR_APPART_ANIM_CLOSE_PART_TWO "AppartDoor_L_close.anim"
43 #define DOOR_APPART_INT "porteappartint"
44 #define DOOR_APPART_ANIM_INT_OPEN_PART_ONE "AppartDoor_Int_R_open.anim"
45 #define DOOR_APPART_ANIM_INT_OPEN_PART_TWO "AppartDoor_Int_L_open.anim"
46 #define DOOR_APPART_ANIM_INT_CLOSE_PART_ONE "AppartDoor_Int_R_close.anim"
47 #define DOOR_APPART_ANIM_INT_CLOSE_PART_TWO "AppartDoor_Int_L_close.anim"
49 #define HOUSE_PLANT_LITTLE_BELL "plante_qui_bouge"
50 #define HOUSE_PLANT_LITTLE_BELL_MESH "Fy_Acc_PlanteGrelot.shape"
51 #define HOUSE_PLANT_LITTLE_BELL_SKELETON "Fy_Acc_PlanteGrelot.skel"
52 #define HOUSE_PLANT_LITTLE_BELL_ANIM1 "Fy_Acc_PlanteGrelot01a"
53 #define HOUSE_PLANT_LITTLE_BELL_ANIM2 "Fy_Acc_PlanteGrelot02a"
54 #define HOUSE_PLANT_LITTLE_BELL_ANIM3 "Fy_Acc_PlanteGrelot03a"
56 #define CITY_DOGA "doga"
57 #define CITY_DOGA_MESH "FY_MO_dag.shape"
58 #define CITY_DOGA_SKELETON "FY_MO_dag.skel"
59 #define CITY_DOGA_ANIM1 "FY_MO_dag_couche"
60 #define CITY_DOGA_ANIM2 "FY_MO_dag_gratte"
61 #define CITY_DOGA_ANIM3 "FY_MO_dag_iidle"
63 #define TAVERN_ROTOR "rotor"
64 #define TAVERN_ROTOR_ANIM "rotor"
66 #define TAVERN_CONEROTOR "rotorcone"
67 #define TAVERN_CONEROTOR_ANIM "conerotor"
74 #include "nel/misc/types_nl.h"
76 #include "nel/3d/u_instance_group.h"
77 #include "nel/3d/landscapeig_manager.h"
86 using NL3D::UInstanceGroup
;
96 extern map
<string
, UInstanceGroup
*> IGCity
;
98 // Other igs. These are igs of villages that are currently loaded
99 extern map
<string
, UInstanceGroup
*> IGLoaded
;
104 extern NL3D::CLandscapeIGManager LandscapeIGManager
;
110 /// Initialize Instances Group
113 #endif // CL_IG_CLIENT_H
115 /* End of ig_client.h */