tibia-rme/source/application.h
Eduardo Dantas e09f3e94c8
Decouple npcs from the creature class (it's create npc.xml file in the map folder) (#3)
Created the complete organization of npcs, that way, it is possible to create own files for npcs, no longer depending on being together with the monsters
this pull request was made to be worked together with the canary project: https://github.com/opentibiabr/canary

The spawns npcs is "yellow" and spawns monsters is "red" (the old)

With this change, the map will automatically create an "npc.xml" the first time it is saved.
It is possible to edit only the xml, it is not necessary to add or modify the npc by opening the editor map

Thus, there is a script for npcs, similar to how it works with old spawns
2021-05-25 00:29:12 -03:00

110 lines
2.7 KiB
C++

//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Remere's Map Editor 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#ifndef RME_APPLICATION_H_
#define RME_APPLICATION_H_
#include "gui.h"
#include "main_toolbar.h"
#include "action.h"
#include "settings.h"
#include "process_com.h"
#include "map_display.h"
#include "welcome_dialog.h"
class Item;
class Monster;
class Npc;
class MainFrame;
class MapWindow;
class wxEventLoopBase;
class wxSingleInstanceChecker;
class Application : public wxApp
{
public:
~Application();
virtual bool OnInit();
virtual void OnEventLoopEnter(wxEventLoopBase* loop);
virtual void MacOpenFiles(const wxArrayString& fileNames);
virtual int OnExit();
void Unload();
private:
bool m_startup;
wxString m_file_to_open;
void FixVersionDiscrapencies();
bool ParseCommandLineMap(wxString& fileName);
virtual void OnFatalException();
#ifdef _USE_PROCESS_COM
RMEProcessServer* m_proc_server;
wxSingleInstanceChecker* m_single_instance_checker;
#endif
};
class MainMenuBar;
class MainFrame : public wxFrame
{
public:
MainFrame(const wxString& title,
const wxPoint& pos, const wxSize& size);
~MainFrame();
void UpdateMenubar();
bool DoQueryClose();
bool DoQuerySave(bool doclose = true);
bool DoQueryImportCreatures();
bool LoadMap(FileName name);
void AddRecentFile(const FileName& file);
void LoadRecentFiles();
void SaveRecentFiles();
std::vector<wxString> GetRecentFiles();
MainToolBar* GetAuiToolBar() const { return tool_bar; }
void OnUpdateMenus(wxCommandEvent& event);
void UpdateFloorMenu();
void OnIdle(wxIdleEvent& event);
void OnExit(wxCloseEvent& event);
#ifdef _USE_UPDATER_
void OnUpdateReceived(wxCommandEvent& event);
#endif
#ifdef __WINDOWS__
virtual bool MSWTranslateMessage(WXMSG *msg);
#endif
void PrepareDC(wxDC& dc);
protected:
MainMenuBar* menu_bar;
MainToolBar* tool_bar;
friend class Application;
friend class GUI;
DECLARE_EVENT_TABLE()
};
#endif