tibia-rme/source/npc.cpp
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

75 lines
2 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/>.
//////////////////////////////////////////////////////////////////////
#include "main.h"
#include "npc.h"
Npc::Npc(NpcType* type) : direction(NORTH), spawnNpcTime(0), saved(false), selected(false)
{
if(type)
type_name = type->name;
}
Npc::Npc(std::string type_name) : type_name(type_name), direction(NORTH), spawnNpcTime(0), saved(false), selected(false)
{
////
}
Npc::~Npc()
{
////
}
std::string Npc::DirID2Name(uint16_t id) {
switch (id) {
case NORTH: return "North";
case EAST: return "East";
case SOUTH: return "South";
case WEST: return "West";
default: return "Unknown";
}
}
uint16_t Npc::DirName2ID(std::string dir)
{
to_lower_str(dir);
if(dir == "north") return NORTH;
if(dir == "east") return EAST;
if(dir == "south") return SOUTH;
if(dir == "west") return WEST;
return SOUTH;
}
Npc* Npc::deepCopy() const
{
Npc* copy = newd Npc(type_name);
copy->spawnNpcTime = spawnNpcTime;
copy->direction = direction;
copy->selected = selected;
copy->saved = saved;
return copy;
}
const Outfit& Npc::getLookType() const
{
NpcType* type = g_npcs[type_name];
if(type)
return type->outfit;
static const Outfit otfi; // Empty outfit
return otfi;
}