tibia-rme/source/npc.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

93 lines
2.3 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_NPC_H_
#define RME_NPC_H_
#include "npcs.h"
#include "enums.h"
class Npc {
public:
Npc(NpcType* type);
Npc(std::string type_name);
~Npc();
// Static conversions
static std::string DirID2Name(uint16_t id);
static uint16_t DirName2ID(std::string id);
Npc* deepCopy() const;
const Outfit& getLookType() const;
bool isSaved();
void save();
void reset();
bool isSelected() const {return selected;}
void deselect() {selected = false;}
void select() {selected = true;}
std::string getName() const;
NpcBrush* getBrush() const;
int getSpawnNpcTime() const {return spawnNpcTime;}
void setSpawnNpcTime(int spawnNpcTime) {this->spawnNpcTime = spawnNpcTime;}
Direction getDirection() const { return direction; }
void setDirection(Direction direction) { this->direction = direction; }
protected:
std::string type_name;
Direction direction;
int spawnNpcTime;
bool saved;
bool selected;
};
inline void Npc::save() {
saved = true;
}
inline void Npc::reset() {
saved = false;
}
inline bool Npc::isSaved() {
return saved;
}
inline std::string Npc::getName() const {
NpcType* npcType = g_npcs[type_name];
if(npcType) {
return npcType->name;
}
return "";
}
inline NpcBrush* Npc::getBrush() const {
NpcType* npcType = g_npcs[type_name];
if(npcType) {
return npcType->brush;
}
return nullptr;
}
typedef std::vector<Npc*> NpcVector;
typedef std::list<Npc*> NpcList;
#endif