mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
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
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Remere's Map Editor
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//////////////////////////////////////////////////////////////////////
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// Remere's Map Editor is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Remere's Map Editor 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 General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////////////////////////////////////////////////////////////
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#ifndef RME_SPAWN_NPC_H_
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#define RME_SPAWN_NPC_H_
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class Tile;
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class SpawnNpc {
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public:
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SpawnNpc(int size = 3) : size(0), selected(false) {setSize(size);}
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~SpawnNpc() {}
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SpawnNpc* deepCopy() {
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SpawnNpc* copy = newd SpawnNpc(size);
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copy->selected = selected;
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return copy;
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}
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bool isSelected() const {return selected;}
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void select() {selected = true;}
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void deselect() {selected = false;}
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// Does not compare selection!
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bool operator==(const SpawnNpc& other) {return size == other.size;}
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bool operator!=(const SpawnNpc& other) {return size != other.size;}
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void setSize(int newsize) {
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ASSERT(size < 100);
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size = newsize;
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}
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int getSize() const {return size;}
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protected:
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int size;
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bool selected;
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};
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typedef std::set<Position> SpawnNpcPositionList;
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typedef std::list<SpawnNpc*> SpawnNpcList;
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class SpawnsNpc {
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public:
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SpawnsNpc();
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~SpawnsNpc();
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void addSpawnNpc(Tile* tile);
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void removeSpawnNpc(Tile* tile);
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SpawnNpcPositionList::iterator begin() {return spawnsNpc.begin();}
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SpawnNpcPositionList::const_iterator begin() const {return spawnsNpc.begin();}
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SpawnNpcPositionList::iterator end() {return spawnsNpc.end();}
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SpawnNpcPositionList::const_iterator end() const {return spawnsNpc.end();}
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void erase(SpawnNpcPositionList::iterator iter) {spawnsNpc.erase(iter);}
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SpawnNpcPositionList::iterator find(Position& pos) {return spawnsNpc.find(pos);}
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private:
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SpawnNpcPositionList spawnsNpc;
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};
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#endif
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