tibia-rme/source/npc_brush.cpp
Victor 557d91123e
feat: add support for loading monsters and NPCs from Canary Lua files (#162)
New Features:
- Load monsters and NPCs from configurable Lua folders; shows warnings/errors for empty or problematic files and prompts to set folders when missing. Missing-creature dialogs and progress labels updated (“Loading monsters ...”, “Loading NPCs ...”, “Missing Monsters”, “Missing NPCs”).
- Preferences page adds directory pickers for Monsters/NPCs Lua folders; values are saved and applied.
- Brush list and palettes display creature sprites for loaded monsters/NPCs.

Chores:
- Added lightweight Lua parsing helpers to support importing outfits and surface warnings for malformed files.
2026-03-28 21:20:43 -03:00

86 lines
2.4 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_brush.h"
#include "settings.h"
#include "tile.h"
#include "npc.h"
#include "basemap.h"
#include "spawn_npc.h"
//=============================================================================
// Npc brush
//=============================================================================
NpcBrush::NpcBrush(NpcType* type) :
Brush(),
npc_type(type) {
ASSERT(type->brush == nullptr);
type->brush = this;
}
NpcBrush::~NpcBrush() {
////
}
int NpcBrush::getLookID() const {
return 0;
}
std::string NpcBrush::getName() const {
if (npc_type) {
return npc_type->name;
}
return "Npc Brush";
}
bool NpcBrush::canDraw(BaseMap* map, const Position &position) const {
Tile* tile = map->getTile(position);
if (npc_type && tile && !tile->isBlocking()) {
if (tile->getLocation()->getSpawnNpcCount() != 0 || g_settings.getInteger(Config::AUTO_CREATE_SPAWN_NPC)) {
if (tile->isPZ()) {
return true;
} else {
return true;
}
}
}
return false;
}
void NpcBrush::undraw(BaseMap* map, Tile* tile) {
delete tile->npc;
tile->npc = nullptr;
}
void NpcBrush::draw(BaseMap* map, Tile* tile, void* parameter) {
ASSERT(tile);
ASSERT(parameter);
if (canDraw(map, tile->getPosition())) {
undraw(map, tile);
if (npc_type) {
if (tile->spawnNpc == nullptr && tile->getLocation()->getSpawnNpcCount() == 0) {
// manually place npc spawn on location
tile->spawnNpc = newd SpawnNpc(1);
}
tile->npc = newd Npc(npc_type);
tile->npc->setSpawnNpcTime(*(int*)parameter);
}
}
}