MudEngine:

- BaseObject Saving and Loading fully implemented.
 - BaseCharacter Saving and Loading fully implemented.
 - Game.cs now contains SaveDataPaths property for allowing users to define where their data will be saved.
 -
This commit is contained in:
Scionwest_cp 2010-07-30 19:02:05 -07:00
parent 7f39821216
commit 4be5a831b1
8 changed files with 137 additions and 125 deletions

View file

@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
//MUD Engine
using MudEngine.FileSystem;
@ -53,6 +54,44 @@ namespace MudEngine.GameObjects.Characters
}
public override void Load(string filename)
{
base.Load(filename);
this.IsControlled = Convert.ToBoolean(FileManager.GetData(filename, "IsControlled"));
//Need to re-assign the enumerator value that was previously assigned to the Role property
Array values = Enum.GetValues(typeof(SecurityRoles));
foreach (int value in values)
{
//Since enum values are not strings, we can't simply just assign the string to the enum
string displayName = Enum.GetName(typeof(SecurityRoles), value);
//If the value = the string saved, then perform the needed conversion to get our data back
if (displayName.ToLower() == FileManager.GetData(filename, "Role").ToLower())
{
Role = (SecurityRoles)Enum.Parse(typeof(SecurityRoles), displayName);
break;
}
}
//Restore the users current Room.
Realm realm = ActiveGame.GetRealm(FileManager.GetData(filename, "CurrentRealm"));
Zone zone = realm.GetZone(FileManager.GetData(filename, "CurrentZone"));
CurrentRoom = zone.GetRoom(FileManager.GetData(filename, "CurrentRoom"));
}
public override void Save(string filename)
{
base.Save(filename);
FileManager.WriteLine(filename, this.IsControlled.ToString(), "IsControlled");
FileManager.WriteLine(filename, this.Role.ToString(), "Role");
FileManager.WriteLine(filename, this.CurrentRoom.Name, "CurrentRoom");
FileManager.WriteLine(filename, this.CurrentRoom.Zone, "CurrentZone");
FileManager.WriteLine(filename, this.CurrentRoom.Realm, "CurrentRealm");
}
/// <summary>
/// Moves the player from one Room to another if the supplied direction contains a doorway.
/// Returns false if no doorway is available.
@ -135,8 +174,8 @@ namespace MudEngine.GameObjects.Characters
}
internal void Disconnect()
{
// TODO: Save();
Save();
string filePath = Path.Combine(ActiveGame.DataPaths.Players, Filename);
this.Save(filePath);
IsActive = false;
client.Close();