Removed Project Manager

Removed MUDEngine
This commit is contained in:
Scionwest_cp 2009-12-01 18:40:41 -08:00
parent 7ae6b444b6
commit 6f44f46539
34 changed files with 0 additions and 2111 deletions

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<?xml version="1.0" encoding="utf-8"?><ItemProperties xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><Properties><Property><Name>svn:ignore</Name><Value>obj
bin
</Value></Property></Properties></ItemProperties>

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@ -1,26 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Attributes
{
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
public class UnusableAttribute : System.Attribute
{
private bool _IsUseable;
public UnusableAttribute (bool useable)
{
_IsUseable = useable;
}
/// <summary>
/// Sets if the class can be instanced or not. Regardless of what Type it inherits from
/// </summary>
public bool IsUseable
{
get;
set;
}
}
}

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@ -1,45 +0,0 @@
namespace MUDEngine.Controls
{
partial class RoomControl
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.SuspendLayout();
//
// RoomControl
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.Name = "RoomControl";
this.Size = new System.Drawing.Size(754, 481);
this.ResumeLayout(false);
}
#endregion
}
}

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@ -1,21 +0,0 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using MUDEngine.Objects;
namespace MUDEngine.Controls
{
public partial class RoomControl : VisualContainer
{
public RoomControl(BaseObject EngineObject) :base(EngineObject)
{
InitializeComponent();
//this.GameObject = EngineObject;
}
}
}

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@ -1,120 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -1,72 +0,0 @@
namespace MUDEngine.Controls
{
partial class VisualContainer
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.btnTitle = new System.Windows.Forms.Button();
this.SuspendLayout();
//
// btnTitle
//
this.btnTitle.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.btnTitle.Dock = System.Windows.Forms.DockStyle.Top;
this.btnTitle.FlatAppearance.BorderColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.btnTitle.FlatAppearance.BorderSize = 2;
this.btnTitle.FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.btnTitle.FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.btnTitle.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.btnTitle.Font = new System.Drawing.Font("Microsoft Sans Serif", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.btnTitle.ForeColor = System.Drawing.Color.Silver;
this.btnTitle.Location = new System.Drawing.Point(0, 0);
this.btnTitle.Name = "btnTitle";
this.btnTitle.Size = new System.Drawing.Size(229, 27);
this.btnTitle.TabIndex = 0;
this.btnTitle.Text = "Title";
this.btnTitle.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
this.btnTitle.UseVisualStyleBackColor = false;
//
// VisualContainer
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.Gray;
this.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.Controls.Add(this.btnTitle);
this.Name = "VisualContainer";
this.Size = new System.Drawing.Size(229, 228);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.Button btnTitle;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using MUDEngine.Objects;
namespace MUDEngine.Controls
{
[Designer("System.Windows.Forms.Design.ParentControlDesigner, System.Design", typeof(IDesigner))]
public partial class VisualContainer : UserControl
{
[Browsable(true)]
public string Title
{
get { return btnTitle.Text; }
set { btnTitle.Text = value; }
}
[Browsable(false)]
internal BaseObject GameObject
{
get;
set;
}
public VisualContainer(BaseObject EngineObject) : this()
{
//InitializeComponent();
this.Dock = DockStyle.Fill;
GameObject = EngineObject;
}
public VisualContainer() : base()
{
InitializeComponent();
}
protected MUDEngine.Objects.BaseObject _Object;
}
}

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@ -1,120 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine
{
public class Engine
{
private const string _InstallLocation = @"C:\Codeplex\MudDesigner\Example\";
public enum SaveDataTypes
{
Root,
Currency,
Rooms,
Zones,
Realms,
}
/// <summary>
/// Used to ensure that the paths needed to run the game exists.
/// If no path is supplied, the engine uses it's current install path.
/// </summary>
/// <param name="validatedPath"></param>
public static void ValidateDataPaths()
{
#if DEBUG
ValidateDataPaths(_InstallLocation);
#else
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
ValidateDataPaths(rootPath);
#endif
}
/// <summary>
/// Checks the supplied directory to ensure that all of the engines needed
/// data folders are created
/// </summary>
/// <param name="InstallPath"></param>
public static void ValidateDataPaths(string InstallPath)
{
if (!InstallPath.EndsWith("data", true, null))
InstallPath = System.IO.Path.Combine(InstallPath, "Data");
if (!System.IO.Directory.Exists(InstallPath))
System.IO.Directory.CreateDirectory(InstallPath);
foreach (SaveDataTypes value in Enum.GetValues(typeof(SaveDataTypes)))
{
string dataType = value.ToString();
if (value.ToString() == "Root")
continue;
if (!System.IO.Directory.Exists(System.IO.Path.Combine(InstallPath, dataType)))
System.IO.Directory.CreateDirectory(System.IO.Path.Combine(InstallPath, dataType));
}
}
/// <summary>
/// Returns the complete path to the specified data's save folder.
/// </summary>
/// <param name="DataType"></param>
/// <returns></returns>
public static string GetDataPath(SaveDataTypes DataType)
{
#if DEBUG
string path = System.IO.Path.Combine(_InstallLocation, "Data");
if (DataType == SaveDataTypes.Root)
return _InstallLocation;
else
return System.IO.Path.Combine(path, DataType.ToString());
#else
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
if (DataType == SaveDataTypes.Root)
return installBase;
else
return System.IO.Path.Combine(rootPath, DataType.ToString());
#endif
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.FileSystem
{
public static class FileSystem
{
public enum OutputFormats
{
XML = 0,
}
/// <summary>
/// The filetype that the MUDs files will be saved as
/// </summary>
public static OutputFormats FileType
{
get;
set;
}
/// <summary>
/// Saves the object using the specified output format
/// </summary>
/// <param name="Filename"></param>
/// <param name="o"></param>
public static void Save(string Filename, object o)
{
if (FileType == OutputFormats.XML)
{
XmlSerialization.Save(Filename, o);
}
}
/// <summary>
/// Loads the object using the specified FileType format
/// </summary>
/// <param name="Filename"></param>
/// <param name="o"></param>
/// <returns></returns>
public static object Load(string Filename, object o)
{
if (FileType == OutputFormats.XML)
{
return XmlSerialization.Load(Filename, o);
}
else return null;
}
}
}

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@ -1,42 +0,0 @@
#region ====== Using Statements ======
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Reflection;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
#endregion
namespace MUDEngine.FileSystem
{
internal class XmlSerialization
{
internal static void Save(string Filename, object o)
{
Stream stream = File.Create(Filename);
XmlSerializer serializer = new XmlSerializer(o.GetType());
serializer.Serialize(stream, o);
stream.Close();
}
/// <summary>
/// Loads an item via Xml Deserialization
/// </summary>
/// <param name="Filename">The Xml document to deserialize.</param>
/// <returns></returns>
internal static object Load(string Filename, object o)
{
Stream stream = File.OpenRead(Filename);
object obj = new object();
XmlSerializer serializer = new XmlSerializer(o.GetType());
obj = (object)serializer.Deserialize(stream);
stream.Close();
return obj;
}
}
}

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@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{33828B3B-F227-4726-8FCD-3D9D780E643D}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MUDEngine</RootNamespace>
<AssemblyName>MUDEngine</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>full</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\Example\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<Reference Include="ManagedScriptingWIN, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\ManagedScriptingWIN.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="ProjectInformation.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="Controls\RoomControl.cs">
<SubType>UserControl</SubType>
</Compile>
<Compile Include="Controls\RoomControl.Designer.cs">
<DependentUpon>RoomControl.cs</DependentUpon>
</Compile>
<Compile Include="Controls\VisualContainer.cs">
<SubType>UserControl</SubType>
</Compile>
<Compile Include="Controls\VisualContainer.Designer.cs">
<DependentUpon>VisualContainer.cs</DependentUpon>
</Compile>
<Compile Include="Engine.cs" />
<Compile Include="Attributes\UnusableAttribute.cs" />
<Compile Include="Objects\BaseObject.cs" />
<Compile Include="FileSystem\FileSystem.cs" />
<Compile Include="FileSystem\XmlSerialization.cs" />
<Compile Include="Objects\Currency.cs" />
<Compile Include="Objects\Environment\Door.cs" />
<Compile Include="Objects\Environment\InitialLocation.cs" />
<Compile Include="Objects\Environment\Realm.cs" />
<Compile Include="Objects\Environment\Room.cs" />
<Compile Include="Objects\Environment\TravelDirections.cs" />
<Compile Include="Objects\Environment\Zone.cs" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Controls\RoomControl.resx">
<DependentUpon>RoomControl.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="Controls\VisualContainer.resx">
<DependentUpon>VisualContainer.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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@ -1,112 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Windows.Forms;
using System.Xml.Serialization;
using MUDEngine.Controls;
namespace MUDEngine.Objects
{
public class BaseObject
{
[Category("Object Setup")]
[RefreshProperties(RefreshProperties.All)] //Required to refresh Filename property in the editors propertygrid
public string Name
{
get;
set;
}
[Category("Object Setup")]
public string Description
{
get;
set;
}
[Browsable(false)]
public string Script { get; set; }
[ReadOnly(true)]
[Category("Object Setup")]
public string Filename
{
//Returns the name of the object + the objects Type as it's extension.
//Filenames are generated by the class itself, users can not assign it.
get
{
string fileExtension = this.GetType().Name.ToLower();
return this.Name + "." + fileExtension;
}
}
/// <summary>
/// Initializes the base object
/// </summary>
public BaseObject()
{
Script = "";
this.Name = DefaultName();
SetupScript();
}
private bool ShouldSerializeName()
{
return this.Name != DefaultName();
}
private void ResetName()
{
this.Name = DefaultName();
}
private string DefaultName()
{
return "New " + this.GetType().Name;
}
private void SetupScript()
{
//Check if the realm script is empty. If so then generate a standard script for it.
if (Script == "")
{
//Instance a new method helper class
ManagedScripting.CodeBuilding.MethodSetup method = new ManagedScripting.CodeBuilding.MethodSetup();
string script = "";
//Setup our method. All objects inheriting from BaseObject will have the standard
//methods created for them.
string[] names = new string[] { "OnCreate", "OnDestroy", "OnEnter", "OnExit" };
foreach (string name in names)
{
method = new ManagedScripting.CodeBuilding.MethodSetup();
method.Name = name;
method.ReturnType = "void";
method.IsOverride = true;
method.Modifier = ManagedScripting.CodeBuilding.ClassGenerator.Modifiers.Public;
method.Code = new string[] { "base." + method.Name + "();" };
script = script.Insert(Script.Length, method.Create() + "\n");
}
Script = script;
}
}
public virtual void OnEnter()
{
}
public virtual void OnExit()
{
}
public virtual void OnCreate()
{
}
public virtual void OnDestroy()
{
}
}
}

View file

@ -1,28 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
namespace MUDEngine.Objects
{
public class Currency : BaseObject
{
[Category("Currency Settings")]
[DefaultValue(100)]
/// <summary>
/// The value of this currency. It should be how many 'base currency' it takes to equal 1 of this currency
/// </summary>
public int Value
{
get;
set;
}
public Currency()
{
this.Name = "New Currency";
this.Value = 100;
}
}
}

View file

@ -1,66 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
namespace MUDEngine.Objects.Environment
{
public class Door
{
public enum AvailableDoorStates
{
Uninstalled,
Installed,
}
[Category("Door Settings")]
[DefaultValue(false)]
public bool IsLocked
{
get;
set;
}
[Category("Door Settings")]
public string RequiredKey
{
get;
set;
}
[Category("Door Settings")]
[DefaultValue(0)]
public int LevelRequirement
{
get;
set;
}
[Category("Door Settings")]
[Description("Sets if the door is installed and useable within the room or not.")]
[DefaultValue(AvailableDoorStates.Uninstalled)]
public AvailableDoorStates DoorState
{
get;
set;
}
[Browsable(false)]
public AvailableTravelDirections TravelDirection
{
get;
set;
}
public Door(AvailableTravelDirections TravelDirection)
{
this.TravelDirection = TravelDirection;
}
public Door()
{
}
}
}

View file

@ -1,12 +0,0 @@
using MUDEngine.Attributes;
namespace MUDEngine.Objects.Environment
{
[Unusable(true)]
public struct StartingLocation
{
public Room Room;
public Zone Zone;
public Realm Realm;
}
}

View file

@ -1,18 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Objects.Environment
{
public class Realm : BaseObject
{
[System.ComponentModel.Browsable(false)]
public List<Zone> Zones { get; set; }
public Realm()
{
Zones = new List<Zone>();
}
}
}

View file

@ -1,74 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
namespace MUDEngine.Objects.Environment
{
public class Room : BaseObject
{
[Category("Room Senses")]
[DefaultValue("You don't smell anything unsual.")]
public string Smell
{
get;
set;
}
[Category("Room Senses")]
[DefaultValue("You hear nothing of interest.")]
public string Listen
{
get;
set;
}
[Category("Room Senses")]
[DefaultValue("You feel nothing.")]
public string Feel
{
get;
set;
}
[Category("Room Information")]
[DefaultValue(false)]
public bool StatDrain
{
get;
set;
}
[Category("Room Information")]
[DefaultValue(0)]
public int StatDrainAmount
{
get;
set;
}
[Category("Room Information")]
[DefaultValue(false)]
public bool IsSafeRoom
{
get;
set;
}
[Browsable(false)]
public List<Door> InstalledDoors;
public Room()
{
InstalledDoors = new List<Door>();
this.Feel = "You feel nothing.";
this.Listen = "You hear nothing of interest.";
this.Smell = "You don't smell anything unsual.";
this.StatDrainAmount = 0;
}
private Controls.RoomControl _Control;
}
}

View file

@ -1,13 +0,0 @@
namespace MUDEngine.Objects.Environment
{
public enum AvailableTravelDirections
{
None = 0,
North,
South,
East,
West,
Up,
Down,
}
}

View file

@ -1,17 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MUDEngine.Objects.Environment
{
public class Zone : BaseObject
{
[System.ComponentModel.Browsable(false)]
public string Realm
{
get;
set;
}
}
}

View file

@ -1,117 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Xml;
//MudEngine
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
using MUDEngine.FileSystem;
namespace MUDEngine
{
[XmlInclude(typeof(StartingLocation))]
[XmlInclude(typeof(Currency))]
public class ProjectInformation
{
public enum TimeOfDayOptions
{
AlwaysDay,
AlwaysNight,
Transition,
}
[Category("Company Settings")]
/// <summary>
/// Gets or Sets the name of the company
/// </summary>
public string CompanyName { get; set; }
[Category("Company Settings")]
/// <summary>
/// Gets or Sets the companies website for this project
/// </summary>
public string Website { get; set; }
[Category("Project Settings")]
[Description("The name of the game.")]
public string GameTitle { get; set; }
[Category("Project Settings")]
/// <summary>
/// Gets or Sets if the game autosaves when the player changes locations.
/// </summary>
public bool AutoSave { get; set; }
[Category("Project Settings")]
/// <summary>
/// Gets or Sets if room names are hidden during console output.
/// </summary>
public bool HideRoomNames { get; set; }
[Category("Day Management")]
public TimeOfDayOptions TimeOfDay
{
get;
set;
}
[Category("Day Management")]
[Description("Set how long in minutes it takes to transition from day to night.")]
public int TimeOfDayTransition
{
get;
set;
}
[Category("Day Management")]
[Description("Sets how long in minutes a day lasts in the game world.")]
public int DayLength
{
get;
set;
}
[Category("Project Settings")]
public string Version { get; set; }
[Category("Game Currency")]
[Description("Sets the amount that the base currency is valued at.")]
public uint BaseCurrencyAmount { get; set; }
[Category("Game Currency")]
public string BaseCurrencyName { get; set; }
//TODO: Add Party support.
[Browsable(false)]
public List<Currency> CurrencyList { get; set; }
[Browsable(false)]
public string ProjectPath { get; set; }
[Browsable(false)]
public StartingLocation InitialLocation
{
get;
set;
}
[Browsable(false)]
public string Story
{
get;
set;
}
public ProjectInformation()
{
CurrencyList = new List<Currency>();
}
}
}

View file

@ -1,36 +0,0 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("MUDEngine")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MUDEngine")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("200fc850-33ab-4fdf-a945-b19b239a8c69")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View file

@ -1,3 +0,0 @@
<?xml version="1.0" encoding="utf-8"?><ItemProperties xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><Properties><Property><Name>svn:ignore</Name><Value>obj
bin
</Value></Property></Properties></ItemProperties>

View file

@ -1,43 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using MUDEngine;
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
using MUDEngine.FileSystem;
namespace Project_Manager
{
static class Program
{
internal static MUDEngine.ProjectInformation project;
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
//Make sure all our paths are created before we start working with the editor.
MUDEngine.Engine.ValidateDataPaths();
FileSystem.FileType = FileSystem.OutputFormats.XML;
project = new ProjectInformation();
//check if a project file exists, or use the new instance
if (System.IO.File.Exists(Application.StartupPath + @"\Data\project.xml"))
{
project = (ProjectInformation)FileSystem.Load(Application.StartupPath + @"\Data\project.xml", project);
}
//run the app
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new frmMain());
FileSystem.Save(Application.StartupPath + @"\Data\project.xml", project);
}
}
}

View file

@ -1,97 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ProjectManager</RootNamespace>
<AssemblyName>Project Manager</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\Example\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="frmMain.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="frmMain.Designer.cs">
<DependentUpon>frmMain.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="frmMain.resx">
<DependentUpon>frmMain.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MUDEngine\MUDEngine.csproj">
<Project>{33828B3B-F227-4726-8FCD-3D9D780E643D}</Project>
<Name>MUDEngine</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View file

@ -1,8 +0,0 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<StartWorkingDirectory>C:\Codeplex\MudDesigner\Example\</StartWorkingDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<StartWorkingDirectory>C:\Codeplex\MudDesigner\Example\</StartWorkingDirectory>
</PropertyGroup>
</Project>

View file

@ -1,36 +0,0 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Project Manager")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Project Manager")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e97494d5-282d-4646-a7df-69a8f4c598f2")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View file

@ -1,63 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.4200
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ProjectManager.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "2.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ProjectManager.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
}
}

View file

@ -1,117 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View file

@ -1,26 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.4200
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace ProjectManager.Properties {
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "9.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default {
get {
return defaultInstance;
}
}
}
}

View file

@ -1,5 +0,0 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles />
<Settings />
</SettingsFile>

View file

@ -1,214 +0,0 @@
namespace Project_Manager
{
partial class frmMain
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.propertyGrid1 = new System.Windows.Forms.PropertyGrid();
this.groupBox5 = new System.Windows.Forms.GroupBox();
this.txtStory = new System.Windows.Forms.RichTextBox();
this.groupBox1 = new System.Windows.Forms.GroupBox();
this.groupBox4 = new System.Windows.Forms.GroupBox();
this.lstRooms = new System.Windows.Forms.CheckedListBox();
this.groupBox3 = new System.Windows.Forms.GroupBox();
this.lstZones = new System.Windows.Forms.CheckedListBox();
this.groupBox2 = new System.Windows.Forms.GroupBox();
this.comRealms = new System.Windows.Forms.ComboBox();
this.splitContainer1.Panel1.SuspendLayout();
this.splitContainer1.Panel2.SuspendLayout();
this.splitContainer1.SuspendLayout();
this.groupBox5.SuspendLayout();
this.groupBox1.SuspendLayout();
this.groupBox4.SuspendLayout();
this.groupBox3.SuspendLayout();
this.groupBox2.SuspendLayout();
this.SuspendLayout();
//
// splitContainer1
//
this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill;
this.splitContainer1.Location = new System.Drawing.Point(0, 0);
this.splitContainer1.Name = "splitContainer1";
//
// splitContainer1.Panel1
//
this.splitContainer1.Panel1.Controls.Add(this.propertyGrid1);
//
// splitContainer1.Panel2
//
this.splitContainer1.Panel2.Controls.Add(this.groupBox5);
this.splitContainer1.Panel2.Controls.Add(this.groupBox1);
this.splitContainer1.Size = new System.Drawing.Size(573, 390);
this.splitContainer1.SplitterDistance = 254;
this.splitContainer1.TabIndex = 0;
//
// propertyGrid1
//
this.propertyGrid1.Dock = System.Windows.Forms.DockStyle.Fill;
this.propertyGrid1.Location = new System.Drawing.Point(0, 0);
this.propertyGrid1.Name = "propertyGrid1";
this.propertyGrid1.Size = new System.Drawing.Size(254, 390);
this.propertyGrid1.TabIndex = 0;
//
// groupBox5
//
this.groupBox5.Controls.Add(this.txtStory);
this.groupBox5.Location = new System.Drawing.Point(3, 214);
this.groupBox5.Name = "groupBox5";
this.groupBox5.Size = new System.Drawing.Size(309, 173);
this.groupBox5.TabIndex = 1;
this.groupBox5.TabStop = false;
this.groupBox5.Text = "Project Story";
//
// txtStory
//
this.txtStory.Dock = System.Windows.Forms.DockStyle.Fill;
this.txtStory.Location = new System.Drawing.Point(3, 16);
this.txtStory.Name = "txtStory";
this.txtStory.Size = new System.Drawing.Size(303, 154);
this.txtStory.TabIndex = 2;
this.txtStory.Text = "";
this.txtStory.TextChanged += new System.EventHandler(this.txtStory_TextChanged);
//
// groupBox1
//
this.groupBox1.Controls.Add(this.groupBox4);
this.groupBox1.Controls.Add(this.groupBox3);
this.groupBox1.Controls.Add(this.groupBox2);
this.groupBox1.Location = new System.Drawing.Point(3, 0);
this.groupBox1.Name = "groupBox1";
this.groupBox1.Size = new System.Drawing.Size(309, 208);
this.groupBox1.TabIndex = 2;
this.groupBox1.TabStop = false;
this.groupBox1.Text = "Initial Room Setup";
//
// groupBox4
//
this.groupBox4.Controls.Add(this.lstRooms);
this.groupBox4.Location = new System.Drawing.Point(158, 16);
this.groupBox4.Name = "groupBox4";
this.groupBox4.Size = new System.Drawing.Size(149, 186);
this.groupBox4.TabIndex = 2;
this.groupBox4.TabStop = false;
this.groupBox4.Text = "Available Rooms";
//
// lstRooms
//
this.lstRooms.Dock = System.Windows.Forms.DockStyle.Fill;
this.lstRooms.FormattingEnabled = true;
this.lstRooms.Location = new System.Drawing.Point(3, 16);
this.lstRooms.Name = "lstRooms";
this.lstRooms.Size = new System.Drawing.Size(143, 154);
this.lstRooms.TabIndex = 1;
this.lstRooms.ThreeDCheckBoxes = true;
//
// groupBox3
//
this.groupBox3.Controls.Add(this.lstZones);
this.groupBox3.Location = new System.Drawing.Point(6, 64);
this.groupBox3.Name = "groupBox3";
this.groupBox3.Size = new System.Drawing.Size(149, 138);
this.groupBox3.TabIndex = 1;
this.groupBox3.TabStop = false;
this.groupBox3.Text = "Available Zones";
//
// lstZones
//
this.lstZones.Dock = System.Windows.Forms.DockStyle.Fill;
this.lstZones.FormattingEnabled = true;
this.lstZones.Location = new System.Drawing.Point(3, 16);
this.lstZones.Name = "lstZones";
this.lstZones.Size = new System.Drawing.Size(143, 109);
this.lstZones.TabIndex = 0;
this.lstZones.ThreeDCheckBoxes = true;
this.lstZones.SelectedIndexChanged += new System.EventHandler(this.lstZones_SelectedIndexChanged);
//
// groupBox2
//
this.groupBox2.Controls.Add(this.comRealms);
this.groupBox2.Location = new System.Drawing.Point(3, 16);
this.groupBox2.Name = "groupBox2";
this.groupBox2.Size = new System.Drawing.Size(152, 42);
this.groupBox2.TabIndex = 0;
this.groupBox2.TabStop = false;
this.groupBox2.Text = "Available Realms";
//
// comRealms
//
this.comRealms.Dock = System.Windows.Forms.DockStyle.Fill;
this.comRealms.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.comRealms.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.comRealms.FormattingEnabled = true;
this.comRealms.Location = new System.Drawing.Point(3, 16);
this.comRealms.Name = "comRealms";
this.comRealms.Size = new System.Drawing.Size(146, 21);
this.comRealms.TabIndex = 0;
this.comRealms.SelectedIndexChanged += new System.EventHandler(this.comRealms_SelectedIndexChanged);
//
// frmMain
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(573, 390);
this.Controls.Add(this.splitContainer1);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "frmMain";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Mud Designer: Project Manager";
this.Load += new System.EventHandler(this.frmMain_Load);
this.splitContainer1.Panel1.ResumeLayout(false);
this.splitContainer1.Panel2.ResumeLayout(false);
this.splitContainer1.ResumeLayout(false);
this.groupBox5.ResumeLayout(false);
this.groupBox1.ResumeLayout(false);
this.groupBox4.ResumeLayout(false);
this.groupBox3.ResumeLayout(false);
this.groupBox2.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.SplitContainer splitContainer1;
private System.Windows.Forms.PropertyGrid propertyGrid1;
private System.Windows.Forms.GroupBox groupBox1;
private System.Windows.Forms.GroupBox groupBox2;
private System.Windows.Forms.ComboBox comRealms;
private System.Windows.Forms.GroupBox groupBox3;
private System.Windows.Forms.GroupBox groupBox4;
private System.Windows.Forms.CheckedListBox lstRooms;
private System.Windows.Forms.CheckedListBox lstZones;
private System.Windows.Forms.GroupBox groupBox5;
private System.Windows.Forms.RichTextBox txtStory;
}
}

View file

@ -1,146 +0,0 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
//MudEngine
using MUDEngine.FileSystem;
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
namespace Project_Manager
{
public partial class frmMain : Form
{
List<Zone> zones;
List<Room> rooms;
public frmMain()
{
InitializeComponent();
zones = new List<Zone>();
rooms = new List<Room>();
}
private void frmMain_Load(object sender, EventArgs e)
{
//Get all of the realms currently created.
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Realms");
//Aquire the project settings and show them.
propertyGrid1.SelectedObject = Program.project;
txtStory.Text = Program.project.Story;
//Add each realm found into the combo box of available realms.
foreach (string realm in files)
{
//Instance a new realm
Realm newRealm = new Realm();
//De-serialize the current realm.
newRealm = (Realm)FileSystem.Load(realm, newRealm);
//Add it to the available realms combo box.
comRealms.Items.Add(newRealm.Name);
}
//If the project already has a starting realm, then select it.
if (Program.project.InitialLocation.Realm != null)
{
comRealms.SelectedIndex = comRealms.Items.IndexOf(Program.project.InitialLocation.Realm.Name);
}
//If there is no starting realm, but a realm does exist, select the first one in the list.
else if (comRealms.Items.Count != 0)
{
comRealms.SelectedIndex = 0;
}
}//End frmMain_Load
private void comRealms_SelectedIndexChanged(object sender, EventArgs e)
{
lstZones.Items.Clear();
//Check if we have any realms first.
if (comRealms.Items.Count == 0)
return;
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Zones");
//Add each zone found into the list box.
foreach (string zone in files)
{
Zone newZone = new Zone();
//De-serialize the current zone.
newZone = (Zone)FileSystem.Load(zone, newZone);
//Add it to the available zones list box
lstZones.Items.Add(newZone.Name);
zones.Add(newZone);
}
//Check if we have an existing realm that's set as our startup.
if (Program.project.InitialLocation.Realm != null)
{
//Check if we have the Initial realm selected, if so we need to check the initial Zone as well
if (comRealms.SelectedItem.ToString() == Program.project.InitialLocation.Realm.Name)
{
//We have an initial zone, so lets check it in the list box
if (Program.project.InitialLocation.Zone != null)
{
if (lstZones.Items.Contains(Program.project.InitialLocation.Zone.Name))
{
lstZones.SelectedIndex = lstZones.Items.IndexOf(Program.project.InitialLocation.Zone.Name);
}
}
}
}
}//End comRealms
private void lstZones_SelectedIndexChanged(object sender, EventArgs e)
{
string realm = comRealms.SelectedItem.ToString();
string zone = lstZones.SelectedItem.ToString();
lstRooms.Items.Clear();
//Check if we have any realms first.
if (comRealms.Items.Count == 0)
return;
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Rooms");
//Add each room found into the list box.
foreach (string room in files)
{
Room newRoom = new Room();
//De-serialize the current Room.
newRoom = (Room)FileSystem.Load(room, newRoom);
//Add it to the available rooms list box
lstRooms.Items.Add(newRoom.Name);
rooms.Add(newRoom);
}
//Now select the initial room if its listed.
string selectedRealm = comRealms.SelectedItem.ToString();
string selectedZone = lstZones.SelectedItem.ToString();
string initialRealm = Program.project.InitialLocation.Realm.Name;
string initialZone = Program.project.InitialLocation.Zone.Name;
//The realm and zone that matches the initial are selected, so lets select the initial room next.
if ((initialRealm == selectedRealm) && (initialZone == selectedZone))
{
foreach (Room room in rooms)
{
if (lstRooms.Items.Contains(room.Name))
lstRooms.SelectedIndex = lstRooms.Items.IndexOf(room.Name);
}
}
}
private void txtStory_TextChanged(object sender, EventArgs e)
{
Program.project.Story = txtStory.Text;
}
}
}

View file

@ -1,123 +0,0 @@
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The primary goals of this format is to allow a simple XML format
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Each data row contains a name, and value. The row also contains a
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Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
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that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
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mimetype: application/x-microsoft.net.object.soap.base64
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mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
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