Mud Designer:

- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.

Mud Engine:
 - Objects no longer require a path to be supplied when calling Object.Save()
 - EditRealm command now edits senses.
 - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
 - EditZone Now fully supports senses and implemented.
 - Game now supports loading of .ini files when calling Game.Load()
 - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
 - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
 - Create command no longer converts all names to lower case.
 - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
This commit is contained in:
Scionwest_cp 2010-09-26 08:00:34 -07:00
parent 304b2d07eb
commit a347607337
35 changed files with 2013 additions and 60 deletions

View file

@ -81,6 +81,8 @@ namespace MudEngine.GameObjects
}
String _Filename;
protected virtual String SavePath { get; set; }
[Category("Environment Information")]
[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
[DefaultValue("You don't smell anything unsual.")]
@ -177,8 +179,10 @@ namespace MudEngine.GameObjects
{
}
public virtual void Save(String path)
public virtual void Save()
{
string path = this.SavePath;
if (String.IsNullOrEmpty(path))
return;