using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; //MudEngine using MudDesigner.MudEngine; using MudDesigner.MudEngine.Attributes; using MudDesigner.MudEngine.FileSystem; using MudDesigner.MudEngine.GameManagement; using MudDesigner.MudEngine.GameObjects; using MudDesigner.MudEngine.GameObjects.Environment; //Script Engine using ManagedScripting; using ManagedScripting.CodeBuilding; namespace MudDesigner { static class Program { public static ProjectInformation Project { get; set; } public static Realm Realm { get; set; } public static Zone Zone {get;set;} public static Room Room { get; set; } public static ScriptingEngine ScriptEngine { get; set; } public static Form CurrentEditor { get; set; } public static Settings Settings { get; set; } /// /// The main entry point for the application. /// [STAThread] static void Main() { //Creates a new instance of the project and settings Project = new ProjectInformation(); Settings = new Settings(); //Make sure our directory structure is created FileManager.ValidateDataPaths(); //Setup what fileformat we are going to use. FileManager.FileType = FileManager.OutputFormats.XML; //Load the MUD project if the file exists string filename = System.IO.Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), "Project.Xml"); if (System.IO.File.Exists(filename)) Project = (ProjectInformation)FileManager.Load(filename, Project); //Load the toolkit settings if it exists. filename = System.IO.Path.Combine(Application.StartupPath, "Toolkit.xml"); if (System.IO.File.Exists(filename)) Settings = (Settings)FileManager.Load(filename, Settings); //Setup default application properties Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); //Run the toolkit CurrentEditor = new Designer(); Application.Run(CurrentEditor); } } }