- 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.
77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using MudEngine.GameManagement;
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using MudEngine.FileSystem;
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namespace MudDesigner
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{
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public partial class frmDesigner : Form
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{
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private Game _Game;
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private Boolean _IsRenaming;
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private String _OldName;
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public frmDesigner(Game game)
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{
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InitializeComponent();
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_Game = game;
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MudEngine.GameObjects.Environment.Room r = new MudEngine.GameObjects.Environment.Room(_Game);
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this.propertyGrid1.SelectedObject = _Game;
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}
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/// <summary>
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/// Saves the project.
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/// </summary>
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public void Save()
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{
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if ((String.IsNullOrEmpty(_Game.GameTitle)) || (_Game.GameTitle == new Game().GameTitle))
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return;
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if ((_IsRenaming) && (Directory.Exists(Path.Combine("Projects", _OldName))))
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{
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Directory.Delete(Path.Combine("Projects", _OldName), true);
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File.Delete(Path.Combine(Environment.CurrentDirectory, _OldName + ".ini"));
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}
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_Game.Save();
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}
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private void frmDesigner_FormClosing(object sender, FormClosingEventArgs e)
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{
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DialogResult result = MessageBox.Show("Save Changes?", this.Text, MessageBoxButtons.YesNoCancel);
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if (result == System.Windows.Forms.DialogResult.Cancel)
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{
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e.Cancel = true;
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return;
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}
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else if (result == System.Windows.Forms.DialogResult.Yes)
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this.Save();
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}
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private void propertyGrid1_PropertyValueChanged(object s, PropertyValueChangedEventArgs e)
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{
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if (e.ChangedItem.Label == "GameTitle")
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{
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String Env = _Game.DataPaths.Environment.Replace(e.OldValue.ToString(), e.ChangedItem.Value.ToString());
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String plyr = _Game.DataPaths.Players.Replace(e.OldValue.ToString(), e.ChangedItem.Value.ToString());
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_Game.DataPaths = new SaveDataPaths(Env, plyr);
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_IsRenaming = true;
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_OldName = e.OldValue.ToString();
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}
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}
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}
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}
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