muddesigner/MudEngine/GameObjects/Environment/Room.cs
2011-09-13 19:52:17 -07:00

189 lines
6.6 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections;
using System.ComponentModel;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects.Items;
using MudEngine.GameManagement;
namespace MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Door))]
public class Room : BaseObject
{
[Category("Environment Information")]
[Description("Allows for linking of Rooms together via Doorways")]
//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
[RefreshProperties(RefreshProperties.All)]
public List<Door> Doorways { get; internal set; }
[ReadOnly(true)]
[Description("This is the Zone that the Room is currently assigned to.")]
[Category("Environment Information")]
public String Zone
{
get;
set;
}
[ReadOnly(true)]
[Description("This is the Realm that the Room belongs to.")]
[Category("Environment Information")]
public String Realm
{
get;
set;
}
[Category("Environment Information")]
[DefaultValue(false)]
[Description("Determins if the Player can be attacked within this Room or not.")]
public Boolean IsSafe
{
get;
set;
}
/// <summary>
/// Gets or Sets if this is the starting room for the Zone that contains it.
/// </summary>
[Browsable(true)]
[Description("Sets if this is the starting room for the Zone that contains it.")]
public Boolean IsInitialRoom
{
get;
set;
}
/// <summary>
/// Gets the current complete location for this Room, including Realm and Zone paths.
/// This includes the objects Filenames.
/// </summary>
public String RoomLocation
{
get
{
return this.Realm + ">" + this.Zone + ">" + this.Filename;
}
}
/// <summary>
/// Gets the current complete location for this Room, including Realm and Zone paths.
/// This includes the objects Filenames without their file extension.
/// </summary>
public String RoomLocationWithoutExtension
{
get
{
return Path.GetFileNameWithoutExtension(Realm) + ">" + Path.GetFileNameWithoutExtension(Zone) + ">" + Path.GetFileNameWithoutExtension(Filename);
}
}
protected override string SavePath
{
get
{
return Path.Combine(ActiveGame.DataPaths.Environment, Path.GetFileNameWithoutExtension(this.Realm), "Zones", Path.GetFileNameWithoutExtension(this.Zone), "Rooms");
}
}
public Room(Game game) :base(game)
{
Doorways = new List<Door>();
IsSafe = false;
}
/// <summary>
/// Saves the Room to file within the Game.DataPath.Environment path.
/// Room is saved within a Realm/Zone/Room directory structure
/// </summary>
/// <param name="path"></param>
public override void Save()
{
base.Save();
String filename = Path.Combine(this.SavePath, Filename);
FileManager.WriteLine(filename, IsInitialRoom.ToString(), "IsInitialRoom");
FileManager.WriteLine(filename, this.IsSafe.ToString(), "IsSafe");
FileManager.WriteLine(filename, this.RoomLocationWithoutExtension, "RoomLocation");
FileManager.WriteLine(filename, Doorways.Count.ToString(), "DoorwayCount");
foreach (Door d in Doorways)
{
FileManager.WriteLine(filename, d.ArrivalRoom.RoomLocation, "DoorwayArrivalRoom");
FileManager.WriteLine(filename, d.DepartureRoom.RoomLocation, "DoorwayDepartureRoom");
FileManager.WriteLine(filename, d.IsLocked.ToString(), "DoorwayIsLocked");
FileManager.WriteLine(filename, d.LevelRequirement.ToString(), "DoorwayLevelRequirement");
FileManager.WriteLine(filename, d.TravelDirection.ToString(), "DoorwayTravelDirection");
//TODO: Save Doorway Keys
}
}
public override void Load(string filename)
{
base.Load(filename);
this.IsInitialRoom = Convert.ToBoolean(FileManager.GetData(filename, "IsInitialRoom"));
this.IsSafe = Convert.ToBoolean(FileManager.GetData(filename, "IsSafe"));
String[] env = FileManager.GetData(filename, "RoomLocation").Split('>');
if (env.Length != 3)
{
Log.Write("ERROR: Room " + filename + " does not contain a proper location path in Room.RoomLocation. Path is " + FileManager.GetData(filename, "RoomLocation"));
return;
}
this.Realm = env[0] + ".Realm";
this.Zone = env[1] + ".Zone";
//SetRoomToDoorNorth
//SetRoomToDoorEast
//etc...
//Restoring Doorways performed by Zone.RestoreLinkedRooms() Called via GameWorld.Load();
}
/// <summary>
/// Checks to see if a doorway in the travelDirection exists.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Boolean DoorwayExist(AvailableTravelDirections travelDirection)
{
return Doorways.Exists(d => d.TravelDirection == travelDirection);
//foreach (Door door in Doorways)
//{
// if (door.TravelDirection == travelDirection)
// return true;
//}
//return false;
}
/// <summary>
/// Gets reference to the Rooms door connected in the supplied travelDirection
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Door GetDoor(AvailableTravelDirections travelDirection)
{
return Doorways.First(d => d.TravelDirection == travelDirection);
//foreach (Door door in this.Doorways)
//{
// if (door.TravelDirection == travelDirection)
// return door;
//}
//return null;
}
}
}