Beispiel #1
0
        public Room(Ship ship, Grid grid, Point p1, Point p2, Room_Type roomType)
        {
            var minX = Math.Min(p1.X, p2.X);
            var minY = Math.Min(p1.Y, p2.Y);
            var maxX = Math.Max(p1.X, p2.X);
            var maxY = Math.Max(p1.Y, p2.Y);

            p1 = new Point(minX, minY);
            p2 = new Point(maxX, maxY);

            this.GridLocation = new Rectangle(p1.X, p1.Y, p2.X - p1.X, p2.Y - p1.Y);
            this.RoomType     = roomType;
            this.RoomID       = GetNextRoomID();
            Components        = new List <Component>();
            Ship = ship;
            Grid = grid;

            for (int x = p1.X; x <= p2.X; x++)
            {
                Components.Add(new StructureComponent(x, p1.Y, ComponentConstants.COMPONENT_STRUCTURE_COLOR));
                Components.Add(new StructureComponent(x, p2.Y, ComponentConstants.COMPONENT_STRUCTURE_COLOR));
            }
            for (int y = p1.Y + 1; y < p2.Y; y++)
            {
                Components.Add(new StructureComponent(p1.X, y, ComponentConstants.COMPONENT_STRUCTURE_COLOR));
                Components.Add(new StructureComponent(p2.X, y, ComponentConstants.COMPONENT_STRUCTURE_COLOR));
            }
        }
        public List <Room_Type> select_All()
        {
            List <Room_Type> Land_list = new List <Room_Type>();
            SqlConnection    con       = new SqlConnection(" Data Source=MOHAMED-PC;Initial Catalog=Real_Estate_Management;Integrated Security=True");
            SqlCommand       cmd       = new SqlCommand("Select_All_Land", con);

            cmd.CommandType = CommandType.StoredProcedure;
            SqlDataReader rdr;

            con.Open();

            rdr = cmd.ExecuteReader();
            while (rdr.Read())
            {
                Room_Type Land = new Room_Type();

                Land.Area            = Convert.ToDouble(rdr["Area"]);
                Land.Avalable        = Convert.ToByte(rdr["Avalable"]);
                Land.Descriptions    = rdr["Descriptions"].ToString();
                Land.Design_Image    = rdr["Design_Image"].ToString();
                Land.FK_Users        = (int)rdr["FK_Users"];
                Land.ID              = (int)rdr["ID"];;
                Land.Images          = rdr["Images"].ToString();
                Land.FK_Purpoes_Land = (int)rdr["FK_Purpose_Land"];

                Land_list.Add(Land);
            }
            con.Close();


            return(Land_list);
        }
        public Room_Type select_Item(int ID)
        {
            Room_Type     Land = new Room_Type();
            SqlConnection con  = new SqlConnection(" Data Source=MOHAMED-PC;Initial Catalog=Real_Estate_Management;Integrated Security=True");
            SqlCommand    cmd  = new SqlCommand("Select_Item_Land", con);

            cmd.CommandType = CommandType.StoredProcedure;
            cmd.Parameters.AddWithValue("@ID", ID);

            SqlDataReader rdr;

            con.Open();
            rdr = cmd.ExecuteReader();
            if (rdr.Read())
            {
                Land.ID              = (int)rdr["ID"];
                Land.Area            = (int)rdr["Apartment_Number"];
                Land.Avalable        = Convert.ToByte(rdr["Area"]);
                Land.Descriptions    = rdr["Descriptions"].ToString();
                Land.Design_Image    = rdr["Desgin_Image"].ToString();
                Land.FK_Users        = (int)rdr["FK_Uers"];
                Land.Images          = rdr["Images"].ToString();
                Land.FK_Purpoes_Land = (int)rdr["FK_Purpoes_Land"];
            }
            con.Close();

            return(Land);
        }
Beispiel #4
0
 /// <param name="gridLocation">Location is in grid coordinates, not pixel coordinates</param>
 public Room(Ship ship, Rectangle gridLocation, Room_Type roomType)
 {
     this.GridLocation = gridLocation;
     this.RoomType     = roomType;
     this.RoomID       = GetNextRoomID();
     Components        = new List <Component>();
     Ship = ship;
 }
Beispiel #5
0
 public void set_to_room_type(Room_Type next_type)
 {
     c_room_type = next_type;
     if (c_room_type == Room_Type.GenericCircular)
     {
         calculate_circular_matrix(roomWidth);
     }
 }
        public ActionResult DeleteConfirmed(int id)
        {
            Room_Type room_Type = db.Room_Type.Find(id);

            db.Room_Type.Remove(room_Type);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
 public ActionResult Edit([Bind(Include = "Id,Name")] Room_Type room_Type)
 {
     if (ModelState.IsValid)
     {
         db.Entry(room_Type).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     return(View(room_Type));
 }
        public ActionResult Create([Bind(Include = "Id,Name")] Room_Type room_Type)
        {
            if (ModelState.IsValid)
            {
                db.Room_Type.Add(room_Type);
                db.SaveChanges();
                return(RedirectToAction("Index"));
            }

            return(View(room_Type));
        }
        public void delete(Room_Type Land)
        {
            SqlConnection con = new SqlConnection(" Data Source=MOHAMED-PC;Initial Catalog=Real_Estate_Management;Integrated Security=True");
            SqlCommand    cmd = new SqlCommand("Delete_Land", con);

            cmd.CommandType = CommandType.StoredProcedure;
            cmd.Parameters.AddWithValue("ID", Land.ID);
            con.Open();
            cmd.ExecuteNonQuery();
            con.Close();
        }
Beispiel #10
0
 public Form1()
 {
     InitializeComponent();
     guest             = new Guest();
     employee          = new Employee();
     room              = new Room();
     reservation       = new Reservation();
     reservationStatus = new Reservation_Status();
     roomStatus        = new Room_Status();
     roomType          = new Room_Type();
 }
Beispiel #11
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 public void AddComponent(Component component)
 {
     if (RoomType == Room_Type.None)
     {
         RoomType = GetRoomType(component);
     }
     if (component.Texture == null)
     {
         Ship.LoadComponentTexture(component);
     }
     Components.Add(component);
 }
Beispiel #12
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        // Room get
        public ActionResult Room(int?ro, int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            model.RRoom_Type = db.Room_Type.ToList();
            model.TheSticker = db.Stickers.Find(id);
            Room_Type roomType = db.Room_Type.Find(ro);

            return(View(model));
        }
Beispiel #13
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        public void Reset()
        {
            DoorLeft  = null;
            DoorRight = null;
            DoorUp    = null;
            DoorDown  = null;

            thingsInstanciated = new List <ThingType>();
            thingPositionsLeft = null;
            selectedRoom       = null;
            currentRoomType    = Room_Type.NORMAL;
        }
Beispiel #14
0
 public ActionResult Edit(int?id)
 {
     if (id != null)
     {
         Room_Type room_Type = db.Room_Type.Find(id);
         if (room_Type != null)
         {
             return(View("CreateEditRoomType", room_Type));
         }
     }
     return(RedirectToAction("Index"));
 }
        // GET: Room_Type/Delete/5
        public ActionResult Delete(int?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            Room_Type room_Type = db.Room_Type.Find(id);

            if (room_Type == null)
            {
                return(HttpNotFound());
            }
            return(View(room_Type));
        }
        public void insert(Room_Type Land)
        {
            SqlConnection con = new SqlConnection(" Data Source=MOHAMED-PC;Initial Catalog=Real_Estate_Management;Integrated Security=True");
            SqlCommand    cmd = new SqlCommand("Insert_Land", con);

            cmd.CommandType = CommandType.StoredProcedure;
            cmd.Parameters.AddWithValue("Area", Land.Area);
            cmd.Parameters.AddWithValue("Avalable", Land.Avalable);
            cmd.Parameters.AddWithValue("Descriptions", Land.Descriptions);
            cmd.Parameters.AddWithValue("Design_Image", Land.Design_Image);
            cmd.Parameters.AddWithValue("FK_Uers", Land.FK_Users);
            cmd.Parameters.AddWithValue("Images", Land.Images);
            cmd.Parameters.AddWithValue("FK_Purpoes_Land", Land.FK_Purpoes_Land);

            con.Open();
            cmd.ExecuteNonQuery();
            con.Close();
        }
Beispiel #17
0
 public ActionResult DeleteRoomType(int?id)
 {
     if (id != null)
     {
         Room_Type roomType = db.Room_Type.Find(id);
         if (roomType != null)
         {
             try
             {
                 db.Room_Type.Remove(roomType);
                 db.SaveChanges();
             }
             catch (Exception)
             {
                 return(RedirectToAction("Index"));
             }
         }
     }
     return(RedirectToAction("Index"));
 }
Beispiel #18
0
        public Room(int srH, int srW, int srX, int srY, 
                    Room_Type rType, Tile.Tile_Type fType, 
                    bool doors, bool columns)
        {
            roomHeight = srH;
            roomWidth = srW;
            startXPos = srX;
            startYPos = srY;
            has_doors = doors;
            doors_always_locked = false;
            c_room_type = rType;
            if (c_room_type == Room_Type.GenericCircular)
                calculate_circular_matrix(roomWidth);
            c_floor_type = fType;
            rGen = new Random();
            c_column_type = Column_Pattern.None;
            allow_random_spawns = true;
            if (columns)
            {
                //These are always present
                List<Column_Pattern> col_patterns = new List<Column_Pattern> { Column_Pattern.Four_Corners,
                                                                               Column_Pattern.Center_Pillar };
                //If the room is big enough, we add a couple more.
                if (roomHeight >= 7)
                    col_patterns.Add(Column_Pattern.Vertical_Rows);
                if (roomWidth >= 7)
                    col_patterns.Add(Column_Pattern.Horizontal_Rows);
                //Then we pick a random one.
                c_column_type = col_patterns[rGen.Next(col_patterns.Count)];
            }

            room_tiles = new List<string>();
            hallway_anchors = new List<gridCoordinate>();
            doodad_list = new List<KeyValuePair<Doodad.Doodad_Type, gridCoordinate>>();
            monster_list = new List<KeyValuePair<string, gridCoordinate>>();
            monster_family_list = new List<KeyValuePair<string, gridCoordinate>>();
            bonus_gold = 0;

            hallway_anchors.Add(new gridCoordinate(roomWidth / 2, roomHeight / 2));
            boss_spawn_coordinates = new List<gridCoordinate>();
        }
Beispiel #19
0
        public Room(int srH, int srW, int srX, int srY,
                    Room_Type rType, Tile.Tile_Type fType, bool doors)
        {
            roomHeight  = srH;
            roomWidth   = srW;
            startXPos   = srX;
            startYPos   = srY;
            has_doors   = doors;
            c_room_type = rType;
            if (c_room_type == Room_Type.GenericCircular)
            {
                calculate_circular_matrix(roomWidth);
            }
            c_floor_type = fType;
            rGen         = new Random();

            room_tiles   = new List <string>();
            doodad_list  = new List <KeyValuePair <Doodad.Doodad_Type, gridCoordinate> >();
            monster_list = new List <KeyValuePair <string, gridCoordinate> >();
            gold_list    = new List <KeyValuePair <Goldpile, gridCoordinate> >();
        }
Beispiel #20
0
        public ActionResult Room(string roomName, int?ro, int?id)
        {
            if (ModelState.IsValid)
            {
                Sticker   roomSticker = db.Stickers.Find(id);
                Room_Type roomType    = db.Room_Type.Find(ro);

                var rm = new Room
                {
                    Area     = roomName,
                    Stick_İD = roomSticker.İD,
                    Type_İD  = roomType.İD
                };
                db.Rooms.Add(rm);
                db.SaveChanges();



                return(RedirectToAction("Index"));
            }
            return(View());
        }
Beispiel #21
0
        public ActionResult CreateEditRoomType(Room_Type room_type)
        {
            if (room_type.İD == 0)
            {
                db.Room_Type.Add(room_type);
                db.SaveChanges();
            }
            else
            {
                Room_Type rt = db.Room_Type.Find(room_type.İD);
                if (rt == null)
                {
                    return(RedirectToAction("Index"));
                }
                db.Entry(room_type).State = EntityState.Modified;
                db.SaveChanges();

                //return RedirectToAction("Index", "Stickers");
            }
            return(RedirectToAction("Index", "Room"));
            //return View("CreateEditRoomType", room_type);
        }
Beispiel #22
0
        public Room(RoomDC base_room, SpawnTable sTable)
        {
            roomHeight = base_room.RoomHeight;
            roomWidth  = base_room.RoomWidth;
            startXPos  = 0;
            startYPos  = 0;
            has_doors  = false;
            rGen       = new Random();

            //Necropolis only.
            corpses_in_corner         = false;
            corners_that_have_corpses = 0;

            //More general purpose stuff
            c_room_type  = Room_Type.Generic;
            c_floor_type = Tile.Tile_Type.StoneFloor;

            room_tiles   = base_room.Room_Matrix;
            doodad_list  = new List <KeyValuePair <Doodad.Doodad_Type, gridCoordinate> >();
            monster_list = new List <KeyValuePair <string, gridCoordinate> >();
            gold_list    = new List <KeyValuePair <Goldpile, gridCoordinate> >();

            switch (base_room.RoomType)
            {
            case "Gorehound Kennels":
                c_room_type = Room.Room_Type.GHound_Kennel;
                break;

            case "Library":
                c_room_type = Room.Room_Type.Library;
                break;

            case "Darkroom":
                c_room_type = Room.Room_Type.DarkRoom;
                break;

            case "Corpse Storage":
                c_room_type = Room.Room_Type.CorpseStorage;
                break;

            case "Sewer":
                c_room_type = Room.Room_Type.SewerRoom;
                break;

            case "Rubble Room":
                c_room_type = Room.Room_Type.Destroyed;
                break;

            case "Knight Armory":
                c_room_type = Room.Room_Type.KnightArmory;
                break;

            case "Sewer Shaft":
                c_room_type = Room.Room_Type.SewerShaft;
                break;

            case "Jail":
                c_room_type = Room.Room_Type.Jail;
                break;

            case "Mine Shaft":
                c_room_type = Room.Room_Type.MineShaft;
                break;
            }

            //Now to add the appropriate list of monsters & doodads
            //Doodads first.
            for (int i = 0; i < base_room.Room_Doodads.Count; i++)
            {
                Doodad.Doodad_Type c_doodad_type = 0; //Altar by default - not a problem.
                switch (base_room.Room_Doodads[i])
                {
                case "Altar":
                    c_doodad_type = Doodad.Doodad_Type.Altar;
                    break;

                case "ArmorSuit":
                    c_doodad_type = Doodad.Doodad_Type.ArmorSuit;
                    break;

                case "BloodSplatter":
                    c_doodad_type = Doodad.Doodad_Type.Blood_Splatter;
                    break;

                case "Cage":
                    c_doodad_type = Doodad.Doodad_Type.Cage;
                    break;

                case "CorpsePile":
                    c_doodad_type = Doodad.Doodad_Type.CorpsePile;
                    break;

                case "DestroyedArmorSuit":
                    c_doodad_type = Doodad.Doodad_Type.Destroyed_ArmorSuit;
                    break;

                case "Bookshelf":
                    c_doodad_type = Doodad.Doodad_Type.Bookshelf;
                    break;

                case "DestroyedBookshelf":
                    c_doodad_type = Doodad.Doodad_Type.Destroyed_Bookshelf;
                    break;
                }
                gridCoordinate c_grid_coord = grid_c_from_matrix_c(base_room.Room_Doodad_Coordinates[i]);
                c_grid_coord.x += startXPos;
                c_grid_coord.y += startYPos;
                int doodad_chance = 0;
                Int32.TryParse(base_room.Room_Doodad_Chances[i], out doodad_chance);
                if (rGen.Next(100) < doodad_chance)
                {
                    doodad_list.Add(new KeyValuePair <Doodad.Doodad_Type, gridCoordinate>(c_doodad_type, c_grid_coord));
                }
            }

            //Then monsters.
            for (int i = 0; i < base_room.Room_Monsters.Count; i++)
            {
                if (sTable.monster_in_table(base_room.Room_Monsters[i]))
                {
                    int monster_chance = 0;
                    Int32.TryParse(base_room.Room_Monster_Chances[i], out monster_chance);
                    gridCoordinate c_grid_coord = grid_c_from_matrix_c(base_room.Room_Monster_Coordinates[i]);
                    if (rGen.Next(100) < monster_chance)
                    {
                        monster_list.Add(new KeyValuePair <string, gridCoordinate>(base_room.Room_Monsters[i], c_grid_coord));
                    }
                }
            }
        }
Beispiel #23
0
        public Room(RoomDC base_room, Spawn_Table_Manager sManager)
        {
            roomHeight = base_room.RoomHeight;
            roomWidth = base_room.RoomWidth;
            gridCoordinate room_coord = grid_c_from_matrix_c(base_room.Coordinate);
            startXPos = room_coord.x;
            startYPos = room_coord.y;
            has_doors = base_room.RoomDoors;
            doors_always_locked = base_room.DoorsLocked;
            rGen = new Random();
            allow_random_spawns = base_room.AllowRandomSpawn;

            //Necropolis only.
            corpses_in_corner = false;
            corners_that_have_corpses = 0;

            //More general purpose stuff
            c_room_type = Room_Type.Generic;
            c_floor_type = Tile.Tile_Type.StoneFloor;
            c_column_type = Column_Pattern.None;

            room_tiles = base_room.Room_Matrix;
            hallway_anchors = new List<gridCoordinate>();
            boss_spawn_coordinates = new List<gridCoordinate>();
            doodad_list = new List<KeyValuePair<Doodad.Doodad_Type, gridCoordinate>>();
            monster_list = new List<KeyValuePair<string, gridCoordinate>>();
            monster_family_list = new List<KeyValuePair<string, gridCoordinate>>();
            bonus_gold = base_room.RoomGold;
            allow_overlap = base_room.AllowOverlap;

            switch (base_room.RoomType)
            {
                case "Specific":
                    c_room_type = Room_Type.Specific;
                    break;
                case "Gorehound Kennels":
                    c_room_type = Room.Room_Type.GHound_Kennel;
                    break;
                case "Library":
                    c_room_type = Room.Room_Type.Library;
                    break;
                case "Darkroom":
                    c_room_type = Room.Room_Type.DarkRoom;
                    break;
                case "Corpse Storage":
                    c_room_type = Room.Room_Type.CorpseStorage;
                    break;
                case "Sewer":
                    c_room_type = Room.Room_Type.SewerRoom;
                    break;
                case "Rubble Room":
                    c_room_type = Room.Room_Type.Destroyed;
                    break;
                case "Knight Armory":
                    c_room_type = Room.Room_Type.KnightArmory;
                    break;
                case "Sewer Shaft":
                    c_room_type = Room.Room_Type.SewerShaft;
                    break;
                case "Jail":
                    c_room_type = Room.Room_Type.Jail;
                    break;
                case "Mine Shaft":
                    c_room_type = Room.Room_Type.MineShaft;
                    break;
            }
            //Add hallway anchors
            List<string> raw_anchors = base_room.Room_Hallway_Anchors;
            if (raw_anchors.Count == 0)
                hallway_anchors.Add(new gridCoordinate(roomWidth / 2, roomHeight / 2));
            else
                for (int i = 0; i < raw_anchors.Count; i++)
                    if(raw_anchors[i].Length > 0) //prevent from passing ""
                        hallway_anchors.Add(grid_c_from_matrix_c(raw_anchors[i]));

            //Now to add the appropriate list of monsters & doodads
            //Doodads first.
            for (int i = 0; i < base_room.Room_Doodads.Count; i++)
            {
                Doodad.Doodad_Type c_doodad_type = 0; //Altar by default - not a problem.
                switch (base_room.Room_Doodads[i])
                {
                    case "Altar":
                        c_doodad_type = Doodad.Doodad_Type.Altar;
                        break;
                    case "ArmorSuit":
                        c_doodad_type = Doodad.Doodad_Type.ArmorSuit;
                        break;
                    case "BloodSplatter":
                        c_doodad_type = Doodad.Doodad_Type.Blood_Splatter;
                        break;
                    case "Cage":
                        c_doodad_type = Doodad.Doodad_Type.Cage;
                        break;
                    case "CorpsePile":
                        c_doodad_type = Doodad.Doodad_Type.CorpsePile;
                        break;
                    case "DestroyedArmorSuit":
                        c_doodad_type = Doodad.Doodad_Type.Destroyed_ArmorSuit;
                        break;
                    case "Bookshelf":
                        c_doodad_type = Doodad.Doodad_Type.Bookshelf;
                        break;
                    case "DestroyedBookshelf":
                        c_doodad_type = Doodad.Doodad_Type.Destroyed_Bookshelf;
                        break;
                    case "Ironbar_Door":
                        c_doodad_type = Doodad.Doodad_Type.Iron_Door;
                        break;
                    case "Ironbar_Wall":
                        c_doodad_type = Doodad.Doodad_Type.Ironbar_Wall;
                        break;
                    case "NadirBed":
                        c_doodad_type = Doodad.Doodad_Type.NadirBed;
                        break;
                    case "NadirColumn":
                        c_doodad_type = Doodad.Doodad_Type.NadirColumn;
                        break;
                    case "ArcheryTarget":
                        c_doodad_type = Doodad.Doodad_Type.ArcheryTarget;
                        break;
                    case "Desk":
                        c_doodad_type = Doodad.Doodad_Type.Desk;
                        break;
                    case "Hedgehog":
                        c_doodad_type = Doodad.Doodad_Type.Hedgehog;
                        break;
                    case "NadirDoor":
                        c_doodad_type = Doodad.Doodad_Type.NadirDoor;
                        break;

                }
                gridCoordinate c_grid_coord = grid_c_from_matrix_c(base_room.Room_Doodad_Coordinates[i]);
                int doodad_chance = 0;
                Int32.TryParse(base_room.Room_Doodad_Chances[i], out doodad_chance);
                if(rGen.Next(100) < doodad_chance)
                    doodad_list.Add(new KeyValuePair<Doodad.Doodad_Type,gridCoordinate>(c_doodad_type, c_grid_coord));
            }
            //Then monsters by family.
            for (int i = 0; i < base_room.Monster_Families.Count; i++)
            {
                int monster_family_chance = 0;
                Int32.TryParse(base_room.Monster_Family_Chances[i], out monster_family_chance);
                gridCoordinate c_grid_coord = grid_c_from_matrix_c(base_room.Monster_Family_Coordinates[i]);
                if (rGen.Next(100) < monster_family_chance)
                    monster_family_list.Add(new KeyValuePair<string, gridCoordinate>(base_room.Monster_Families[i], c_grid_coord));
            }

            //Then monsters by themselves.
            for (int i = 0; i < base_room.Room_Monsters.Count; i++)
            {
                int monster_chance = 0;
                Int32.TryParse(base_room.Room_Monster_Chances[i], out monster_chance);
                gridCoordinate c_grid_coord = grid_c_from_matrix_c(base_room.Room_Monster_Coordinates[i]);
                if (rGen.Next(100) < monster_chance)
                    monster_list.Add(new KeyValuePair<string, gridCoordinate>(base_room.Room_Monsters[i], c_grid_coord));
            }

            boss_spawn_coordinates = new List<gridCoordinate>();
            for (int i = 0; i < base_room.Boss_Spawn_Coordinates.Count; i++)
                boss_spawn_coordinates.Add(grid_c_from_matrix_c(base_room.Boss_Spawn_Coordinates[i]));
        }
Beispiel #24
0
 public void set_to_room_type(Room_Type next_type)
 {
     c_room_type = next_type;
     if (c_room_type == Room_Type.GenericCircular)
         calculate_circular_matrix(roomWidth);
 }
Beispiel #25
0
 /// <param name="gridLocation">Location is in grid coordinates, not pixel coordinates</param>
 public Room(Rectangle gridLocation, Room_Type roomType)
 {
     this.GridLocation = gridLocation;
     this.RoomType     = roomType;
     this.RoomID       = GetNextRoomID();
 }
Beispiel #26
0
 public void SetRoomType(Room_Type type)
 {
     RoomType = type;
 }