Esempio n. 1
0
        public static TextBoxString read(BinaryReader binaryReader)
        {
            var newObj = new TextBoxString();

            newObj.MessageText     = PStringChar.read(binaryReader);
            newObj.ChatMessageType = binaryReader.ReadUInt32();
            return(newObj);
        }
Esempio n. 2
0
 private static void ScrollLog(TextBoxString textBoxString)
 {
     // If we get to the bottom of the console - the height of our font after scaling.
     if (textBoxString.mStringPosition.Y > TEXTBOX_HEIGHT - (mSpriteFont.MeasureString(mTypedText.mStringValue).Y * mTextScale))
     {
         // Take every message in the log and move it up one slot.
         for (int i = 0; i < mMessageLogList.Count; i++)
         {
             TextBoxString temp = mMessageLogList[i];
             temp.mStringPosition.Y -= mSpriteFont.MeasureString(mTypedText.mStringValue).Y * mTextScale;
             mMessageLogList[i] = temp;
         }
         // Move our typed text up as well.
         mTypedText.mStringPosition.Y -= mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                    mTextScale;
     }
 }
Esempio n. 3
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    public override bool acceptMessageData(BinaryReader messageDataReader, TreeView outputTreeView)
    {
        bool handled = true;

        PacketOpcode opcode = Util.readOpcode(messageDataReader);

        switch (opcode)
        {
        case PacketOpcode.Evt_Communication__Talk_ID:     // 0x0015
        {
            var message = Talk.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__PopUpString_ID:     // 0x0004
        {
            var message = PopUpString.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__TalkDirect_ID:     // 0x0032
        {
            var message = TalkDirect.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__TalkDirectByName_ID:     // 0x005D
        {
            var message = TalkDirectByName.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__ChannelBroadcast_ID:     // 0x0147
        {
            var message = ChannelBroadcast.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        /*case PacketOpcode.Evt_Communication__SetSquelchDB_ID: // 0x01F4
         *  {
         *      var message = SetSquelchDB.read(messageDataReader);
         *      message.contributeToTreeView(outputTreeView);
         *      break;
         *  }*/
        case PacketOpcode.Evt_Communication__Emote_ID:     // 0x01DF
        {
            var message = Emote.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__HearEmote_ID:     // 0x01E0
        {
            var message = HearEmote.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__SoulEmote_ID:     // 0x01E1
        {
            var message = SoulEmote.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__HearSoulEmote_ID:     // 0x01E2
        {
            var message = HearSoulEmote.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__Recv_ChatRoomTracker_ID:     // 0x0295
        {
            var message = Recv_ChatRoomTracker.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__WeenieError_ID:     // 0x028A
        {
            WeenieError message = WeenieError.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__WeenieErrorWithString_ID:     // 0x028B
        {
            WeenieErrorWithString message = WeenieErrorWithString.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__HearSpeech_ID:     // 0x02BB
        {
            var message = HearSpeech.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__HearRangedSpeech_ID:     // 0x02BC
        {
            var message = HearRangedSpeech.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__HearDirectSpeech_ID:     // 0x2BD
        {
            var message = HearDirectSpeech.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__TransientString_ID:     // 0x2EB
        {
            var message = TransientString.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        case PacketOpcode.Evt_Communication__TextboxString_ID:     // 0xF7E0
        {
            var message = TextBoxString.read(messageDataReader);
            message.contributeToTreeView(outputTreeView);
            break;
        }

        default: {
            handled = false;
            break;
        }
        }

        return(handled);
    }
Esempio n. 4
0
        // Allows to print debug information even inside of a loop at a set interval.
        public static void WriteLineAtInterval(string debugText, GameTime gameTime, float Interval)
        {
            // Check if we should print another message yet.
            if (mStartTime >= Interval)
            {
                var debugString = new TextBoxString();

                // Retain proper formatting and wordwrapping.
                debugString.mStringValue = ParseText(debugText);
                try
                {
                    debugString.mStringPosition = mTypedText.mStringPosition;
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                }
                // Push our typed text position down below our debug string.
                mTypedText.mStringPosition.Y += mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                                                  mTextScale;
                // Add the debug string to the message log list.
                mMessageLogList.Add(debugString);

                // Assure that we are scrolling properly.
                ScrollLog(debugString);

                // Reset Timer.
                mStartTime = 0.0f;
            }
        }
Esempio n. 5
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        private static void CheckCommand(TextBoxString command)
        {
            var response = new TextBoxString();

            // Strip whitespace from any command we send.
            command.mStringValue = new string(command.mStringValue.Where(c => !char.IsWhiteSpace(c)).ToArray());

            //If we receive this command.
            if (command.mStringValue == "enspriteid")
            {
                //Type a response to the screen.
                response.mStringValue = "Sprite ID Text Enabled.";
                response.mStringPosition = command.mStringPosition;
                // Move our cursor below the response.
                mTypedText.mStringPosition.Y += mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                                                mTextScale;
                // Add response to the message log so that it may be displayed from the log.
                mMessageLogList.Add(response);

                EnableSpriteID();

            }
            if (command.mStringValue == "entargetq")
            {
                //Type a response to the screen.
                response.mStringValue = "CurrentTarget Queue Enabled.";
                response.mStringPosition = command.mStringPosition;
                // Move our cursor below the response.
                mTypedText.mStringPosition.Y += mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                                                mTextScale;
                // Add response to the message log so that it may be displayed from the log.
                mMessageLogList.Add(response);

                EnableTargetQueue();

            }
            else if (command.mStringValue == "engrid")
            {
                EnableGrid();
            }
            else if (command.mStringValue == "thereisnospoon")
            {
                response.mStringValue = "CHEATER!!!";
                response.mStringPosition = command.mStringPosition;
                // Move our cursor below the response.
                mTypedText.mStringPosition.Y += mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                                                mTextScale;
                // Add response to the message log so that it may be displayed from the log.
                mMessageLogList.Add(response);
                EnableGodModeFunction();
            }
        }
        public static void WriteLine(ref TextBoxString gameAttributeText, float mTextScale, string gameAttribute, List<TextBoxString> attributeList)
        {
            try
            {
                gameAttributeText.mStringValue = gameAttribute;
                attributeList.Add(gameAttributeText);
            }
            catch (Exception e)
            {
                Console.WriteLine(e);

            }
            // Move our typed text position to below the debug text.
            gameAttributeText.mStringPosition.Y += mSpriteFont.MeasureString(gameAttributeText.mStringValue).Y *
                                            mTextScale;
        }
Esempio n. 7
0
        public static void WriteLine(string debugString)
        {
            var debugText = new TextBoxString();
            // Retain proper formatting and wordwrapping.
            debugText.mStringValue = ParseText(debugString);

            try
            {
                debugText.mStringPosition = mTypedText.mStringPosition;
            }
            catch (Exception e)
            {
                Console.WriteLine(e);

            }
            // Move our typed text position to below the debug text.
            mTypedText.mStringPosition.Y += mSpriteFont.MeasureString(mTypedText.mStringValue).Y *
                                              mTextScale;
            // Add the debug text to the message log.
            mMessageLogList.Add(debugText);
            // Assure that we are properly scrolling.
            ScrollLog(debugText);
        }
        public static void PrintStructureAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString,
												 Structure tempStructure)
        {
            //Print Strucutre Name
            gameObjectAttributeString = tempStructure.StructureType.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Health
            gameObjectAttributeString = "Health: " + tempStructure.StructureAttribute.CurrentHealthPoints.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Armor
            gameObjectAttributeString = "Armor: " + tempStructure.StructureAttribute.CurrentArmor;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            gameObjectAttributeString = " ";
        }
        public static void PrintUpgradeUnitAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString)
        {
            //TODO: unit name, HP, armor, damage

            switch (tempStructure.UnitType)
            {
                case ObjectType.DRAGON:
                    tempFriendly = GameController.FriendlyPool[7];
                    break;

                case ObjectType.NECROMANCER:
                    tempFriendly = GameController.FriendlyPool[5];
                    break;

                case ObjectType.ARCANE_MAGE:
                    tempFriendly = GameController.FriendlyPool[2];
                    break;

                case ObjectType.FIRE_MAGE:
                    tempFriendly = GameController.FriendlyPool[6];
                    break;

                case ObjectType.AXE_THROWER:
                    tempFriendly = GameController.FriendlyPool[3];
                    break;

                case ObjectType.BERSERKER:
                    tempFriendly = GameController.FriendlyPool[1];
                    break;

                case ObjectType.WOLF:
                    tempFriendly = GameController.FriendlyPool[0];
                    break;

                case ObjectType.CLERIC:
                    tempFriendly = GameController.FriendlyPool[4];
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
            }

            // Print Upgrade Stats
            gameObjectAttributeString = "Unit Type: " + tempStructure.UnitType + "\nHealth Points: " + tempFriendly.FriendlyAttribute.MaxHealthPoints +
                                        "\nArmor: " + tempFriendly.FriendlyAttribute.CurrentArmor + "\nDamge: "
                                       + tempFriendly.FriendlyAttribute.CurrentMinimumDamage + " - " + tempFriendly.FriendlyAttribute.CurrentMaximumDamage;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            gameObjectAttributeString = " ";
        }
        public static void PrintPurchaseAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString)
        {
            // Print Armor
            gameObjectAttributeString = "Unit Type: " + tempPurchaseString + "\nGold Cost: " + tempStrucutreAttribute.Cost;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            gameObjectAttributeString = " ";
        }
        public static void PrintHeroAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString,
												 Hero tempHero)
        {
            // Print Name
            gameObjectAttributeString = "The Hero";
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Armor
            gameObjectAttributeString = "Armor: " + tempHero.HeroAttribute.CurrentArmor;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            //Print Level
            gameObjectAttributeString = "Level: " + tempHero.HeroAttribute.Level;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            //Print Damage
            gameObjectAttributeString = "Damage: " + tempHero.HeroAttribute.CurrentMinimumDamage + " - " + tempHero.HeroAttribute.CurrentMaximumDamage;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);
            gameObjectAttributeString = " ";
        }
        public static void PrintFriendlyAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString,
												 Friendly tempFriendly)
        {
            // Print Health
            gameObjectAttributeString = "Health: " + tempFriendly.FriendlyAttribute.CurrentHealthPoints.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Armor
            gameObjectAttributeString = "Armor: " + tempFriendly.FriendlyAttribute.CurrentArmor;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            //Print Sprite Frame
            gameObjectAttributeString = "Damage: " + tempFriendly.FriendlyAttribute.CurrentMinimumDamage + " - " + tempFriendly.FriendlyAttribute.CurrentMaximumDamage;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            gameObjectAttributeString = " ";
        }
        public static void PrintEnemyAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString,
												 Enemy tempEnemy)
        {
            // Print Name
            gameObjectAttributeString = tempEnemy.CreatureType.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Health
            gameObjectAttributeString = "Health: " + tempEnemy.EnemyAttribute.CurrentHealthPoints.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Armor
            gameObjectAttributeString = "Armor: " + tempEnemy.EnemyAttribute.CurrentArmor;
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            //Print Damage
            gameObjectAttributeString = "Damage: " + tempEnemy.EnemyAttribute.BaseMinimumDamage.ToString() + " - " + tempEnemy.EnemyAttribute.BaseMaximumDamage.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);
            gameObjectAttributeString = " ";
        }
        public static void PrintCastleAttributes(ref float textScale, ref TextBoxString gameObjectAttribute,
												ref List<TextBoxString> gameObjectAttributeList, ref string gameObjectAttributeString,
												 Castle tempCastle)
        {
            textScale = .5f;
            //Print Name
            gameObjectAttributeString = "Castle Damodred";
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            // Print Health
            gameObjectAttributeString = "Health: " + tempCastle.CastleAttribute.CurrentHealthPoints.ToString();
            WriteLine(ref gameObjectAttribute, textScale, gameObjectAttributeString, gameObjectAttributeList);

            gameObjectAttributeString = " ";
        }