Esempio n. 1
0
        /// <summary>
        /// Gets a bitwise <c>int</c> containing flags for fields that have
        /// changed.
        /// </summary>
        /// <param name="race">a <c>Race</c> <c>struct</c></param>
        /// <param name="racechanged">a <c>RaceChanged</c> <c>struct</c></param>
        /// <returns>bitwise <c>int</c> containing flags for fields that have
        /// changed</returns>
        internal static int RaceDiffer(Race race, RaceChanged racechanged)
        {
            int differ = control_Racial.bit_clean;

            if (race.flags != racechanged.flags)
            {
                differ |= control_Racial.bit_flags;
            }

            if (race.feat1 != racechanged.feat1)
            {
                differ |= control_Racial.bit_feat1;
            }

            if (race.feat2 != racechanged.feat2)
            {
                differ |= control_Racial.bit_feat2;
            }

            if (race.feat3 != racechanged.feat3)
            {
                differ |= control_Racial.bit_feat3;
            }

            if (race.feat4 != racechanged.feat4)
            {
                differ |= control_Racial.bit_feat4;
            }

            if (race.feat5 != racechanged.feat5)
            {
                differ |= control_Racial.bit_feat5;
            }

            return(differ);
        }
Esempio n. 2
0
        /// <summary>
        /// Handles the GlobalApply it. Applies all altered data to their
        /// <c>structs</c>.
        /// </summary>
        /// <param name="sender">
        /// <list type="bullet">
        /// <item><c><see cref="it_ApplyGlobal"/></c></item>
        /// <item><c><see cref="it_Save"/></c></item>
        /// <item><c><see cref="it_Saveas"/></c></item>
        /// </list></param>
        /// <param name="e"></param>
        /// <remarks>See <c><see cref="Click_apply()">Click_apply()</see></c> to
        /// apply altered data to only the selected <c>struct</c>.</remarks>
        void Click_applyGlobal(object sender, EventArgs e)
        {
            SetTitleText();             // TitleText will be written again (properly) by Write2daFile() if saved.

            it_ApplyGlobal.Enabled = false;

            int total;

            switch (Type)
            {
            case Type2da.Spells:
            {
                Spell spell;

                total = Spells.Count;
                for (int id = 0; id != total; ++id)
                {
                    spell = Spells[id];

                    if (spell.differ != control_Spells.bit_clean)
                    {
                        spell.differ    = control_Spells.bit_clean;
                        spell.isChanged = true;                                 // this flag will be cleared by Write2daFile()

                        SpellChanged spellchanged = SpellsChanged[id];

                        spell.spellinfo    = spellchanged.spellinfo;
                        spell.targetinfo   = spellchanged.targetinfo;
                        spell.effectweight = spellchanged.effectweight;
                        spell.effecttypes  = spellchanged.effecttypes;
                        spell.damageinfo   = spellchanged.damageinfo;
                        spell.savetype     = spellchanged.savetype;
                        spell.savedctype   = spellchanged.savedctype;

                        Spells[id] = spell;

                        SpellsChanged.Remove(id);

                        if (id == Id)                                 // is currently selected tree-node
                        {
                            HenchControl.SetResetColor(DefaultForeColor);
                            AfterSelect_node(null, null);                                     // refresh all displayed data for the current spell jic
                        }

                        Tree.Nodes[id].ForeColor = Color.Blue;
                    }
                }
                break;
            }

            case Type2da.Racial:
            {
                Race race;

                total = Races.Count;
                for (int id = 0; id != total; ++id)
                {
                    race = Races[id];

                    if (race.differ != control_Racial.bit_clean)
                    {
                        race.differ    = control_Racial.bit_clean;
                        race.isChanged = true;                                 // this flag will be cleared by Write2daFile()

                        RaceChanged racechanged = RacesChanged[id];

                        race.flags = racechanged.flags;
                        race.feat1 = racechanged.feat1;
                        race.feat2 = racechanged.feat2;
                        race.feat3 = racechanged.feat3;
                        race.feat4 = racechanged.feat4;
                        race.feat5 = racechanged.feat5;

                        Races[id] = race;

                        RacesChanged.Remove(id);

                        if (id == Id)                                 // is currently selected tree-node
                        {
                            HenchControl.SetResetColor(DefaultForeColor);
                            AfterSelect_node(null, null);                                     // refresh all displayed data for the current race jic
                        }

                        Tree.Nodes[id].ForeColor = Color.Blue;
                    }
                }
                break;
            }

            case Type2da.Classes:
            {
                Class @class;

                total = Classes.Count;
                for (int id = 0; id != total; ++id)
                {
                    @class = Classes[id];

                    if (@class.differ != control_Classes.bit_clean)
                    {
                        @class.differ    = control_Classes.bit_clean;
                        @class.isChanged = true;                                 // this flag will be cleared by Write2daFile()

                        ClassChanged classchanged = ClassesChanged[id];

                        @class.flags  = classchanged.flags;
                        @class.feat1  = classchanged.feat1;
                        @class.feat2  = classchanged.feat2;
                        @class.feat3  = classchanged.feat3;
                        @class.feat4  = classchanged.feat4;
                        @class.feat5  = classchanged.feat5;
                        @class.feat6  = classchanged.feat6;
                        @class.feat7  = classchanged.feat7;
                        @class.feat8  = classchanged.feat8;
                        @class.feat9  = classchanged.feat9;
                        @class.feat10 = classchanged.feat10;
                        @class.feat11 = classchanged.feat11;

                        Classes[id] = @class;

                        ClassesChanged.Remove(id);

                        if (id == Id)                                 // is currently selected tree-node
                        {
                            HenchControl.SetResetColor(DefaultForeColor);
                            AfterSelect_node(null, null);                                     // refresh all displayed data for the current class jic
                        }

                        Tree.Nodes[id].ForeColor = Color.Blue;
                    }
                }
                break;
            }
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Fills displayed fields w/ data from the race's Id.
        /// </summary>
        internal override void SelectId()
        {
            RacialFlags_text.Clear();             // clear the info-fields to force TextChanged events ->
            RacialFeat1_text.Clear();
            RacialFeat2_text.Clear();
            RacialFeat3_text.Clear();
            RacialFeat4_text.Clear();
            RacialFeat5_text.Clear();


            Race race = he.Races[he.Id];

            bool dirty = (race.differ != bit_clean);

            RaceChanged racechanged;

            if (dirty)
            {
                racechanged = he.RacesChanged[he.Id];
            }
            else
            {
                racechanged = new RaceChanged();                 // not used.
            }
            int val = race.flags;

            RacialFlags_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.flags;
            }
            RacialFlags_text.Text = val.ToString();

            val = race.feat1;
            RacialFeat1_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.feat1;
            }
            RacialFeat1_text.Text = val.ToString();

            val = race.feat2;
            RacialFeat2_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.feat2;
            }
            RacialFeat2_text.Text = val.ToString();

            val = race.feat3;
            RacialFeat3_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.feat3;
            }
            RacialFeat3_text.Text = val.ToString();

            val = race.feat4;
            RacialFeat4_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.feat4;
            }
            RacialFeat4_text.Text = val.ToString();

            val = race.feat5;
            RacialFeat5_reset.Text = val.ToString();

            if (dirty)
            {
                val = racechanged.feat5;
            }
            RacialFeat5_text.Text = val.ToString();
        }
Esempio n. 4
0
        /// <summary>
        /// Handler for the "apply changed data to currently selected
        /// spell/race/class" button.
        /// </summary>
        /// <param name="sender">bu_Apply</param>
        /// <param name="e"></param>
        /// <remarks>See
        /// <c><see cref="Click_applyGlobal()">Click_applyGlobal()</see></c> to
        /// apply all altered data globally.</remarks>
        void Click_apply(object sender, EventArgs e)
        {
            SetTitleText();

            switch (Type)
            {
            case Type2da.Spells:
            {
                Spell spell = Spells[Id];
                if (spell.differ != control_Spells.bit_clean)
                {
                    spell.differ    = control_Spells.bit_clean;
                    spell.isChanged = true;

                    SpellChanged spellchanged = SpellsChanged[Id];

                    spell.spellinfo    = spellchanged.spellinfo;
                    spell.targetinfo   = spellchanged.targetinfo;
                    spell.effectweight = spellchanged.effectweight;
                    spell.effecttypes  = spellchanged.effecttypes;
                    spell.damageinfo   = spellchanged.damageinfo;
                    spell.savetype     = spellchanged.savetype;
                    spell.savedctype   = spellchanged.savedctype;

                    Spells[Id] = spell;

                    SpellsChanged.Remove(Id);

                    HenchControl.SetResetColor(DefaultForeColor);
                    AfterSelect_node(null, null);                             // refresh all displayed data for the current spell jic
                }

                if (Spells[Id].isChanged)                         // this goes outside the SpellsChanged check above because uh color goes screwy if not.
                {
                    Tree.SelectedNode.ForeColor = Color.Blue;
                }
                else                         // I doubt this ever *needs* to run ... but safety.
                {
                    Tree.SelectedNode.ForeColor = DefaultForeColor;
                }
                break;
            }

            case Type2da.Racial:
            {
                Race race = Races[Id];
                if (race.differ != control_Racial.bit_clean)
                {
                    race.differ    = control_Racial.bit_clean;
                    race.isChanged = true;

                    RaceChanged racechanged = RacesChanged[Id];

                    race.flags = racechanged.flags;
                    race.feat1 = racechanged.feat1;
                    race.feat2 = racechanged.feat2;
                    race.feat3 = racechanged.feat3;
                    race.feat4 = racechanged.feat4;
                    race.feat5 = racechanged.feat5;

                    Races[Id] = race;

                    RacesChanged.Remove(Id);

                    HenchControl.SetResetColor(DefaultForeColor);

                    AfterSelect_node(null, null);                             // refresh all displayed data for the current node jic
                }

                if (Races[Id].isChanged)                         // this goes outside the RacesChanged check above because uh color goes screwy if not.
                {
                    Tree.SelectedNode.ForeColor = Color.Blue;
                }
                else                         // I doubt this ever *needs* to run ... but safety.
                {
                    Tree.SelectedNode.ForeColor = DefaultForeColor;
                }
                break;
            }

            case Type2da.Classes:
            {
                Class @class = Classes[Id];
                if (@class.differ != control_Classes.bit_clean)
                {
                    @class.differ    = control_Classes.bit_clean;
                    @class.isChanged = true;

                    ClassChanged classchanged = ClassesChanged[Id];

                    @class.flags  = classchanged.flags;
                    @class.feat1  = classchanged.feat1;
                    @class.feat2  = classchanged.feat2;
                    @class.feat3  = classchanged.feat3;
                    @class.feat4  = classchanged.feat4;
                    @class.feat5  = classchanged.feat5;
                    @class.feat6  = classchanged.feat6;
                    @class.feat7  = classchanged.feat7;
                    @class.feat8  = classchanged.feat8;
                    @class.feat9  = classchanged.feat9;
                    @class.feat10 = classchanged.feat10;
                    @class.feat11 = classchanged.feat11;

                    Classes[Id] = @class;

                    ClassesChanged.Remove(Id);

                    HenchControl.SetResetColor(DefaultForeColor);
                    AfterSelect_node(null, null);                             // refresh all displayed data for the current node jic
                }

                if (Classes[Id].isChanged)                         // this goes outside the ClassesChanged check above because uh color goes screwy if not.
                {
                    Tree.SelectedNode.ForeColor = Color.Blue;
                }
                else                         // I doubt this ever *needs* to run ... but safety.
                {
                    Tree.SelectedNode.ForeColor = DefaultForeColor;
                }
                break;
            }
            }
        }
Esempio n. 5
0
        /// <summary>
        /// This funct is used only for
        /// <c><see cref="Click_clearCoreAiVersion()">Click_clearCoreAiVersion()</see></c>.
        /// </summary>
        /// <param name="str"></param>
        /// <param name="all"></param>
        /// <remarks>Used to be a helper for <c>Click_setCoreAiVersion()</c>.</remarks>
        void SetInfoVersion_racial(string str, bool all)
        {
            // NOTE: This will iterate through all changed races even
            // if an invalid version # is input via the dialog since it
            // inserts the default version even if there is no other
            // data in the racialflags-int.

            Race        race;
            RaceChanged racechanged;

            int  racialflags0, racialflags, differ;
            bool dirty;

            int ver = (Int32.Parse(str) << HENCH_SPELL_INFO_VERSION_SHIFT);                     // the return from the dialog.


            int total = Races.Count;

            for (int id = 0; id != total; ++id)
            {
                race = Races[id];

                if (dirty = ((race.differ & control_Racial.bit_flags) != 0))
                {
                    racialflags0 = RacesChanged[id].flags;
                }
                else if (all || race.isChanged)
                {
                    racialflags0 = race.flags;
                }
                else
                {
                    continue;                                                                                                                           // ignore clean racial-structs if !all
                }
                if ((racialflags0 & hc.HENCH_SPELL_INFO_VERSION_MASK) != ver)
                {
                    if (!BypassInfoVersion)
                    {
                        racialflags = ((racialflags0 & ~hc.HENCH_SPELL_INFO_VERSION_MASK) | ver);
                    }
                    else
                    {
                        racialflags = (racialflags0 & ~hc.HENCH_SPELL_INFO_VERSION_MASK);                          // wipe version info for TonyAI 2.3+
                    }
                    if (id == Id)
                    {
                        HenchControl.SetMasterText(racialflags.ToString());                                     // firing the TextChanged event takes care of it.
                    }
                    else
                    {
                        if (dirty)
                        {
                            racechanged = RacesChanged[id];
                        }
                        else
                        {
                            racechanged = new RaceChanged();

                            racechanged.feat1 = race.feat1;
                            racechanged.feat2 = race.feat2;
                            racechanged.feat3 = race.feat3;
                            racechanged.feat4 = race.feat4;
                            racechanged.feat5 = race.feat5;
                        }

                        racechanged.flags = racialflags;

                        // check it
                        differ      = control_Racial.RaceDiffer(race, racechanged);
                        race.differ = differ;
                        Races[id]   = race;

                        Color color;
                        if (differ != control_Racial.bit_clean)
                        {
                            RacesChanged[id] = racechanged;
                            color            = Color.Crimson;
                        }
                        else
                        {
                            RacesChanged.Remove(id);

                            if (race.isChanged)
                            {
                                color = Color.Blue;
                            }
                            else
                            {
                                color = DefaultForeColor;
                            }
                        }
                        Tree.Nodes[id].ForeColor = color;
                    }
                }
            }
        }
Esempio n. 6
0
        /// <summary>
        /// Handles <c>TextChanged</c> event on the Racial pages.
        /// </summary>
        /// <param name="sender">
        /// <list type="bullet">
        /// <item><c><see cref="RacialFlags_text"/></c></item>
        /// <item><c><see cref="RacialFeat1_text"/></c></item>
        /// <item><c><see cref="RacialFeat2_text"/></c></item>
        /// <item><c><see cref="RacialFeat3_text"/></c></item>
        /// <item><c><see cref="RacialFeat4_text"/></c></item>
        /// <item><c><see cref="RacialFeat5_text"/></c></item>
        /// </list></param>
        /// <param name="e"></param>
        void TextChanged_racial(object sender, EventArgs e)
        {
            // NOTE: TextChanged needs to fire when HenchSpells loads in order
            // to set the checkboxes and dropdown-fields.
            //
            // 'BypassDiffer' is set true since this does not need to go through
            // creating and deleting each SpellChanged-struct (since nothing has
            // changed yet OnLoad of the 2da-file).
            //
            // 'BypassDiffer' is also set true by AfterSelect_node() since the
            // Spell-structs already contain proper diff-data.

            int val;

            if (Int32.TryParse((sender as TextBox).Text, out val))
            {
                Button  bu;
                TextBox tb_hex, tb_bin;
                int     bit;

                bool isFlags = (sender == RacialFlags_text);

                if (isFlags)
                {
//					if (InfoVersionChange_racial(ref val)) // TonyAI 2.3+ allow racial InfoVersion to be 0.
//					{
//						RacialFlags_text.Text = val.ToString();
//						return; // refire this funct.
//					}

                    bu     = RacialFlags_reset;
                    tb_hex = RacialFlags_hex;
                    tb_bin = RacialFlags_bin;
                    bit    = bit_flags;
                }
                else if (sender == RacialFeat1_text)
                {
                    bu     = RacialFeat1_reset;
                    tb_hex = RacialFeat1_hex;
                    tb_bin = RacialFeat1_bin;
                    bit    = bit_feat1;
                }
                else if (sender == RacialFeat2_text)
                {
                    bu     = RacialFeat2_reset;
                    tb_hex = RacialFeat2_hex;
                    tb_bin = RacialFeat2_bin;
                    bit    = bit_feat2;
                }
                else if (sender == RacialFeat3_text)
                {
                    bu     = RacialFeat3_reset;
                    tb_hex = RacialFeat3_hex;
                    tb_bin = RacialFeat3_bin;
                    bit    = bit_feat3;
                }
                else if (sender == RacialFeat4_text)
                {
                    bu     = RacialFeat4_reset;
                    tb_hex = RacialFeat4_hex;
                    tb_bin = RacialFeat4_bin;
                    bit    = bit_feat4;
                }
                else                 // sender == RacialFeat5_text
                {
                    bu     = RacialFeat5_reset;
                    tb_hex = RacialFeat5_hex;
                    tb_bin = RacialFeat5_bin;
                    bit    = bit_feat5;
                }

                if (!he.BypassDiffer)
                {
                    Race race = he.Races[he.Id];

                    RaceChanged racechanged;

                    if (race.differ != bit_clean)
                    {
                        racechanged = he.RacesChanged[he.Id];
                    }
                    else
                    {
                        racechanged = new RaceChanged();

                        racechanged.flags = race.flags;
                        racechanged.feat1 = race.feat1;
                        racechanged.feat2 = race.feat2;
                        racechanged.feat3 = race.feat3;
                        racechanged.feat4 = race.feat4;
                        racechanged.feat5 = race.feat5;
                    }

                    if (isFlags)
                    {
                        racechanged.flags = val;
                    }
                    else if (sender == RacialFeat1_text)
                    {
                        racechanged.feat1 = val;
                    }
                    else if (sender == RacialFeat2_text)
                    {
                        racechanged.feat2 = val;
                    }
                    else if (sender == RacialFeat3_text)
                    {
                        racechanged.feat3 = val;
                    }
                    else if (sender == RacialFeat4_text)
                    {
                        racechanged.feat4 = val;
                    }
                    else                     // sender == RacialFeat5_text
                    {
                        racechanged.feat5 = val;
                    }

                    // check it
                    race.differ     = RaceDiffer(race, racechanged);
                    he.Races[he.Id] = race;

                    Color color;
                    if (race.differ != bit_clean)
                    {
                        he.RacesChanged[he.Id] = racechanged;
                        color = Color.Crimson;
                    }
                    else
                    {
                        he.RacesChanged.Remove(he.Id);

                        if (race.isChanged)
                        {
                            color = Color.Blue;
                        }
                        else
                        {
                            color = DefaultForeColor;
                        }
                    }
                    _he.SetNodeColor(color);
                }

                he.PrintCurrent(val, tb_hex, tb_bin);

                int differ = he.Races[he.Id].differ;

                if ((differ & bit) != 0)
                {
                    bu.ForeColor = Color.Crimson;
                }
                else
                {
                    bu.ForeColor = DefaultForeColor;
                }

                if (isFlags)
                {
                    state_RacialFlags(val);
//					PrintInfoVersion_race(val);
                }
                else
                {
                    state_RacialFeats(sender as Control);
                }

                _he.EnableApplys(differ != bit_clean);
            }
            // else TODO: error dialog here.
        }