/// <summary> /// Loads save 4 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void slot4ToolStripMenuItem_Click(object sender, EventArgs e) { if (curgame == GAME_UW1) { PlayerDatUI.LoadUW1PDat(this, 4); } else { PlayerDatUI.LoadUW2PDat(this, 4); } }
/// <summary> /// Handle changing of a value in the player inventory /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void PInvValueChanged(object sender, EventArgs e) { if (isLoading) { return; } //Update object at address char[] buffer = PlayerDatUI.GetValuesFromPDatGrid(this); UpdateObjectUIChange(buffer, pdatObjects.objList[CurPDatObject], CmbPdatItem_ID, ChkPdatEnchanted, ChkPdatIsQuant, ChkPdatDoorDir, ChkPdatInvis, NumPInvXpos, NumPInvYPos, NumPInvZpos, NumPInvHeading, NumPdatFlags, NumPdatQuality, NumPdatOwner, NumPdatNext, NumPdatLink); isLoading = true; PlayerDatUI.PopulatePDatValuesToGrid(buffer, this); isLoading = false; }
/// <summary> /// Handles changes of raw data and reflect it back to the ui /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void GrdPlayerDat_CellValueChanged(object sender, DataGridViewCellEventArgs e) { if (!isLoading) { DataGridView senderGrid = (DataGridView)sender; if (e.RowIndex >= 0) { isLoading = true; PlayerDatUI.PopulateUI(PlayerDatUI.GetValuesFromPDatGrid(this), pdatObjects.objList, this); isLoading = false; } } }
///// <summary> ///// Loads tile info. ///// </summary> ///// <param name="sender"></param> ///// <param name="e"></param> //private void TreeTiles_AfterSelect(object sender, TreeViewEventArgs e) //{ // TileMapUI.LoadTileInfoFromSelectedNode(this); //} /// <summary> /// Saves the current uw1 save file. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void writePlayerDatToolStripMenuItem_Click(object sender, EventArgs e) { char[] buffer = PlayerDatUI.GetValuesFromPDatGrid(this); if (curgame == GAME_UW2) { buffer = playerdat.EncryptDecryptUW2(buffer, (byte)buffer[0]); } else { playerdat.EncryptDecryptUW1(buffer, buffer[0]); } Util.WriteStreamFile(main.basepath + "\\save" + curslot + "\\PLAYER.DAT", buffer); }
public static void PopulateWorldNode(TreeNode node, int index, objects.ObjectInfo[] objList) { while (index != 0) { TreeNode newnode = node.Nodes.Add(index + ". " + objects.ObjectName(objList[index].item_id, main.curgame)); newnode.Tag = index; if (objects.isContainer(objList[index].item_id)) { PlayerDatUI.PopulateLinkedInventoryNode(newnode, objList[index].link, objList); } index = objList[index].next; //else //{ // PopulateInventoryMagicLink(newnode, index, objList); //} } }
public static void PopulateUI(char[] buffer, objects.ObjectInfo[] objList, main MAIN) { PlayerDatUI.PopulateCharName(buffer, MAIN); PlayerDatUI.PopulateStats(buffer, MAIN); PlayerDatUI.PopulateInventory(buffer, objList, MAIN); }
/// <summary> /// Handle the changing of the character nae /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void txtCharName_TextChanged(object sender, EventArgs e) { PlayerDatUI.ChangeCharName(this); }