示例#1
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();
        }
示例#2
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;
            }
            }
        }