P3D-Legacy/P3D/Network/GameJolt/GTS/GTSInboxScreen.vb

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2016-09-07 18:50:38 +02:00
Namespace GameJolt
Public Class GTSInboxScreen
Inherits Screen
Dim InboxList As New List(Of GTSDataItem)
Dim Loaded As Boolean = False
Dim Selected As Integer = -1
Dim ScrollIndex As Integer = 0
Dim Emblem As Emblem = Nothing
Dim ResultsFound As Integer = 0
Dim ResultsLoaded As Integer = 0
Dim Searching As Boolean = False
Dim Loading As Boolean = False
Public Sub New(ByVal currentScreen As Screen)
Me.PreScreen = currentScreen
Me.Identification = Identifications.GTSInboxScreen
Me.CanBePaused = False
Me.CanChat = False
Me.CanDrawDebug = True
Me.CanMuteMusic = True
Me.CanTakeScreenshot = True
Me.MouseVisible = True
Me.Loading = True
End Sub
Public Overrides Sub Update()
For i = 0 To GTSMainScreen.Furrs.Count - 1
If i < GTSMainScreen.Furrs.Count Then
Dim f As Furr = GTSMainScreen.Furrs(i)
If f.IsOutOfBorder() = True Then
GTSMainScreen.Furrs.Remove(f)
i -= 1
Else
f.Update()
End If
End If
Next
If Searching = True And Loading = False Then
If ResultsFound = ResultsLoaded Then
Searching = False
End If
End If
If Core.Random.Next(0, 100) = 0 Then
GTSMainScreen.Furrs.Add(New Furr())
End If
InboxList = (From d As GTSDataItem In InboxList Order By CInt(d.TradeID) Ascending).ToList()
If Loaded = False Then
Dim APICall As New APICall(AddressOf GotKeys)
APICall.GetKeys(False, "GTSTradeV" & GTSMainScreen.GTSVersion & "|Got|*|" & Core.GameJoltSave.GameJoltID & "|*|*|Pokemon 3D|*|*")
Loaded = True
Loading = True
Else
If Me.InboxList.Count > 0 Then
For i = 0 To 5
If i < Me.InboxList.Count Then
If New Rectangle(116, 148 + i * 64, 64, 64).Contains(MouseHandler.MousePosition) = True Then
If Controls.Accept(True, True) = True Then
If Selected = i + ScrollIndex Then
Selected = -1
Else
Selected = i + ScrollIndex
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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Emblem = New Emblem(InboxList(Selected).FromUserID, 0)
End If
End If
End If
End If
Next
If InboxList.Count > 6 Then
If Controls.Up(True, True, True, True) = True Then
If Controls.ShiftDown() = True Then
Me.ScrollIndex -= 5
Else
Me.ScrollIndex -= 1
End If
End If
If Controls.Down(True, True, True, True) = True Then
If Controls.ShiftDown() = True Then
Me.ScrollIndex += 5
Else
Me.ScrollIndex += 1
End If
End If
Me.ScrollIndex = ScrollIndex.Clamp(0, Me.InboxList.Count - 6)
End If
If Selected > -1 Then
If New Rectangle(600, 440, 32 * 3 + 64, 32).Contains(MouseHandler.MousePosition) = True Then
If Controls.Accept(True, False) = True Then
If Core.Player.Pokemons.Count < 6 Then
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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WithdrawCurrent()
End If
End If
End If
End If
End If
End If
If Controls.Dismiss(True, True) = True Then
If Selected > -1 Then
Selected = -1
Else
Core.SetScreen(Me.PreScreen)
End If
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
2020-07-09 19:59:42 +02:00
SoundManager.PlaySound("select")
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End If
End Sub
Private Sub WithdrawCurrent()
Dim APICall As New APICall(AddressOf WithdrawCompleted)
APICall.RemoveKey(Me.InboxList(Selected).Key, False)
End Sub
Private Sub WithdrawCompleted(ByVal result As String)
Dim l As List(Of API.JoltValue) = API.HandleData(result)
If CBool(l(0).Value) = True Then
Core.Player.Pokemons.Add(Me.InboxList(Selected).Pokemon)
Dim pokedexType As Integer = 2
If InboxList(Selected).Pokemon.IsShiny = True Then
pokedexType = 3
End If
If InboxList(Selected).Pokemon.IsEgg() = False Then
Core.Player.PokedexData = Pokedex.ChangeEntry(Core.Player.PokedexData, InboxList(Selected).Pokemon.Number, pokedexType)
End If
Core.Player.SaveGame(False)
If Me.PreScreen.Identification = Identifications.GTSMainScreen Then
CType(Me.PreScreen, GTSMainScreen).PokemonGTSCount -= 1
CType(Me.PreScreen, GTSMainScreen).InboxPokemon -= 1
End If
Me.InboxList.RemoveAt(Selected)
Selected = -1
End If
End Sub
Private Sub GotKeys(ByVal result As String)
Dim l As List(Of API.JoltValue) = API.HandleData(result)
If l(1).Value <> "" Then
ResultsLoaded = 0
ResultsFound = l.Count - 1
Searching = True
Loading = False
For Each Item As API.JoltValue In l
If Item.Name.ToLower() = "key" Then
Dim APICall As New APICall(AddressOf GotData)
APICall.GetStorageData(Item.Value, False)
End If
Next
Else
Searching = False
Loading = False
ResultsLoaded = 0
ResultsFound = 0
End If
End Sub
Private Sub GotData(ByVal result As String)
Dim l As List(Of API.JoltValue) = API.HandleData(result)
Dim data As String = l(1).Value
Me.InboxList.Add(New GTSDataItem(data))
ResultsLoaded += 1
End Sub
Private Sub DrawStringC(ByVal t As String, ByVal p As Vector2)
Core.SpriteBatch.DrawString(FontManager.MiniFont, t, New Vector2(p.X + 2, p.Y + 2), Color.Black)
Core.SpriteBatch.DrawString(FontManager.MiniFont, t, p, Color.White)
End Sub
Public Overrides Sub Draw()
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), Core.windowSize, New Rectangle(320, 176, 192, 160), Color.White)
For Each F As Furr In GTSMainScreen.Furrs
F.Draw()
Next
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(CInt(Core.windowSize.Width / 2 - 104), CInt(32), 208, 96), New Rectangle(304, 0, 208, 96), Color.White)
Core.SpriteBatch.DrawString(FontManager.InGameFont, "Inbox", New Vector2(132, 100), Color.White)
If InboxList.Count > 0 Then
For i = ScrollIndex To ScrollIndex + 5
If i < InboxList.Count Then
Dim Y As Integer = 132 + (i - ScrollIndex) * 64
Dim D As GTSDataItem = InboxList(i)
Dim Touching As Boolean = New Rectangle(116, Y + 16, 64, 64).Contains(MouseHandler.MousePosition)
Dim C As Color = New Color(255, 255, 255, 150)
If i = Me.Selected Then
C = New Color(0, 217, 237)
End If
If Touching = True Then
C = Color.White
End If
If i = Me.Selected Then
Canvas.DrawRectangle(New Rectangle(142, Y + 32, 358, 32), C)
Else
Canvas.DrawRectangle(New Rectangle(142, Y + 32, 320, 32), C)
End If
Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\GTS"), New Rectangle(100, Y, 96, 96), New Rectangle(320, 96, 48, 48), Color.White)
Core.SpriteBatch.Draw(D.Pokemon.GetMenuTexture(), New Rectangle(116, Y + 16, 64, 64), C)
Core.SpriteBatch.DrawString(FontManager.MiniFont, D.Pokemon.GetDisplayName(), New Vector2(198, Y + 37), Color.Black)
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Lv. " & D.Pokemon.Level, New Vector2(360, Y + 37), Color.Black)
End If
Next
Else
If Searching = True Or Loading = True Then
DrawStringC("Please wait" & LoadingDots.Dots, New Vector2(132, 160))
Else
DrawStringC("There are no Pokémon in your inbox.", New Vector2(132, 160))
End If
End If
If Selected > -1 Then
Dim D As GTSDataItem = Me.InboxList(Selected)
Canvas.DrawRectangle(New Rectangle(500, 164, 600, 352), New Color(255, 255, 255, 150))
If D.TradeID <> "" Then
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Transaction ID: " & D.TradeID, New Vector2(510, 166), Color.Black)
End If
'Pokemon image/data:
Core.SpriteBatch.Draw(D.Pokemon.GetTexture(True), New Rectangle(500, 164, 128, 128), Color.White)
If D.Pokemon.GetDisplayName() <> D.Pokemon.OriginalName Then
Core.SpriteBatch.DrawString(FontManager.MainFont, D.Pokemon.GetDisplayName(), New Vector2(630, 190), Color.Black)
Core.SpriteBatch.DrawString(FontManager.MainFont, "/" & D.Pokemon.OriginalName, New Vector2(640, 220), Color.Black)
Else
Core.SpriteBatch.DrawString(FontManager.MainFont, D.Pokemon.GetDisplayName(), New Vector2(630, 205), Color.Black)
End If
Dim ItemString As String = "None"
If Not D.Pokemon.Item Is Nothing Then
ItemString = " " & D.Pokemon.Item.Name
Core.SpriteBatch.Draw(D.Pokemon.Item.Texture, New Rectangle(882, 314, 24, 24), Color.White)
End If
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Level: " & D.Pokemon.Level & Environment.NewLine & Environment.NewLine &
"Gender: " & D.Pokemon.Gender.ToString() & Environment.NewLine & Environment.NewLine &
"OT: " & D.Pokemon.CatchTrainerName & "/" & D.Pokemon.OT & Environment.NewLine & Environment.NewLine &
"Item: " & ItemString & Environment.NewLine & Environment.NewLine &
"Message: " & Environment.NewLine & D.Message, New Vector2(830, 200), Color.Black)
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'Stars:
GTSMainScreen.DrawStars(D.Pokemon.TradeValue, New Vector2(630, 256))
'From:
Core.SpriteBatch.DrawString(FontManager.MiniFont, "From:", New Vector2(516, 320), Color.Black)
If Not Emblem Is Nothing Then
If Emblem.DoneLoading = True Then
Dim SpriteSize As New Size(CInt(Emblem.SpriteTexture.Width / 3), CInt(Emblem.SpriteTexture.Height / 4))
Core.SpriteBatch.Draw(Emblem.SpriteTexture, New Rectangle(564, 310, 32, 32), New Rectangle(0, SpriteSize.Height * 2, SpriteSize.Width, SpriteSize.Height), Color.White)
Core.SpriteBatch.DrawString(FontManager.MiniFont, Emblem.Username & " (" & Emblem.GameJoltID & ")", New Vector2(600, 320), Color.Black)
Else
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Loading" & LoadingDots.Dots, New Vector2(564, 320), Color.Black)
End If
Else
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Loading" & LoadingDots.Dots, New Vector2(564, 320), Color.Black)
End If
'To:
If Core.Player.IsGameJoltSave = True Then
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Core.SpriteBatch.DrawString(FontManager.MiniFont, "To:", New Vector2(516, 360), Color.Black)
Dim ownEmblem As Emblem = New Emblem(API.username, Core.GameJoltSave.GameJoltID, Core.GameJoltSave.Points, Core.GameJoltSave.Gender, Core.GameJoltSave.Emblem)
Dim SpriteSize As New Size(CInt(ownEmblem.SpriteTexture.Width / 3), CInt(ownEmblem.SpriteTexture.Height / 4))
Core.SpriteBatch.Draw(ownEmblem.SpriteTexture, New Rectangle(564, 350, 32, 32), New Rectangle(0, SpriteSize.Height * 2, SpriteSize.Width, SpriteSize.Height), Color.White)
Core.SpriteBatch.DrawString(FontManager.MiniFont, ownEmblem.Username & " (" & ownEmblem.GameJoltID & ")", New Vector2(600, 360), Color.Black)
End If
'Buttons:
If Core.Player.Pokemons.Count < 6 Then
DrawButton(New Vector2(600, 440), "Withdraw", 3)
End If
End If
If Me.InboxList.Count > 6 Then
Canvas.DrawScrollBar(New Vector2(90, 96 + 54), Me.InboxList.Count, 6, ScrollIndex, New Size(6, 380), False, New Color(4, 84, 157), New Color(125, 214, 234))
End If
Core.SpriteBatch.DrawString(FontManager.MiniFont, "Version " & GTSMainScreen.GTSVersion, New Vector2(4, Core.windowSize.Height - 1 - FontManager.MiniFont.MeasureString("Version " & GTSMainScreen.GTSVersion).Y), Color.DarkGray)
End Sub
Private Sub DrawButton(ByVal Position As Vector2, ByVal Text As String, ByVal Size As Integer)
Dim t As Texture2D = TextureManager.GetTexture("GUI\Menus\GTS")
Dim touching As Boolean = New Rectangle(CInt(Position.X), CInt(Position.Y), 64 + Size * 32, 32).Contains(MouseHandler.MousePosition)
Dim Y As Integer = 0
If touching = True Then
Y = 16
End If
Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X), CInt(Position.Y), 32, 32), New Rectangle(0, Y, 16, 16), Color.White)
For i = 1 To Size
Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X + i * 32), CInt(Position.Y), 32, 32), New Rectangle(16, Y, 16, 16), Color.White)
Next
Core.SpriteBatch.Draw(t, New Rectangle(CInt(Position.X + Size * 32 + 32), CInt(Position.Y), 32, 32), New Rectangle(32, Y, 16, 16), Color.White)
Dim sizeX As Integer = Size * 32 + 64
Dim TextSizeX As Integer = CInt(FontManager.MiniFont.MeasureString(Text).X)
Core.SpriteBatch.DrawString(FontManager.MiniFont, Text, New Vector2(CSng(Position.X + sizeX / 2 - TextSizeX / 2 - 2), Position.Y + 4), Color.Black)
End Sub
End Class
Public Class GTSDataItem
Public Enum SecurityCode
[Global]
[Private]
End Enum
Public Enum ActionSwitches
[Got]
[Set]
End Enum
Public Key As String
Public Data As String
Public FromUserID As String = ""
Public ToUserID As String = ""
Public RequestID As String = ""
Public RequestLevel As String = ""
Public RequestItemID As String = ""
Public RequestGender As String = ""
Public PokemonData As String = ""
Public GameMode As String = ""
Public Message As String = ""
Public SecurityArea As SecurityCode = SecurityCode.Global
Public ActionSwitch As ActionSwitches = ActionSwitches.Set
Public TradeID As String = ""
Public Pokemon As Pokemon = Nothing
Public Sub New(ByVal FromUserID As String, ByVal ToUserID As String, ByVal RequestID As String, ByVal RequestLevel As String, ByVal RequestItemID As String, ByVal RequestGender As String, ByVal PokemonData As String, ByVal GameMode As String, ByVal Message As String, ByVal SecurityArea As SecurityCode, ByVal ActionSwitch As ActionSwitches, ByVal TradeID As String)
Me.New(FromUserID & "|" & ToUserID & "|" & RequestID & "|" & RequestLevel & "|" & RequestItemID & "|" & RequestGender & "|" & PokemonData & "|" & GameMode & "|" & Message & "|" & SecurityArea.ToString() & "|" & ActionSwitch.ToString() & "|" & TradeID)
End Sub
Public Sub New(ByVal Data As String)
Me.Data = Data
Dim arr() As String = Data.Split(CChar("|"))
FromUserID = arr(0)
ToUserID = arr(1)
RequestID = arr(2)
RequestLevel = arr(3)
RequestItemID = arr(4)
RequestGender = arr(5)
PokemonData = arr(6).Replace("\""", """")
GameMode = arr(7).Replace("[ANDAND]", "&")
Message = arr(8).Replace("\""", """").Replace("[ANDAND]", "&")
Dim sec As String = arr(9)
If sec.ToLower() = "global" Then
SecurityArea = SecurityCode.Global
ElseIf sec.ToLower() = "private" Then
SecurityArea = SecurityCode.Private
End If
Dim ac As String = arr(10)
If ac.ToLower() = "got" Then
ActionSwitch = ActionSwitches.Got
ElseIf ac = "set" Then
ActionSwitch = ActionSwitches.Set
End If
If PokemonData <> "" Then
PokemonData = PokemonData.Replace("[ANDAND]", "&")
If PokemonData.StartsWith("{") = True And PokemonData.EndsWith("}") = True Then
Me.Pokemon = P3D.Pokemon.GetPokemonByData(PokemonData)
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End If
End If
TradeID = arr(11)
Dim PokemonNumber As Integer = 0
If Not Me.Pokemon Is Nothing Then
PokemonNumber = Me.Pokemon.Number
End If
Me.Key = "GTSTradeV" & GTSMainScreen.GTSVersion & "|" & arr(10) & "|" & arr(0) & "|" & arr(1) & "|" & PokemonNumber.ToString() & "|" & arr(2) & "|Pokemon 3D|" & arr(9) & "|" & TradeID
End Sub
End Class
End Namespace