Beispiel #1
0
        public bool can_add_talisman(Talisman T)
        {
            bool can_add_talisman = true;

            if (talismans_equipped.Count >= max_talismans)
            {
                can_add_talisman = false;
            }

            for (int i = 0; i < talismans_equipped.Count; i++)
            {
                if (T.get_my_type() == talismans_equipped[i].get_my_type() && !T.stackable_talisman())
                {
                    can_add_talisman = false;
                }
            }

            return(can_add_talisman);
        }
Beispiel #2
0
 public Talisman(int IDno, int goldVal, string myName, Talisman T)
     : base(IDno, goldVal, myName)
 {
     my_talisman_type   = T.get_my_type();
     my_talisman_prefix = T.get_my_prefix();
 }
Beispiel #3
0
 public void add_talisman(Talisman T)
 {
     talismans_equipped.Add(T);
 }
        //This actually updates a hell of a lot more than mouse info. It's the central function for
        //Clicking and dragging stuff into inventory slots / equip slots
        public void update_mouse_info(Vector2 mousePos, Player pl,
                                      bool holdingmouse, bool clickedmouse, out bool bad_turn)
        {
            mousePosition    = mousePos;
            is_holding_mouse = holdingmouse;
            is_click_mouse   = clickedmouse;

            //On the click, snap the rectangle to the mouse spot, and then pick an icon to draw in it.
            if (is_click_mouse)
            {
                draggable_item_rect.X = (int)mousePosition.X - 24;
                draggable_item_rect.Y = (int)mousePosition.Y - 24;
                for (int i = 0; i < pair_list.Count; i++)
                {
                    if (item_icon_rects[pair_list[i].item_rect].Contains((int)mousePosition.X, (int)mousePosition.Y))
                    {
                        index_of_mouse_selected_item = pair_list[i].corr_item;
                    }
                }

                if (main_hand_equip_slot.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    index_of_c_equipped_selected_item = 1;
                }
                if (off_hand_equip_slot.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    index_of_c_equipped_selected_item = 2;
                }
                if (over_armor_equip_slot.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    index_of_c_equipped_selected_item = 3;
                }
                if (under_armor_equip_slot.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    index_of_c_equipped_selected_item = 4;
                }
                if (helmet_equip_slot.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    index_of_c_equipped_selected_item = 5;
                }

                if (BGElement_equipmentTab.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    current_tab_selected = Current_Tab.Equipment;
                }

                if (BGElement_healthTab.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    current_tab_selected = Current_Tab.Injuries;
                }

                if (injSummary_scroll_up_max_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    scroll_ctab_MSG(-1000);
                }

                if (injSummary_scroll_up_one_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    scroll_ctab_MSG(-1);
                }

                if (injSummary_scroll_down_one_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    scroll_ctab_MSG(1);
                }

                if (injSummary_scroll_down_max_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    scroll_ctab_MSG(1000);
                }

                if (inv_left_scroll_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    item_start_index--;
                    if (item_start_index < 0)
                    {
                        item_start_index = 0;
                    }
                }

                if (inv_right_scroll_rect.Contains((int)mousePosition.X, (int)mousePosition.Y))
                {
                    item_start_index++;
                    if (item_start_index + number_of_items_shown >= player_inv.Count)
                    {
                        item_start_index = Math.Max(0, player_inv.Count - number_of_items_shown);
                    }
                }
            }
            //On the hold, move the rectangle.
            if (is_holding_mouse)
            {
                draggable_item_rect.X = (int)mousePosition.X - 24;
                draggable_item_rect.Y = (int)mousePosition.Y - 24;
            }
            //On the release, try and equip the item. If it's a talisman and over another item
            //Try to add it to the item
            bool equipped_new_item = false;
            bool equipped_talisman = false;

            if (!is_holding_mouse && !is_click_mouse)
            {
                if (index_of_mouse_selected_item != -1)
                {
                    if (player_inv[index_of_mouse_selected_item] is Talisman)
                    {
                        Talisman T         = (Talisman)player_inv[index_of_mouse_selected_item];
                        Item     attach_to = null;
                        for (int i = 0; i < item_icon_rects.Count; i++)
                        {
                            if (check_overlap(item_icon_rects[i], draggable_item_rect) && i < player_inv.Count)
                            {
                                attach_to = player_inv[i];
                            }
                        }

                        if (check_overlap(main_hand_equip_slot, draggable_item_rect))
                        {
                            attach_to = pl.show_main_hand();
                        }
                        else if (check_overlap(off_hand_equip_slot, draggable_item_rect))
                        {
                            attach_to = pl.show_off_hand();
                        }
                        else if (check_overlap(helmet_equip_slot, draggable_item_rect))
                        {
                            attach_to = pl.show_helmet();
                        }
                        else if (check_overlap(over_armor_equip_slot, draggable_item_rect))
                        {
                            attach_to = pl.show_over_armor();
                        }
                        else if (check_overlap(under_armor_equip_slot, draggable_item_rect))
                        {
                            attach_to = pl.show_under_armor();
                        }

                        if (attach_to != null &&
                            (attach_to is Armor ||
                             attach_to is Scroll ||
                             attach_to is Weapon))
                        {
                            if (attach_to is Armor && T.armor_talisman() && attach_to.can_add_talisman(T))
                            {
                                attach_to.add_talisman(T);
                                equipped_talisman = true;
                            }
                            else if ((attach_to is Weapon || attach_to is Scroll) &&
                                     !T.armor_talisman() && attach_to.can_add_talisman(T))
                            {
                                attach_to.add_talisman(T);
                                equipped_talisman = true;
                            }

                            if (equipped_talisman)
                            {
                                player_inv.RemoveAt(index_of_mouse_selected_item);
                            }
                        }
                    }

                    if (check_overlap(main_hand_equip_slot, draggable_item_rect) && !equipped_new_item && !equipped_talisman)
                    {
                        if (player_inv[index_of_mouse_selected_item] is Weapon)
                        {
                            pl.equip_main_hand((Weapon)player_inv[index_of_mouse_selected_item]);
                            equipped_new_item = true;
                        }
                    }

                    if (check_overlap(off_hand_equip_slot, draggable_item_rect) && !equipped_new_item && !equipped_talisman)
                    {
                        if (player_inv[index_of_mouse_selected_item] is Weapon)
                        {
                            pl.equip_off_hand((Weapon)player_inv[index_of_mouse_selected_item]);
                            equipped_new_item = true;
                        }
                    }

                    for (int i = 0; i < armor_equip_slots.Count; i++)
                    {
                        if (check_overlap(armor_equip_slots[i], draggable_item_rect) && !equipped_new_item && !equipped_talisman)
                        {
                            if (player_inv[index_of_mouse_selected_item] is Armor)
                            {
                                pl.equip_armor((Armor)player_inv[index_of_mouse_selected_item]);
                                equipped_new_item = true;
                            }
                        }
                    }

                    //spot to check if I should put it in the icobar
                    bool done = false;
                    for (int i = 0; i < the_icoBar.get_number_of_icons(); i++)
                    {
                        if (check_overlap(the_icoBar.get_ico_rects_by_slot(i), draggable_item_rect) && !done)
                        {
                            the_icoBar.assign_id_number_to_slot(player_inv[index_of_mouse_selected_item].get_my_IDno(), i);
                            the_icoBar.assign_icon_to_slot(player_inv[index_of_mouse_selected_item].get_my_texture(), i);
                            if (player_inv[index_of_mouse_selected_item] is Potion)
                            {
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Potion, i);
                            }
                            else if (player_inv[index_of_mouse_selected_item] is Armor)
                            {
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Armor, i);
                            }
                            else if (player_inv[index_of_mouse_selected_item] is Weapon)
                            {
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Weapon, i);
                            }
                            else if (player_inv[index_of_mouse_selected_item] is Scroll)
                            {
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Scroll, i);
                            }
                            the_icoBar.update_cooldown_and_quant(pl);
                            done = true;
                        }
                    }
                }

                if (index_of_c_equipped_selected_item != -1)
                {
                    //try to put it back in the inventory. It will go back in on any item rect slot
                    for (int i = 0; i < item_icon_rects.Count; i++)
                    {
                        if (check_overlap(item_icon_rects[i], draggable_item_rect))
                        {
                            //Do something depending on the slot.
                            switch (index_of_c_equipped_selected_item)
                            {
                            case 1:
                                pl.unequip(Player.Equip_Slot.Mainhand);
                                equipped_new_item = true;
                                break;

                            case 2:
                                pl.unequip(Player.Equip_Slot.Offhand);
                                equipped_new_item = true;
                                break;

                            case 3:
                                pl.unequip(Player.Equip_Slot.Overarmor);
                                equipped_new_item = true;
                                break;

                            case 4:
                                pl.unequip(Player.Equip_Slot.Underarmor);
                                equipped_new_item = true;
                                break;

                            case 5:
                                pl.unequip(Player.Equip_Slot.Helmet);
                                equipped_new_item = true;
                                break;
                            }
                        }
                    }

                    bool done = false;
                    for (int i = 0; i < the_icoBar.get_number_of_icons(); i++)
                    {
                        if (check_overlap(the_icoBar.get_ico_rects_by_slot(i), draggable_item_rect) && !done)
                        {
                            switch (index_of_c_equipped_selected_item)
                            {
                            case 1:
                                the_icoBar.assign_id_number_to_slot(pl.show_main_hand().get_my_IDno(), i);
                                the_icoBar.assign_icon_to_slot(pl.show_main_hand().get_my_texture(), i);
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Weapon, i);
                                done = true;
                                break;

                            case 2:
                                the_icoBar.assign_id_number_to_slot(pl.show_off_hand().get_my_IDno(), i);
                                the_icoBar.assign_icon_to_slot(pl.show_off_hand().get_my_texture(), i);
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Weapon, i);
                                done = true;
                                break;

                            case 3:
                                the_icoBar.assign_id_number_to_slot(pl.show_over_armor().get_my_IDno(), i);
                                the_icoBar.assign_icon_to_slot(pl.show_over_armor().get_my_texture(), i);
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Armor, i);
                                done = true;
                                break;

                            case 4:
                                the_icoBar.assign_id_number_to_slot(pl.show_under_armor().get_my_IDno(), i);
                                the_icoBar.assign_icon_to_slot(pl.show_under_armor().get_my_texture(), i);
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Armor, i);
                                done = true;
                                break;

                            case 5:
                                the_icoBar.assign_id_number_to_slot(pl.show_helmet().get_my_IDno(), i);
                                the_icoBar.assign_icon_to_slot(pl.show_helmet().get_my_texture(), i);
                                the_icoBar.assign_type_to_slot(IconBar.Type_Tracker.Armor, i);
                                done = true;
                                break;
                            }

                            the_icoBar.update_cooldown_and_quant(pl);
                        }
                    }
                }

                if (equipped_new_item || equipped_talisman)
                {
                    update_player_info(ref pl);
                }
                index_of_mouse_selected_item      = -1;
                index_of_c_equipped_selected_item = -1;
            }

            bad_turn = equipped_new_item;
            if (String.Compare(pl.my_chara_as_string(), "Halephon") == 0)
            {
                bad_turn = false;
            }
        }