A living entity (backend) for example the player
Beispiel #1
0
 /// <summary>
 /// Check whether all requirements are met by a specified actor
 /// </summary>
 /// <param name="actor"></param>
 /// <returns></returns>
 public bool Completed(Actor actor)
 {
     return false;
 }
Beispiel #2
0
        /// <summary>
        /// Determine whether a specific actor has completed the quest or at least one or more steps in the quest
        /// </summary>
        /// <param name="actor"></param>
        /// <returns></returns>
        public bool Completed(Actor actor)
        {
            int temp=_currentStep;
            if((_status==QuestProgress.Working)&&
            (temp<_steps.Count)
            &&(temp>-1)){
            while(
            _steps[temp].Completed(actor)
            ||(temp==_currentStep)
            ||(_steps[temp].type!=QuestStepType.Normal)){
            if(_steps[temp].Completed(actor)){
            _steps[temp].status=QuestProgress.Finished;
                // Apply effects of quest state change
            }
            temp+=1;
            }

            };
            return false;
        }
Beispiel #3
0
 /// <summary>
 /// The constructor for the ActorTile
 /// Calls the constructor of Tile.
 /// </summary>
 /// <param name="parent">Just the parent object</param>
 /// <param name="actor">The to the tile connected actor.</param>
 public ActorTile(object parent, Actor actor)
     : this(parent)
 {
     _actor = actor;
 }
Beispiel #4
0
 /// <summary>
 /// Move an actor on the map in a specified direction (does not check for walls - use CanMove)
 /// </summary>
 /// <param name="actor">The actor object to move</param>
 /// <param name="dir">Direction to move to</param>
 public void PositionActor(Actor actor, Coords coords)
 {
     if ((actor.tile != null) && (actor.tile.enabled))
     {
         Backend.Coords source = actor.tile.coords;
         Backend.Coords target = coords;
         if (this[target].coords.x > -1)
         {
             // Remove ActorTile from current tile
             ((FloorTile)actor.tile.parent).Remove(actor.tile);
             // Add ActorTile to new Tile
             _tiles[target.y][target.x].Add(actor.tile);
             actor.tile.parent = _tiles[target.y][target.x];
             // Remove old tile from updatelist (if no other actor or trap)
             if (!((_tiles[source.y][source.x].hasEnemy)
                 || (_tiles[source.y][source.x].hasPlayer)
                 || (_tiles[source.y][source.x].hasTrap)))
                 _updateTiles.Remove(source);
             // Add new tile to updatelist
             _updateTiles.Add(target);
         }
     }
 }
Beispiel #5
0
 /// <summary>
 /// Method to interact with a NPC.
 /// Either opens the NPC's shop or his dialogue.
 /// Calls the Eventhandler.
 /// </summary>
 /// <param name="With">The actor with which should be interacted</param>
 public void Interact(Actor With)
 {
     if (_hasShop) ((Backend.IHandleEvent)_tile.parent).HandleEvent(false, Backend.Events.Shop, this, With);
     if (_hasDialog) ((Backend.IHandleEvent)_tile.parent).HandleEvent(false, Backend.Events.Dialog, this, With, "");
 }
Beispiel #6
0
        /// <summary>
        /// Duplicates the properties of actor a to the current actor.
        /// </summary>
        /// <param name="a">The actor from which the properties should be cloned</param>
        public void copyFrom(Actor a)
        {
            _actorType = a.actorType;
            _armor = a.armor;
            _mana = a.mana;
            _damage = a.damage;
            _exp = a.exp;
            _expNeeded = a.expNeeded;
            _GUID = a.GUID;
            _gold = a.gold;
            _health = a.health;
            _inventory = a.inventory;
            if ((a is Player) && (this is Player))
            {
                (this as Player).ClearQuests();
                Quest[] myQuests = (a as Player).quests;
                foreach (Quest q in myQuests)
                {
                    (this as Player).AddQuest(q);
                }
            }
            foreach (Item i in _inventory)
            {
                i.owner = this;
            }
            _level = a.level;
            _animationFile = a.animationFile;
            _manaReg = a.manaReg;
            _maxhealth = a.maxHealth;
            _maxMana = a.maxMana;
            _name = a.name;
            _evade = a.evade;
            _block = a.block;
            _penetrate = a.penetrate;
            _healthReg = a.healthReg;
            _skills = a.skills;
            _abilityPoints = a.abilityPoints;
            _armor = a.armor;
            _stealHealth = a.stealHealth;
            _stealMana = a.stealMana;
            _fireDamage = a.fireDamage;
            _iceDamage = a.iceDamage;
            _fireDefense = a.fireDefense;
            _iceDefense = a.iceDefense;
            _expNeeded = a.expNeeded;
            _exp = a.exp;
            _resist = a.resist;
            _viewRange = a.viewRange;
            _damage = a.damage;
            _level = a.level;
            _locked = a.locked;
            _manaReg = a.manaReg;
            _maxMana = a.maxMana;
            _destroyWeapon = a.destroyWeapon;
            _destroyArmor = a.destroyArmor;
            _scared = a.scared;
            _stunned = a.stunned;
            _charmed = a.charmed;
            _quicklist = a.quickList;
            _checkPointCoords = a.checkPointCoords;
            _lastCheckpoint = a.lastCheckpoint;
            _abilities = a.abilities;
            _lives = a.lives;
            _direction = a.direction;

            if ((a.actorType == ActorType.NPC) && (actorType == ActorType.NPC))
            {
                NPC n = a as NPC;
                NPC t = this as NPC;

                if (a != null)
                {
                    t.love = n.love;
                    t.hasShop = n.hasShop;
                }
            }
        }
Beispiel #7
0
 /// <summary>
 /// Method to drop an item from an actor to the ground.
 /// Deletes the item from the inventory and creats an itemtile to place the item on the ground
 /// </summary>
 /// <param name="tile">The tile on which the itemtile with the item will be added.</param>
 public void Drop(FloorTile tile)
 {
     if (_owner != null)
         _owner.inventory.Remove(this);
     _owner = null;
     _tile = new ItemTile(tile, this);
     tile.Add(_tile);
 }
Beispiel #8
0
 /// <summary>
 /// Ein weiterer Konstruktor.
 /// </summary>
 /// <param name="owner">Der Besitzer-Actor des Items.</param>
 /// <param name="itemtype">Typ</param>
 /// <param name="name">Name</param>
 /// <param name="icon">Symbol</param>
 /// <param name="value">Wert</param>
 /// <param name="level">Level</param>
 public Item(Actor owner, ItemType itemtype, string name = "", ImageData icon = null, int value = 0, int level = 1)
     : this()
 {
     _owner = owner;
     _value = value;
     _level = level;
     _itemType = itemtype;
     if (name != "")
     {
         _name = name;
     }
     else
     {
         GenerateName();
     }
     _icon = icon;
     if (icon == null) GenerateIcon();
 }
Beispiel #9
0
 /// <summary>
 /// Method called when an actor picks up an item from the ground.
 /// Replaces the old owner and deletes the itemtile from the map
 /// </summary>
 /// <param name="actor">The actor which gains the item</param>
 public void Pickup(Actor actor)
 {
     if (_owner != null)
     {
         _owner.inventory.Remove(this);
     }
     _owner = actor;
     int temp = 0;
     if (_itemType != Backend.ItemType.Gold)
     {
         for (int i = 0; i < actor.inventory.Count; ++i)
         {
             temp = Math.Max(id, actor.inventory[i].id);
         }
         _id = temp + 1;
         actor.AddItem(this);
     }
     else
     {
         actor.gold += _value;
     }
     _tile = null;
 }