Ejemplo n.º 1
0
 public virtual void Quit()
 {
     if (YesOrNo.Ask("Are you sure you want to quit?"))
     {
         IsDone = true;
     }
 }
Ejemplo n.º 2
0
        public static void Dead()
        {
            const string youDied = "*** You have died ***";

            Global.Deaths++; // this is models after the inform source which is why it's not just a private variable here
            int score = -10;

            Output.Print("\n\n");

            //TODO: implement caves_closed
            //if (caves_closed)
            //    "It looks as though you're dead. Well, seeing as how it's so close to closing time anyway,
            //    I think we'll just call it a day.";
            switch (Global.Deaths)
            {
            case 1:
                Output.Print("Oh dear, you seem to have gotten yourself killed. " +
                             "I might be able to help you out, but I've never really done this before. " +
                             "Do you want me to try to reincarnate you?");
                break;

            case 2:
                Output.Print("You clumsy oaf, you've done it again! " +
                             "I don't know how long I can keep this up. " +
                             "Do you want me to try reincarnating you again?");
                break;

            case 3:
                Output.Print("Now you've really done it! I'm out of orange smoke! " +
                             "You don't expect me to do a decent reincarnation without any orange smoke, do you?");
                break;
            }

            Output.Print("\n\n");

            var yes = YesOrNo.Ask();

            if (yes)
            {
                switch (Global.Deaths)
                {
                case 1:
                    Output.Print(
                        "All right. But don't blame me if something goes wr......" +
                        "\n\n\n\n---POOF!!---" +
                        "\n\r\nYou are engulfed in a cloud of orange smoke." +
                        "Coughing and gasping, you emerge from the smoke and find that you're....\n");
                    break;

                case 2:
                    Output.Print("Okay, now where did I put my orange smoke?.... >POOF!<" +
                                 "\n\r\nEverything disappears in a dense cloud of orange smoke.\n");
                    break;

                case 3:
                    Output.Print("Okay, if you're so smart, do it yourself! I'm leaving!");
                    Display(youDied);
                    Context.Story.IsDone = true;
                    return;
                }

                // lamp is moved to At End of Road
                var lamp = ObjectMap.Remove <BrassLantern>();
                lamp.On    = false;
                lamp.Light = false;

                var endOfRoad = Rooms.Get <EndOfRoad>();

                ObjectMap.MoveObject(lamp, endOfRoad);

                // remaining inventory items are dropped in the room where you died
                foreach (var obj in Inventory.Items)
                {
                    if (obj is Treasure)
                    {
                        score -= 5;
                    }
                }

                foreach (var item in Inventory.Items)
                {
                    ObjectMap.MoveObject(item, CurrentRoom.Location);
                }

                Inventory.Items.Clear();

                MovePlayer.To <InsideBuilding>();

                Score.Add(score, true);

                // Not sure what this is doing
                // remove dwarf;
            }
            else
            {
                switch (Global.Deaths)
                {
                case 1:
                    Output.Print("Very well.");
                    break;

                case 2:
                    Output.Print("Probably a wise choice.");
                    break;

                case 3:
                    Output.Print("I thought not!");
                    break;
                }

                Display(youDied);

                Context.Story.IsDone = true;
            }
        }