public static void StartRoom(Player player, int floor)
        {
            Console.Clear();
            MenuDoes.DrawMenu();
            CharacterInfo.ShortAttributes(player);
            MenuDoes.CommandToggle(0, player.zToggle, player);
            SceneSocial.DrawScene(player);
            SceneSocial.DrawInput(new string[] { "//Continue" }, 0);
            int x = 5;
            int y = 8;

            string[] dialogue = SRString(floor);
            player.CreateSkill(floor);
            Console.ForegroundColor = ConsoleColor.Cyan;
            Console.SetCursorPosition(7, 8); Console.Write("Plutchik's Soul");
            Console.ForegroundColor = ConsoleColor.White;
            Console.Write(": It's time to continue your journey.");
            SceneSocial.DrawInput(new string[] { "//Continue" }, 0);
            SceneBattle.PressEnter();
            Console.SetCursorPosition(7, 9); Console.ForegroundColor = ConsoleColor.Green;
            Console.Write("!You have been fully restored!");
            SceneSocial.DrawInput(new string[] { "//Leave Room" }, 0);
            player.Life     = player.FindLife();
            player.Resource = player.ResourceAttribute != Attributes.Intuition ? player.FindResource() : 0;
            SceneBattle.PressEnter();
        }
 public static void Initialize(Player player, Map map)
 {
     Console.Clear();
     MenuDoes.DrawMenu();
     CharacterInfo.ShortSheet(player);
     MenuDoes.CommandClear();
     MenuDoes.CommandToggle(0, player.zToggle, player);
     SceneMap.DrawMap(player, map);
 }
        public static Player Loop(Player player, Map map)
        {
            //insert finished switch here.  being able to call this will allow for cutscenes.  -__o don't count on it anytime soon
            //bools
            Console.CursorVisible = false;
            bool menuOn  = false;
            bool floorOn = true;
            bool refresh = true;
            //ints  //Refresh(int info, int command, int scene)
            int xRef           = -1;
            int yRef           = -1;
            int zRef           = -1;
            int toggleSelector = -1;
            int toggleInfo     = 0;
            int toggleCommand  = 0;
            int toggleScene    = 0;

            //NPC npc = map.CurrentRoom.Character;

            //Main Loop
            do
            {
                if (refresh)
                {
                    Console.CursorVisible = false;
                    toggleSelector        = -1;
                    Initialize(player, map);
                    refresh = false;
                }
                Console.SetCursorPosition(109, 2);
                switch (Console.ReadKey(true).Key)
                {
                //Opens Map (if menu is on) when Subtract (NumPad) or G is pressed
                case ConsoleKey.Subtract:
                case ConsoleKey.G:
                    #region Open Map
                    if (toggleScene == 0)
                    {
                        if (menuOn == true)
                        {
                            menuOn = false;
                            MenuDoes.SceneClear();
                            SceneMap.DrawMap(player, map);
                        }
                    }
                    #endregion
                    break;

                //Current location set to up (if possible) when NumPad8 or W is pressed
                case ConsoleKey.W:
                case ConsoleKey.NumPad8:
                    #region Move Up
                    if (toggleScene == 0)    //Map is scene
                    {
                        if (menuOn == false)
                        {
                            if (map.CurrentRoom.IsExit[0])
                            {
                                toggleSelector = 0;
                                xRef           = map.CurrentRoom.MapX;
                                yRef           = map.CurrentRoom.MapY - 1;
                                zRef           = 2;
                                SceneMap.FillMap(player, map);
                                SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o');
                                SceneMap.PreviewMove(xRef, yRef);
                                SceneMap.UpdateInput(player, map, 0);
                            }
                        }
                    }
                    #endregion
                    break;

                //Current location set to right (if possible) when NumPad6 or D is pressed
                case ConsoleKey.D:
                case ConsoleKey.NumPad6:
                    #region Move Right
                    if (toggleScene == 0)    //Map is scene
                    {
                        if (menuOn == false)
                        {
                            if (map.CurrentRoom.IsExit[1])
                            {
                                toggleSelector = 0;
                                xRef           = map.CurrentRoom.MapX + 1;
                                yRef           = map.CurrentRoom.MapY;
                                zRef           = 3;
                                SceneMap.FillMap(player, map);
                                SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o');
                                SceneMap.PreviewMove(xRef, yRef);
                                SceneMap.UpdateInput(player, map, 1);
                            }
                        }
                    }
                    #endregion
                    break;

                //Current location set to down (if possible) when NumPad2 or S is pressed
                case ConsoleKey.S:
                case ConsoleKey.NumPad2:
                    #region Move Down
                    if (toggleScene == 0)    //Map is scene
                    {
                        if (menuOn == false)
                        {
                            if (map.CurrentRoom.IsExit[2])
                            {
                                toggleSelector = 0;
                                xRef           = map.CurrentRoom.MapX;
                                yRef           = map.CurrentRoom.MapY + 1;
                                zRef           = 0;
                                SceneMap.FillMap(player, map);
                                SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o');
                                SceneMap.PreviewMove(xRef, yRef);
                                SceneMap.UpdateInput(player, map, 2);
                            }
                        }
                    }
                    #endregion
                    break;

                //Current location set to left (if possible) when NumPad4 or A is pressed
                case ConsoleKey.A:
                case ConsoleKey.NumPad4:
                    #region Move Left
                    if (toggleScene == 0)    //Map is scene
                    {
                        if (menuOn == false)
                        {
                            if (map.CurrentRoom.IsExit[3])
                            {
                                toggleSelector = 0;
                                xRef           = map.CurrentRoom.MapX - 1;
                                yRef           = map.CurrentRoom.MapY;
                                zRef           = 1;
                                SceneMap.FillMap(player, map);
                                SceneMap.DrawRoom(map.CurrentRoom.MapX, map.CurrentRoom.MapY, 'o');
                                SceneMap.PreviewMove(xRef, yRef);
                                SceneMap.UpdateInput(player, map, 3);
                            }
                        }
                    }
                    #endregion
                    break;

                //Open Character Info Menu when NumPad0 or Z is pressed
                case ConsoleKey.Z:
                case ConsoleKey.NumPad0:
                    #region Open Character Info
                    Scene.InputClear();
                    MenuDoes.SceneClear();
                    if (toggleInfo != 0)
                    {
                        toggleInfo = 0;
                        CharacterInfo.ClearArea();
                        MenuDoes.CommandClear();
                        CharacterInfo.ShortSheet(player);
                        MenuDoes.CommandToggle(toggleCommand, player.zToggle, player);
                    }
                    CharacterInfo.LongSheet(player, toggleInfo, -1);
                    menuOn = true;
                    #endregion
                    break;

                //Open Attributes Menu when NumPad1 or X is pressed
                case ConsoleKey.X:
                case ConsoleKey.NumPad1:
                    #region Open Attributes Info
                    Scene.InputClear();
                    MenuDoes.SceneClear();
                    if (toggleInfo != 1)
                    {
                        toggleInfo = 1;
                        CharacterInfo.ClearArea();
                        MenuDoes.CommandClear();
                        CharacterInfo.ShortAttributes(player);
                        MenuDoes.CommandToggle(toggleCommand, player.zToggle, player);
                    }
                    CharacterInfo.LongSheet(player, toggleInfo, -1);
                    menuOn = true;
                    #endregion
                    break;

                //Open Equipment Menu when NumPad3 or C is pressed
                case ConsoleKey.C:
                case ConsoleKey.NumPad3:
                    #region Open Equipment Info
                    Scene.InputClear();
                    MenuDoes.SceneClear();
                    if (toggleInfo != 2)
                    {
                        toggleInfo = 2;
                        CharacterInfo.ClearArea();
                        MenuDoes.CommandClear();
                        CharacterInfo.ShortEquipment(player);
                        MenuDoes.CommandToggle(toggleCommand, toggleInfo, player);
                    }
                    CharacterInfo.LongSheet(player, toggleInfo, -1);
                    menuOn = true;
                    #endregion
                    break;

                //Toggle Top/Menu view
                case ConsoleKey.Tab:
                case ConsoleKey.Add:
                    #region Toggle Info at Top of Screen
                    //Check InfoToggled
                    //Switch between shortsheet, shortattributes, short equipment
                    switch (toggleInfo)
                    {
                    case 0:
                        CharacterInfo.ClearArea();
                        CharacterInfo.ShortAttributes(player);
                        toggleInfo++;
                        if (toggleCommand == 0)
                        {
                            MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player);
                        }
                        if (menuOn)
                        {
                            MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1);
                        }
                        break;

                    case 1:
                        CharacterInfo.ClearArea();
                        CharacterInfo.ShortEquipment(player);
                        toggleInfo++;
                        if (toggleCommand == 0)
                        {
                            MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player);
                        }
                        if (menuOn)
                        {
                            MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1);
                        }
                        break;

                    case 2:
                        CharacterInfo.ClearArea();
                        CharacterInfo.ShortSheet(player);
                        toggleInfo = 0;
                        if (toggleCommand == 0)
                        {
                            MenuDoes.CommandClear(); MenuDoes.CommandToggle(toggleCommand, toggleInfo, player);
                        }
                        if (menuOn)
                        {
                            MenuDoes.SceneClear(); CharacterInfo.LongSheet(player, toggleInfo, -1);
                        }
                        break;
                    }
                    #endregion
                    break;

                case ConsoleKey.Delete:
                    player.zToggle = player.zToggle == 0 ? 1 : 0;
                    MenuDoes.CommandClear();
                    MenuDoes.CommandToggle(toggleCommand, player.zToggle, player);
                    break;

                //Confirm selection when NumPad5 or F (or enter) is pressed
                case ConsoleKey.Enter:
                case ConsoleKey.F:
                case ConsoleKey.NumPad5:
                    #region Confirm
                    if (!menuOn)
                    {
                        if (toggleSelector != -1)
                        {
                            //Check Scene
                            switch (toggleScene)
                            {
                            case 0:
                                if (map.MapRooms[yRef, xRef] == 'u')         //Make new room if "unexplored"
                                {
                                    map.CreateRoom(xRef, yRef, zRef, map.StartRoom.FloorOn);
                                }
                                else         //Find old room if "explored"
                                {
                                    foreach (Room room in map.Rooms)
                                    {
                                        if (room.MapX == xRef & room.MapY == yRef)
                                        {
                                            map.CurrentRoom           = room;
                                            map.CurrentRoom.HasBeenIn = true;
                                        }
                                    }
                                }
                                //SCENE SCENE SCENE!!!!!
                                //Scene.Room, might need to toggleScene before?
                                floorOn = Scene.Room(map.CurrentRoom, player); toggleScene = 0; toggleInfo = 0; toggleCommand = 0;
                                if (floorOn == true)
                                {
                                    map.CurrentRoom.HasBeenIn = true;
                                    toggleSelector            = -1;
                                    refresh = true;
                                }
                                break;

                            case 1:

                                break;

                            case 2:

                                break;
                            }
                        }
                    }

                    #endregion
                    break;

                //Toggle Command Menu when Backspace of V is pressed
                case ConsoleKey.Backspace:
                case ConsoleKey.V:
                    #region Toggle Commands
                    switch (toggleCommand)
                    {
                    case 0:
                        MenuDoes.CommandClear();
                        MenuDoes.CommandToggle(1, player.zToggle, player);
                        toggleCommand++;
                        break;

                    case 1:
                        MenuDoes.CommandClear();
                        MenuDoes.CommandToggle(0, player.zToggle, player);
                        toggleCommand--;
                        break;
                        //case 2: //Antiquated
                        //    MenuDoes.CommandClear();
                        //    MenuDoes.CommandToggle(0, toggleInfo, player);
                        //    toggleCommand = 0;
                        //    break;
                    }
                    #endregion
                    break;

                //Refresh (debug)
                case ConsoleKey.Escape:
                    #region Exit Menu
                    menuOn  = false;
                    refresh = true;
                    #endregion
                    break;
                }
            } while (floorOn);
            return(player);
        }