private static void LoadInventory(List <string> inventoryItemDetails, List <InventoryItem> tempInventory) { try { foreach (string iiDetails in inventoryItemDetails) { string[] iiComponents = iiDetails.Split('|'); switch (iiComponents[0]) { case "Armour": { tempInventory.Add(new InventoryItem(World.ArmourByID(Int32.Parse(iiComponents[1])), Int32.Parse(iiComponents[2]))); break; } case "Weapon": { tempInventory.Add(new InventoryItem(World.WeaponByID(Int32.Parse(iiComponents[1])), Int32.Parse(iiComponents[2]))); break; } } } return; } catch { loadSuccessfull = false; return; } }
public Gladiator(string name, string description) { Name = name; Nickname = null; InPlayersTeam = false; Description = description; EXP = 0; BaseDamage = 3; BaseHP = 10; WeaponEquipped = World.WeaponByID(World.WEAPON_ID_DAGGER); ArmourEquipped = World.ArmourByID(World.ARMOUR_ID_RAGS); MovementRange = 3; AttackRange = 1; LevelUpGladiator(); }
public Gladiator(string name, string nickname, string description, int exp, int weaponID, int ArmourID, int movementRange, int attackRange) { Name = name; Nickname = nickname; InPlayersTeam = true; Description = description; EXP = exp; BaseDamage = 3; BaseHP = 10; WeaponEquipped = World.WeaponByID(weaponID); ArmourEquipped = World.ArmourByID(ArmourID); MovementRange = movementRange; AttackRange = attackRange; LevelUpGladiator(); }
public static Player CreatePlayerFromXmlString(string PLAYER_DATA_FILE_NAME) { try { XmlDocument playerData = new XmlDocument(); playerData.LoadXml(PLAYER_DATA_FILE_NAME); string playerName = playerData.SelectSingleNode("/Player/Stats/Name").InnerText; // Console.WriteLine("Got name: " + playerName); string PC = playerData.SelectSingleNode("/Player/Stats/Class").InnerText; // Console.WriteLine("Got class: " + PC); string PR = playerData.SelectSingleNode("/Player/Stats/Race").InnerText; //Console.WriteLine("Got race: " + PR); int currentHitPoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentHitPoints").InnerText); // Console.WriteLine("Got current hit points: " + currentHitPoints.ToString()); int maximumHitPoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/MaximumHitPoints").InnerText); // Console.WriteLine("Got max hit points: " + maximumHitPoints.ToString()); int gold = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/Gold").InnerText); // Console.WriteLine("Got gold: " + gold.ToString()); int experiencePoints = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/ExperiencePoints").InnerText); //Console.WriteLine("Got experience: " + experiencePoints.ToString()); Factions factionString = (Factions)Enum.Parse(typeof(Factions), (playerData.SelectSingleNode("/Player/Stats/Faction").InnerText), true); //Console.WriteLine("Got Faction: " + factionString.ToString()); int alignment = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/Alignment").InnerText); //Console.WriteLine("Got Alignment: " + alignment.ToString()); int equiptString = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentWeapon").InnerText); IWeapon equipt = World.WeaponByID(equiptString); // Console.WriteLine("Got equipt weapon: " + equipt.Name.ToString()); Player player = new Player(playerName, PC, PR, gold, currentHitPoints, maximumHitPoints, (Weapon)equipt, false, true, factionString, alignment); int currentLocationID = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentLocation").InnerText); Player.CurrentLocation = World.LocationByID(currentLocationID); if (playerData.SelectSingleNode("/Player/Stats/CurrentWeapon") != null) { int currentWeaponID = Convert.ToInt32(playerData.SelectSingleNode("/Player/Stats/CurrentWeapon").InnerText); player.Equipt = (Weapon)World.WeaponByID(currentWeaponID); } foreach (XmlNode node in playerData.SelectNodes("/Player/InventoryItems/InventoryItem")) { int id = Convert.ToInt32(node.Attributes["ID"].Value); int quantity = Convert.ToInt32(node.Attributes["Quantity"].Value); if (id > 100 && id <= 200) { for (int i = 0; i < quantity; i++) { player.AddItemToInventory((Weapon)World.WeaponByID(id)); } } else { for (int i = 0; i < quantity; i++) { player.AddItemToInventory(World.ItemByID(id)); } } } return(player); } catch (Exception ex) { // If there was an error with the XML data, return a default player object Console.WriteLine(ex.ToString()); //return CreateDefaultPlayer(); return(null); } }
public static void CreatePlayerInst() { string name; string className = ""; string raceName = ""; Factions faction = Factions.Admin; int alignment = 0; int gold = 0; int hp = 0; bool validRace = false; bool validClass = false; bool validFaction = false; Console.WriteLine("Give me your name."); Console.Write("> "); name = CapWord.FirstCharToUpper(Console.ReadLine()); while (validClass == false) { Console.WriteLine("What class would you like to be?"); Console.ForegroundColor = ConsoleColor.Yellow; Console.Write("Warrior, Mage, Thief > "); className = Console.ReadLine().ToLower(); Console.ForegroundColor = ConsoleColor.White; if (className == "warrior") { gold = 100; validClass = true; } else if (className == "mage") { gold = 150; validClass = true; } else if (className == "thief") { gold = 200; validClass = true; } else { Console.WriteLine("Not a valid class"); } } while (validRace == false) { Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("What race would you like?"); Console.ForegroundColor = ConsoleColor.Yellow; Console.Write("Human, Elf, Dwarf > "); raceName = Console.ReadLine().ToLower(); if (raceName == "human") { validRace = true; hp = 100; } else if (raceName == "elf") { validRace = true; hp = 80; } else if (raceName == "dwarf") { validRace = true; hp = 120; } else { Console.WriteLine("Not a Valid entry."); } } while (validFaction == false) { Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("To what faction do you belong?"); Console.ForegroundColor = ConsoleColor.Yellow; Console.Write("Hero, Villion > "); string strFaction = CapWord.FirstCharToUpper(Console.ReadLine()); if (strFaction == Factions.Hero.ToString() || strFaction == Factions.Villain.ToString() || strFaction == Factions.Admin.ToString()) { faction = (Factions)Enum.Parse(typeof(Factions), strFaction, true); validFaction = true; } } Console.ForegroundColor = ConsoleColor.White; Player._player = new Player(name, CapWord.FirstCharToUpper(className), CapWord.FirstCharToUpper(raceName), gold, hp, hp, (Weapon)World.WeaponByID(103), false, true, faction, alignment); Console.WriteLine("Creating character data, please wait!"); SaveData.SaveGameData(Player._player); }