public void Unequip(Equipment equipment)
 {
     switch (equipment.EquipmentType)
     {
         case EquipmentTypes.Helmet:
             Inventory.Add(Equipment.Helmet);
             Equipment.Helmet = null;
             break;
         case EquipmentTypes.Armor:
             Inventory.Add(Equipment.Armor);
             Equipment.Armor = null;
             break;
         case EquipmentTypes.Boots:
             Inventory.Add(Equipment.Boots);
             Equipment.Boots = null;
             break;
         case EquipmentTypes.Amulet:
             Inventory.Add(Equipment.Amulet);
             Equipment.Amulet = null;
             break;
         case EquipmentTypes.Shield:
             Inventory.Add(Equipment.Shield);
             Equipment.Shield = null;
             break;
         case EquipmentTypes.Ring:
             break;
         default:
             break;
     }
 }
        private void btnNewItem_Click(object sender, EventArgs e)
        {
            ItemTypes type = (ItemTypes)cbbNewItemType.SelectedIndex;
            Item it;

            switch (type)
            {
                case ItemTypes.Usable:
                    it = new Item() { Type = ItemTypes.Usable, Name = "Item" };
                    break;
                case ItemTypes.Equipment:
                    it = new Equipment() { Type = ItemTypes.Equipment, Name = "Equipment" };
                    break;
                case ItemTypes.Weapon:
                    it = new Weapon() { Type = ItemTypes.Weapon, Name = "Weapon" };
                    break;
                default:
                    it = new Item() { Type = ItemTypes.Usable, Name = "Item" };
                    break;
            }

            Items.Add(it);

            lbxItems.DataSource = null;
            lbxItems.ValueMember = "Id";
            lbxItems.DisplayMember = "Name";
            lbxItems.DataSource = Items;

            lbxItems.SelectedIndex = Items.Count - 1;
        }
 public void EquipItem(Equipment equipment)
 {
     switch (equipment.EquipmentType)
     {
         case EquipmentTypes.Helmet:
             if (Equipment.Helmet != null)
             {
                 Inventory.Add(Equipment.Helmet);
             }
             Inventory.Remove(equipment);
             Equipment.Helmet = equipment;
             break;
         case EquipmentTypes.Armor:
             if (Equipment.Armor != null)
             {
                 Inventory.Add(Equipment.Armor);
             }
             Inventory.Remove(equipment);
             Equipment.Armor = equipment;
             break;
         case EquipmentTypes.Boots:
             if (Equipment.Boots != null)
             {
                 Inventory.Add(Equipment.Boots);
             }
             Inventory.Remove(equipment);
             Equipment.Boots = equipment;
             break;
         case EquipmentTypes.Amulet:
             if (Equipment.Amulet != null)
             {
                 Inventory.Add(Equipment.Amulet);
             }
             Inventory.Remove(equipment);
             Equipment.Amulet = equipment;
             break;
         case EquipmentTypes.Shield:
             if (Equipment.Shield != null)
             {
                 Inventory.Add(Equipment.Shield);
             }
             Inventory.Remove(equipment);
             Equipment.Shield = equipment;
             break;
         case EquipmentTypes.Ring:
             break;
         default:
             break;
     }
 }
        private void DrawEquipmentStats(Equipment eq)
        {
            Equipment playerEq = null;

            switch (eq.EquipmentType)
            {
                case EquipmentTypes.Helmet:
                    playerEq = Player.Equipment.Helmet;
                    break;
                case EquipmentTypes.Armor:
                    playerEq = Player.Equipment.Armor;
                    break;
                case EquipmentTypes.Boots:
                    playerEq = Player.Equipment.Boots;
                    break;
                case EquipmentTypes.Amulet:
                    playerEq = Player.Equipment.Amulet;
                    break;
                case EquipmentTypes.Ring:
                    playerEq = Player.Equipment.Ring;
                    break;
                case EquipmentTypes.Shield:
                    playerEq = Player.Equipment.Shield;
                    break;
                default:
                    break;
            }

            if (eq.Armor > 0)
                DrawEquipmentStat(LanguageConfig.Config.Armor, eq.Armor, playerEq == null ? 0 : playerEq.Armor);
            if (eq.MagicResistance > 0)
                DrawEquipmentStat(LanguageConfig.Config.MagicResistAbreviation, eq.Armor,
                    playerEq == null ? 0 : playerEq.Armor);
            //if (eq.Wisdom > 0) DrawEquipmentStat(LanguageConfig.Config.Wisdom, eq.Wisdom, playerEq == null ? 0 : playerEq.Wisdom);
            if (eq.Spirit > 0)
                DrawEquipmentStat(LanguageConfig.Config.Intelligence, eq.Spirit, playerEq == null ? 0 : playerEq.Spirit);
            if (eq.Strength > 0)
                DrawEquipmentStat(LanguageConfig.Config.Strength, eq.Strength, playerEq == null ? 0 : playerEq.Strength);
            if (eq.Agility > 0)
                DrawEquipmentStat(LanguageConfig.Config.Agility, eq.Agility, playerEq == null ? 0 : playerEq.Agility);
            if (eq.Dexterity > 0)
                DrawEquipmentStat(LanguageConfig.Config.Dexterity, eq.Dexterity,
                    playerEq == null ? 0 : playerEq.Dexterity);
        }