Esempio n. 1
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        private Seven(string configPath)
            : base(configPath)
        {
            Data = new DataStore(typeof(FF7).Assembly);

            SavePath = Configuration.GetNode("/config/savePath").InnerText;
        }
Esempio n. 2
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        public static string GetCharacterStats(string character, int level)
        {
            DataStore data = new DataStore(typeof(Seven).Assembly);

            Party p = new Party(data);

            Character c = (Character)typeof(Party).GetProperty(character).GetValue(p, null);

            while (c.Level < level)
            {
                c.GainExperience(c.ExpToNextLevel + 10);
            }

            return c.ToString();
        }
Esempio n. 3
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        public Materiatory(DataStore data, XmlNode savegame)
            : this()
        {
            foreach (XmlNode node in savegame.SelectNodes("./materiatory/orb"))
            {
                if (node.NodeType == XmlNodeType.Comment)
                {
                    continue;
                }

                string id = node.Attributes ["id"].Value;
                int ap = Int32.Parse(node.Attributes ["ap"].Value);
                int slot = Int32.Parse(node.Attributes ["slot"].Value);

                _materiatory[slot] = data.GetMateria(id, ap);
            }
        }
Esempio n. 4
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        public Party(DataStore data)
            : this()
        {
            Clock = new Clock();

            InitCharacters(data);

            AddCharacters();

            _party[0] = Cloud;

            Materiatory = new Materiatory();
            Inventory = new Inventory();
            Reserves = new Character[3, 3];

            Gil = 100;

            BattleSpeed = DEFAULT_BATTLE_SPEED;
        }
Esempio n. 5
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        public Party(DataStore data, XmlNode savegame)
            : this()
        {
            InitCharacters(savegame, data);

            AddCharacters();

            for (int k = 0; k <= 2; k++)
            {
                XmlNode node = savegame.SelectSingleNode("./slot" + k.ToString());

                if (node != null)
                {
                    if (!String.IsNullOrEmpty(node.InnerText))
                    {
                        _party[k] = _characters[node.InnerText];
                    }
                }
            }

            Materiatory = new Materiatory(data, savegame);
            Inventory = new Inventory(data, savegame);
            Reserves = new Character[3, 3];

            int i = 0;
            int j = 0;

            foreach (XmlNode node in savegame.SelectNodes("./reserve"))
            {
                if (node.NodeType == XmlNodeType.Comment)
                {
                    continue;
                }

                Reserves[j, i] = _characters[node.InnerXml];
                i++;
                if (i % 3 == 0)
                {
                    j++;
                    i = 0;
                }
            }

            Gil = Int32.Parse(savegame.SelectSingleNode("./gil").InnerXml);

            int time = Int32.Parse(savegame.SelectSingleNode("./time").InnerText);
            Clock = new Clock(time, true);

            BattleSpeed = Int32.Parse(savegame.SelectSingleNode("./battleSpeed").InnerText);

            for (int a = 0; a < 4; a++)
            {
                XmlNode cornerNode = savegame.SelectSingleNode("./config/menu/corner" + a);

                int r = Int32.Parse(cornerNode.Attributes["r"].Value);
                int g = Int32.Parse(cornerNode.Attributes["g"].Value);
                int b = Int32.Parse(cornerNode.Attributes["b"].Value);

                Menu.Menu.SetCornerColor(a, r, g, b);
            }
        }
Esempio n. 6
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        private void InitCharacters(DataStore data)
        {
            XmlDocument characterData = Resource.GetXmlFromResource("data.characters.xml", data.Assembly);

            Cloud = new Character(characterData.SelectSingleNode("./characters/Cloud"), data);
            Tifa = new Character(characterData.SelectSingleNode("./characters/Tifa"), data);
            Aeris = new Character(characterData.SelectSingleNode("./characters/Aeris"), data);
            Barret = new Character(characterData.SelectSingleNode("./characters/Barret"), data);
            RedXIII = new Character(characterData.SelectSingleNode("./characters/RedXIII"), data);
            Yuffie = new Character(characterData.SelectSingleNode("./characters/Yuffie"), data);
            CaitSith = new Character(characterData.SelectSingleNode("./characters/CaitSith"), data);
            Vincent = new Character(characterData.SelectSingleNode("./characters/Vincent"), data);
            Cid = new Character(characterData.SelectSingleNode("./characters/Cid"), data);
            Sephiroth = new Character(characterData.SelectSingleNode("./characters/Sephiroth"), data);
        }
Esempio n. 7
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        /// <summary>
        /// Loads a saved character.
        /// </summary>
        /// <param name="savexmlstring"></param>
        /// <param name="dataxmlstring"></param>
        public Character(XmlNode savexml, XmlNode dataxml, DataStore data)
            : this()
        {
            _halve = new List<Element>();
            _void = new List<Element>();
            _absorb = new List<Element>();
            _immune = new List<Status>();

            Name = savexml.Name;

            // Stats
            _strength_base = Int32.Parse(savexml.SelectSingleNode("./stats/str").InnerText);
            _dexterity_base = Int32.Parse(savexml.SelectSingleNode("./stats/dex").InnerText);
            _vitality_base = Int32.Parse(savexml.SelectSingleNode("./stats/vit").InnerText);
            _magic_base = Int32.Parse(savexml.SelectSingleNode("./stats/mag").InnerText);
            _spirit_base = Int32.Parse(savexml.SelectSingleNode("./stats/spi").InnerText);
            _luck_base = Int32.Parse(savexml.SelectSingleNode("./stats/lck").InnerText);
            _level = Int32.Parse(savexml.SelectSingleNode("./stats/lvl").InnerText);

            // Experience and Level
            _exp = Int32.Parse(savexml.SelectSingleNode("./exp").InnerText);
            _limitlvl = Int32.Parse(savexml.SelectSingleNode("./limitlvl").InnerText);

            // HP
            _hp = Int32.Parse(savexml.SelectSingleNode("./hp").InnerText);
            _maxhp = Int32.Parse(savexml.SelectSingleNode("./maxhp").InnerText);
            if (_hp > _maxhp)
            {
                throw new SaveStateException("HP > MAXHP for " + Name);
            }
            //_death = (_hp == 0);

            // MP
            _mp = Int32.Parse(savexml.SelectSingleNode("./mp").InnerText);
            _maxmp = Int32.Parse(savexml.SelectSingleNode("./maxmp").InnerText);
            if (_mp > _maxmp)
            {
                throw new SaveStateException("MP > MAXMP for " + Name);
            }

            // Fury/Sadness
            Sadness = Boolean.Parse(savexml.SelectSingleNode("./sadness").InnerText);
            Fury = Boolean.Parse(savexml.SelectSingleNode("./fury").InnerText);
            if (Sadness && Fury)
            {
                throw new SaveStateException("Can't be both sad and furious");
            }

            // Sex
            _sex = (Sex)Enum.Parse(typeof(Sex), dataxml.SelectSingleNode("./sex").InnerText);

            // Back row?
            BackRow = Boolean.Parse(savexml.SelectSingleNode("./backRow").InnerText);

            // Equipment
            _weapon = data.GetWeapon(savexml.SelectSingleNode("./weapon/name").InnerText);

            foreach (XmlNode orb in savexml.SelectNodes("./weapon/materia/orb"))
            {
                string id = orb.Attributes["id"].Value;
                int ap = Int32.Parse(orb.Attributes["ap"].Value);
                int slot = Int32.Parse(orb.Attributes["slot"].Value);
                if (slot >= _weapon.Slots.Length)
                {
                    throw new SaveStateException("Materia orb assigned to slot that doesnt exist on weapon.");
                }

                _weapon.Slots[slot] = data.GetMateria(id, ap);
            }

            _armor = data.GetArmor(savexml.SelectSingleNode("./armor/name").InnerText);

            foreach (XmlNode orb in savexml.SelectNodes("./armor/materia/orb"))
            {
                string id = orb.Attributes["id"].Value;
                int ap = Int32.Parse(orb.Attributes["ap"].Value);
                int slot = Int32.Parse(orb.Attributes["slot"].Value);
                if (slot >= _weapon.Slots.Length)
                {
                    throw new SaveStateException("Materia orb assigned to slot that doesnt exist on armor.");
                }

                _armor.Slots[slot] = data.GetMateria(id, ap);
            }

            string acc = savexml.SelectSingleNode("./accessory").InnerText;
            _accessory = String.IsNullOrEmpty(acc) ? null : data.GetAccessory(acc);

            // Q-Values
            _qvals = InitTable(dataxml.SelectSingleNode("./qvals").InnerText);

            // Luck base/gradient tables
            _lck_base = InitTable(dataxml.SelectSingleNode("./lbvals").InnerText);
            _lck_gradient = InitTable(dataxml.SelectSingleNode("./lgvals").InnerText);

            // HP base/gradient tables
            _hp_base = InitTable(dataxml.SelectSingleNode("./hpbvals").InnerText);
            _hp_gradient = InitTable(dataxml.SelectSingleNode("./hpgvals").InnerText);

            // MP base/gradient tables
            _mp_base = InitTable(dataxml.SelectSingleNode("./mpbvals").InnerText);
            _mp_gradient = InitTable(dataxml.SelectSingleNode("./mpgvals").InnerText);

            // Stat ranks
            _stat_ranks = InitTable(dataxml.SelectSingleNode("./ranks").InnerText);

            Profile = new Gdk.Pixbuf(data.Assembly, "charfull." + Name.ToLower() + ".jpg");
            ProfileSmall = new Gdk.Pixbuf(data.Assembly, "charsmall." + Name.ToLower() + ".jpg");
            ProfileTiny = new Gdk.Pixbuf(data.Assembly, "chartiny." + Name.ToLower() + ".jpg");

            // Sanity checks. Sometimes we'll load materia onto a save file which
            //    causes the max to drop, but we don't otherwise modify the current
            //    values. So we'll do that here.

            if (_hp > _maxhp)
            {
                _hp = _maxhp;
            }
            else if (_hp <= 0)
            {
                _hp = 0;
                InflictDeath();
            }

            if (_mp > _maxmp)
            {
                _mp = _maxmp;
            }
            else if (_mp < 0)
            {
                _mp = 0;
            }

            CharacterMetrics = data.CharacterMetrics;
        }
Esempio n. 8
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 /// <summary>
 /// Creates a character from scratch with initial stats/equipment.
 /// </summary>
 /// <param name="dataxmlstring"></param>
 public Character(XmlNode dataxml, DataStore data)
     : this(dataxml, dataxml, data)
 {
 }