public void UseShieldPot(Player player, Item item, HUD hud) { if (stockItems[(int)ITEM.POTSHELL] > 0) { DecreaseStock(ITEM.POTSHELL); player.HealShell(item.Power(Global.ITEM_AVATAR(ITEM.POTSHELL)), this, hud); //update HUD bar and display to HUD text box hud.setHudHealthAndShield(player.Health(), player.Shield()); hud.Draw();// updates visible inventory hud.UpdateHotBar(player, this); } else { hud.DisplayText($"< {player.Name()} {Global.MESSAGE_POTSHIELDMISSING} >", false); } }
public void PickupFoundItems(Player player, List <Item> items, HUD hud) { for (int i = 0; i < items.Count; i++) { if (items[i].PickedUpByPlayer()) { //switch statement changed to if else to accept Global parameter /*for (int j = 0; j < Global.globalAccess.itemIDs.Count; j++) * { * string ID = j.ToString(); * if (items[i].Avatar() == Global.ITEM_AVATAR(ID)) * { * IncreaseStock(ID); * } * }*/ if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.POTHEAL)) { IncreaseStock(ITEM.POTHEAL); } else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.POTSHELL)) { IncreaseStock(ITEM.POTSHELL); } else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.KEYBIG)) { IncreaseStock(ITEM.KEYBIG); } else if (items[i].Avatar() == Global.ITEM_AVATAR(ITEM.KEYSMALL)) { IncreaseStock(ITEM.KEYSMALL); } hud.UpdateHotBar(player, this); hud.Draw(); hud.DisplayText($"< {player.Name()} picked up {items[i].Name()} [{items[i].Avatar()}] >", false); items[i].PickedUpByPlayer(false); // removes the items ability to be picked up /this completes the process of putting the item in the invetory, otherwise pick up every item set to pickedup every time player picks up new item } } }
private void UseInvetoryOutput(Player player, Item item, TradeMenu tradeMenu) // SpaceBar Input / HOLDS OBJECT USE SLOTS / { Weapon weapon = player.EquipedWeapon(); if (menuInput.Key == ConsoleKey.Spacebar) { //item slots // max 20 /*for (int i = 0; i < this.itemPos.GetLength(0); i++) * { * if (cursorPos == i) * { * for (int j = 0; j < Global.globalAccess.itemIDs.Count; j++) * { * string ID = j.ToString(); * if (item.Avatar() == Global.globalAccess.ItemValues.avatars[j]) * { * if (Global.globalAccess.ItemValues.effects[i] == "none" || Global.globalAccess.ItemValues.effects[i] == null) // should be enum * { * hud.DisplayText($"< this item is insignificant >", false); * } * else if (Regex.IsMatch(Global.globalAccess.ItemValues.desc[i], @"^[a-zA-Z]+$")) #region regex explaination * /// ^ start of the string * /// [] character set * /// \ one time * /// + continious * /// $ end of the string #endregion * { * if (cursorPos == i) { hud.DisplayText($" \"{Global.globalAccess.ItemValues.desc[i]}\"", false); } * else { hud.DisplayText($"< i can't seem to remember what this is >", false); } * * if (Global.globalAccess.ItemValues.powers[i] > 0) * { * UsePot(player, item, hud, Global.globalAccess.ItemValues.effects[i]); * } * else { hud.DisplayText($"< it has no effect >", false); } * } * else * { } * } * } * } * } */ if (cursorPos == 1) { UseHealthPot(player, item, hud); } else if (cursorPos == 2) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 3) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 4) { hud.DisplayText(" \"A Big Key, for Big Problems, I mean Big Doors\"", false); } else if (cursorPos == 5) { hud.DisplayText(" \"A Small Key, it looks generic, I bet it would fit most locks\"", false); } else if (cursorPos == 6) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 7) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 8) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 9) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 10) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 11) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 12) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 13) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 14) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 15) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 16) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 17) { hud.DisplayText($"< empty >", false); } else if (cursorPos == 18) { hud.DisplayText($"< empty >", false); } else { hud.DisplayText($"< empty >", false); } //weapon slots for (int i = 0; i < Global.globalAccess.weaponIDs.Count; i++) { string ID = i.ToString(); if (cursorPos == 20 + i && stockWeapons[Global.globalAccess.weaponIDs[ID]]) { player.damageMultiplier = tradeMenu.kaliburnDamageMultiplier; player.EquipWeapon(ID); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } else { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } } /*else if (navigator == 20 && _stockWeapons[(int)WEAPON.FISTS]) { player.EquipWeapon(WEAPON.FISTS); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else if (navigator == 21 && _stockWeapons[(int)WEAPON.DAGGER]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.daggerDamageMultiplier; player.EquipWeapon(WEAPON.DAGGER); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else if (navigator == 22 && _stockWeapons[(int)WEAPON.SHORTSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.shortswordDamageMultiplier; player.EquipWeapon(WEAPON.SHORTSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else if (navigator == 23 && _stockWeapons[(int)WEAPON.BROADSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.broadswordDamageMultplier; player.EquipWeapon(WEAPON.BROADSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else if (navigator == 24 && _stockWeapons[(int)WEAPON.LONGSWORD]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.longswordDamageMultplier; player.EquipWeapon(WEAPON.LONGSWORD); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else if (navigator == 25 && _stockWeapons[(int)WEAPON.CLAYMORE]) { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); } else { player.damageMultiplier = tradeMenu.claymoreDamageMultiplier; player.EquipWeapon(WEAPON.CLAYMORE); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * if (navigator == 26 && _stockWeapons[(int)WEAPON.KALIBURN]) { player.damageMultiplier = tradeMenu.kaliburnDamageMultiplier; player.EquipWeapon(WEAPON.KALIBURN); hud.DisplayText($"< {player.Name()} Equiped {weapon.Name()} >", false); } * else { hud.DisplayText($"< {player.Name()} Equiped nothing... >", false); }*/ hud.UpdateHotBar(player, this); // update hotbar on inventory use } }