/// <summary> /// Lets the player choose what to do after clearing a room from loot and/or enemies /// </summary> /// <param name="aPlayer">Active player</param> public void PostActio(Player.Player aPlayer) { int tempWWD2 = Console.WindowWidth / 2, tempWHD2 = Console.WindowHeight / 2; aPlayer.PrintUI(); Console.SetCursorPosition(tempWWD2 - Language.GetPossibleActions().Length / 2, tempWHD2 - 12); Console.Write(Language.GetPossibleActions()); Console.SetCursorPosition(tempWWD2 - 9, tempWHD2 - 10); Console.Write("[1] " + Language.GetContinueAdventure()); Console.SetCursorPosition(tempWWD2 - 9, tempWHD2 - 9); Console.Write("[2] " + Language.GetOpenInventory()); Console.SetCursorPosition(tempWWD2 - 9, tempWHD2 - 8); Console.Write("[3] " + Language.GetRest()); Utility.PrintInColour("(-10 " + Language.GetGold() + ")", ConsoleColor.DarkRed); Console.SetCursorPosition(tempWWD2 - 9, tempWHD2 - 7); Console.Write("[4] " + Language.GetViewMap()); Console.SetCursorPosition(tempWWD2 - 9, tempWHD2 - 6); Console.Write("[5] " + Language.GetCommitSuicide()); switch (Utility.GetDigitInput(-1, -4, 5)) { case 2: aPlayer.OpenInventory(); PostActio(aPlayer); break; case 3: aPlayer.Rest(); break; case 4: DungeonManager.GetActiveDungeon().ShowMap(aPlayer); PostActio(aPlayer); break; case 5: aPlayer.DeathSequence(); break; } }