コード例 #1
0
 public Save_Info(Save_Info info)
 {
     File_Id           = info.File_Id;
     Time              = info.Time;
     Chapter_Id        = info.Chapter_Id;
     Difficulty        = info.Difficulty;
     Style             = info.Style;
     Map_Save_Exists   = info.Map_Save_Exists;
     Suspend_Exists    = info.Suspend_Exists;
     AvailableChapters = new List <string>(info.AvailableChapters);
 }
コード例 #2
0
        private Suspend_Info(Suspend_Info source)
        {
            Chapter_Id      = source.Chapter_Id;
            Lord_Actor_Face = source.Lord_Actor_Face;
            Turn            = source.Turn;
            Units           = source.Units;
            Playtime        = source.Playtime;
            Gold            = source.Gold;
            Save_Id         = source.Save_Id;
            Preparations    = source.Preparations;
            HomeBase        = source.HomeBase;
            Difficulty      = source.Difficulty;
            Style           = source.Style;
            Time            = source.Time;
            ScreenshotData  = source.ScreenshotData.ToArray();

            SuspendModifiedTime = source.SuspendModifiedTime;
        }
コード例 #3
0
        internal Metrics_Data(Gameplay_Metrics gameplay)
        {
            Chapter        = Global.game_system.chapter_id;
            StartTime      = Global.game_system.chapter_start_time;
            Difficulty     = Global.game_system.Difficulty_Mode;
            Style          = Global.game_system.Style;
            PlayTime       = Global.game_system.chapter_play_time;
            RankTurns      = Global.game_system.chapter_turn;
            RankCombat     = Global.game_system.chapter_damage_taken;
            RankExp        = Global.game_system.chapter_exp_gain;
            RankCompletion = Global.game_system.chapter_completion;
            RankSurvival   = Global.game_system.chapter_deaths;
            Deployed       = Global.game_system.deployed_unit_count;
            DeployedLvl    = Global.game_system.deployed_unit_avg_level;
            Battalion      = Global.battalion.actors.Count;
            BattalionLvl   = Global.battalion.average_level;

            GameplayStartTime = Global.game_system.gameplay_start_time;

            Gameplay = gameplay;
        }
コード例 #4
0
        public void TitleNewGame(int fileId, Mode_Styles style, Difficulty_Modes difficulty)
        {
            Global.save_file            = new Tactile.IO.Save_File();
            Global.save_file.Style      = style;
            Global.save_file.Difficulty = difficulty;

            Global.game_options.reset_options();
            Global.start_game_file_id = fileId;
            Global.start_new_game     = true;

            // Save file on creation
            CallSaveData();
            Loading_Suspend = false;
            Closing         = true;
            Timer           = 0;
            if (Global.save_files_info == null)
            {
                Global.save_files_info = new Dictionary <int, Tactile.IO.Save_Info>();
            }
            Global.save_files_info.Add(
                Global.start_game_file_id, Tactile.IO.Save_Info.new_file());
        }
コード例 #5
0
        public Mode_Style_Info_Panel(Mode_Styles style)
        {
            var window = new System_Color_Window();

            window.width          = WIDTH;
            window.height         = 48;
            window.color_override = Constants.Difficulty.STYLE_COLOR_REDIRECT[style];
            window.small          = true;
            Window = window;

            Size = new Vector2(WIDTH, Window.height);

            Style     = new TextSprite();
            Style.loc = new Vector2(24, -8);
            Style.SetFont(Config.UI_FONT, Global.Content, "Yellow");
            Style.text      = style.ToString();
            Description     = new TextSprite();
            Description.loc = new Vector2(16, 8);
            Description.SetFont(Config.UI_FONT, Global.Content, "Blue");
            Description.text = Global.system_text["Style " + style.ToString()];

            active = false;
        }
コード例 #6
0
        public void reset()
        {
            Instant_Move     = false;
            Selected_Unit_Id = -1;
            //Rng = new List<int>();
            reset_rng();
            Preset_Rng            = new List <int>();
            Saved_Rns             = new List <int>();
            Saving_Rns            = false;
            Preparations          = false;
            Home_Base             = false;
            Menu_Canto            = Canto_Records.None;
            Battler_1_Id          = -1;
            Battler_2_Id          = -1;
            Aoe_Targets           = new List <int>();
            Staff_User_Id         = -1;
            Staff_Target_Id       = -1;
            Staff_Target_Loc      = new Vector2(-1, -1);
            Rescuer_Id            = -1;
            Rescuee_Id            = -1;
            Item_User             = -1;
            Item_Used             = -1;
            Item_Inventory_Target = -1;
            ItemPromotionId       = -1;
            ItemTargetLoc         = new Vector2(-1, -1);
            Visitor_Id            = -1;
            Visit_Loc             = new Vector2(-1, -1);
            Shopper_Id            = -1;
            Shop_Loc           = new Vector2(-1, -1);
            SecretShop         = false;
            In_Arena           = false;
            Wager              = -1;
            Arena_Distance     = -1;
            Arena_Round        = -1;
            Arena_Retreat      = false;
            Stolen_Item        = -1;
            Discarder_Id       = -1;
            SupportGainId      = -1;
            SupportGainTargets = new List <int>();

            Battle_Mode        = Constants.Animation_Modes.Map;
            Status_Page        = 0;
            Unit_Page          = 0;
            Unit_Sort          = 0;
            Unit_Sort_Up       = true;
            DataPage           = 0;
            Supply_Item_Type   = 0;
            Objective_Text     = "";
            Victory_Text       = "";
            Loss_Text          = "";
            Objective_Mode     = new int[] { 0, 0 };
            Loss_On_Death      = new HashSet <int>();
            Ally_Loss_On_Death = new List <int>();
            Difficulty_Mode    = Difficulty_Modes.Normal;
            Style                         = Global.save_file == null ? Mode_Styles.Standard : Global.save_file.Style;
            Previous_Chapters             = new List <string>();
            Rankings                      = new PastRankings();
            Total_Play_Time               = 0;
            Chapter_Save_Progression_Keys = new string[0];
            Victory                       = false;
            Failure                       = false;
            clear_events();
        }
コード例 #7
0
        public void read(BinaryReader reader, Version loadedVersion)
        {
            Instant_Move         = reader.ReadBoolean();
            Character_Anim_Count = reader.ReadInt32();
            Selected_Unit_Id     = reader.ReadInt32();
            if (loadedVersion.older_than(0, 4, 3, 2))
            {
                List <int> rand = new List <int>();
                rand.read(reader);
                reset_rng();
            }
            else
            {
                Rand = Rng.read(reader, loadedVersion);
            }
            //reset_rng(); //Debug
            Preset_Rng.read(reader);
            Preparations = reader.ReadBoolean();
            if (!loadedVersion.older_than(0, 4, 3, 6))
            {
                Home_Base = reader.ReadBoolean();
            }
            Menu_Canto   = (Canto_Records)reader.ReadInt32();
            Battler_1_Id = reader.ReadInt32();
            Battler_2_Id = reader.ReadInt32();
            Aoe_Targets.read(reader);
            Staff_User_Id    = reader.ReadInt32();
            Staff_Target_Id  = reader.ReadInt32();
            Staff_Target_Loc = Staff_Target_Loc.read(reader);
            Rescuer_Id       = reader.ReadInt32();
            Rescuee_Id       = reader.ReadInt32();
            Item_User        = reader.ReadInt32();
            Item_Used        = reader.ReadInt32();
            if (!loadedVersion.older_than(0, 4, 6, 1))
            {
                Item_Inventory_Target = reader.ReadInt32();
            }
            if (!loadedVersion.older_than(0, 6, 6, 0))
            {
                ItemPromotionId = reader.ReadInt32();
            }
            if (!loadedVersion.older_than(0, 6, 4, 1))
            {
                ItemTargetLoc = ItemTargetLoc.read(reader);
            }
            Shopper_Id = reader.ReadInt32();
            Shop_Loc   = Shop_Loc.read(reader);
            if (!loadedVersion.older_than(0, 5, 0, 5))
            {
                SecretShop = reader.ReadBoolean();
            }
            In_Arena       = reader.ReadBoolean();
            Wager          = reader.ReadInt32();
            Arena_Distance = reader.ReadInt32();
            Arena_Round    = reader.ReadInt32();
            Stolen_Item    = reader.ReadInt32();
            Dance_Item     = reader.ReadInt32();
            Discarder_Id   = reader.ReadInt32();
            if (!loadedVersion.older_than(0, 5, 5, 4))
            {
                SupportGainId = reader.ReadInt32();
                SupportGainTargets.read(reader);
            }

            Battle_Mode    = (Constants.Animation_Modes)reader.ReadInt32();
            Objective_Text = reader.ReadString();
            Victory_Text   = reader.ReadString();
            Loss_Text      = reader.ReadString();
            Objective_Mode = Objective_Mode.read(reader);
            Loss_On_Death.read(reader);
            Ally_Loss_On_Death.read(reader);
            if (loadedVersion.older_than(0, 4, 2, 0))
            {
                Difficulty_Mode = reader.ReadBoolean() ? Difficulty_Modes.Hard: Difficulty_Modes.Normal;
            }
            else
            {
                Difficulty_Mode = (Difficulty_Modes)reader.ReadInt32();
            }
            Style = (Mode_Styles)reader.ReadInt32();
            if (!loadedVersion.older_than(0, 4, 0, 4))
            {
                Previous_Chapters.read(reader);
            }
            if (!loadedVersion.older_than(0, 4, 4, 0))
            {
                Chapter_Id = reader.ReadString();
                if (!loadedVersion.older_than(0, 5, 6, 3))
                {
                    PreviousChapterIds.read(reader);
                }
                else
                {
                    PreviousChapterIds.Clear();
                    string previous_chapter = reader.ReadString();
                    if (!string.IsNullOrEmpty(previous_chapter))
                    {
                        if (!Global.data_chapters.ContainsKey(Chapter_Id))
                        {
                            throw new KeyNotFoundException(string.Format("Problem loading save, cannot find chapter {0}", Chapter_Id));
                        }
                        else if (!Global.data_chapters.ContainsKey(previous_chapter))
                        {
                            throw new KeyNotFoundException(string.Format("Problem loading save, cannot find chapter {0}", previous_chapter));
                        }
                        else
                        {
                            string progression_id;
                            if (!Global.data_chapters[Chapter_Id].Prior_Chapters
                                .Intersect(Global.data_chapters[previous_chapter].Progression_Ids)
                                .Any())
                            {
#if DEBUG
                                //throw new KeyNotFoundException(string.Format(
                                //    "Chapter {0}'s prior chapters do not match chapter {1}'s progression ids",
                                //    Chapter_Id, previous_chapter));
#endif

                                // Incorrect but eh @Debug
                                progression_id = Global.data_chapters[Chapter_Id].Prior_Chapters.First();
                            }
                            else
                            {
                                progression_id = Global.data_chapters[Chapter_Id].Prior_Chapters
                                                 .Intersect(Global.data_chapters[previous_chapter].Progression_Ids)
                                                 .First();
                            }
                            PreviousChapterIds.Add(progression_id, previous_chapter);
                        }
                    }
                }
            }
            if (!loadedVersion.older_than(0, 6, 7, 0))
            {
                Rankings = PastRankings.read(reader, Difficulty_Mode);
            }
            else
            {
                Rankings = new PastRankings();
            }
            Total_Play_Time   = reader.ReadInt32();
            Chapter_Play_Time = reader.ReadInt32();
            if (!loadedVersion.older_than(0, 4, 6, 3))
            {
                Chapter_Start_Time = DateTime.FromBinary(reader.ReadInt64());
                if (!loadedVersion.older_than(0, 6, 3, 1))
                {
                    GameplayStartTime = DateTime.FromBinary(reader.ReadInt64());
                }
                else
                {
                    GameplayStartTime = Chapter_Start_Time;
                }
                Deployed_Unit_Count     = reader.ReadInt32();
                Deployed_Unit_Avg_Level = reader.ReadInt32();
            }
            Chapter_Turn         = reader.ReadInt32();
            Chapter_Exp_Gain     = reader.ReadInt32();
            Chapter_Damage_Taken = reader.ReadInt32();
            Chapter_Deaths       = reader.ReadInt32();
            Chapter_Completion   = reader.ReadInt32();
            if (!loadedVersion.older_than(0, 4, 4, 3))
            {
                Home_Base_Background = reader.ReadString();
            }

            SWITCHES = Event_Variable_Data <bool> .read(reader, Config.EVENT_DATA_LENGTH);

            VARIABLES = Event_Variable_Data <int> .read(reader, Config.EVENT_DATA_LENGTH);

            //Event_Processor.read_data(reader); //Debug
        }