예제 #1
0
 /// <summary>
 /// Constructor
 /// </summary>
 public ModifyWindow(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, Backend.Item item)
     : base(parent, spriteBatch, content, displayRect)
 {
     _item = item;
     AddChild(_name = new TextInput(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 15, 25), "Name:", _item.name, "This is the name used for the item.", 20, true));
     _properties = new List<NumberEntry>();
     int i = 0;
     foreach (Backend.ItemEffect effect in _item.effects)
     {
         AddChild(new NumberEntry(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 35 + i * 30, (_displayRect.Width - 10) / 2 - 10, 25), effect.property.ToString(), effect.effect, "Click to remove ability", 2, false));
         ++i;
     }
     AddChild(new Button(this, _spriteBatch, _content, new Rectangle(_displayRect.Left + (_displayRect.Width - 100) / 2, _displayRect.Top + _displayRect.Height - 45, 100, 30), "Ok", (int)Backend.Buttons.Close, false));
 }
예제 #2
0
        /// /// <summary>
        /// Handle events from UIElements and/or backend objects
        /// </summary>
        ///  <param name="DownStream"></param>
        /// <param name="eventID">The ID of the event</param>
        /// <param name="data">The parameters needed for that event</param>
        public override void HandleEvent(bool DownStream, Events eventID, params object[] data)
        {
            switch (eventID)
            {
                // Client: Player used item/ability
                // Map: NPC / Monster used item/ability
                case Backend.Events.ActivateAbility:
                    {
                        Actor actor = (Actor)data[0];
                        int id = (int)data[1];

                        // Use Item from inventory
                        if (id < 0)
                        {
                            actor.Items(-id).UseItem();
                            // 2 Events:
                            // 1. Item entfernen bzw. ausrüsten
                            _parent.HandleEvent(false, Backend.Events.ActivateAbility, actor.id, id);
                            // 2. Statistiken anpassen
                            _parent.HandleEvent(false, Events.ChangeStats, actor.id, actor); // Update data on client

                        }
                        else
                        {
                            actor.mana -= actor.abilities[id - 1].cost;
                            actor.abilities[id - 1].currentCool = actor.abilities[id - 1].cooldown * 7;
                            switch (actor.abilities[id - 1].element)
                            {
                                case AbilityElement.Charm:
                                    _parent.HandleEvent(false, Events.FireProjectile, actor.id, AbilityElement.Charm);
                                    break;
                                case AbilityElement.Fire:
                                    _parent.HandleEvent(false, Events.FireProjectile, actor.id, AbilityElement.Fire);
                                    break;
                                case AbilityElement.Health:
                                    actor.health = Math.Min(actor.maxHealth, actor.health + actor.abilities[id - 1].intensity);
                                    break;
                                case AbilityElement.HealthReg:
                                    actor.health = Math.Min(actor.maxHealth, actor.health + actor.abilities[id - 1].intensity);
                                    break;
                                case AbilityElement.Ice:
                                    _parent.HandleEvent(false, Events.FireProjectile, actor.id, AbilityElement.Ice);
                                    break;
                                case AbilityElement.ManaReg:
                                    break;
                                case AbilityElement.Scare:
                                    _parent.HandleEvent(false, Events.FireProjectile, actor.id, AbilityElement.Scare);
                                    break;
                                case AbilityElement.Stun:
                                    _parent.HandleEvent(false, Events.FireProjectile, actor.id, AbilityElement.Stun);
                                    break;
                            }
                            _parent.HandleEvent(false, Events.ChangeStats, actor.id, actor); // Update data on client
                            _parent.HandleEvent(false, Backend.Events.ActivateAbility, actor.id, id);

                        }
                    }
                    break;

                // Client: Animation finished playing => Re-Enable Actor, continue game
                case Backend.Events.FinishedAnimation:
                    int FinishedID = (int)data[0];
                    if (_map.actors.Count >= FinishedID)
                    {
                        Activity FinishedActivity = (Activity)data[1];
                        switch (FinishedActivity)
                        {
                            case Activity.Die:
                                if (_map.actors[FinishedID] is Enemy)
                                {
                                    if (_map.actors[FinishedID].tile.enabled)
                                    {
                                        ((ActorTile)_map.actors[FinishedID].tile).enabled = false;
                                        ((ActorTile)_map.actors[FinishedID].tile).DropItems();
                                        if (_map.actors[FinishedID].gold > 0)
                                        {
                                            ItemTile tile = new ItemTile(((FloorTile)(_map.actors[FinishedID].tile.parent)));
                                            Backend.Item item = new Backend.Item(tile, Backend.ItemType.Gold, "", null, _map.actors[FinishedID].gold);
                                            item.value = _map.actors[FinishedID].gold;
                                            tile.item = item;
                                            ((FloorTile)(_map.actors[FinishedID].tile.parent)).Add(tile);
                                        }
                                        _parent.HandleEvent(false, Events.SetItemTiles, _map.actors[FinishedID].tile, ((FloorTile)(_map.actors[FinishedID].tile.parent)).itemTiles);
                                    }
                                }
                                else
                                {
                                    _parent.HandleEvent(false, Events.KillActor, FinishedID, _map.actors[FinishedID].tile.coords, 0, 0);
                                }

                                break;
                            default:
                                _map.actors[FinishedID].locked = false;
                                break;
                        }
                    }
                    break;

                case Backend.Events.TrapActivate:
                    {
                        Backend.Coords coords = (Coords)data[0];
                        if ((_map[coords].trap.status == TrapState.On) && (((_map[coords].hasEnemy) || (_map[coords].hasPlayer)) && (!_map[coords].firstActor.isDead)))
                        {
                            _TrapDamage(coords);
                        }
                        _parent.HandleEvent(false, Events.TrapActivate, coords, _map[coords].trap.status);

                    }
                    break;

                case Backend.Events.EndGame:
                    map.Save("savedroom" + map.id + ".xml");
                    File.WriteAllText("save\\auto\\GameData", "room" + map.id.ToString() + ".xml");
                    break;

                case Backend.Events.TileEntered:
                    {
                        int id = (int)data[0];
                        if (id < _map.actors.Count)
                        {
                            _map.actors[id].locked = false;

                            Direction dir = (Direction)data[1];
                            Backend.Coords target = _map.actors[id].tile.coords;

                            // Pickup any items
                            while (_map[target.x, target.y].hasTreasure)
                            {
                                _parent.HandleEvent(false, Events.PlaySound, SoundFX.Pickup); //SoundEffect pick items
                                _parent.HandleEvent(false, Events.ShowMessage, ((_map.actors[id] is Player) ? "You found " : _map.actors[id].name + " found ") + _map[target.x, target.y].firstItem.item.name + " .");
                                if (_map.actors[id] is Player)
                                    _parent.HandleEvent(false, Events.ActorText, _map[target].firstActor.id, target, "Found " + _map[target.x, target.y].firstItem.item.name, Color.DarkGreen);
                                _map[target.x, target.y].firstItem.item.Pickup(_map.actors[id]);
                                _map[target.x, target.y].Remove(_map[target.x, target.y].firstItem);
                            }

                            // Apply trap damage
                            if (((_map[target.x, target.y].hasTrap) && _map[target.x, target.y].trap.status == TrapState.On) && !(_map.actors[id] is NPC))
                            {
                                _TrapDamage(target);
                            }

                            if (_map.actors[id] is Player)
                            {

                                //Checkpoint - save by entering
                                if ((_map[target.x, target.y].hasCheckpoint) && (!_map[target.x, target.y].checkpoint.visited))
                                {
                                    _parent.HandleEvent(false, Events.PlaySound, SoundFX.Checkpoint);//SoundEffect checkpoint
                                    _map[target.x, target.y].checkpoint.visited = true;
                                    _map.actors[id].health = _map.actors[id].maxHealth;
                                    _map.actors[id].mana = _map.actors[id].maxMana;
                                    if (_map.actors[id].lives == -1)
                                        _map.actors[id].lives = 3;
                                    if (_map[target.x, target.y].checkpoint.bonuslife > 0)
                                        _map.actors[id].lives += (int)_map[target.x, target.y].checkpoint.bonuslife;
                                    _map.actors[id].lastCheckpoint = _map.id;
                                    _map.actors[id].checkPointCoords = new Coords(target.x, target.y);
                                    _map.Save("savedroom" + _map.id + ".xml");
                                    _parent.HandleEvent(false, Events.ActorText, _map[target].firstActor.id, target, "Checkpoint", Color.DarkOliveGreen);
                                    Regex regex = new Regex(@"\d+");

                                    _parent.HandleEvent(false, Events.ShowMessage, "Checkpoint reached (" + _map.actors[id].lives.ToString() + " lives remaining)");
                                    _parent.HandleEvent(false, Events.Checkpoint, id);
                                }

                                // Trigger floor switches
                                if (_map[_map.actors[id].tile.coords.x, _map.actors[id].tile.coords.y].hasTarget)
                                {
                                    _parent.HandleEvent(false, Backend.Events.AnimateActor, id, Activity.Talk);
                                    //_mainmap2.HandleEvent(true, Backend.Events.AnimateActor, id, Activity.Talk);

                                    _parent.HandleEvent(false, Events.GameOver, true);
                                }

                                // Apply teleporter (move to next room)
                                if (_map[target.x, target.y].hasTeleport)
                                {
                                    HandleEvent(true, Backend.Events.ChangeMap, ((TeleportTile)_map[target.x, target.y].teleportTile).nextRoom, ((TeleportTile)_map[target.x, target.y].teleportTile).nextPlayerPos);

                                }
                            }

                        }
                    }
                    // Allow to choose next turn
                    break;

                case Backend.Events.Attack:
                    {
                        int id = (int)data[0];
                        Direction dir = (Direction)data[1];
                        Backend.Coords target = Map.DirectionTile(_map.actors[id].tile.coords, dir);
                        if (_map.CanMove(_map.actors[id].tile.coords, dir))
                        {
                            _parent.HandleEvent(false, Backend.Events.Attack, id, dir);
                            _CombatDamage(id, _map[target.x, target.y].firstActor.id);
                        }
                    }
                    break;

                case Backend.Events.ExplodeProjectile:
                    {
                        _map[((ProjectileTile)data[0]).coords].Remove((ProjectileTile)data[0]);
                        if (data[2] != null)
                        {
                            Actor actor = data[2] as Actor;
                            int damage = 20 - actor.armor + (5 - _random.Next(10));
                            if (damage > 0)
                            {
                                actor.health -= damage;
                                if (actor is Player)
                                {
                                    _parent.HandleEvent(false, Events.FloatText, actor.tile.coords, damage.ToString(), Color.DarkRed);
                                    _parent.HandleEvent(false, Events.DamageActor, actor.id, actor.tile.coords, actor.health, damage);
                                }
                            }
                        }
                        _parent.HandleEvent(false, eventID, data);
                    }
                    break;

                case Backend.Events.MoveProjectile:
                    if (data[0] == null)
                    {
                        _parent.HandleEvent(false, Backend.Events.AddProjectile, ((FloorTile)data[1]).coords, (Direction)data[2], new ProjectileTile((FloorTile)data[1], (Direction)data[2]));
                    }
                    else
                    {
                        _parent.HandleEvent(false, Backend.Events.MoveProjectile, ((ProjectileTile)data[0]).id, (Coords)data[1]);
                    }
                    break;

                case Backend.Events.FinishedProjectileMove:
                    ((ProjectileTile)data[0]).NextTile(true);
                    break;

                case Backend.Events.Shop:
                    _parent.HandleEvent(false, Events.Shop, (Actor)data[1], (Actor)data[0]);
                    break;

                case Backend.Events.Dialog:
                    Player player = ((Player)data[1]); //player
                    string texttodisplay = "";
                    int queststodo = 0;
                    if (player.quests.Length <= 0)
                    {
                        texttodisplay += "Welcome, hero. I offer you this quest:\n\n";
                        // Quest nq = new Quest(Quest.QuestType.CollectItems, "Find, buy or steal a new item!", 100, null, player.inventory.Count + 1);
                        // player.AddQuest(nq);
                        //  texttodisplay += nq.text;
                    }
                    else
                    {
                        int exp = player.exp;
                        player.UpdateQuests(); //update quests and get reward
                        foreach (Quest q in player.quests)
                        {
                            texttodisplay += q.text; /*
                            if (q.Completed)
                                texttodisplay = "You successfully performed my quest. I grant you " + q.xp.ToString() + " experience points.";
                            else
                            {
                                texttodisplay = "I am still waiting for you to perform my quest:\n\n" + q.text;
                                queststodo++;
                            } */
                        }
                        if (player.exp - exp > 0)
                            _parent.HandleEvent(false, Events.ActorText, player.id, player.tile.coords, "+" + (player.exp - exp).ToString() + " Exp", Color.Gold); // Update data on client

                        while (player.exp > player.expNeeded)
                        {
                            player.LevelUp();
                            _parent.HandleEvent(false, Events.ChangeStats, player.id, player); // Update data on client
                        }
                    }
                    GenericDialog(((Actor)data[1]).id, ((Actor)data[0]).id, texttodisplay);
                    break;

                case Backend.Events.MoveActor:
                    {
                        if ((data.Length > 1) && (_map.actors.Count >= (int)data[0]) && (!_map.actors[(int)data[0]].locked))
                        {
                            int id = (int)data[0];
                            _map.actors[id].locked = true;
                            Direction dir = (Direction)data[1];
                            Backend.Coords target = Map.DirectionTile(_map.actors[id].tile.coords, dir);
                            _map.actors[id].direction = dir;

                            if (((FloorTile)_map.actors[id].tile.parent).hasTrap)
                            {
                                if (((FloorTile)_map.actors[id].tile.parent).trap.status == TrapState.Disabled)
                                    ((FloorTile)_map.actors[id].tile.parent).trap.status = TrapState.NoDisplay;
                                _parent.HandleEvent(false, Backend.Events.ChangeTrapState, _map.actors[id].tile.coords.x, _map.actors[id].tile.coords.y, TrapState.NoDisplay);
                            }

                            Actor a = _map[target.x, target.y].firstActor;
                            if ((a is NPC) && (_map.actors[id] is Player))
                            {
                                (a as NPC).Interact(_map.actors[id]);
                            }
                            if ((a is Enemy || a is Player) &&
                                !(_map.actors[id] is NPC) //  NPCs do not attack
                                && (a.id != id) // Do not attack yourself
                                && (!a.isDead) // Do not attack dead opponents
                                && !((a is Player) && (!a.online)) // Do not attack offline players
                                && !((a is Player) && (_map.actors[id] is Player)) // No Player vs Player
                                )
                            {
                                HandleEvent(true, Backend.Events.Attack, id, dir);
                            }
                            else
                            {
                                if ((_map[target].hasDoor) && (_map.actors[id] is Player) && (!_map[target].door.open))
                                {
                                    if (_map.actors[id].HasKey(_map.level))
                                    {
                                        _map[target].door.open = true;
                                        _parent.HandleEvent(false, Events.ShowMessage, "You open the door using the key you fought for.");
                                    }
                                    else
                                    {
                                        _parent.HandleEvent(false, Events.ShowMessage, "The door is locked.\n It is likely a strong creature guards the key.");
                                    }
                                }
                                if (_map.CanMove(_map.actors[id].tile.coords, dir))
                                {
                                    Coords old = new Coords(_map.actors[id].tile.coords.x, _map.actors[id].tile.coords.y);
                                    _map.MoveActor(_map.actors[id], dir);
                                    _parent.HandleEvent(false, Backend.Events.MoveActor, id, dir, _map.actors[id].moveIndex, _map.actors[id].tile.coords, old);
                                }
                                else
                                {
                                    _parent.HandleEvent(false, Backend.Events.RejectMove, id, dir, _map.actors[id].moveIndex, _map.actors[id].tile.coords, _map.actors[id].tile.coords);
                                    _map.actors[id].locked = false;
                                }
                            }
                        }
                    }
                    break;

                case Backend.Events.Initialize:
                    ReassignPlayer();
                    break;

                case Backend.Events.Pause:
                    _paused = true;
                    _parent.HandleEvent(true, Backend.Events.Pause);
                    break;

                case Backend.Events.ContinueGame:
                    if (!DownStream)
                        _parent.HandleEvent(true, Backend.Events.ContinueGame, true);
                    _paused = false;
                    break;

                case Backend.Events.LoadFromCheckPoint:
                    HandleEvent(false, Backend.Events.Pause);
                    map.Save("room" + map.id + ".xml");
                    Coords targetCoords = map.actors[(int)data[0]].checkPointCoords;
                    map.actors[(int)data[0]].lives--;
                    map.actors[(int)data[0]].health = map.actors[(int)data[0]].maxHealth;

                    if (map.id != map.actors[(int)data[0]].lastCheckpoint)
                    {
                        ChangeMap("room" + map.actors[(int)data[0]].lastCheckpoint.ToString() + ".xml", targetCoords);
                        map.Save("room" + map.id + ".xml");
                    }
                    else
                        map.PositionActor(map.actors[(int)data[0]], targetCoords);
                    HandleEvent(false, Backend.Events.Initialize, true);
                    break;

                case Backend.Events.ChangeMap: // Load another map
                    HandleEvent(false, Backend.Events.Pause);
                    ChangeMap((string)data[0], (Coords)data[1]);
                    ReassignPlayer();
                    break;

                case Backend.Events.NewMap:
                    HandleEvent(false, Backend.Events.Pause);
                    _map.ClearActors();
                    GenerateMaps();
                    map.Load("room1.xml", null, true);
                    HandleEvent(false, Backend.Events.ContinueGame, true);
                    break;
                case Backend.Events.ResetGame:
                    _DeleteSavedRooms();
                    _map.ClearActors();
                    _map.Load("room1.xml", null, true);
                    HandleEvent(false, Events.Initialize, true);
                    break;
            }
        }