public PostBattleState(BattleState battle) { _exp = battle.Exp; _ap = battle.AP; _gil = battle.Gil; _items = new List<InventoryRecord>(); _exp_multiplier = new int[] { 100, 100, 100 }; for (int i = 0; i < 3; i++) if (battle.Allies[i] != null) foreach (Materia m in battle.Allies[i].Materia) if (m != null) { if (m.ID == "gilplus") switch (m.Level) { case 0: _gil_multiplier += 50; break; case 1: _gil_multiplier += 100; break; case 2: _gil_multiplier += 200; break; } if (m.ID == "expplus") switch (m.Level) { case 0: _exp_multiplier[i] += 50; break; case 1: _exp_multiplier[i] += 75; break; case 2: _exp_multiplier[i] += 100; break; } } CollectItems(battle.Items); _state = State.BeforeGain; }
internal PostBattleState(int exp, int ap, int gil, List<IItem> items) { _exp = exp; _ap = ap; _gil = gil; _items = new List<InventoryRecord>(); _exp_multiplier = new int[] { 100, 100, 100 }; _gil_multiplier = 100; for (int i = 0; i < 3; i++) if (Globals.Party[i] != null) foreach (Materia m in Globals.Party[i].Materia) if (m != null) { if (m.ID == "gilplus") switch (m.Level) { case 0: _gil_multiplier += 50; break; case 1: _gil_multiplier += 100; break; case 2: _gil_multiplier += 200; break; } if (m.ID == "expplus") switch (m.Level) { case 0: _exp_multiplier[i] += 50; break; case 1: _exp_multiplier[i] += 75; break; case 2: _exp_multiplier[i] += 100; break; } } CollectItems(items); _state = State.BeforeGain; }
private static void Init() { _random = new Random(); InitializeLua(); Application.Init(); if (!GLib.Thread.Supported) GLib.Thread.Init(); Gdk.Threads.Init(); Gdk.Threads.Enter(); _window = new Gtk.Window(Globals.WINDOW_NAME); _window.SetDefaultSize(Globals.WIDTH, Globals.HEIGHT); _window.AppPaintable = true; _window.DoubleBuffered = false; _window.DeleteEvent += OnWinDelete; _window.KeyPressEvent += OnKeyPress; _window.KeyReleaseEvent += OnKeyRelease; //_window.ConfigureEvent += OnWindowConfigure; DrawingArea da = new DrawingArea(); da.ExposeEvent += OnExposed; Gdk.Color col = new Gdk.Color(0, 0, 0); _window.ModifyBg(StateType.Normal, col); da.ModifyBg(StateType.Normal, col); GLib.Timeout.Add(33, new GLib.TimeoutHandler(Graphics.TimedDraw)); _window.Add(da); _window.ShowAll(); Gdk.Threads.Leave(); Graphics.Init(); // depends on _window being initialized Item.Init(); Enemy.Init(); // depends on Globals ctor Weapon.Init(); // depends on Globals ctor Armor.Init(); // depends on Globals ctor Accessory.Init(); // depends on Globals ctor Materia.Init(); // depends on Globals ctor Character.Init(); // depends on [Weapons|Armor|Materia].Init() Globals.Init(); // depends on Character.Init() MenuScreen.Init(); // depends on Globals.Init() Inventory.Init(); // depends on a whole lot of things Spell.Init(); // depends on Globals ctor Materiatory.Init(); // depends on Materia.Init() int time = Int32.Parse(Globals.SaveGame.SelectSingleNode("//time").InnerText); _clock = new Clock(time); // depends on Globals ctor // Go to Main Menu _state = MainMenu; // Go to new Battle //GoToBattleState(); // Go to Post-Battle //List<IItem> i = new List<IItem>(); //i.Add(Item.ItemTable["powersource"]); //i.Add(Item.ItemTable["powersource"]); //i.Add(Item.ItemTable["potion"]); //PostBattle = new PostBattleState(234, 12, 1200, i); //_state = PostBattle; _state.Init(); if (Globals.Party[0] == null && Globals.Party[1] == null && Globals.Party[2] == null) throw new GamedataException("No character in party!"); // Level-up demo //using (StreamWriter w = new StreamWriter(@"c:\scripts\test.txt")) //{ // while (Character.Cloud.Level < 98) // { // Character.Cloud.GainExperience(Character.Cloud.ToNextLevel + 10); // w.WriteLine(Character.Cloud.ToString()); // } // w.Flush(); //} }
public override void KeyPressHandle(Key k) { switch (_state) { case State.BeforeGain: GiveExperience(); _state = State.AfterGain; break; case State.AfterGain: _screen = MenuScreen.HoardScreen; MenuScreen.HoardScreen.ChangeControl(HoardItemLeft.Instance); _state = State.BeforeGive; break; case State.BeforeGive: GiveGil(); _state = State.AfterGive; break; case State.AfterGive: _screen.Control.ControlHandle(k); break; } }
private static void SwitchState(State s) { _state.Dispose(); _state = s; s.Init(); }