예제 #1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            KeyboardState keyBoard = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || keyBoard.IsKeyDown(Keys.Escape))
                this.Exit();

            switch (currentGameState)
            {
                #region Game State: Character Creation
                case GameState.CharacterCreation:
                    #region Choosing number of players/heroes/classes
                    #region Step 1: Select Number of Heroes
                    if (creationStep == 1) // Choosing the number of heroes to play the game with
                    {
                        messages.Add(new Message("Choose The", windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.25))));
                        messages.Add(new Message("Number Of Heroes", windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.35))));
                        if (!createdStep1)
                        {
                            numOfPlayerTokens.Add(new Token(creationRec, 2, creationRec.Width / 4 - 50, (int)(creationRec.Height * 0.55f) - 50, new Rectangle(918, 584, 100, 100)));
                            numOfPlayerTokens.Add(new Token(creationRec, 3, creationRec.Width / 2 - 50, (int)(creationRec.Height * 0.55f) - 50, new Rectangle(918, 684, 100, 100)));
                            numOfPlayerTokens.Add(new Token(creationRec, 4, (int)(creationRec.Width * 0.75f - 50), (int)(creationRec.Height * 0.55f) - 50, new Rectangle(918, 784, 100, 100)));
                            createdStep1 = true;
                        }
                        if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                        else if (mouse.LeftButton == ButtonState.Released)
                        {
                            leftButtonReleased = true;
                            if (leftClickStarted)
                            {
                                leftClickStarted = false;
                                foreach (Token numPlayers in numOfPlayerTokens) { if (numPlayers.DrawRectangle.Contains(mouse.X, mouse.Y)) { numHeroesPlaying = numPlayers.Variable; creationStep = 2; messages.Clear(); } }
                                chosenHeroArchtype.Add(-1); chosenHeroArchtype.Add(-1);
                                chosenHeroName.Add(-1); chosenHeroName.Add(-1);
                                chosenHeroClass.Add(-1); chosenHeroClass.Add(-1);
                                if (numHeroesPlaying >= 3) { chosenHeroArchtype.Add(-1); chosenHeroName.Add(-1); chosenHeroClass.Add(-1); }
                                if (numHeroesPlaying == 4) { chosenHeroArchtype.Add(-1); chosenHeroName.Add(-1); chosenHeroClass.Add(-1); }

                                checkVariousItems(mouse);
                            }
                        }
                    }
                    #endregion
                    #region Step 2: Choose the Archetype
                    else if (creationStep == 2) // Choosing the Archtype to play the game with, repeated min 2 times, max 4 times
                    {
                        messages.Add(new Message("Choose An Archetype", windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.25))));
                        messages.Add(new Message("For Hero " + creatingHeroNumber, windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.35))));
                        foreach (Token choseArchetype in chooseArchetype) choseArchetype.Active = true;
                        if (numOfHealers == 2) { chooseArchetype[0].Active = false; chooseArchetype[0].SourceRectangleY = 128; }
                        if (numOfMages == 2) { chooseArchetype[1].Active = false; chooseArchetype[1].SourceRectangleY = 128; }
                        if (numOfScouts == 2) { chooseArchetype[2].Active = false; chooseArchetype[2].SourceRectangleY = 128; }
                        if (numOfWarriors == 2) { chooseArchetype[3].Active = false; chooseArchetype[3].SourceRectangleY = 128; }
                        if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                        else if (mouse.LeftButton == ButtonState.Released)
                        {
                            leftButtonReleased = true;
                            if (leftClickStarted)
                            {
                                leftClickStarted = false;
                                foreach (Token chosenArchetype in chooseArchetype) {
                                    if (chosenArchetype.DrawRectangle.Contains(mouse.X, mouse.Y) && chosenArchetype.Active) {
                                        if (chosenArchetype.Variable == 1) numOfHealers++;
                                        else if (chosenArchetype.Variable == 2) numOfMages++;
                                        else if (chosenArchetype.Variable == 3) numOfScouts++;
                                        else numOfWarriors++;
                                        chosenHeroArchtype[creatingHeroNumber - 1] = chosenArchetype.Variable;
                                        creationStep = 3;
                                        messages.Clear();
                                        foreach (Token choseArchetype in chooseArchetype) choseArchetype.Active = false;
                                    }
                                }
                            }
                        }
                    }
                    #endregion
                    #region Step 3: Choose the Hero
                    else if (creationStep == 3) // Choosing the Hero for the given Archtype, repeated min 2 times, max 4 times
                    {
                        string archetypeName = GetArchetypeName();
                        bool ashPicked = false, avPicked = false, leoPicked = false, tarPicked = false, jainPicked = false, tomPicked = false, grisPicked = false, synPicked = false;
                        messages.Add(new Message("Choose A " + archetypeName + " Hero", windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.25))));
                        if (!loadedOnce)
                        {
                            for (int x = 0; x < chosenHeroName.Count; x++)
                            {
                                switch (chosenHeroName[x])
                                {
                                    case 1: ashPicked = true; break;
                                    case 2: avPicked = true; break;
                                    case 3: leoPicked = true; break;
                                    case 4: tarPicked = true; break;
                                    case 5: jainPicked = true; break;
                                    case 6: tomPicked = true; break;
                                    case 7: grisPicked = true; break;
                                    case 8: synPicked = true; break;
                                    default: break;
                                }
                            }
                            if (archetypeName == "Healer")
                            {
                                if(!ashPicked) chooseHero.Add(new Token(creationRec, 1, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 0, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 1, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 0, 320, 256)));
                                if (!avPicked) chooseHero.Add(new Token(creationRec, 2, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 256, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 2, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 256, 320, 256)));
                            }
                            else if (archetypeName == "Mage")
                            {
                                if(!leoPicked) chooseHero.Add(new Token(creationRec, 3, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 512, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 3, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 512, 320, 256)));
                                if(!tarPicked) chooseHero.Add(new Token(creationRec, 4, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 768, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 4, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 768, 320, 256)));
                            }
                            else if (archetypeName == "Scout")
                            {
                                if (!jainPicked) chooseHero.Add(new Token(creationRec, 5, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 0, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 5, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 0, 320, 256)));
                                if (!tomPicked) chooseHero.Add(new Token(creationRec, 6, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 256, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 6, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 256, 320, 256)));
                            }
                            else if (archetypeName == "Warrior")
                            {
                                if (!grisPicked) chooseHero.Add(new Token(creationRec, 7, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 512, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 7, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 512, 320, 256)));
                                if (!synPicked) chooseHero.Add(new Token(creationRec, 8, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(0, 768, 320, 256)));
                                else chooseHero.Add(new Token(creationRec, 8, (int)(creationRec.Width * 0.55f), (int)(creationRec.Height * 0.333f), new Rectangle(320, 768, 320, 256)));
                            }
                            loadedOnce = true;
                            foreach (Token hSheet in chooseHero) { foreach (int chosenHero in chosenHeroName) if (chosenHero == hSheet.Variable) hSheet.Active = false; }
                        }
                        if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                        else if (mouse.LeftButton == ButtonState.Released)
                        {
                            leftButtonReleased = true;
                            if (leftClickStarted)
                            {
                                leftClickStarted = false;
                                foreach (Token chosenHero in chooseHero) { if (chosenHero.DrawRectangle.Contains(mouse.X, mouse.Y) && chosenHero.Active) { chosenHeroName[creatingHeroNumber - 1] = chosenHero.Variable; creationStep = 4; messages.Clear(); } }
                                foreach (Token choseHero in chooseHero) choseHero.Active = false;
                                chooseHero.Clear(); loadedOnce = false;
                            }
                        }
                    }
                    #endregion
                    #region Step 4: Choose the Class
                    else if (creationStep == 4)
                    {
                        string archetypeName = GetArchetypeName();
                        bool ssPicked = false, dePicked = false, rmPicked = false, necPicked = false, thPicked = false, wlPicked = false, bsPicked = false, knPicked = false;
                        messages.Add(new Message("Choose A " + archetypeName + " Class", windlassFont36, new Vector2(creationRec.X + creationRec.Width / 2, (int)(creationRec.Y + creationRec.Height * 0.25))));
                        #region Hero Classes
                        if (!loadedOnce)
                        {
                            for (int x = 0; x < chosenHeroClass.Count; x++)
                            {
                                switch (chosenHeroClass[x])
                                {
                                    case 1: ssPicked = true; break;
                                    case 2: dePicked = true; break;
                                    case 3: necPicked = true; break;
                                    case 4: rmPicked = true; break;
                                    case 5: thPicked = true; break;
                                    case 6: wlPicked = true; break;
                                    case 7: bsPicked = true; break;
                                    case 8: knPicked = true; break;
                                    default: break;
                                }
                            }
                            if (archetypeName == "Healer")
                            {
                                if(!ssPicked) chooseClass.Add(new Token(creationRec, 1, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(512, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 1, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(512, 128, 64, 64)));
                                if (!dePicked) chooseClass.Add(new Token(creationRec, 2, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(512, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 2, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(512, 128, 64, 64)));
                                messages.Add(new Message("Disciple - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height / 2)));
                                messages.Add(new Message("Spirit Speaker - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height * 0.7f)));
                            }
                            else if (archetypeName == "Mage")
                            {
                                if (!necPicked) chooseClass.Add(new Token(creationRec, 3, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(576, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 3, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(576, 128, 64, 64)));
                                if (!rmPicked) chooseClass.Add(new Token(creationRec, 4, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(576, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 4, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(576, 128, 64, 64)));
                                messages.Add(new Message("Necromancer - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height / 2)));
                                messages.Add(new Message("Runemaster - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height * 0.7f)));
                            }
                            else if (archetypeName == "Scout")
                            {
                                if (!thPicked) chooseClass.Add(new Token(creationRec, 5, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(640, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 5, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(640, 128, 64, 64)));
                                if (!wlPicked) chooseClass.Add(new Token(creationRec, 6, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(640, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 6, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(640, 128, 64, 64)));
                                messages.Add(new Message("Thief - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height / 2)));
                                messages.Add(new Message("Wildlander - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height * 0.7f)));
                            }
                            else if (archetypeName == "Warrior")
                            {
                                if (!bsPicked) chooseClass.Add(new Token(creationRec, 7, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(704, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 7, (int)(creationRec.Width * 0.15f), (int)(creationRec.Height * 0.3), new Rectangle(704, 128, 64, 64)));
                                if (!knPicked) chooseClass.Add(new Token(creationRec, 8, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(704, 64, 64, 64)));
                                else chooseClass.Add(new Token(creationRec, 8, (int)(creationRec.Width * 0.11f), (int)(creationRec.Height * 0.5), new Rectangle(704, 128, 64, 64)));
                                messages.Add(new Message("Berserker - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height / 2)));
                                messages.Add(new Message("Knight - <insert class definition here>", windlassFont14, new Vector2(GameConstants.HALF_WINDOW_WIDTH(), creationRec.Height * 0.7f)));
                            }
                            loadedOnce = true;
                            foreach (Token pickClass in chooseClass) { foreach (int pickedClass in chosenHeroClass) if (pickedClass == pickClass.Variable) pickClass.Active = false; }
                        }
                        #endregion
                        if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                        else if (mouse.LeftButton == ButtonState.Released)
                        {
                            leftButtonReleased = true;
                            if (leftClickStarted)
                            {
                                leftClickStarted = false;
                                foreach (Token chosenClass in chooseClass) { if (chosenClass.DrawRectangle.Contains(mouse.X, mouse.Y) && chosenClass.Active) { chosenHeroClass[creatingHeroNumber - 1] = chosenClass.Variable; messages.Clear(); creatingHeroNumber++; creationStep = 2; } }
                                foreach (Token chosenClass in chooseClass) chosenClass.Active = false;
                                chooseClass.Clear(); loadedOnce = false;
                            }
                        }
                    }
                    #endregion
                    if (creatingHeroNumber > numHeroesPlaying) { finishedSelectingHeroes = true; numHeroTurns = numHeroesPlaying; creationStep = -1; }
                    #endregion
                    #region Adding Hero Sheets
                    if (finishedSelectingHeroes)
                    {
                        while (loadTokensSheets < numHeroesPlaying)
                        {
                            for (int x = 0; x < numHeroesPlaying; x++)
                            {
                                // variable for setting up selected heroes/classes
                                theClassName = GetClassName(chosenHeroClass[x]);
                                Rectangle drawingTokenRec = new Rectangle((int)((GameConstants.WINDOW_WIDTH / 2) - ((GameConstants.WINDOW_WIDTH * 0.333f) / 2)), (int)(GameConstants.DRAWING_TOKEN_START_Y), (int)(GameConstants.WINDOW_WIDTH * 0.333f), 64);
                                float multiplier;
                                if (numHeroesPlaying == 2) multiplier = 0.333f; else if (numHeroesPlaying == 3) multiplier = 0.25f; else multiplier = 0.2f;
                                int xLoc = (int)(((x + 1) * multiplier) * drawingTokenRec.Width); int yLoc = 0;
                                hpBars.Add(new Token(hpBarSource, hpBarLocation)); stamBars.Add(new Token(stamBarSource, stamBarLocation));
                                hpBars[x].Active = false; stamBars[x].Active = false;
                                switch (chosenHeroName[x] - 1)
                                {
                                    #region Creating sheets/tokens
                                    case 0: // Ashrian
                                        heroSheets.Add(new HeroSheet(theClassName, "healer", "Ashrian", 10, 4, 5, 4, 3, 2, 2, 4, "Status", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        heroTokens.Add(new Token("Ashrian", x + 1, tiles[0], 10, 4, 5, new Rectangle(0, 0, 64, 64)));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(0, 0, 64, 64)));
                                        break;
                                    case 1: // Avric
                                        heroSheets.Add(new HeroSheet(theClassName, "healer", "Avric", 12, 4, 4, 4, 4, 2, 3, 2, "Surge", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(64, 0, 64, 64)));
                                        heroTokens.Add(new Token("Avric", x + 1, tiles[0], 12, 4, 4, new Rectangle(64, 0, 64, 64)));
                                        break;
                                    case 2: // Leoric
                                        heroSheets.Add(new HeroSheet(theClassName, "mage", "Leoric", 8, 5, 4, 4, 2, 1, 5, 3, "Distance", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(128, 0, 64, 64)));
                                        heroTokens.Add(new Token("Leoric", x + 1, tiles[0], 8, 5, 4, new Rectangle(128, 0, 64, 64)));
                                        break;
                                    case 3: // Tarha
                                        heroSheets.Add(new HeroSheet(theClassName, "mage", "Tarha", 10, 4, 4, 4, 3, 2, 4, 2, "Reroll", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(192, 0, 64, 64)));
                                        heroTokens.Add(new Token("Tarha", x + 1, tiles[0], 10, 4, 4, new Rectangle(192, 0, 64, 64)));
                                        break;
                                    case 4: // Jain
                                        heroSheets.Add(new HeroSheet(theClassName, "scout", "Jain", 8, 5, 5, 4, 2, 2, 3, 4, "Damage", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(256, 0, 64, 64)));
                                        heroTokens.Add(new Token("Jain", x + 1, tiles[0], 8, 5, 5, new Rectangle(256, 0, 64, 64)));
                                        break;
                                    case 5: // Tomble
                                        heroSheets.Add(new HeroSheet(theClassName, "scout", "Tomble", 8, 5, 4, 4, 3, 1, 2, 5, "Adjacent", "Activation", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(320, 0, 64, 64)));
                                        heroTokens.Add(new Token("Tomble", x + 1, tiles[0], 8, 5, 4, new Rectangle(320, 0, 64, 64)));
                                        break;
                                    case 6: // Grisban
                                        heroSheets.Add(new HeroSheet(theClassName, "warrior", "Grisban", 14, 4, 3, 4, 3, 5, 2, 1, "Recover", "Passive", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(384, 0, 64, 64)));
                                        heroTokens.Add(new Token("Grisban", x + 1, tiles[0], 14, 4, 3, new Rectangle(384, 0, 64, 64)));
                                        break;
                                    case 7: // Syndrael
                                        heroSheets.Add(new HeroSheet(theClassName, "warrior", "Syndrael", 12, 4, 4, 4, 2, 4, 3, 2, "Stationary", "Passive", GameConstants.WINDOW_WIDTH / 2, GameConstants.WINDOW_HEIGHT));
                                        drawingTokens.Add(new Token(drawingTokenRec, x + 1, xLoc, yLoc, new Rectangle(448, 0, 64, 64)));
                                        heroTokens.Add(new Token("Syndrael", x + 1, tiles[0], 12, 4, 4, new Rectangle(448, 0, 64, 64)));
                                        break;
                                    default: break;
                                    #endregion
                                }
                                loadTokensSheets++;
                            }
                            if (loadTokensSheets >= numHeroesPlaying)
                            {
                                if (numHeroTurns == 3) { foreach (Token olToken in overlordTokens) if (olToken.Name == "doom") olToken.X = overlordTrack.DrawRectangle.X + overlordTrack.DrawRectangle.Width - 149; }
                                else if (numHeroTurns == 4) { foreach (Token olToken in overlordTokens) if (olToken.Name == "doom") olToken.X = overlordTrack.DrawRectangle.X + overlordTrack.DrawRectangle.Width - 225; }
                            }
                        }
                        if (!loadedOnce)
                        {
                            messages.Add(new Message(heroSheets[buySkill].Name + " has 1 EXP to start the quest with. Either select\na skill to spend it OR hit End to store it.", windlassFont14, centerWindowMessage));
                            foreach (Token skillCard in heroSheets[buySkill].PickedClass.AllSkillCards) skillCard.Active = true;
                            loadedOnce = true;
                        }
                        if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                        else if (mouse.LeftButton == ButtonState.Released)
                        {
                            leftButtonReleased = true;
                            if (leftClickStarted)
                            {
                                leftClickStarted = false;

                                foreach (Token skillCard in heroSheets[buySkill].PickedClass.AllSkillCards)
                                {
                                    if(skillCard.DrawRectangle.Contains(mouse.X, mouse.Y)){
                                        int theVariable = skillCard.Variable;
                                        if (theVariable < 4)
                                        {
                                            Rectangle secondSkill;
                                            if (heroSheets[buySkill].PickedClass.ClassName == "necromancer") secondSkill = new Rectangle(GameConstants.MAIN_SKILL_LOC_X + (GameConstants.MAIN_SKILL_BUFFER_X * 2), GameConstants.WINDOW_HEIGHT - 192, 128, 192);
                                            else secondSkill = new Rectangle(GameConstants.MAIN_SKILL_LOC_X + GameConstants.MAIN_SKILL_BUFFER_X, GameConstants.WINDOW_HEIGHT - 192, 128, 192);
                                            heroSheets[buySkill].PickedClass.SkillList.Add(new Token(secondSkill, theVariable, 0, 0, skillCard.SourceRectangle));
                                            messages.Clear();
                                            buySkill++; loadedOnce = false;
                                        }
                                        else messages.Add(new Message("That skill is to expensive to purchase right now, choose again.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y - 50)));
                                    }
                                }
                                if(endToken.DrawRectangle.Contains(mouse.X, mouse.Y)){
                                    messages.Clear();
                                    heroSheets[buySkill].PickedClass.CurrentExp++;
                                    messages.Add(new Message(heroSheets[buySkill].Name + " has stored the EXP for later.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y = 50)));
                                    buySkill++; loadedOnce = false;
                                }
                            }
                        }
                        if(buySkill == numHeroesPlaying) currentGameState = GameState.InitializeRoom;
                    }
                    #endregion
                    break;
                #endregion
                #region Game State: Initialize Room
                case GameState.InitializeRoom:
                    switch(currentRoom){
                        case "The Onset":
                            monsterTokens.Add(new Token("zombie", new Rectangle(960, 64, 64, 64), true, 0, tiles[0], GameConstants.MONSTER_LOC_19B[0, 0, 0], GameConstants.MONSTER_LOC_19B[0, 0, 1], GameConstants.ZOMBIE_FLESH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                            monsterTokens.Add(new Token("barghest", new Rectangle(513, 256, 128, 64), true, 3, tiles[0], GameConstants.MONSTER_LOC_19B[1, 0, 0], GameConstants.MONSTER_LOC_19B[1, 0, 1], GameConstants.BARGH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                            if (heroTokens.Count >= 3)
                            {
                                monsterTokens.Add(new Token("zombie", new Rectangle(896, 64, 64, 64), false, 0, tiles[0], GameConstants.MONSTER_LOC_19B[0, 1, 0], GameConstants.MONSTER_LOC_19B[0, 1, 1], GameConstants.ZOMBIE_FLESH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                                monsterTokens.Add(new Token("barghest", new Rectangle(512, 192, 128, 64), false, 3, tiles[0], GameConstants.MONSTER_LOC_19B[1, 1, 0], GameConstants.MONSTER_LOC_19B[1, 1, 1], GameConstants.BARGH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                            }
                            if (heroTokens.Count == 4)
                            {
                                monsterTokens.Add(new Token("zombie", new Rectangle(896, 64, 64, 64), false, 0, tiles[0], GameConstants.MONSTER_LOC_19B[0, 2, 0], GameConstants.MONSTER_LOC_19B[0, 2, 1], GameConstants.ZOMBIE_FLESH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                                monsterTokens.Add(new Token("barghest", new Rectangle(512, 192, 128, 64), false, 3, tiles[0], GameConstants.MONSTER_LOC_19B[1, 2, 0], GameConstants.MONSTER_LOC_19B[1, 2, 1], GameConstants.BARGH_W, GameConstants.ZOMBIE_FLESH_BARGH_H, 0, 0, 0));
                            }
                            searchTokens.Add(new Token(new Rectangle(960, 0, 64, 64), endCaps[0], 0, 64, 0));
                            break;
                        default: break;
                    }
                    foreach (Token mToken in monsterTokens)
                    {
                        if (mToken.Name == "barghest" && !barghestFound) { addMonsterSheet(mToken.Name); barghestFound = true; }
                        else if (mToken.Name == "flesh moulder" && !fleshFound) { addMonsterSheet(mToken.Name); fleshFound = true; }
                        else if (mToken.Name == "shadow dragon" && !dragonFound) { addMonsterSheet(mToken.Name); dragonFound = true; }
                        else if (mToken.Name == "zombie" && !zombieFound) { addMonsterSheet(mToken.Name); zombieFound = true; }
                        foreach (MonsterSheet mSheet in monsterSheet)
                        {
                            if (mToken.Name == mSheet.Name)
                            {
                                if (mToken.IsMaster) { mToken.HP = mSheet.MasHP; mToken.Movement = mSheet.MasMove; }
                                else { mToken.HP = mSheet.MinHP; mToken.Movement = mSheet.MinMove; }
                            }
                        }
                    }
                    currentGameState = GameState.StartingPositions;
                    break;
                #endregion
                #region Game State: Place Hero Starting Positions
                case GameState.StartingPositions:
                    int placeX = tiles[0].X + 128, placeY = tiles[0].Y;
                    if (!loadedOnce)
                    {
                        for (int y = 0; y < 3; y++) { for (int x = 0; x < 2; x++) { floorHighlights.Add(new Token(new Rectangle(704, 0, 64, 64), new Rectangle(placeX + (x * 64), placeY + (y * 64), 64, 64))); } }
                        loadedOnce = true;
                    }
                    messages.Add(new Message("Place " + heroSheets[heroPlacementCount].Name + " in a red starting square.", windlassFont23, centerWindowMessage));
                    if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                    else if (mouse.LeftButton == ButtonState.Released)
                    {
                        leftButtonReleased = true;
                        if (leftClickStarted)
                        {
                            leftClickStarted = false;
                            foreach (Token floorLight in floorHighlights)
                            {
                                if (floorLight.DrawRectangle.Contains(mouse.X, mouse.Y))
                                {
                                    heroTokens[heroPlacementCount].DrawRectangle = floorLight.DrawRectangle;
                                    heroTokens[heroPlacementCount].OriginalDrawRect = heroTokens[heroPlacementCount].DrawRectangle;
                                    heroTokens[heroPlacementCount].LocationX = heroTokens[heroPlacementCount].DrawRectangle.X + 32;
                                    heroTokens[heroPlacementCount].LocationY = heroTokens[heroPlacementCount].DrawRectangle.Y + 32;
                                    heroTokens[heroPlacementCount].OriginalLocation = heroTokens[heroPlacementCount].Location;
                                    heroPlacementCount++;
                                    messages.Clear();
                                }
                            }
                        }
                    }
                    if (heroPlacementCount >= numHeroesPlaying) { currentGameState = GameState.HeroTurn; loadedOnce = false; floorHighlights.Clear(); }
                    break;
                #endregion
                #region Game State: Hero Turn
                case GameState.HeroTurn:
                    #region Fade Delay
                    mFadeDelay -= gameTime.ElapsedGameTime.TotalSeconds;
                    if (mFadeDelay <= 0)
                    {
                        mFadeDelay = 0.015;
                        mAlphaValue += mFadeIncrement;
                        // Below is used for a pulsing effect.
                        // TODO: Make a 2nd series for a glowing ring on selected hero token
                        //if (mAlphaValue >= 225 || mAlphaValue <= 0) mFadeIncrement *= -1;
                    }
                    #endregion
                    switch(currentHeroState)
                    {
                        #region Selecting Hero
                        case HeroState.SelectHero:
                            if (!heroTokenClicked) { messages.Add(new Message("Click a hero token for turn #" + currentHeroTurn, windlassFont23, centerWindowMessage)); }
                            if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                            else if (mouse.LeftButton == ButtonState.Released)
                            {
                                leftButtonReleased = true;
                                if (leftClickStarted)
                                {
                                    leftClickStarted = false;
                                    checkVariousItems(mouse);
                                    foreach (Token drawingToken in drawingTokens)
                                    {
                                        if (drawingToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            heroNumPosition = drawingToken.Variable - 1;
                                            selectedHeroName = heroTokens[heroNumPosition].Name;
                                            heroTokenClicked = true;
                                            messages.Clear();
                                            heroSheets[heroNumPosition].ActiveSheet = true;
                                            currentHeroState = HeroState.StartTurnAbility;
                                            drawingToken.Active = false;
                                        }
                                    }
                                }
                            }
                            break;
                        #endregion
                        #region Start of Turn abilities
                        case HeroState.StartTurnAbility:
                            if (familiarActive && !familiarActed && heroSheets[heroNumPosition].PickedClass.ClassName == "necromancer")
                            {
                                messages.Add(new Message("Activate the reanimate before the necromancers turn?", windlassFont23, centerWindowMessage));
                            }
                            else { currentHeroState = HeroState.RefreshCards; if (familiarActive && familiarActed) familiarActed = false; }
                            if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                            else if (mouse.LeftButton == ButtonState.Released)
                            {
                                leftButtonReleased = true;
                                if (leftClickStarted)
                                {
                                    leftClickStarted = false;
                                    checkVariousItems(mouse);
                                    foreach (Token yesNo in yesNoList)
                                    {
                                        if (yesNo.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            messages.Clear();
                                            int answer = yesNo.Variable;
                                            if (answer == 0) currentHeroState = HeroState.FamiliarActions;
                                            else { familiarActed = true; }
                                        }
                                    }
                                }
                            }
                            break;
                        #endregion
                        #region Familiar Actions
                        case HeroState.FamiliarActions:
                            choosingAction = false;
                            Token target;
                            if (!loadedOnce)
                            {
                                foreach (Token action in actionButtons) action.Active = false;
                                actionButtons[0].Active = true;
                                actionButtons[2].Active = true;
                                loadedOnce = true;
                            }
                            else familiarAttacked = true;

                            if (heroSheets[heroNumPosition].PickedClass.ClassName == "necromancer" && familiarActionSheetOn) messages.Add(new Message("Reanimate actions.", windlassFont14, actionWindowTop));

                            if (familiarAction == "attacking") { familiarChoosing = true; messages.Add(new Message("Select a target to attack.", windlassFont23, centerWindowMessage)); }
                            else if(familiarAction == "moving") { familiarChoosing = true; messages.Add(new Message("Select an area to move too.", windlassFont23, centerWindowMessage)); }

                            if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                            else if (mouse.LeftButton == ButtonState.Released)
                            {
                                leftButtonReleased = true;
                                if (leftClickStarted)
                                {
                                    leftClickStarted = false;
                                    //if(!familiarAttacking || !familiarMoving) checkVariousItems(mouse);
                                    #region Checking for Action Click
                                    foreach (Token action in actionButtons)
                                    {
                                        messages.Clear();
                                        if (action.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            if (action.Variable == 1 && action.Active)
                                            {
                                                if (heroSheets[heroNumPosition].PickedClass.ClassName == "necromancer")
                                                {
                                                    familiarDie1 = new Dice(0);
                                                    familiarDie2 = new Dice(1);
                                                    if (heroSheets[heroNumPosition].PickedClass.SkillsOwned[5]) familiarDie3 = new Dice(2);
                                                }
                                                DetermineRanges(1, "familiar", heroTokens[heroTokens.Count - 1].DrawRectangle, "Familiar");
                                                familiarAction = "attacking";
                                            }
                                            else if (action.Variable == 3 && action.Active)
                                            {
                                                DetermineRanges(heroTokens[heroTokens.Count - 1].Movement, "familiar", heroTokens[heroTokens.Count - 1].DrawRectangle, "Familiar");
                                                familiarAction = "moving";
                                            }
                                            familiarActionSheetOn = false;
                                            action.Active = false;
                                        }
                                    }
                                    #endregion
                                    #region Checking for Floor Tile Click
                                    foreach (Token floorLight in floorHighlights)
                                    {
                                        if (floorLight.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            #region Attacking
                                            if (familiarAction == "attacking")
                                            {
                                                foreach (Token mToken in monsterTokens)
                                                {
                                                    if (mToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                    {
                                                        familiarChoosing = false;
                                                        if(calcAttack)
                                                        {
                                                            target = mToken;
                                                            RollAttack(familiarDie1);
                                                            RollAttack(familiarDie2);
                                                            if (familiarDie3 != null && familiarDie3.DieColor >= 0) { RollAttack(familiarDie3); }
                                                            string monsterName = mToken.Name;
                                                            foreach (MonsterSheet mSheet in monsterSheet)
                                                            {
                                                                targetMonsterSheet = mSheet;
                                                                if (mSheet.Name == monsterName)
                                                                {
                                                                    int monDie1 = -1, monDie2 = -1;
                                                                    if (mToken.IsMaster) { monDie1 = mSheet.MasDef1; if (mSheet.MasDef2 >= 0) monDie2 = mSheet.MasDef2; }
                                                                    else { monDie1 = mSheet.MinDef1; if (mSheet.MinDef2 >= 0) monDie2 = mSheet.MinDef2; }
                                                                    defenseDice1 = new Dice(monDie1);
                                                                    RollDefense(defenseDice1);
                                                                    if (monDie2 >= 0) { defenseDice2 = new Dice(monDie2); RollDefense(defenseDice2); }
                                                                }
                                                            }
                                                            messages.Clear();
                                                            if(totalSurge > 0) totalAttack++;
                                                            int totalDamageDealt = totalAttack - totalDefense;
                                                            messages.Add(new Message("Reanimate dealt " + (totalDamageDealt) + " damage to the " + target.Name + ".", windlassFont23, centerWindowMessage));
                                                            if (totalSurge > 0) messages.Add(new Message("+1 Damage added from available surge", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 30)));
                                                            if (totalDamageDealt > 0) mToken.HP -= totalDamageDealt;
                                                            if (mToken.HP <= 0)
                                                            {
                                                                mToken.Active = false;
                                                                messages.Add(new Message("The " + mToken.Name + " was defeated!", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 60)));
                                                            }
                                                            familiarAttacked = true;
                                                            familiarAction = "";
                                                        }
                                                    }
                                                }
                                            }
                                            #endregion
                                            #region Moving
                                            else if(familiarAction == "moving")
                                            {
                                                familiarChoosing = false;
                                                familiarActionSheetOn = false;
                                                messages.Clear();
                                                if (floorLight.Active && !floorLight.Occupied) { heroTokens[heroTokens.Count - 1].NewSetTarget(new Vector2(floorLight.DrawRectangle.Center.X, floorLight.DrawRectangle.Center.Y)); heroMoving = true; }
                                                familiarMoved = true;
                                                familiarAction = "";
                                            }
                                            #endregion
                                        }
                                    }
                                    #endregion
                                    #region Checking for End Button Click
                                    if (endToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                    {
                                        foreach (Tile tile in tiles) if (heroTokens[heroTokens.Count - 1].DrawRectangle.Intersects(tile.DrawRectangle)) heroTokens[heroTokens.Count - 1].adjustPosition(tile.DrawRectangle);
                                        foreach (Tile endCap in endCaps) if (heroTokens[heroTokens.Count - 1].DrawRectangle.Intersects(endCap.DrawRectangle)) heroTokens[heroTokens.Count - 1].adjustPosition(endCap.DrawRectangle);
                                        familiarActionSheetOn = true;
                                        floorHighlights.Clear();
                                        if (familiarAttacked && familiarMoved)
                                        {
                                            familiarActed = true;
                                            messages.Clear(); floorHighlights.Clear(); loadedOnce = false; heroMoving = false;
                                            foreach (Token action in actionButtons) action.Active = true;
                                            ClearDiceRolls();
                                            checkActionPoints(heroSheets[heroNumPosition]);
                                        }
                                    }
                                    #endregion
                                }
                            }
                            if (familiarActed)
                            {
                                ResetFamiliar();
                                checkActionPoints(heroSheets[heroNumPosition]);
                            }
                            break;
                        #endregion
                        #region Refresh Cards
                        case HeroState.RefreshCards:
                            for (int x = 0; x < 9; x++) { heroSheets[heroNumPosition].PickedClass.SkillsExhausted[x] = false; }
                            currentHeroState = HeroState.EquipItems;
                            break;
                        #endregion
                        #region Equip Items
                        case HeroState.EquipItems:
                            HeroClass thatHeroClass = heroSheets[heroNumPosition].PickedClass;
                            if (heroSheets[heroNumPosition].PickedClass.BackPack.Count > 0)
                            {
                                if (!loadedOnce)
                                {
                                    messages.Clear();
                                    messages.Add(new Message("Choose what you would like to equip. When you're\ndone, click exit to finish equipping", windlassFont14, centerWindowMessage));
                                    loadedOnce = true;
                                }
                                if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                                else if (mouse.LeftButton == ButtonState.Released)
                                {
                                    leftButtonReleased = true;
                                    if (leftClickStarted)
                                    {
                                        leftClickStarted = false;
                                        foreach (Equipment bagItem in thatHeroClass.BackPack)
                                        {
                                            if (bagItem.DrawRectangle.Contains(mouse.X, mouse.Y))
                                            {
                                                listIndex = thatHeroClass.BackPack.IndexOf(bagItem);
                                                if (bagItem.Type == "melee" || bagItem.Type == "range" || bagItem.Type == "shield")
                                                {
                                                    if (bagItem.Hands == 1)
                                                    {
                                                        if (thatHeroClass.NumHandsUsed == 1 && bagItem.Type == "melee")
                                                        {
                                                            if (thatHeroClass.CurrentWeapon.SlotUsed && !thatHeroClass.OffHand.SlotUsed) thatHeroClass.AddNewItem(bagItem, "off hand");
                                                            else thatHeroClass.AddNewItem(bagItem, "main");
                                                        }
                                                        else if (thatHeroClass.NumHandsUsed == 1 && bagItem.Type == "shield")
                                                        {
                                                            if (!thatHeroClass.OffHand.SlotUsed) thatHeroClass.OffHand = bagItem;
                                                            else
                                                            {
                                                                tempEquipHold2 = thatHeroClass.OffHand;
                                                                thatHeroClass.AddNewItem(bagItem, "shield");
                                                            }
                                                        }
                                                        else if (thatHeroClass.NumHandsUsed == 2)
                                                        {
                                                            if (bagItem.Type == "melee")
                                                            {
                                                                if (thatHeroClass.CurrentWeapon.Hands == 2)
                                                                {
                                                                    tempEquipHold2 = thatHeroClass.CurrentWeapon;
                                                                    thatHeroClass.AddNewItem(bagItem, "main");
                                                                }
                                                                else
                                                                {
                                                                    messages.Add(new Message("Click an equiped weapon to replace.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 60)));
                                                                    selectionNeeded = true;
                                                                    tempEquipHold = bagItem;
                                                                }
                                                            }
                                                            else
                                                            {
                                                                if (thatHeroClass.CurrentWeapon.Hands == 2) tempEquipHold2 = thatHeroClass.CurrentWeapon;
                                                                else tempEquipHold2 = thatHeroClass.OffHand;
                                                                thatHeroClass.AddNewItem(bagItem, "shield");
                                                            }
                                                        }
                                                    }
                                                    else // Bag item uses 2 hands
                                                    {
                                                        if (thatHeroClass.CurrentWeapon.SlotUsed) tempEquipHold2 = thatHeroClass.CurrentWeapon;
                                                        if (thatHeroClass.OffHand != null) tempEquipHold2 = thatHeroClass.OffHand;
                                                        thatHeroClass.AddNewItem(bagItem, "main");
                                                    }
                                                }
                                                else if (bagItem.Type == "armor")
                                                {
                                                    if (thatHeroClass.Armor.SlotUsed)
                                                    {
                                                        tempEquipHold2 = thatHeroClass.Armor;
                                                        thatHeroClass.AddNewItem(bagItem, "armor");
                                                    }
                                                    else thatHeroClass.Armor = bagItem;
                                                }
                                                else if (bagItem.Type == "trinket")
                                                {
                                                    if (!thatHeroClass.Trinket1.SlotUsed && !thatHeroClass.Trinket2.SlotUsed) thatHeroClass.Trinket1 = bagItem;
                                                    else if (!thatHeroClass.Trinket1.SlotUsed && thatHeroClass.Trinket2.SlotUsed) thatHeroClass.Trinket1 = bagItem;
                                                    else if (thatHeroClass.Trinket1.SlotUsed && !thatHeroClass.Trinket2.SlotUsed) thatHeroClass.Trinket2 = bagItem;
                                                    else
                                                    {
                                                        messages.Add(new Message("Click an equipped trinket to replace.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 60)));
                                                        selectionNeeded = true;
                                                        tempEquipHold = bagItem;
                                                    }
                                                }
                                            }
                                        }
                                        if (selectionNeeded)
                                        {
                                            listIndex = thatHeroClass.BackPack.IndexOf(tempEquipHold);
                                            if (thatHeroClass.CurrentWeapon.DrawRectangle.Contains(mouse.X, mouse.Y))
                                            {
                                                tempEquipHold2 = thatHeroClass.CurrentWeapon;
                                                thatHeroClass.AddNewItem(tempEquipHold, "main");
                                            }
                                            else if (thatHeroClass.OffHand.DrawRectangle.Contains(mouse.X, mouse.Y))
                                            {
                                                tempEquipHold2 = thatHeroClass.OffHand;
                                                thatHeroClass.AddNewItem(tempEquipHold, "off hand");
                                            }
                                            else if (thatHeroClass.Trinket1.DrawRectangle.Contains(mouse.X, mouse.Y))
                                            {
                                                tempEquipHold2 = thatHeroClass.Trinket1;
                                                thatHeroClass.AddNewItem(tempEquipHold, "trinket 1");
                                            }
                                            else
                                            {
                                                tempEquipHold2 = thatHeroClass.Trinket2;
                                                thatHeroClass.AddNewItem(tempEquipHold, "trinket 2");
                                            }
                                            messages.RemoveAt(messages.Count - 1);
                                        }
                                        if (endToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            if (!selectionNeeded) thatHeroClass.BackPack.RemoveAt(listIndex); messages.Clear(); currentHeroState = HeroState.SelectActions;
                                            thatHeroClass.BackPack.Add(tempEquipHold2);
                                        }
                                    }
                                }
                            }
                            else currentHeroState = HeroState.SelectActions;
                            break;
                        #endregion
                        #region Selecting an Action
                        case HeroState.SelectActions:
                            if (heroTokenClicked && choosingAction)
                            {
                                messages.Add(new Message("Choose an Action", windlassFont23, actionWindowTop));
                                messages.Add(new Message(selectedHeroName + ": " + heroSheets[heroNumPosition].ActionPoints + " Action Point(s)", windlassFont14, actionWindowBottom));
                            }
                            if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                            else if (mouse.LeftButton == ButtonState.Released)
                            {
                                leftButtonReleased = true;
                                if (leftClickStarted)
                                {
                                    leftClickStarted = false;
                                    checkVariousItems(mouse);
                                    foreach (Token actButton in actionButtons)
                                    {
                                        if (actButton.DrawRectangle.Contains(mouse.X, mouse.Y))
                                        {
                                            selectedActionNumber = actButton.Variable; loadedOnce = false;
                                            if (selectedActionNumber == 1) { loadedOnce = true; floorHighlights.Clear(); }
                                            GetHeroActionState(selectedActionNumber);
                                            choosingAction = false;
                                            currentHeroState = HeroState.PerformAction;
                                            if (familiarActive) familiarActed = false;
                                            messages.Clear();
                                        }
                                    }
                                }
                            }
                            break;
                        #endregion
                        #region Performing the Action
                        case HeroState.PerformAction:
                            Rectangle tokenPosition = heroTokens[heroNumPosition].DrawRectangle;
                            HeroSheet thisHeroSheet = heroSheets[heroNumPosition];
                            HeroClass currentHeroClass = heroSheets[heroNumPosition].PickedClass;
                            Token currentHeroToken = heroTokens[heroNumPosition];
                            string archetype = heroSheets[heroNumPosition].Archetype;
                            switch (currentHeroActionState)
                            {
                                #region Attack Action
                                case HeroActionState.AttackAction:
                                    if (!weaponPicked) { floorHighlights.Clear(); messages.Add(new Message("Select a weapon to attack with.", windlassFont23, centerWindowMessage)); }
                                    if (!loadedOnce)
                                    {
                                        #region Loading target select message and determining range
                                        messages.Clear();
                                        messages.Add(new Message("Select a target to attack.", windlassFont23, centerWindowMessage));
                                        DetermineRanges(attackRange, archetype, tokenPosition, "Attack"); loadedOnce = true;
                                        #endregion
                                    }
                                    if (!calcAttack && attackHit && LoSFound)
                                    {
                                        #region Reviewing attack
                                        if (totalSurge > 0 && !loadSurgeOnce)
                                        {
                                            #region checking surges
                                            loadSurgeOnce = true;
                                            hasSurges = true;
                                            messages.Add(new Message("Number of surges to use: " + totalSurge, windlassFont14, actionWindowTop));
                                            if (removeSurgeNumber >= 0 && surgeList.Count > 0) { surgeList.RemoveAt(removeSurgeNumber); surgeList.Insert(removeSurgeNumber, ""); }
                                            #endregion
                                        }
                                        else if (totalSurge <= 0)
                                        {
                                            #region post surge check, finalizing attack
                                            attackHit = false; hasSurges = false; surgeList.Clear(); surgeListRect.Clear();
                                            int rangeToTarget = DetermineDistanceLong(heroTokens[heroNumPosition], targetMonsterToken);
                                            if (totalRange >= rangeToTarget)
                                            {
                                                if (totalDefense < 0) totalDefense = 0;
                                                int totalDmg = totalAttack - totalDefense;
                                                if (totalDmg > 0) targetMonsterToken.HP -= totalDmg;
                                                messages.Add(new Message(totalDmg.ToString(), windlassFont36, new Vector2(targetMonsterToken.DrawRectangleX + (targetMonsterToken.DrawRectangle.Width /2) , targetMonsterToken.DrawRectangleY + targetMonsterToken.DrawRectangle.Height / 2)));
                                                if (targetMonsterToken.HP <= 0)
                                                {
                                                    targetMonsterToken.Active = false;
                                                    checkWeaponBonus(targetMonsterToken, attackingWeapon);
                                                    messages.Add(new Message("The " + targetMonsterToken.Name + " has been defeated!", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 30)));
                                                    UpdateLootTrackWindow(targetMonsterToken);
                                                }
                                            }
                                            else attackHit = false;
                                            #endregion
                                        }
                                        if(!awardingLoot) messages.Add(new Message("Rng: " + totalRange + " Dmg: " + totalAttack + " Srg: " + totalSurge + " Def: " + totalDefense, windlassFont23, centerWindowMessage));
                                        #endregion
                                    }
                                    if (!calcAttack && !attackHit && totalRange == 0) messages.Add(new Message("Attack missed...", windlassFont23, centerWindowMessage));
                                    if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                                    else if (mouse.LeftButton == ButtonState.Released)
                                    {
                                        leftButtonReleased = true;
                                        if (leftClickStarted)
                                        {
                                            leftClickStarted = false;
                                            //checkVariousItems(mouse);
                                            #region Checks for main hand weapon click
                                            if (currentHeroClass.CurrentWeaponRect.Contains(mouse.X, mouse.Y) && !weaponPicked) {
                                                addSurgeUsage(currentHeroClass.CurrentWeapon, heroSheets[heroNumPosition], heroTokens[heroNumPosition]);
                                                attackRange = currentHeroClass.MainAttackRange;
                                                weaponPicked = true; weaponUsed = "main"; loadedOnce = false; attackingWeapon = currentHeroClass.CurrentWeapon;
                                                messages.Clear();
                                            }
                                            #endregion
                                            #region Checks for off hand weapon click
                                            if (currentHeroClass.OffHandRect.Contains(mouse.X, mouse.Y) && !weaponPicked && (currentHeroClass.OffHand.Type == "melee" || currentHeroClass.OffHand.Type == "range")){
                                                addSurgeUsage(currentHeroClass.OffHand, heroSheets[heroNumPosition], heroTokens[heroNumPosition]);
                                                attackRange = currentHeroClass.OffAttackRange;
                                                weaponPicked = true; weaponUsed = "off"; loadedOnce = false; messages.Clear(); attackingWeapon = currentHeroClass.OffHand;
                                            }
                                            #endregion
                                            #region Checks for end button click
                                            if (endToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                            {
                                                weaponPicked = false; loadedOnce = false; calcAttack = true; attackHit = true; hasSurges = false; loadSurgeOnce = false; LoSFound = false;
                                                ClearDiceRolls(); removeSurgeNumber = -1;
                                                messages.Clear(); floorHighlights.Clear();
                                                thisHeroSheet.ActionPoints--;
                                                checkActionPoints(heroSheets[heroNumPosition]);
                                            }
                                            #endregion
                                            #region Checks for surge button click
                                            foreach(Token surge in surgeListRect)
                                            {
                                                if (surge.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {
                                                    messages.Clear();
                                                    loadSurgeOnce = false;
                                                    removeSurgeNumber = surge.Variable - 1;
                                                    if (surgeList[removeSurgeNumber].ToString() != "")
                                                    {
                                                        UseSurge(surgeList[removeSurgeNumber], targetMonsterToken);
                                                        totalSurge--;
                                                    }
                                                }
                                            }
                                            #endregion
                                            #region Checks for monster token click for attack
                                            // Checks each monster for click and rolls damage based on weapon used and defense of monster
                                            foreach (Token mToken in monsterTokens)
                                            {
                                                if (mToken.DrawRectangle.Contains(mouse.X, mouse.Y) && weaponPicked)
                                                {
                                                    messages.Clear();
                                                    if (attackingWeapon.Type == "melee") { calcAttack = true; LoSFound = true; }
                                                    else
                                                    {
                                                        dots.Clear();
                                                        #region Checking LoS on Ranged weapons
                                                        bool foundLoS;
                                                        List<Vector2> heroPoints = new List<Vector2>();
                                                        heroPoints.Add(new Vector2(currentHeroToken.DrawRectangle.X, currentHeroToken.DrawRectangle.Y));
                                                        heroPoints.Add(new Vector2(currentHeroToken.DrawRectangle.X + 64, currentHeroToken.DrawRectangle.Y));
                                                        heroPoints.Add(new Vector2(currentHeroToken.DrawRectangle.X, currentHeroToken.DrawRectangle.Y + 64));
                                                        heroPoints.Add(new Vector2(currentHeroToken.DrawRectangle.X + 64, currentHeroToken.DrawRectangle.Y + 64));
                                                        List<Vector2> monsterPoints = new List<Vector2>();
                                                        monsterPoints.Add(new Vector2(mToken.DrawRectangle.X, mToken.DrawRectangle.Y));
                                                        monsterPoints.Add(new Vector2(mToken.DrawRectangle.X + 64, mToken.DrawRectangle.Y));
                                                        monsterPoints.Add(new Vector2(mToken.DrawRectangle.X, mToken.DrawRectangle.Y + 64));
                                                        monsterPoints.Add(new Vector2(mToken.DrawRectangle.X + 64, mToken.DrawRectangle.Y + 64));
                                                        for (int y = 0; y < 4; y++)
                                                        {
                                                            for (int x = 0; x < 4; x++)
                                                            {
                                                                foundLoS = DetermineLineOfSight((int)heroPoints[y].X, (int)heroPoints[y].Y, (int)monsterPoints[x].X, (int)monsterPoints[x].Y);
                                                                if (foundLoS) { LoSFound = true; calcAttack = true; break; }
                                                            }
                                                            if (LoSFound) break;
                                                        }
                                                        if (!LoSFound)
                                                        {
                                                            messages.Add(new Message("Line of sight could not be found to the " + mToken.Name + ".\nSelect another target within range.", windlassFont14, centerWindowMessage));
                                                        }
                                                        #endregion
                                                    }
                                                    if (calcAttack && LoSFound)
                                                    {
                                                        messages.Clear();
                                                        targetMonsterToken = mToken;
                                                        if (weaponUsed == "main") { attackDice1 = currentHeroClass.MainDie1; attackDice2 = currentHeroClass.MainDie2; attackDice3 = currentHeroClass.MainDie3; }
                                                        else { attackDice1 = currentHeroClass.OffDie1; attackDice2 = currentHeroClass.OffDie2; attackDice3 = currentHeroClass.OffDie3; }
                                                        RollAttack(attackDice1);
                                                        //messages.Add(new Message("Side: "+(attackDice1.RandomSide+1)+"Rng: "+attackDice1.Range+" Atk: "+attackDice1.Attack+" Srg: "+attackDice1.Surge, windlassFont14, new Vector2(300, 50)));
                                                        checkWeaponBonus(targetMonsterToken, attackingWeapon);
                                                        if (attackDice2.DieColor >= 0) { RollAttack(attackDice2);
                                                            //messages.Add(new Message("Side: " + (attackDice2.RandomSide + 1) + "Rng: " + attackDice2.Range + " Atk: " + attackDice2.Attack + " Srg: " + attackDice2.Surge, windlassFont14, new Vector2(300, 100)));
                                                        }
                                                        if (attackDice3.DieColor >= 0) { RollAttack(attackDice3); }
                                                        string monsterName = mToken.Name;
                                                        foreach (MonsterSheet mSheet in monsterSheet)
                                                        {
                                                            targetMonsterSheet = mSheet;
                                                            if (mSheet.Name == monsterName)
                                                            {
                                                                int monDie1 = -1, monDie2 = -1;
                                                                if (mToken.IsMaster) { monDie1 = mSheet.MasDef1; if (mSheet.MasDef2 >= 0) monDie2 = mSheet.MasDef2; }
                                                                else { monDie1 = mSheet.MinDef1; if (mSheet.MinDef2 >= 0) monDie2 = mSheet.MinDef2; }
                                                                defenseDice1 = new Dice(monDie1);
                                                                RollDefense(defenseDice1);
                                                                if (monDie2 >= 0) { defenseDice2 = new Dice(monDie2); RollDefense(defenseDice2); }
                                                            }
                                                        }
                                                        calcAttack = false;
                                                    }
                                                }
                                            }
                                            #endregion
                                            #region Checks for reward click
                                            if (awardingLoot)
                                            {
                                                bool lootTaken = false;
                                                foreach (Card loot in awardedShopCards)
                                                    if (loot.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                    {
                                                        currentHeroClass.AddToBackPack(loot);
                                                        awardedCardHold = loot;
                                                        lootTaken = true;
                                                    }
                                                if (lootTaken)
                                                {
                                                    awardedShopCards.Remove(awardedCardHold);
                                                    foreach (Card loot in awardedShopCards)
                                                    {
                                                        if (currentAct == 1) { shop1Deck.putCardBack(loot); shop1Deck.Shuffle(random); }
                                                        else { shop2Deck.putCardBack(loot); shop2Deck.Shuffle(random); }
                                                    }
                                                    lootTaken = false; awardingLoot = false;
                                                    messages.Clear();
                                                }
                                            }
                                            #endregion
                                        }
                                    }
                                    break;
                                #endregion
                                #region Search Action
                                case HeroActionState.SearchAction:
                                    int searchRange = thisHeroSheet.SearchRange;
                                    if (!weaponPicked) { messages.Add(new Message("Select a search token within range.", windlassFont23, centerWindowMessage)); }
                                    if (!loadedOnce) { DetermineRanges(searchRange, archetype, tokenPosition, "Search"); loadedOnce = true; }
                                    int searchCoinIndex = 0;
                                    if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                                    else if (mouse.LeftButton == ButtonState.Released)
                                    {
                                        leftButtonReleased = true;
                                        if (leftClickStarted)
                                        {
                                            leftClickStarted = false;
                                            //checkVariousItems(mouse);
                                            foreach (Token searchCoin in searchTokens)
                                            {
                                                if (searchCoin.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {
                                                    if (!searchedOnce)
                                                    {
                                                        weaponPicked = true;
                                                        messages.Clear();
                                                        messages.Add(new Message(thisHeroSheet.Name + " found...", windlassFont23, centerWindowMessage));
                                                        searchDeck.pullSearchCard(thisHeroSheet);
                                                        searchedOnce = true;
                                                        if (thisHeroSheet.PickedClass.SearchCards[thisHeroSheet.PickedClass.SearchCards.Count - 1].Name == "Treasure Chest")
                                                        {
                                                            thisHeroSheet.PickedClass.SearchCards.RemoveAt(thisHeroSheet.PickedClass.SearchCards.Count - 1);
                                                            if (currentAct == 1) shop1Deck.pullShopCard(thisHeroSheet);
                                                            else shop2Deck.pullShopCard(thisHeroSheet);
                                                        }
                                                    }
                                                    searchTokenClicked = true;
                                                    searchCoinIndex = searchCoin.Variable;
                                                }
                                            }
                                            foreach (Card displayedCard in searchDeck.DiscardDeck)
                                            {
                                                if (displayedCard.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {
                                                    weaponPicked = false; displayedCard.Active = false; searchTokenClicked = false; loadedOnce = false;
                                                    messages.Clear();
                                                    searchTokens.RemoveAt(searchCoinIndex);
                                                    thisHeroSheet.ActionPoints--;
                                                    checkActionPoints(heroSheets[heroNumPosition]);
                                                }
                                            }
                                        }
                                    }
                                    break;
                                #endregion
                                #region Move Action
                                case HeroActionState.MoveAction:
                                    int movementPoints = heroTokens[heroNumPosition].Movement;
                                    if (movementPoints == 0) { movementButtons[0].Active = false; movementButtons[1].Active = false; zeroMovementPoints = true; }
                                    if (!loadedOnce) { DetermineRanges(movementPoints, archetype, tokenPosition, "Move"); loadedOnce = true; }
                                    if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                                    else if (mouse.LeftButton == ButtonState.Released)
                                    {
                                        leftButtonReleased = true;
                                        if (leftClickStarted)
                                        {
                                            leftClickStarted = false;
                                            //checkVariousItems(mouse);
                                            foreach (Token hToken in heroTokens)
                                            {
                                                foreach (Token floorLight in floorHighlights)
                                                    if (floorLight.DrawRectangle.Contains(mouse.X, mouse.Y) && floorLight.Active && !floorLight.Occupied && selectedHeroName == hToken.Name) {
                                                        hToken.NewSetTarget(new Vector2(floorLight.DrawRectangle.Center.X, floorLight.DrawRectangle.Center.Y));
                                                        heroMoving = true;
                                                        messages.Add(new Message(hToken.Name + " used " + hToken.MovementUsed + " MP.", windlassFont14, new Vector2(20, 200), 0));
                                                    }
                                            }
                                            #region Checking Movement Buttons
                                            foreach (Token moveButton in movementButtons)
                                            {
                                                if(moveButton.DrawRectangle.Contains(mouse.X, mouse.Y)){
                                                    int moveValue = moveButton.Variable;
                                                    currentHeroToken.Active = true;
                                                    currentHeroToken.MovementPath.Clear();
                                                    heroMoving = false;
                                                    if (moveValue == 1)
                                                    {
                                                        currentHeroToken.Location = currentHeroToken.OriginalLocation;
                                                        currentHeroToken.DrawRectangle = currentHeroToken.OriginalDrawRect;
                                                    }
                                                    else if (moveValue == 2)
                                                    {
                                                        floorHighlights.Clear();
                                                        //currentHeroToken.OriginalLocation = currentHeroToken.Location;
                                                        //currentHeroToken.OriginalDrawRect = currentHeroToken.DrawRectangle;
                                                        choosingAction = true;
                                                        loadedOnce = false;
                                                        foreach (Tile tile in tiles) if (currentHeroToken.DrawRectangle.Intersects(tile.DrawRectangle)) currentHeroToken.adjustPosition(tile.DrawRectangle);
                                                        foreach (Tile endCap in endCaps) if (currentHeroToken.DrawRectangle.Intersects(endCap.DrawRectangle)) currentHeroToken.adjustPosition(endCap.DrawRectangle);
                                                        currentHeroToken.Movement -= currentHeroToken.MovementUsed;
                                                        currentHeroActionState = HeroActionState.ChooseAction;
                                                        currentHeroState = HeroState.SelectActions;
                                                    }
                                                    else
                                                    {
                                                        floorHighlights.Clear();
                                                        //currentHeroToken.OriginalLocation = currentHeroToken.Location;
                                                        //currentHeroToken.OriginalDrawRect = currentHeroToken.DrawRectangle;
                                                        loadedOnce = false;
                                                        foreach (Tile tile in tiles) if (currentHeroToken.DrawRectangle.Intersects(tile.DrawRectangle)) currentHeroToken.adjustPosition(tile.DrawRectangle);
                                                        foreach (Tile endCap in endCaps) if (currentHeroToken.DrawRectangle.Intersects(endCap.DrawRectangle)) currentHeroToken.adjustPosition(endCap.DrawRectangle);
                                                        if (movementPoints == 0) { movementButtons[0].Active = true; movementButtons[1].Active = true; zeroMovementPoints = false; }
                                                        currentHeroToken.Movement = thisHeroSheet.MaxMovement;
                                                        currentHeroToken.MovementUsed = 0;
                                                        zeroMovementPoints = false;
                                                        thisHeroSheet.ActionPoints--;
                                                        checkActionPoints(thisHeroSheet);
                                                    }
                                                }
                                            }
                                            #endregion
                                        }
                                    }
                                    break;
                                #endregion
                                case HeroActionState.SpecialAction:
                                    currentHeroState = HeroState.SelectActions;
                                    break;
                                #region Rest Action
                                case HeroActionState.RestAction:
                                    if (!loadedOnce)
                                    {
                                        thisHeroSheet.Resting = true; loadedOnce = true;
                                        thisHeroSheet.ActionPoints--;
                                        messages.Clear();
                                        messages.Add(new Message(thisHeroSheet.Name + " is resting this round", windlassFont23, centerWindowMessage));
                                    }
                                    GeneralMouseClick(mouse);
                                    break;
                                #endregion
                                #region Stand Up Action
                                case HeroActionState.StandUpAction:
                                    if (!loadedOnce)
                                    {
                                        Dice hpDie1 = new Dice(1), hpDie2 = new Dice(1);
                                        int totalHPRecovered = 0, totalStaminaRecovered = 0;
                                        hpDie1.RollDie(random.Next(0, 6));
                                        attackDiceList.Add(hpDie1);
                                        totalHPRecovered += hpDie1.Attack; totalStaminaRecovered += hpDie1.Surge;
                                        hpDie2.RollDie(random.Next(0, 6));
                                        attackDiceList.Add(hpDie2);
                                        totalHPRecovered += hpDie2.Attack; totalStaminaRecovered += hpDie2.Surge;
                                        messages.Clear();
                                        messages.Add(new Message(thisHeroSheet.Name + " has recovered " + totalHPRecovered + " hit points & " + totalStaminaRecovered + " stamina", windlassFont23, centerWindowMessage));
                                        thisHeroSheet.ActionPoints -= 2;
                                        loadedOnce = true;
                                    }
                                    GeneralMouseClick(mouse);
                                    break;
                                #endregion
                                #region Ability & Skill Action
                                case HeroActionState.PerformArrowAbilitySkillAction:
                                    if (!skillPicked) { messages.Add(new Message("Select a skill to use.", windlassFont23, centerWindowMessage)); }
                                    if (skillNotExhausted)
                                    {
                                        #region Skill Number Check
                                        #region Starting Skill Check (0)
                                        if (skillUsed == 0)
                                        {
                                            if (currentHeroClass.ClassName == "disciple" && skillPicked)
                                            {
                                                DetermineRanges(1, archetype, tokenPosition, "Skill Use");
                                                messages.Add(new Message("Select a target to heal", windlassFont23, centerWindowMessage));
                                            }
                                            else if (currentHeroClass.ClassName == "necromancer")
                                            {
                                                DetermineRanges(1, archetype, tokenPosition, "Skill Use");
                                                messages.Add(new Message("Select a location for the reanimate", windlassFont23, centerWindowMessage));
                                            }
                                            else if (currentHeroClass.ClassName == "thief" && skillPicked)
                                            {
                                                thisHeroSheet.SearchRange = 3;
                                                if (!usedSkillOnce) { changeHpStaminaBar(currentHeroToken, -1, heroNumPosition, "stamina"); usedSkillOnce = true; }
                                                skillUsed = -1; skillPicked = false;
                                                currentHeroActionState = HeroActionState.SearchAction;
                                            }
                                            else if (currentHeroClass.ClassName == "berserker" && skillPicked)
                                            {
                                                totalAttack += 1; changeHpStaminaBar(currentHeroToken, -1, heroNumPosition, "stamina"); skillUsed = -1; skillPicked = false;
                                                currentHeroActionState = HeroActionState.AttackAction; messages.Clear(); loadedOnce = true;
                                            }
                                            else if (currentHeroClass.ClassName == "knight" && skillPicked)
                                            {
                                                DetermineRanges(3, archetype, tokenPosition, "Skill Use");
                                                messages.Add(new Message("Select the closest empty location within range\nthat is adjacent to a hero token and to a monster", windlassFont23, centerWindowMessage));
                                            }
                                        }
                                        #endregion
                                        #region Skill 1 used
                                        else if (skillUsed == 1)
                                        {

                                        }
                                        #endregion
                                        #endregion
                                    }
                                    if (mouse.LeftButton == ButtonState.Pressed && leftButtonReleased) { leftClickStarted = true; leftButtonReleased = false; }
                                    else if (mouse.LeftButton == ButtonState.Released)
                                    {
                                        leftButtonReleased = true;
                                        if (leftClickStarted)
                                        {
                                            leftClickStarted = false;
                                            //checkVariousItems(mouse);
                                            #region Skill Card Click Check
                                            foreach (Token skills in currentHeroClass.SkillList) if (skills.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {

                                                    skillPicked = true;
                                                    skillUsed = skills.Variable;
                                                    if (thisHeroSheet.PickedClass.SkillsExhausted[skillUsed])
                                                    {
                                                        messages.Clear();
                                                        messages.Add(new Message("This skill is exhausted. Pick another or\nselect a new action.", windlassFont23, centerWindowMessage));
                                                        skillNotExhausted = false;
                                                    }
                                                    else
                                                    {
                                                        skillNotExhausted = true;
                                                        messages.Clear();
                                                    }
                                                }
                                            #endregion
                                            #region Hero Token Click Check
                                            foreach (Token hToken in heroTokens)
                                            {
                                                if (hToken.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {
                                                    switch (skillUsed)
                                                    {
                                                        case 0:
                                                            if (currentHeroClass.ClassName == "disciple")
                                                            {
                                                                thisHeroSheet.PickedClass.SkillsExhausted[0] = true;
                                                                skillPicked = false; changeHpStaminaBar(currentHeroToken, -1, heroNumPosition, "stamina"); messages.Clear();
                                                                Dice healing = new Dice(1);
                                                                RollAttack(healing); attackDiceList.Add(healing);
                                                                messages.Add(new Message(hToken.Name + " has been healed\nfor " + totalAttack + " damage.", windlassFont23, centerWindowMessage));
                                                                hToken.HP += totalAttack; floorHighlights.Clear();
                                                                thisHeroSheet.PickedClass.SkillsExhausted[0] = true;
                                                                thisHeroSheet.ActionPoints--;
                                                                totalAttack = 0; skillUsed = -1; checkActionPoints(thisHeroSheet);
                                                            }
                                                            break;
                                                        default: break;
                                                    }
                                                }
                                            }
                                            #endregion
                                            #region Floor Highlight Click Check
                                            foreach (Token floorLight in floorHighlights)
                                            {
                                                if (floorLight.DrawRectangle.Contains(mouse.X, mouse.Y))
                                                {
                                                    switch (skillUsed)
                                                    {
                                                        case 0:
                                                            if (currentHeroClass.ClassName == "necromancer")
                                                            {
                                                                skillPicked = false; skillUsed = -1;
                                                                changeHpStaminaBar(currentHeroToken, -1, heroNumPosition, "stamina");
                                                                heroTokens.Add(new Token(floorLight.DrawRectangle, 5, 0, 0, new Rectangle(768, 776, 64, 64)));
                                                                Token reanimate = heroTokens[heroTokens.Count - 1];
                                                                reanimate.HP = 4; reanimate.Movement = 3;
                                                                reanimate.DrawRectangle = floorLight.DrawRectangle;
                                                                reanimate.OriginalDrawRect = reanimate.DrawRectangle;
                                                                reanimate.LocationX = reanimate.DrawRectangle.X + 32;
                                                                reanimate.LocationY = reanimate.DrawRectangle.Y + 32;
                                                                reanimate.OriginalLocation = reanimate.Location;
                                                                reanimate.HalfDrawRectWidth = reanimate.SourceRectangle.Width / 2;
                                                                reanimate.HalfDrawRectHeight = reanimate.SourceRectangle.Height / 2;
                                                                messages.Clear();
                                                                familiarActive = true;
                                                                thisHeroSheet.ActionPoints--;
                                                                checkActionPoints(thisHeroSheet);
                                                            }
                                                            else // Knight Advance
                                                            {
                                                                skillPicked = false;
                                                                currentHeroToken.DrawRectangle = floorLight.DrawRectangle;
                                                                skillUsed = -1; changeHpStaminaBar(currentHeroToken, -1, heroNumPosition, "stamina");
                                                                messages.Clear();
                                                                currentHeroActionState = HeroActionState.AttackAction;
                                                            }
                                                            break;
                                                        default: break;
                                                    }
                                                }
                                            }
                                            #endregion
                                            #region Reset button click
                                            if(movementButtons[0].DrawRectangle.Contains(mouse.X, mouse.Y)){
                                                skillPicked = false; skillNotExhausted = false;
                                                messages.Clear();
                                                checkActionPoints(thisHeroSheet);
                                            }
                                            #endregion
                                        }
                                    }
                                    break;
                                #endregion
                                case HeroActionState.OpenCloseDoorAction:
                                    currentHeroState = HeroState.SelectActions;
                                    break;
                                case HeroActionState.ReviveHeroAction:
                                    currentHeroState = HeroState.SelectActions;
                                    break;

                                default: break;
                            }
                            break;
                        #endregion
                        #region Ending Hero Turn
                        case HeroState.EndTurn:
                            heroTokenClicked = false;
                            heroSheets[heroNumPosition].ActiveSheet = false;
                            if (currentHeroTurn > numHeroTurns)
                            {
                                currentHeroTurn = 1;
                                foreach (HeroSheet hSheet in heroSheets) hSheet.ActionPoints = 2;
                                foreach (Token drawToken in drawingTokens) drawToken.Active = true;
                                currentHeroState = HeroState.SelectHero;
                                currentGameState = GameState.OverlordTurn;
                            }
                            else currentHeroState = HeroState.SelectHero;

                            break;
                        #endregion
                        default: break;
                    }
                    break;
                #endregion
                #region Game State: Overlord Turn
                case GameState.OverlordTurn:
                    //messages.Add(new Message("Overlord turn coming soon!", windlassFont36, centerWindowMessage));
                    //if (timer > 5000) { currentGameState = GameState.HeroTurn; timer = 0; messages.Clear(); }
                    //else timer += gameTime.ElapsedGameTime.Milliseconds;
                    switch (currentOLState)
                    {
                        case OverlordState.ActiveEffect:
                            messages.Add(new Message("Room activation effects coming soon!", windlassFont36, centerWindowMessage));
                            if (timer > 5000) { currentOLState = OverlordState.Fate; timer = 0; messages.Clear(); }
                            else timer += gameTime.ElapsedGameTime.Milliseconds;
                            break;
                        case OverlordState.Fate:
                            messages.Add(new Message("Fate check coming soon!", windlassFont36, centerWindowMessage));
                            if (timer > 5000) { currentOLState = OverlordState.MonsterActivation; timer = 0; messages.Clear(); }
                            else timer += gameTime.ElapsedGameTime.Milliseconds;
                            break;
                        case OverlordState.MonsterActivation:
                            if (fleshFound)
                            {
                            }
                            if (dragonFound)
                            {
                            }
                            if (zombieFound)
                            {

                            }
                            if (barghestFound)
                            {

                            }
                            messages.Add(new Message("Monster activation coming soon!", windlassFont36, centerWindowMessage));
                            if (timer > 5000) { currentOLState = OverlordState.ActiveEffect; currentGameState = GameState.HeroTurn; timer = 0; messages.Clear(); }
                            else timer += gameTime.ElapsedGameTime.Milliseconds;
                            break;
                    }
                    break;
                #endregion
                default: break;
            }

            // Clean out dead monster tokens
            for (int i = monsterTokens.Count - 1; i >= 0; i--) if (!monsterTokens[i].Active) monsterTokens.RemoveAt(i);

            // Update Game items
            if(heroMoving) foreach(Token hToken in heroTokens) if(selectedHeroName == hToken.Name) hToken.Update2(gameTime);
            //foreach(Token mToken in monsterTokens) mToken.Update(gameTime);
            //overlordTrack.Update(gameTime);
            //lootTrack.Update(gameTime);

            base.Update(gameTime);
        }
예제 #2
0
 /// <summary>
 /// Checks the used weapon for any bonuses
 /// </summary>
 /// <param name="monsterToken">Monster being affected by the attack</param>
 /// <param name="weaponUsed">The weapon being used to check for bonuses</param>
 private void checkWeaponBonus(Token monsterToken, Equipment weaponUsed)
 {
     //if (attackHit && thisHeroSheet.PickedClass.ClassName == "thief")
     //{
     //    if (thisHeroSheet.PickedClass.CurrentWeapon.Bonus1 == "adjacent1dmg" || thisHeroSheet.PickedClass.OffHand.Bonus1 == "adjacent1dmg")
     //    {
     //        DetermineRanges(1, "scout", heroTokens[heroNumPosition].DrawRectangle, "");
     //        foreach (Token floorLight in floorHighlights) if (floorLight.DrawRectangle.Intersects(monsterToken.DrawRectangle))
     //            {
     //                totalAttack += 1;
     //                messages.Add(new Message("+1 Damage has been added from\nthe throwing knives bonus.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 60)));
     //            }
     //        floorHighlights.Clear();
     //    }
     //}
     if (weaponUsed.Bonus1 != "")
     {
         switch (weaponUsed.Bonus1)
         {
             case "adjacent1dmg":
                 DetermineRanges(1, "scout", heroTokens[heroNumPosition].DrawRectangle, "");
                 foreach (Token floorLight in floorHighlights) if (floorLight.DrawRectangle.Intersects(monsterToken.DrawRectangle))
                     {
                         totalAttack += 1;
                         messages.Add(new Message("+1 Damage has been added from the throwing knives bonus.", windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 60)));
                     }
                 floorHighlights.Clear();
                 break;
             case "heal1":
                 if (monsterToken.HP < 1) changeHpStaminaBar(heroTokens[heroNumPosition], 1, heroNumPosition, "hp");
                 break;
             default: break;
         }
         messages.Add(new Message(weaponUsed.Bonus1, windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 75)));
     }
     if (weaponUsed.Bonus2 != "") messages.Add(new Message(weaponUsed.Bonus1, windlassFont14, new Vector2(centerWindowMessage.X, centerWindowMessage.Y + 85)));
 }
예제 #3
0
 /// <summary>
 /// Gets the starting weapon sprite
 /// </summary>
 /// <param name="content">A string to determin the chosen class</param>
 private void loadStartingGear(string pickedClass)
 {
     Rectangle startingSkillRect = new Rectangle(0, 0, GameConstants.WINDOW_WIDTH, GameConstants.WINDOW_HEIGHT);
     int xLoc = GameConstants.MAIN_SKILL_LOC_X, yLoc = GameConstants.WINDOW_HEIGHT - 192,
         xPos = 0, yPos = 0, counter = 0;
     switch (pickedClass)
     {
         case "disciple":
             numHandsUsed = 2;
             currentWeapon = GameConstants.DISCIPLE_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 0, 128, 192);
             offHand = GameConstants.DISCIPLE_SHIELD;
             offHand.EquipmentSpriteRect = new Rectangle(128, 0, 128, 192);
             offHand.SlotUsed = true;
             xPos = 256; yPos = 0;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(256, 0, 128, 192)));
             break;
         case "spirit speaker":
             numHandsUsed = 2;
             currentWeapon = GameConstants.SPIRIT_SPEAKER_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 192, 128, 192);
             xPos = 256; yPos = 192;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(128, 192, 128, 192)));
             break;
         case "necromancer":
             numHandsUsed = 2;
             currentWeapon = GameConstants.NECROMANCER_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 384, 128, 192);
             xPos = 384; yPos = 384;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(128, 384, 128, 192)));
             skillList.Add(new Token(startingSkillRect, -1, xLoc + GameConstants.MAIN_SKILL_BUFFER_X, yLoc, new Rectangle(256, 384, 128, 192)));
             break;
         case "runemaster":
             numHandsUsed = 2;
             currentWeapon = GameConstants.RUNEMASTER_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 576, 128, 192);
             xPos = 256; yPos = 576;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(128, 576, 128, 192)));
             break;
         case "thief":
             numHandsUsed = 1;
             currentWeapon = GameConstants.THIEF_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 0, 128, 192);
             trinket1 = GameConstants.THIEF_TRINKET;
             trinket1.EquipmentSpriteRect = new Rectangle(128, 0, 128, 192);
             trinket1.SlotUsed = true;
             numOfTrinketsUsed++;
             xPos = 384; yPos = 0;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(256, 0, 128, 192)));
             break;
         case "wildlander":
             numHandsUsed = 2;
             currentWeapon = GameConstants.WILDLANDER_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 192, 128, 192);
             xPos = 256; yPos = 192;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(128, 192, 128, 192)));
             break;
         case "berserker":
             numHandsUsed = 2;
             currentWeapon = GameConstants.BERSERKER_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 384, 128, 192);
             xPos = 256; yPos = 384;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(128, 384, 128, 192)));
             break;
         case "knight":
             numHandsUsed = 2;
             currentWeapon = GameConstants.KNIGHT_WEAPON;
             currentWeapon.EquipmentSpriteRect = new Rectangle(0, 576, 128, 192);
             offHand = GameConstants.KNIGHT_SHIELD;
             offHand.EquipmentSpriteRect = new Rectangle(128, 576, 128, 192);
             offHand.SlotUsed = true;
             xPos = 384; yPos = 576;
             for (int x = 1; x <= 8; x++) { skillSpriteSourceRect[x - 1] = new Rectangle(xPos, yPos, 128, 192); xPos += 128; }
             skillList.Add(new Token(startingSkillRect, 0, xLoc, yLoc, new Rectangle(256, 576, 128, 192)));
             break;
         default: break;
     }
     for (int y = 0; y < 2; y++)
     {
         for (int x = 0; x < 4; x++)
         {
             allSkillCards.Add(new Token(new Rectangle(GameConstants.HALF_WINDOW_WIDTH() - 280 + (140 * x), GameConstants.HALF_WINDOW_HEIGHT() - 200 + (200 * y), 128, 192), counter+1, 0, 0, skillSpriteSourceRect[counter]));
             counter++;
         }
     }
     foreach (Token skillCard in allSkillCards) skillCard.Active = false;
 }
예제 #4
0
 /// <summary>
 /// Determines what surges are available for the current hero to use
 /// </summary>
 /// <param name="equipment">Weapon being used with surge options</param>
 /// <param name="heroSheet">Used to determine if specific hero sheets are active for extra surge uses</param>
 /// <param name="heroToken">The hero token using the surge</param>
 private void addSurgeUsage(Equipment equipment, HeroSheet heroSheet, Token heroToken)
 {
     surgeList.Add("Restore 1 Stamina");
     if (heroSheet.MaxHP != heroToken.HP) foreach (Token hToken in heroTokens) if (hToken.Name == "Avric") { int avricRange = DetermineDistanceLong(heroToken, hToken); if (avricRange <= 3) surgeList.Add("Restore 1 Damage"); }
     if (heroSheet.PickedClass.ClassName == "runemaster") surgeList.Add("Suffer 1 Stamina to\ngain +2 Damage");
     string surge1 = equipment.Surge1, surge2 = equipment.Surge2, surge3 = equipment.Surge3;
     surgeList.Add(surge1 = GetSurgeName(surge1));
     if (surge2 != "") surgeList.Add(surge2 = GetSurgeName(surge2));
     if (surge3 != "") surgeList.Add(surge3 = GetSurgeName(surge3));
     for (int x = 0; x < surgeList.Count; x++)
         surgeListRect.Add(new Token(actionChoiceRect, x + 1, (int)(GameConstants.ACTION_MESSAGE_X_LEFT) - 35, (int)(GameConstants.ACTION_TOKEN_Y_START + (GameConstants.ACTION_TOKEN_Y_BUFFER * x) + 11), new Rectangle(0, 884, 250, 23)));
 }
예제 #5
0
 /// <summary>
 /// Changes the weapon selected with the correct hand.
 /// </summary>
 /// <param name="bagCard">The weapon to be swapped in</param>
 /// <param name="location">The position to be placed in: main/off hand, armor, trinket 1/2</param>
 public void AddNewItem(Equipment bagCard, string location)
 {
     Rectangle sourceRect = bagCard.SourceRect;
     if (location == "main")
     {
         currentWeapon = bagCard;
         mainDie1 = new Dice(currentWeapon.Dice1); mainDie2 = new Dice(currentWeapon.Dice2); mainDie3 = new Dice(currentWeapon.Dice3);
         currentWeapon.Surge1 = bagCard.Surge1; currentWeapon.Surge2 = bagCard.Surge2; currentWeapon.Surge3 = bagCard.Surge3;
         currentWeapon.Bonus1 = bagCard.Bonus1; currentWeapon.Bonus2 = bagCard.Bonus2; currentWeapon.Hands = bagCard.Hands;
         currentWeapon.Trait1 = bagCard.Trait1; currentWeapon.Trait1 = bagCard.Trait1; currentWeapon.SourceRect = sourceRect;
     }
     else if (location == "off hand")
     {
         offHand = bagCard;
         offDie1 = new Dice(offHand.Dice1); offDie2 = new Dice(offHand.Dice2); offDie3 = new Dice(offHand.Dice3);
         offHand.Surge1 = bagCard.Surge1; offHand.Surge2 = bagCard.Surge2; offHand.Surge3 = bagCard.Surge3;
         offHand.Bonus1 = bagCard.Bonus1; offHand.Bonus2 = bagCard.Bonus2; offHand.Hands = bagCard.Hands;
         offHand.Trait1 = bagCard.Trait1; offHand.Trait1 = bagCard.Trait1; offHand.SourceRect = sourceRect;
     }
     else if (location == "shield")
     {
         offHand = bagCard;
         offDie1 = new Dice(offHand.Dice1); offDie2 = new Dice(offHand.Dice2); offDie3 = new Dice(offHand.Dice3);
         offHand.Trait1 = bagCard.Trait1; offHand.Hands = bagCard.Hands; offHand.Trait1 = bagCard.Trait1; offHand.SourceRect = sourceRect;
     }
     else if (location == "armor")
     {
         armor = bagCard;
         armor.Bonus1 = bagCard.Bonus1; armor.Bonus2 = bagCard.Bonus2; armor.Dice1 = bagCard.Dice1; armor.Type = bagCard.Type; armor.SourceRect = sourceRect;
     }
     else if (location == "trinket 1")
     {
         trinket1 = bagCard;
         trinket1.Type = bagCard.Type; trinket1.Bonus1 = bagCard.Bonus1; trinket1.Bonus2 = bagCard.Bonus2; trinket1.Trait1 = bagCard.Trait1; trinket1.SourceRect = sourceRect;
     }
     else if (location == "trinket 2")
     {
         trinket2 = bagCard;
         trinket2.Type = bagCard.Type; trinket2.Bonus1 = bagCard.Bonus1; trinket2.Bonus2 = bagCard.Bonus2; trinket2.Trait1 = bagCard.Trait1; trinket2.SourceRect = sourceRect;
     }
 }