/// <summary> /// Checks for plants /// </summary> /// <param name="universe"></param> /// <param name="adventurer"></param> public static void CheckForFoiliage(Universe universe, Adventurer adventurer) { foreach (Foiliage plant in universe.FoiliageList) { if (plant.Location == adventurer.MapLocation) { switch (plant.Plant) { case Foiliage.plantType.Tree: DisplayMap.DisplayTree(plant.XPos, plant.YPos); break; case Foiliage.plantType.Grass: DisplayMap.DisplayPlantBasic(plant.XPos, plant.YPos, plant.CharIcon); break; case Foiliage.plantType.Flower: break; case Foiliage.plantType.Field: DisplayMap.DisplayPlantGrass(plant.XPos, plant.XEnd, plant.YPos, plant.YEnd, plant.CharIcon); break; case Foiliage.plantType.Fountain: TextDrawings.DisplayFountain(plant.XPos, plant.YPos); break; default: break; } } } }
public static void CheckPosition(Adventurer adventurer, Universe universe) { //checks for current quest and if you complete the quest or not Check.CheckPlayerQuest(universe, adventurer); //Checks what map you are on and then Draws the correct entities to the screen Check.CheckPlayerPosition(universe, adventurer); //checks whether to draw house stuff or not if (!adventurer.InaHouse) { DisplayMapObjects(adventurer, universe); } else if (adventurer.InaHouse) { foreach (var house in universe.HouseList) { if (house.PlayerInside) { DisplayMap.DisplayHouseInside(universe); Check.CheckNPCMap(universe, adventurer.InHouseName); DisplayMap.DisplayNPC(universe); Check.CheckAndDisplayItemMap(universe, adventurer); //Handles all objects in the "rooms" //NEW IDEA, Hows bout thats annoying and no Check.CheckandDisplayRoomObjects(universe, adventurer); } } } }
public static void CheckAndPickupItem(Universe universe, Adventurer adventurer) { int checkx = adventurer.Xpos; int checky = adventurer.Ypos; switch (adventurer.LookDirection) { case Humanoid.Direction.LEFT: checkx--; break; case Humanoid.Direction.RIGHT: checkx++; break; case Humanoid.Direction.UP: checky--; break; case Humanoid.Direction.DOWN: checky++; break; default: break; } foreach (var item in universe.ItemList) { if ((item.houseLoc != House.houseName.None) && (item.houseLoc == adventurer.InHouseName)) { if (!item.itemTaken) { if ((item.XPos == checkx) && (item.YPos == checky)) { item.itemTaken = true; adventurer.ItemsDictionary[item.ItemType] += 1; DisplayMap.DisplayItemToPickup(item.XPos, item.YPos, item.itemTaken); TextBoxViews.WriteToMessageBox(universe, "You picked up a " + item.ItemType.ToString()); } } } else if (item.worldLoc == adventurer.MapLocation) { if (!item.itemTaken) { //matches locations if ((item.XPos == checkx) && (item.YPos == checky)) { item.itemTaken = true; adventurer.ItemsDictionary[item.ItemType] += 1; DisplayMap.DisplayItemToPickup(item.XPos, item.YPos, item.itemTaken); TextBoxViews.WriteToMessageBox(universe, "You picked up a " + item.ItemType.ToString()); } } } } }//End of last Method
/// <summary> /// Checks for Furniture then displays it in the room you are in. /// </summary> /// <param name="universe"></param> /// <param name="adventurer"></param> public static void CheckandDisplayRoomObjects(Universe universe, Adventurer adventurer) { foreach (var furniture in universe.FurnitureList) { if (furniture.House == adventurer.InHouseName) { DisplayMap.DisplayHouseObjects(furniture.Xpos, furniture.Ypos, furniture.FurnituretOb); } } }
public static void DisplayMapObjects(Adventurer adventurer, Universe universe) { switch (adventurer.MapLocation) { case Humanoid.Location.MainWorld: Check.CheckNPCMap(universe, Humanoid.Location.MainWorld); DisplayMap.DisplayTowns(universe, adventurer); Check.CheckForFoiliage(universe, adventurer); Check.CheckAndDisplayItemMap(universe, adventurer); break; case Humanoid.Location.TutTown: Check.CheckNPCMap(universe, Humanoid.Location.TutTown); DisplayMap.DisplayNPC(universe); DisplayMap.DisplayHouses(universe, adventurer); Check.CheckForFoiliage(universe, adventurer); Check.CheckAndDisplayItemMap(universe, adventurer); break; case Humanoid.Location.CherryGrove: Check.CheckNPCMap(universe, Humanoid.Location.CherryGrove); DisplayMap.DisplayNPC(universe); DisplayMap.DisplayHouses(universe, adventurer); Check.CheckForFoiliage(universe, adventurer); Check.CheckAndDisplayItemMap(universe, adventurer); break; case Humanoid.Location.Cave: Check.CheckNPCMap(universe, Humanoid.Location.Cave); DisplayMap.DisplayNPC(universe); Check.CheckAndDisplayItemMap(universe, adventurer); Check.CheckandDisplayCaveEnemies(universe); break; default: break; } }
/// <summary> /// Checks for it3ems then displays them onto the current map you are on /// </summary> /// <param name="universe"></param> /// <param name="adventurer"></param> public static void CheckAndDisplayItemMap(Universe universe, Adventurer adventurer) { bool noMapItems = false; foreach (var item in universe.ItemList) { if ((item.houseLoc != House.houseName.None) && (item.houseLoc == adventurer.InHouseName)) { if (!item.itemTaken) { DisplayMap.DisplayItemToPickup(item.XPos, item.YPos); noMapItems = true; } } else if (item.worldLoc == adventurer.MapLocation && !noMapItems) { if (!item.itemTaken) { DisplayMap.DisplayItemToPickup(item.XPos, item.YPos); } } } }