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 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; } }