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- #region File Description
- //-----------------------------------------------------------------------------
- // Player.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- #endregion
- namespace RolePlayingGameData
- {
- /// <summary>
- /// A member of the player's party, also represented in the world before joining.
- /// </summary>
- /// <remarks>
- /// There is only one of a given Player in the game world at a time, and their
- /// current statistics persist after combat. Thererefore, current statistics
- /// are tracked here.
- /// </remarks>
- public class Player : FightingCharacter
- #if WINDOWS
- , ICloneable
- #endif
- {
- #region Current Statistics
- /// <summary>
- /// The current set of persistent statistics modifiers - damage, etc.
- /// </summary>
- [ContentSerializerIgnore]
- public StatisticsValue StatisticsModifiers = new StatisticsValue();
- /// <summary>
- /// The current set of statistics, including damage, etc.
- /// </summary>
- [ContentSerializerIgnore]
- public StatisticsValue CurrentStatistics
- {
- get { return CharacterStatistics + StatisticsModifiers; }
- }
- #endregion
- #region Initial Data
- /// <summary>
- /// The amount of gold that the player has when it joins the party.
- /// </summary>
- private int gold;
- /// <summary>
- /// The amount of gold that the player has when it joins the party.
- /// </summary>
- public int Gold
- {
- get { return gold; }
- set { gold = value; }
- }
- #endregion
- #region Dialogue Data
- /// <summary>
- /// The dialogue that the player says when it is greeted as an Npc in the world.
- /// </summary>
- private string introductionDialogue;
- /// <summary>
- /// The dialogue that the player says when it is greeted as an Npc in the world.
- /// </summary>
- public string IntroductionDialogue
- {
- get { return introductionDialogue; }
- set { introductionDialogue = value; }
- }
- /// <summary>
- /// The dialogue that the player says when its offer to join is accepted.
- /// </summary>
- private string joinAcceptedDialogue;
- /// <summary>
- /// The dialogue that the player says when its offer to join is accepted.
- /// </summary>
- public string JoinAcceptedDialogue
- {
- get { return joinAcceptedDialogue; }
- set { joinAcceptedDialogue = value; }
- }
- /// <summary>
- /// The dialogue that the player says when its offer to join is rejected.
- /// </summary>
- private string joinRejectedDialogue;
- /// <summary>
- /// The dialogue that the player says when its offer to join is rejected.
- /// </summary>
- public string JoinRejectedDialogue
- {
- get { return joinRejectedDialogue; }
- set { joinRejectedDialogue = value; }
- }
- #endregion
- #region Portrait Data
- /// <summary>
- /// The name of the active portrait texture.
- /// </summary>
- private string activePortraitTextureName;
- /// <summary>
- /// The name of the active portrait texture.
- /// </summary>
- public string ActivePortraitTextureName
- {
- get { return activePortraitTextureName; }
- set { activePortraitTextureName = value; }
- }
- /// <summary>
- /// The active portrait texture.
- /// </summary>
- private Texture2D activePortraitTexture;
- /// <summary>
- /// The active portrait texture.
- /// </summary>
- [ContentSerializerIgnore]
- public Texture2D ActivePortraitTexture
- {
- get { return activePortraitTexture; }
- }
- /// <summary>
- /// The name of the inactive portrait texture.
- /// </summary>
- private string inactivePortraitTextureName;
- /// <summary>
- /// The name of the inactive portrait texture.
- /// </summary>
- public string InactivePortraitTextureName
- {
- get { return inactivePortraitTextureName; }
- set { inactivePortraitTextureName = value; }
- }
- /// <summary>
- /// The inactive portrait texture.
- /// </summary>
- private Texture2D inactivePortraitTexture;
- /// <summary>
- /// The inactive portrait texture.
- /// </summary>
- [ContentSerializerIgnore]
- public Texture2D InactivePortraitTexture
- {
- get { return inactivePortraitTexture; }
- }
- /// <summary>
- /// The name of the unselectable portrait texture.
- /// </summary>
- private string unselectablePortraitTextureName;
- /// <summary>
- /// The name of the unselectable portrait texture.
- /// </summary>
- public string UnselectablePortraitTextureName
- {
- get { return unselectablePortraitTextureName; }
- set { unselectablePortraitTextureName = value; }
- }
- /// <summary>
- /// The unselectable portrait texture.
- /// </summary>
- private Texture2D unselectablePortraitTexture;
- /// <summary>
- /// The unselectable portrait texture.
- /// </summary>
- [ContentSerializerIgnore]
- public Texture2D UnselectablePortraitTexture
- {
- get { return unselectablePortraitTexture; }
- }
- #endregion
- #region Content Type Reader
- /// <summary>
- /// Read a Player object from the content pipeline.
- /// </summary>
- public class PlayerReader : ContentTypeReader<Player>
- {
- protected override Player Read(ContentReader input, Player existingInstance)
- {
- Player player = existingInstance;
- if (player == null)
- {
- player = new Player();
- }
- input.ReadRawObject<FightingCharacter>(player as FightingCharacter);
- player.Gold = input.ReadInt32();
- player.IntroductionDialogue = input.ReadString();
- player.JoinAcceptedDialogue = input.ReadString();
- player.JoinRejectedDialogue = input.ReadString();
- player.ActivePortraitTextureName = input.ReadString();
- player.activePortraitTexture =
- input.ContentManager.Load<Texture2D>(
- System.IO.Path.Combine(@"Textures\Characters\Portraits",
- player.ActivePortraitTextureName));
- player.InactivePortraitTextureName = input.ReadString();
- player.inactivePortraitTexture =
- input.ContentManager.Load<Texture2D>(
- System.IO.Path.Combine(@"Textures\Characters\Portraits",
- player.InactivePortraitTextureName));
- player.UnselectablePortraitTextureName = input.ReadString();
- player.unselectablePortraitTexture =
- input.ContentManager.Load<Texture2D>(
- System.IO.Path.Combine(@"Textures\Characters\Portraits",
- player.UnselectablePortraitTextureName));
- return player;
- }
- }
- #endregion
- #region ICloneable Members
- public object Clone()
- {
- Player player = new Player();
- player.activePortraitTexture = activePortraitTexture;
- player.activePortraitTextureName = activePortraitTextureName;
- player.AssetName = AssetName;
- player.CharacterClass = CharacterClass;
- player.CharacterClassContentName = CharacterClassContentName;
- player.CharacterLevel = CharacterLevel;
- player.CombatAnimationInterval = CombatAnimationInterval;
- player.CombatSprite = CombatSprite.Clone() as AnimatingSprite;
- player.Direction = Direction;
- player.EquippedEquipment.AddRange(EquippedEquipment);
- player.Experience = Experience;
- player.gold = gold;
- player.inactivePortraitTexture = inactivePortraitTexture;
- player.inactivePortraitTextureName = inactivePortraitTextureName;
- player.InitialEquipmentContentNames.AddRange(InitialEquipmentContentNames);
- player.introductionDialogue = introductionDialogue;
- player.Inventory.AddRange(Inventory);
- player.joinAcceptedDialogue = joinAcceptedDialogue;
- player.joinRejectedDialogue = joinRejectedDialogue;
- player.MapIdleAnimationInterval = MapIdleAnimationInterval;
- player.MapPosition = MapPosition;
- player.MapSprite = MapSprite.Clone() as AnimatingSprite;
- player.MapWalkingAnimationInterval = MapWalkingAnimationInterval;
- player.Name = Name;
- player.ShadowTexture = ShadowTexture;
- player.State = State;
- player.unselectablePortraitTexture = unselectablePortraitTexture;
- player.unselectablePortraitTextureName = unselectablePortraitTextureName;
- player.WalkingSprite = WalkingSprite.Clone() as AnimatingSprite;
- player.RecalculateEquipmentStatistics();
- player.RecalculateTotalDefenseRanges();
- player.RecalculateTotalTargetDamageRange();
- player.ResetAnimation(false);
- player.ResetBaseStatistics();
- return player;
- }
- #endregion
- }
- }
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