Eamon CS
3.1.0
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Represents the base properties that comprise the saved state of a game. These properties are stored when the game is saved and restored when the game is resumed. More...
Public Member Functions | |
long | GetNBTL (long index, long roomUid=0) |
Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room. More... | |
long | GetNBTL (Friendliness friendliness, long roomUid=0) |
Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room. More... | |
long | GetDTTL (long index, long roomUid=0) |
Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room. More... | |
long | GetDTTL (Friendliness friendliness, long roomUid=0) |
Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room. More... | |
long | GetSa (long index) |
Gets the player's current ability for a given Spell. More... | |
long | GetSa (Spell spell) |
Gets the player's current ability for a given Spell. More... | |
long | GetImportedArtUid (long index) |
Gets the imported ArtifactUid at a given index. More... | |
long | GetHeldWpnUid (long index) |
Gets the held weapon ArtifactUid at a given index. More... | |
void | SetSa (long index, long value) |
Sets the player's current ability for a given Spell. More... | |
void | SetSa (Spell spell, long value) |
Sets the player's current ability for a given Spell. More... | |
void | SetImportedArtUid (long value) |
Adds the imported ArtifactUid to the list. More... | |
void | SetHeldWpnUid (long value) |
Adds the held weapon ArtifactUid to the list. More... | |
void | ModSa (long index, long value) |
Modifies the player's current ability for a given Spell. More... | |
void | ModSa (Spell spell, long value) |
Modifies the player's current ability for a given Spell. More... | |
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void | SetParentReferences () |
string | GetPluralName (string fieldName) |
string | GetPluralName01 () |
string | GetDecoratedName (string fieldName, ArticleType articleType, bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false) |
string | GetNoneName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false) |
string | GetArticleName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false) |
string | GetTheName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false) |
RetCode | BuildPrintedFullDesc (StringBuilder buf, bool showName, bool showVerboseName) |
Properties | |
long | Ar [get, set] |
Gets or sets the ArtifactUid for the armor being worn by the player character (may be 0 if none exists). More... | |
long | Cm [get, set] |
Gets or sets the MonsterUid being used to represent the player character. More... | |
long | Ls [get, set] |
Gets or sets the ArtifactUid for the currently active LightSource (may be 0 if none exists). More... | |
long | Ro [get, set] |
Gets or sets the RoomUid for the player character's current location (may be 0 if in limbo). More... | |
long | R2 [get, set] |
Gets or sets the RoomUid for the location the player character is entering (during a movement operation). More... | |
long | R3 [get, set] |
Gets or sets the RoomUid for the location the player character is exiting (during a movement operation). More... | |
long | Sh [get, set] |
Gets or sets the ArtifactUid for the shield being worn by the player character (may be 0 if none exists). More... | |
long | Die [get, set] |
Gets or sets a value indicating the player character death status (-1=Quitting Game; 0=Alive; 1=Dead). More... | |
long | Speed [get, set] |
Gets or sets the number of rounds remaining before the player character's Speed spell expires. More... | |
bool | Vr [get, set] |
Gets or sets a value indicating whether Rooms should always be printed verbosely. More... | |
bool | Vm [get, set] |
Gets or sets a value indicating whether Monsters should always be printed verbosely. More... | |
bool | Va [get, set] |
Gets or sets a value indicating whether Artifacts should always be printed verbosely. More... | |
bool | Vn [get, set] |
Gets or sets a value indicating whether names for Monsters and Artifacts should always be printed verbosely. More... | |
bool | MatureContent [get, set] |
Gets or sets a value indicating whether mature content should be allowed during gameplay. More... | |
bool | InteractiveFiction [get, set] |
Gets or sets a value indicating whether the game is being played as traditional Interactive Fiction or an Eamon adventure. More... | |
bool | EnhancedCombat [get, set] |
Gets or sets a value indicating whether the game is using enhanced combat or traditional Eamon combat. More... | |
bool | EnhancedParser [get, set] |
Gets or sets a value indicating whether the game is using an enhanced parser or traditional Eamon parser. More... | |
bool | IobjPronounAffinity [get, set] |
Gets or sets a value indicating whether pronouns attach to the most recently used indirect or direct object (enhanced parser only). More... | |
bool | ShowPronounChanges [get, set] |
Gets or sets a value indicating whether the parser emits a message when it changes the object referred to by a pronoun. (enhanced parser only). More... | |
bool | ShowFulfillMessages [get, set] |
Gets or sets a value indicating whether the parser emits a message when it executes each command in a series (enhanced parser only). More... | |
long | CurrTurn [get, set] |
Gets or sets the current turn in the game; this is incremented after player command parsing but before execution. More... | |
long | PauseCombatMs [get, set] |
Gets or sets the number of milliseconds to pause between actions during a combat round. More... | |
long | PauseCombatActions [get, set] |
Gets or sets the number of actions to pause between during a combat round. More... | |
long | UsedWpnIdx [get, set] |
Gets or sets a value that indexes HeldWpnUids and indicates which weapon in that array is being used by the player in the game (Beginner's adventures only). More... | |
long[] | Sa [get, set] |
Gets or sets an array of player character Spell abilities that is updated during gameplay. More... | |
IList< long > | ImportedArtUids [get, set] |
Gets or sets a list of ArtifactUids corresponding to the Artifacts brought into the game by the player (armor, shield and weapons). More... | |
IList< long > | HeldWpnUids [get, set] |
Gets or sets a list of ArtifactUids corresponding to the weapons brought into the game by the player (Beginner's adventures only). More... | |
IEventHeap | BeforePrintPlayerRoomEventHeap [get, set] |
Gets or sets the data structure that holds events to be fired before the player character's current Room is printed. More... | |
IEventHeap | AfterPrintPlayerRoomEventHeap [get, set] |
Gets or sets the data structure that holds events to be fired after the player character's current Room is printed, but before the command prompt is displayed. More... | |
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long | Uid [get, set] |
Gets or sets a unique Id that distinguishes this Record from others of its type. More... | |
string | Name [get, set] |
Gets or sets the name of this Record as shown in various lists or the Record's full description. More... | |
string | Desc [get, set] |
Gets or sets the detailed description of this Record shown when the Record is first Seen or later examined. More... | |
string[] | Synonyms [get, set] |
Gets or sets a string array containing Name synonyms for this Record (may be null ). More... | |
bool | Seen [get, set] |
Gets or sets a value indicating whether this Record has been seen by the player character. More... | |
bool | Moved [get, set] |
Gets or sets a value indicating whether this Record has been moved from its original Location. More... | |
ArticleType | ArticleType [get, set] |
Gets or sets a value indicating how this Record's Name is prefixed to produce its listed Name. More... | |
string | ParserMatchName [get, set] |
Gets or sets the name or synonym of this Record matched in the FilterRecordList method. More... | |
Represents the base properties that comprise the saved state of a game. These properties are stored when the game is saved and restored when the game is resumed.
Game designers can extend this interface and add new properties needed for the game state of their new game, implementing those properties in the game's underlying derived GameState class. Provided the SharpSerializer library can handle the new properties, the save and restore of the game's new GameState is automatically supported by Eamon CS. Luckily, this library is very powerful and only exotic things like cyclic graphs aren't supported. Be careful to distinguish between game state and scratch variables used only during gameplay, which are best stored elsewhere (perhaps in IEngine).
long Eamon.Framework.IGameState.GetDTTL | ( | Friendliness | friendliness, |
long | roomUid = 0 |
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Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room.
friendliness | The Friendliness value. |
roomUid | The Room Uid, or 0 for the player's current Room. (Optional) |
This convenience wrapper should typically never be overridden in games. The other base method remarks are also applicable here.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetDTTL | ( | long | index, |
long | roomUid = 0 |
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Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room.
index | The Friendliness value expressed as a long datatype. |
roomUid | The Room Uid, or 0 for the player's current Room. (Optional) |
This method returns the summed damage taken for games using Ruleset Version 5 or 62; for others it returns 0. For group Monsters, the value added to the sum is the damage taken by the "current" group member. When the roomUid is omitted the player's current Room is used. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState, and TheVileGrimoireOfJaldial.Game.GameState.
long Eamon.Framework.IGameState.GetHeldWpnUid | ( | long | index | ) |
Gets the held weapon ArtifactUid at a given index.
index | The list index. |
The HeldWpnUids list stores all weapon Artifacts brought into a Beginner's adventure. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetImportedArtUid | ( | long | index | ) |
Gets the imported ArtifactUid at a given index.
index | The list index. |
The ImportedArtUids list stores Artifacts imported by the player into the game. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetNBTL | ( | Friendliness | friendliness, |
long | roomUid = 0 |
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Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room.
friendliness | The Friendliness value. |
roomUid | The Room Uid, or 0 for the player's current Room. (Optional) |
This convenience wrapper should typically never be overridden in games. The other base method remarks are also applicable here.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetNBTL | ( | long | index, |
long | roomUid = 0 |
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Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room.
index | The Friendliness value expressed as a long datatype. |
roomUid | The Room Uid, or 0 for the player's current Room. (Optional) |
For group Monsters, the value added to the sum is equal to (Hardiness * CurrGroupCount). When the roomUid is omitted the player's current Room is used. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetSa | ( | long | index | ) |
Gets the player's current ability for a given Spell.
index | The Spell value expressed as a long datatype. |
The value changes during gameplay based on Spell usage and regeneration each round. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
long Eamon.Framework.IGameState.GetSa | ( | Spell | spell | ) |
Gets the player's current ability for a given Spell.
spell | The Spell value. |
This convenience wrapper should typically never be overridden in games. The other base method remarks are also applicable here.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.ModSa | ( | long | index, |
long | value | ||
) |
Modifies the player's current ability for a given Spell.
index | The Spell value expressed as a long datatype. |
value | The modifier to the current ability value. |
The current ability value can be incremented or decremented during gameplay for any reason, based on the value being positive or negative. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.ModSa | ( | Spell | spell, |
long | value | ||
) |
Modifies the player's current ability for a given Spell.
spell | The Spell value. |
value | The modifier to the current ability value. |
This convenience wrapper should typically never be overridden in games. The other base method remarks are also applicable here.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.SetHeldWpnUid | ( | long | value | ) |
Adds the held weapon ArtifactUid to the list.
value | The new held weapon Artifact Uid. |
The held weapon Artifact Uid is appended to the HeldWpnUids list. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.SetImportedArtUid | ( | long | value | ) |
Adds the imported ArtifactUid to the list.
value | The new imported Artifact Uid. |
The imported Artifact Uid is appended to the ImportedArtUids list. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.SetSa | ( | long | index, |
long | value | ||
) |
Sets the player's current ability for a given Spell.
index | The Spell value expressed as a long datatype. |
value | The new current ability value. |
The current ability value can be changed during gameplay for any reason. This method can be overridden in games when necessary.
Implemented in Eamon.Game.GameState.
void Eamon.Framework.IGameState.SetSa | ( | Spell | spell, |
long | value | ||
) |
Sets the player's current ability for a given Spell.
spell | The Spell value. |
value | The new current ability value. |
This convenience wrapper should typically never be overridden in games. The other base method remarks are also applicable here.
Implemented in Eamon.Game.GameState.
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Gets or sets the data structure that holds events to be fired after the player character's current Room is printed, but before the command prompt is displayed.
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Gets or sets the data structure that holds events to be fired before the player character's current Room is printed.
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Gets or sets the current turn in the game; this is incremented after player command parsing but before execution.
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Gets or sets a value indicating the player character death status (-1=Quitting Game; 0=Alive; 1=Dead).
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Gets or sets a value indicating whether the game is using enhanced combat or traditional Eamon combat.
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Gets or sets a value indicating whether the game is using an enhanced parser or traditional Eamon parser.
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Gets or sets a list of ArtifactUids corresponding to the weapons brought into the game by the player (Beginner's adventures only).
All but one of these weapons is put in limbo at game startup; the UsedWpnIdx property indicates which weapon is being used by the player in the game. All weapons are returned to the player when the game is exited. Avoid accessing list elements directly in favor of using Getter/Setter methods to ensure games can override when necessary.
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Gets or sets a value indicating whether the game is being played as traditional Interactive Fiction or an Eamon adventure.
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Gets or sets a value indicating whether pronouns attach to the most recently used indirect or direct object (enhanced parser only).
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Gets or sets the ArtifactUid for the currently active LightSource (may be 0 if none exists).
Here are some basics about the LightSource ArtifactType in Eamon CS. Like Eamon Deluxe, it directly supports only one light source active at a time, and it must be in the Room with the player. When the LightSource is active, its Uid is stored in Ls; if no LightSource is active, this property will be 0. Furthermore, if the LightSource is portable, it must be carried by the player when activated as well (the game automatically causes the player character to pick it up). If a portable LightSource is dropped, it will go out; if the LightSource is not portable, it will go out when the player leaves the room. If one LightSource is lit when another is active, the currently lit LightSource will go out.
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Gets or sets a value indicating whether mature content should be allowed during gameplay.
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Gets or sets the number of actions to pause between during a combat round.
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Gets or sets the number of milliseconds to pause between actions during a combat round.
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Gets or sets an array of player character Spell abilities that is updated during gameplay.
This array is initialized and synchronized with the player character's permanent SpellAbilities before and during the game. Avoid accessing array elements directly in favor of using Getter/Setter/Mutator methods to ensure games can override when necessary.
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Gets or sets a value indicating whether the parser emits a message when it executes each command in a series (enhanced parser only).
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Gets or sets a value indicating whether the parser emits a message when it changes the object referred to by a pronoun. (enhanced parser only).
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Gets or sets the number of rounds remaining before the player character's Speed spell expires.
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Gets or sets a value that indexes HeldWpnUids and indicates which weapon in that array is being used by the player in the game (Beginner's adventures only).
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Gets or sets a value indicating whether Artifacts should always be printed verbosely.
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Gets or sets a value indicating whether Monsters should always be printed verbosely.
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Gets or sets a value indicating whether Rooms should always be printed verbosely.