v0.2.2: falling items now appear on the next depth (potions shatter)
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@@ -24,6 +24,13 @@ import java.util.Arrays;
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import java.util.Date;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ParalyticGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfLiquidFlame;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfParalyticGas;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfToxicGas;
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import com.watabou.noosa.Game;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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@@ -327,6 +334,22 @@ public class Dungeon {
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if (respawner != null) {
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Actor.add( level.respawner() );
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}
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for (Potion potion : level.fallingPotions){
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int cell = level.randomRespawnCell();
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while (cell == -1)
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cell = level.randomRespawnCell();
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if (potion instanceof PotionOfLiquidFlame)
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GameScene.add(Blob.seed(cell, 2, Fire.class));
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else if (potion instanceof PotionOfToxicGas)
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GameScene.add( Blob.seed( cell, 1000, ToxicGas.class ) );
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else if (potion instanceof PotionOfParalyticGas)
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GameScene.add( Blob.seed( cell, 1000, ParalyticGas.class ) );
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}
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level.fallingPotions.clear();
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hero.pos = pos != -1 ? pos : level.exit;
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@@ -24,6 +24,7 @@ import java.util.HashMap;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.items.food.Blandfruit;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfWeaponUpgrade;
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@@ -147,6 +148,9 @@ public abstract class Level implements Bundlable {
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public SparseArray<Plant> plants;
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protected ArrayList<Item> itemsToSpawn = new ArrayList<Item>();
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public ArrayList<Item> fallingItems = new ArrayList<Item>();
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public ArrayList<Potion> fallingPotions = new ArrayList<Potion>();
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public int color1 = 0x004400;
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public int color2 = 0x88CC44;
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@@ -164,6 +168,7 @@ public abstract class Level implements Bundlable {
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private static final String PLANTS = "plants";
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private static final String MOBS = "mobs";
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private static final String BLOBS = "blobs";
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private static final String FALLING = "falling";
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public void create() {
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@@ -307,6 +312,8 @@ public abstract class Level implements Bundlable {
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Blob blob = (Blob)b;
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blobs.put( blob.getClass(), blob );
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}
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fallingItems = (ArrayList)bundle.getCollection( FALLING );
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buildFlagMaps();
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cleanWalls();
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@@ -324,6 +331,7 @@ public abstract class Level implements Bundlable {
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bundle.put( PLANTS, plants.values() );
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bundle.put( MOBS, mobs );
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bundle.put( BLOBS, blobs.values() );
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bundle.put( FALLING, fallingItems);
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}
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public int tunnelTile() {
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@@ -573,6 +581,7 @@ public abstract class Level implements Bundlable {
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heap.pos = cell;
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if (map[cell] == Terrain.CHASM || (Dungeon.level != null && pit[cell])) {
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GameScene.discard( heap );
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fallingItems.add(item);
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} else {
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heaps.put( cell, heap );
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GameScene.add( heap );
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@@ -103,8 +103,7 @@ public class Chasm {
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}
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public static void mobFall( Mob mob ) {
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// Destroy instead of kill to prevent dropping loot
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mob.destroy();
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mob.die( null );
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((MobSprite)mob.sprite).fall();
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}
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@@ -18,7 +18,10 @@
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import java.io.FileNotFoundException;
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import java.util.ArrayList;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
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import com.watabou.noosa.BitmapText;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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@@ -245,8 +248,18 @@ public class InterlevelScene extends PixelScene {
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}
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private void descend() throws Exception {
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Actor.fixTime();
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Level level;
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ArrayList<Item> fallingItems = new ArrayList<Item>();
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if (Dungeon.depth > 0) {
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level = Dungeon.level;
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fallingItems = level.fallingItems;
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level.fallingItems = new ArrayList<Item>();
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}
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Actor.fixTime();
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if (Dungeon.hero == null) {
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Dungeon.init();
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if (noStory) {
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@@ -256,29 +269,57 @@ public class InterlevelScene extends PixelScene {
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} else {
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Dungeon.saveLevel();
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}
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Level level;
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if (Dungeon.depth >= Statistics.deepestFloor) {
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level = Dungeon.newLevel();
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} else {
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Dungeon.depth++;
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level = Dungeon.loadLevel( Dungeon.hero.heroClass );
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}
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for (Item item : fallingItems){
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int cell = level.randomRespawnCell();
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while (cell == -1)
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cell = level.randomRespawnCell();
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if (!(item instanceof Potion))
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level.drop(item, cell);
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else
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level.fallingPotions.add((Potion)item);
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}
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Dungeon.switchLevel( level, level.entrance );
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}
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private void fall() throws Exception {
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Actor.fixTime();
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Level level = Dungeon.level;
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ArrayList<Item> fallingItems = level.fallingItems;
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level.fallingItems = new ArrayList<Item>();
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Actor.fixTime();
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Dungeon.saveLevel();
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Level level;
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if (Dungeon.depth >= Statistics.deepestFloor) {
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level = Dungeon.newLevel();
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} else {
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Dungeon.depth++;
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level = Dungeon.loadLevel( Dungeon.hero.heroClass );
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}
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for (Item item : fallingItems){
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int cell = level.randomRespawnCell();
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while (cell == -1)
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cell = level.randomRespawnCell();
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if (!(item instanceof Potion))
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level.drop(item, cell);
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else
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level.fallingPotions.add((Potion)item);
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}
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Dungeon.switchLevel( level, fallIntoPit ? level.pitCell() : level.randomRespawnCell() );
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}
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