v0.7.1a: traps now check if chars on them are flying when appropriate
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-1
@@ -65,7 +65,7 @@ public class CursingTrap extends Trap {
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}
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}
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}
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}
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if (Dungeon.hero.pos == pos){
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if (Dungeon.hero.pos == pos && !Dungeon.hero.flying){
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curse(Dungeon.hero);
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curse(Dungeon.hero);
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}
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}
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}
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}
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@@ -61,7 +61,7 @@ public class DisarmingTrap extends Trap{
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}
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}
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}
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}
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if (Dungeon.hero.pos == pos){
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if (Dungeon.hero.pos == pos && !Dungeon.hero.flying){
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Hero hero = Dungeon.hero;
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Hero hero = Dungeon.hero;
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KindOfWeapon weapon = hero.belongings.weapon;
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KindOfWeapon weapon = hero.belongings.weapon;
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@@ -56,7 +56,7 @@ public class GrippingTrap extends Trap {
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Char c = Actor.findChar( pos );
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Char c = Actor.findChar( pos );
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if (c != null) {
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if (c != null && !c.flying) {
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int damage = Math.max( 0, (2 + Dungeon.depth) - c.drRoll() );
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int damage = Math.max( 0, (2 + Dungeon.depth) - c.drRoll() );
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Buff.affect( c, Bleeding.class ).set( damage );
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Buff.affect( c, Bleeding.class ).set( damage );
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Buff.prolong( c, Cripple.class, Cripple.DURATION);
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Buff.prolong( c, Cripple.class, Cripple.DURATION);
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@@ -38,7 +38,7 @@ public class OozeTrap extends Trap {
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public void activate() {
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public void activate() {
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Char ch = Actor.findChar( pos );
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Char ch = Actor.findChar( pos );
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if (ch != null){
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if (ch != null && !ch.flying){
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Buff.affect(ch, Ooze.class).set( 20f );
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Buff.affect(ch, Ooze.class).set( 20f );
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Splash.at( pos, 0x000000, 5);
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Splash.at( pos, 0x000000, 5);
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}
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}
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+3
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@@ -52,12 +52,14 @@ public class PitfallTrap extends Trap {
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Char ch = Actor.findChar( pos );
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Char ch = Actor.findChar( pos );
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if (ch != null && !ch.flying) {
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if (ch == Dungeon.hero) {
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if (ch == Dungeon.hero) {
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Chasm.heroFall(pos);
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Chasm.heroFall(pos);
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} else if (ch != null){
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} else {
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Chasm.mobFall((Mob) ch);
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Chasm.mobFall((Mob) ch);
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}
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}
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}
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}
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}
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//TODO these used to become chasms when disarmed, but the functionality was problematic
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//TODO these used to become chasms when disarmed, but the functionality was problematic
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//because it could block routes, perhaps some way to make this work elegantly?
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//because it could block routes, perhaps some way to make this work elegantly?
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+3
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@@ -50,9 +50,10 @@ public class TeleportationTrap extends Trap {
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Sample.INSTANCE.play( Assets.SND_TELEPORT );
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Sample.INSTANCE.play( Assets.SND_TELEPORT );
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Char ch = Actor.findChar( pos);
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Char ch = Actor.findChar( pos);
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if (ch != null && !ch.flying) {
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if (ch instanceof Hero) {
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if (ch instanceof Hero) {
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ScrollOfTeleportation.teleportHero((Hero) ch);
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ScrollOfTeleportation.teleportHero((Hero) ch);
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} else if (ch != null){
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} else {
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int count = 10;
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int count = 10;
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int pos;
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int pos;
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do {
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do {
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@@ -77,6 +78,7 @@ public class TeleportationTrap extends Trap {
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}
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}
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}
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}
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}
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Heap heap = Dungeon.level.heaps.get(pos);
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Heap heap = Dungeon.level.heaps.get(pos);
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+3
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@@ -51,6 +51,7 @@ public class WarpingTrap extends Trap {
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Sample.INSTANCE.play(Assets.SND_TELEPORT);
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Sample.INSTANCE.play(Assets.SND_TELEPORT);
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Char ch = Actor.findChar(pos);
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Char ch = Actor.findChar(pos);
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if (ch != null && !ch.flying) {
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if (ch instanceof Hero) {
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if (ch instanceof Hero) {
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ScrollOfTeleportation.teleportHero((Hero) ch);
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ScrollOfTeleportation.teleportHero((Hero) ch);
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BArray.setFalse(Dungeon.level.visited);
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BArray.setFalse(Dungeon.level.visited);
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@@ -58,7 +59,7 @@ public class WarpingTrap extends Trap {
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GameScene.updateFog();
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GameScene.updateFog();
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Dungeon.observe();
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Dungeon.observe();
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} else if (ch != null){
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} else {
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int count = 10;
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int count = 10;
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int pos;
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int pos;
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do {
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do {
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@@ -83,6 +84,7 @@ public class WarpingTrap extends Trap {
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}
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}
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}
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}
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}
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Heap heap = Dungeon.level.heaps.get(pos);
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Heap heap = Dungeon.level.heaps.get(pos);
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+1
-1
@@ -43,7 +43,7 @@ public class WeakeningTrap extends Trap{
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}
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}
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Char ch = Actor.findChar( pos );
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Char ch = Actor.findChar( pos );
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if (ch == Dungeon.hero){
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if (ch != null && !ch.flying){
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Buff.prolong( ch, Weakness.class, Weakness.DURATION*2f );
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Buff.prolong( ch, Weakness.class, Weakness.DURATION*2f );
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}
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}
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}
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}
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