v0.3.1: added in logic for the proper display of inactive traps

This commit is contained in:
Evan Debenham
2015-08-14 03:29:45 -04:00
committed by Evan Debenham
parent 5fd3d94ca2
commit 9b13c3f01e
11 changed files with 60 additions and 19 deletions
@@ -344,6 +344,18 @@ public abstract class Level implements Bundlable {
}
traps.put( trap.pos, trap );
}
//for pre-0.3.1 saves
if (version < 52){
for (int i=0; i < map.length; i++){
if (map[i] == Terrain.INACTIVE_TRAP){
Trap t = new WornTrap().reveal();
t.active = false;
t.pos = i;
traps.put( i, t);
}
}
}
collection = bundle.getCollection( MOBS );
for (Bundlable m : collection) {
@@ -638,7 +650,7 @@ public abstract class Level implements Bundlable {
public static void set( int cell, int terrain ) {
Painter.set( Dungeon.level, cell, terrain );
if (terrain != Terrain.TRAP && terrain != Terrain.SECRET_TRAP){
if (terrain != Terrain.TRAP && terrain != Terrain.SECRET_TRAP && terrain != Terrain.INACTIVE_TRAP){
Dungeon.level.traps.remove( cell );
}
@@ -667,7 +679,7 @@ public abstract class Level implements Bundlable {
//effectively nullifies whatever the logic calling this wants to do, including dropping items.
Heap heap = new Heap();
ItemSprite sprite = heap.sprite = new ItemSprite();
sprite.link( heap );
sprite.link(heap);
return heap;
}
@@ -707,7 +719,7 @@ public abstract class Level implements Bundlable {
return drop( item, n );
}
heap.drop( item );
heap.drop(item);
if (Dungeon.level != null) {
press( cell, null );
@@ -741,10 +753,15 @@ public abstract class Level implements Bundlable {
}
public void uproot( int pos ) {
plants.delete( pos );
plants.delete(pos);
}
public Trap setTrap( Trap trap, int pos ){
Trap existingTrap = traps.get(pos);
if (existingTrap != null){
traps.delete( pos );
if(existingTrap.sprite != null) existingTrap.sprite.kill();
}
trap.set( pos );
traps.put( pos, trap );
GameScene.add(trap);
@@ -752,7 +769,6 @@ public abstract class Level implements Bundlable {
}
public void disarmTrap( int pos ) {
traps.delete(pos);
set(pos, Terrain.INACTIVE_TRAP);
GameScene.updateMap(pos);
}