V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items;
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import java.util.ArrayList;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlink;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.utils.Bundle;
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public class LloydsBeacon extends Item {
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private static final String TXT_PREVENTING =
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"Strong magic aura of this place prevents you from using the lloyd's beacon!";
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private static final String TXT_CREATURES =
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"Psychic aura of neighbouring creatures doesn't allow you to use the lloyd's beacon at this moment.";
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private static final String TXT_RETURN =
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"The lloyd's beacon is successfully set at your current location, now you can return here anytime.";
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private static final String TXT_INFO =
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"Lloyd's beacon is an intricate magic device, that allows you to return to a place you have already been.";
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private static final String TXT_SET =
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"\n\nThis beacon was set somewhere on the level %d of Pixel Dungeon.";
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public static final float TIME_TO_USE = 1;
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public static final String AC_SET = "SET";
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public static final String AC_RETURN = "RETURN";
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private int returnDepth = -1;
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private int returnPos;
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{
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name = "lloyd's beacon";
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image = ItemSpriteSheet.BEACON;
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unique = true;
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}
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private static final String DEPTH = "depth";
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private static final String POS = "pos";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( DEPTH, returnDepth );
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if (returnDepth != -1) {
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bundle.put( POS, returnPos );
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}
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle(bundle);
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returnDepth = bundle.getInt( DEPTH );
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returnPos = bundle.getInt( POS );
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}
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@Override
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public ArrayList<String> actions( Hero hero ) {
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ArrayList<String> actions = super.actions( hero );
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actions.add( AC_SET );
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if (returnDepth != -1) {
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actions.add( AC_RETURN );
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}
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return actions;
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}
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@Override
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public void execute( Hero hero, String action ) {
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if (action == AC_SET || action == AC_RETURN) {
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if (Dungeon.bossLevel()) {
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hero.spend( LloydsBeacon.TIME_TO_USE );
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GLog.w( TXT_PREVENTING );
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return;
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}
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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if (Actor.findChar( hero.pos + Level.NEIGHBOURS8[i] ) != null) {
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GLog.w( TXT_CREATURES );
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return;
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}
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}
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}
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if (action == AC_SET) {
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returnDepth = Dungeon.depth;
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returnPos = hero.pos;
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hero.spend( LloydsBeacon.TIME_TO_USE );
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hero.busy();
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hero.sprite.operate( hero.pos );
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Sample.INSTANCE.play( Assets.SND_BEACON );
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GLog.i( TXT_RETURN );
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} else if (action == AC_RETURN) {
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if (returnDepth == Dungeon.depth) {
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reset();
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WandOfBlink.appear( hero, returnPos );
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Dungeon.level.press( returnPos, hero );
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Dungeon.observe();
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} else {
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InterlevelScene.mode = InterlevelScene.Mode.RETURN;
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InterlevelScene.returnDepth = returnDepth;
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InterlevelScene.returnPos = returnPos;
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reset();
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Game.switchScene( InterlevelScene.class );
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}
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} else {
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super.execute( hero, action );
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}
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}
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public void reset() {
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returnDepth = -1;
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}
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@Override
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public boolean isUpgradable() {
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return false;
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}
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@Override
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public boolean isIdentified() {
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return true;
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}
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private static final Glowing WHITE = new Glowing( 0xFFFFFF );
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@Override
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public Glowing glowing() {
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return returnDepth != -1 ? WHITE : null;
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}
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@Override
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public String info() {
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return TXT_INFO + (returnDepth == -1 ? "" : Utils.format( TXT_SET, returnDepth ) );
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}
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}
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