V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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@@ -0,0 +1,103 @@
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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.scrolls;
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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.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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public class ScrollOfMagicMapping extends Scroll {
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private static final String TXT_LAYOUT = "You are now aware of the level layout.";
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{
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name = "Scroll of Magic Mapping";
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}
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@Override
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protected void doRead() {
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int length = Level.LENGTH;
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int[] map = Dungeon.level.map;
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boolean[] mapped = Dungeon.level.mapped;
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boolean[] discoverable = Level.discoverable;
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boolean noticed = false;
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for (int i=0; i < length; i++) {
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int terr = map[i];
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if (discoverable[i]) {
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mapped[i] = true;
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if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
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Level.set( i, Terrain.discover( terr ) );
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GameScene.updateMap( i );
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if (Dungeon.visible[i]) {
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GameScene.discoverTile( i, terr );
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discover( i );
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noticed = true;
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}
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}
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}
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}
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Dungeon.observe();
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GLog.i( TXT_LAYOUT );
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if (noticed) {
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Sample.INSTANCE.play( Assets.SND_SECRET );
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}
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SpellSprite.show( curUser, SpellSprite.MAP );
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Sample.INSTANCE.play( Assets.SND_READ );
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Invisibility.dispel();
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setKnown();
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curUser.spendAndNext( TIME_TO_READ );
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}
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@Override
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public String desc() {
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return
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"When this scroll is read, an image of crystal clarity will be etched into your memory, " +
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"alerting you to the precise layout of the level and revealing all hidden secrets. " +
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"The locations of items and creatures will remain unknown.";
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}
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@Override
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public int price() {
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return isKnown() ? 25 * quantity : super.price();
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}
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public static void discover( int cell ) {
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CellEmitter.get( cell ).start( Speck.factory( Speck.DISCOVER ), 0.1f, 4 );
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}
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}
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