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.wands;
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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.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.items.Dewdrop;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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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.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Callback;
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public class WandOfTelekinesis extends Wand {
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private static final String TXT_YOU_NOW_HAVE = "You have magically transported %s into your backpack";
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{
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name = "Wand of Telekinesis";
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hitChars = false;
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}
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@Override
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protected void onZap( int cell ) {
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boolean mapUpdated = false;
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int maxDistance = level() + 4;
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Ballistica.distance = Math.min( Ballistica.distance, maxDistance );
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Char ch;
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Heap heap = null;
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for (int i=1; i < Ballistica.distance; i++) {
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int c = Ballistica.trace[i];
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int before = Dungeon.level.map[c];
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if ((ch = Actor.findChar( c )) != null) {
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if (i == Ballistica.distance-1) {
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ch.damage( maxDistance-1 - i, this );
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} else {
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int next = Ballistica.trace[i + 1];
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if ((Level.passable[next] || Level.avoid[next]) && Actor.findChar( next ) == null) {
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Actor.addDelayed( new Pushing( ch, ch.pos, next ), -1 );
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ch.pos = next;
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Actor.freeCell( next );
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// Refactoring needed!
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if (ch instanceof Mob) {
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Dungeon.level.mobPress( (Mob)ch );
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} else {
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Dungeon.level.press( ch.pos, ch );
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}
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} else {
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ch.damage( maxDistance-1 - i, this );
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}
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}
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}
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if (heap == null && (heap = Dungeon.level.heaps.get( c )) != null) {
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switch (heap.type) {
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case HEAP:
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transport( heap );
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break;
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case CHEST:
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open( heap );
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break;
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default:
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}
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}
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Dungeon.level.press( c, null );
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if (before == Terrain.OPEN_DOOR && Actor.findChar( c ) == null) {
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Level.set( c, Terrain.DOOR );
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GameScene.updateMap( c );
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} else if (Level.water[c]) {
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GameScene.ripple( c );
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}
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if (!mapUpdated && Dungeon.level.map[c] != before) {
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mapUpdated = true;
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}
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}
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if (mapUpdated) {
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Dungeon.observe();
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}
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}
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private void transport( Heap heap ) {
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Item item = heap.pickUp();
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if (item.doPickUp( curUser )) {
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if (item instanceof Dewdrop) {
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} else {
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if ((item instanceof ScrollOfUpgrade && ((ScrollOfUpgrade)item).isKnown()) ||
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(item instanceof PotionOfStrength && ((PotionOfStrength)item).isKnown())) {
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GLog.p( TXT_YOU_NOW_HAVE, item.name() );
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} else {
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GLog.i( TXT_YOU_NOW_HAVE, item.name() );
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}
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}
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} else {
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Dungeon.level.drop( item, curUser.pos ).sprite.drop();
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}
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}
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private void open( Heap heap ) {
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heap.type = Type.HEAP;
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heap.sprite.link();
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heap.sprite.drop();
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}
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protected void fx( int cell, Callback callback ) {
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MagicMissile.force( curUser.sprite.parent, curUser.pos, cell, callback );
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Sample.INSTANCE.play( Assets.SND_ZAP );
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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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"Waves of magic force from this wand will affect all cells on their way triggering traps, trampling high vegetation, " +
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"opening closed doors and closing open ones. They also push back monsters.";
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}
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}
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