V0.1.0 Partial Commit

changed package and application names to differentiate from main PD
release
This commit is contained in:
Evan Debenham
2014-08-03 14:46:22 -04:00
parent 65dd9c2dc0
commit aed303672a
474 changed files with 3468 additions and 3458 deletions
@@ -0,0 +1,221 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon;
import com.shatteredpixel.shatteredpixeldungeon.Badges;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.*;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.watabou.utils.Bundlable;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
public class Weapon extends KindOfWeapon {
private static final String TXT_IDENTIFY =
"You are now familiar enough with your %s to identify it. It is %s.";
private static final String TXT_INCOMPATIBLE =
"Interaction of different types of magic has negated the enchantment on this weapon!";
private static final String TXT_TO_STRING = "%s :%d";
public int STR = 10;
public float ACU = 1; // Accuracy modifier
public float DLY = 1f; // Speed modifier
private int hitsToKnow = 20;
protected Enchantment enchantment;
@Override
public void proc( Char attacker, Char defender, int damage ) {
if (enchantment != null) {
enchantment.proc( this, attacker, defender, damage );
}
if (!levelKnown) {
if (--hitsToKnow <= 0) {
levelKnown = true;
GLog.i( TXT_IDENTIFY, name(), toString() );
Badges.validateItemLevelAquired( this );
}
}
}
private static final String ENCHANTMENT = "enchantment";
@Override
public void storeInBundle( Bundle bundle ) {
super.storeInBundle( bundle );
bundle.put( ENCHANTMENT, enchantment );
}
@Override
public void restoreFromBundle( Bundle bundle ) {
super.restoreFromBundle( bundle );
enchantment = (Enchantment)bundle.get( ENCHANTMENT );
}
@Override
public float acuracyFactor( Hero hero ) {
int encumbrance = STR - hero.STR();
if (this instanceof MissileWeapon) {
switch (hero.heroClass) {
case WARRIOR:
encumbrance += 3;
break;
case HUNTRESS:
encumbrance -= 2;
break;
default:
}
}
return encumbrance > 0 ? (float)(ACU / Math.pow( 1.5, encumbrance )) : ACU;
}
@Override
public float speedFactor( Hero hero ) {
int encumrance = STR - hero.STR();
if (this instanceof MissileWeapon && hero.heroClass == HeroClass.HUNTRESS) {
encumrance -= 2;
}
return encumrance > 0 ? (float)(DLY * Math.pow( 1.2, encumrance )) : DLY;
}
@Override
public int damageRoll( Hero hero ) {
int damage = super.damageRoll( hero );
if (hero.usingRanged == (hero.heroClass == HeroClass.HUNTRESS)) {
int exStr = hero.STR() - STR;
if (exStr > 0) {
damage += Random.IntRange( 0, exStr );
}
}
return damage;
}
public Item upgrade( boolean enchant ) {
if (enchantment != null) {
if (!enchant && Random.Int( level ) > 0) {
GLog.w( TXT_INCOMPATIBLE );
enchant( null );
}
} else {
if (enchant) {
enchant( Enchantment.random() );
}
}
return super.upgrade();
}
@Override
public String toString() {
return levelKnown ? Utils.format( TXT_TO_STRING, super.toString(), STR ) : super.toString();
}
@Override
public String name() {
return enchantment == null ? super.name() : enchantment.name( super.name() );
}
@Override
public Item random() {
if (Random.Float() < 0.4) {
int n = 1;
if (Random.Int( 3 ) == 0) {
n++;
if (Random.Int( 3 ) == 0) {
n++;
}
}
if (Random.Int( 2 ) == 0) {
upgrade( n );
} else {
degrade( n );
cursed = true;
}
}
return this;
}
public Weapon enchant( Enchantment ench ) {
this.enchantment = ench;
return this;
}
public boolean isEnchanted() {
return enchantment != null;
}
@Override
public ItemSprite.Glowing glowing() {
return enchantment != null ? enchantment.glowing() : null;
}
public static abstract class Enchantment implements Bundlable {
private static final Class<?>[] enchants = new Class<?>[]{
Fire.class, Poison.class, Death.class, Paralysis.class, Leech.class,
Slow.class, Swing.class, Piercing.class, Instability.class, Horror.class, Luck.class };
private static final float[] chances= new float[]{ 10, 10, 1, 2, 1, 2, 3, 3, 3, 2, 2 };
public abstract boolean proc( Weapon weapon, Char attacker, Char defender, int damage );
public String name( String weaponName ) {
return weaponName;
}
@Override
public void restoreFromBundle( Bundle bundle ) {
}
@Override
public void storeInBundle( Bundle bundle ) {
}
public ItemSprite.Glowing glowing() {
return ItemSprite.Glowing.WHITE;
}
@SuppressWarnings("unchecked")
public static Enchantment random() {
try {
return ((Class<Enchantment>)enchants[ Random.chances( chances ) ]).newInstance();
} catch (Exception e) {
return null;
}
}
}
}
@@ -0,0 +1,70 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.Badges;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Death extends Weapon.Enchantment {
private static final String TXT_GRIM = "Grim %s";
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 8%
// lvl 1 ~ 9%
// lvl 2 ~ 10%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 100 ) >= 92) {
defender.damage( defender.HP, this );
defender.sprite.emitter().burst( ShadowParticle.UP, 5 );
if (!defender.isAlive() && attacker instanceof Hero) {
Badges.validateGrimWeapon();
}
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return BLACK;
}
@Override
public String name( String weaponName) {
return String.format( TXT_GRIM, weaponName );
}
}
@@ -0,0 +1,70 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlameParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Fire extends Weapon.Enchantment {
private static final String TXT_BLAZING = "Blazing %s";
private static ItemSprite.Glowing ORANGE = new ItemSprite.Glowing( 0xFF4400 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 3 ) >= 2) {
if (Random.Int( 2 ) == 0) {
Buff.affect( defender, Burning.class ).reignite( defender );
}
defender.damage( Random.Int( 1, level + 2 ), this );
defender.sprite.emitter().burst( FlameParticle.FACTORY, level + 1 );
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return ORANGE;
}
@Override
public String name( String weaponName ) {
return String.format( TXT_BLAZING, weaponName );
}
}
@@ -0,0 +1,62 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Horror extends Weapon.Enchantment {
private static final String TXT_ELDRITCH = "Eldritch %s";
private static ItemSprite.Glowing GREY = new ItemSprite.Glowing( 0x222222 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 20%
// lvl 1 - 33%
// lvl 2 - 43%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 5 ) >= 4) {
Terror terror = Buff.affect( defender, Terror.class, Terror.DURATION );
terror.source = attacker;
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return GREY;
}
@Override
public String name( String weaponName) {
return String.format( TXT_ELDRITCH, weaponName );
}
}
@@ -0,0 +1,45 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon.Enchantment;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
public class Instability extends Weapon.Enchantment {
private static final String TXT_UNSTABLE = "Unstable %s";
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
Enchantment ench = random();
if (weapon instanceof Boomerang) {
while (ench instanceof Piercing || ench instanceof Swing) {
ench = Enchantment.random();
}
}
return ench.proc( weapon, attacker, defender, damage );
}
@Override
public String name( String weaponName) {
return String.format( TXT_UNSTABLE, weaponName );
}
}
@@ -0,0 +1,68 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Leech extends Weapon.Enchantment {
private static final String TXT_VAMPIRIC = "Vampiric %s";
private static ItemSprite.Glowing RED = new ItemSprite.Glowing( 0x660022 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level );
// lvl 0 - 33%
// lvl 1 - 43%
// lvl 2 - 50%
int maxValue = damage * (level + 2) / (level + 6);
int effValue = Math.min( Random.IntRange( 0, maxValue ), attacker.HT - attacker.HP );
if (effValue > 0) {
attacker.HP += effValue;
attacker.sprite.emitter().start( Speck.factory( Speck.HEALING ), 0.4f, 1 );
attacker.sprite.showStatus( CharSprite.POSITIVE, Integer.toString( effValue ) );
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return RED;
}
@Override
public String name( String weaponName ) {
return String.format( TXT_VAMPIRIC, weaponName );
}
}
@@ -0,0 +1,57 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
public class Luck extends Weapon.Enchantment {
private static final String TXT_LUCKY = "Lucky %s";
private static ItemSprite.Glowing GREEN = new ItemSprite.Glowing( 0x00FF00 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level );
int dmg = damage;
for (int i=1; i <= level+1; i++) {
dmg = Math.max( dmg, attacker.damageRoll() - i );
}
if (dmg > damage) {
defender.damage( dmg - damage, this );
return true;
} else {
return false;
}
}
@Override
public String name( String weaponName) {
return String.format( TXT_LUCKY, weaponName );
}
@Override
public Glowing glowing() {
return GREEN;
}
}
@@ -0,0 +1,61 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Paralysis extends Weapon.Enchantment {
private static final String TXT_STUNNING = "Stunning %s";
private static ItemSprite.Glowing YELLOW = new ItemSprite.Glowing( 0xCCAA44 );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 13%
// lvl 1 - 22%
// lvl 2 - 30%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 8 ) >= 7) {
Buff.prolong( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis.class,
Random.Float( 1, 1.5f + level ) );
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return YELLOW;
}
@Override
public String name( String weaponName) {
return String.format( TXT_STUNNING, weaponName );
}
}
@@ -0,0 +1,75 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon.Enchantment;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.watabou.utils.Random;
public class Piercing extends Enchantment {
private static final String TXT_PIERCING = "Piercing %s";
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level );
int maxDamage = (int)(damage * Math.pow( 2, -1d / (level + 1) ));
if (maxDamage >= 1) {
int d = defender.pos - attacker.pos;
int pos = defender.pos + d;
do {
Char ch = Actor.findChar( pos );
if (ch == null) {
break;
}
int dr = Random.IntRange( 0, ch.dr() );
int dmg = Random.Int( 1, maxDamage );
int effectiveDamage = Math.max( dmg - dr, 0 );
ch.damage( effectiveDamage, this );
ch.sprite.bloodBurstA( attacker.sprite.center(), effectiveDamage );
ch.sprite.flash();
pos += d;
} while (pos >= 0 && pos < Level.LENGTH);
return true;
} else {
return false;
}
}
@Override
public String name( String weaponName) {
return String.format( TXT_PIERCING, weaponName );
}
}
@@ -0,0 +1,61 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Poison extends Weapon.Enchantment {
private static final String TXT_VENOMOUS = "Venomous %s";
private static ItemSprite.Glowing PURPLE = new ItemSprite.Glowing( 0x4400AA );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 3 ) >= 2) {
Buff.affect( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison.class ).
set( com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison.durationFactor( defender ) * (level + 1) );
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return PURPLE;
}
@Override
public String name( String weaponName) {
return String.format( TXT_VENOMOUS, weaponName );
}
}
@@ -0,0 +1,61 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
import com.watabou.utils.Random;
public class Slow extends Weapon.Enchantment {
private static final String TXT_CHILLING = "Chilling %s";
private static ItemSprite.Glowing BLUE = new ItemSprite.Glowing( 0x0044FF );
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 25%
// lvl 1 - 40%
// lvl 2 - 50%
int level = Math.max( 0, weapon.level );
if (Random.Int( level + 4 ) >= 3) {
Buff.prolong( defender, com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Slow.class,
Random.Float( 1, 1.5f + level ) );
return true;
} else {
return false;
}
}
@Override
public Glowing glowing() {
return BLUE;
}
@Override
public String name( String weaponName) {
return String.format( TXT_CHILLING, weaponName );
}
}
@@ -0,0 +1,74 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon.Enchantment;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.watabou.utils.Random;
public class Swing extends Enchantment {
private static final String TXT_WILD = "Wild %s";
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
int level = Math.max( 0, weapon.level );
int maxDamage = (int)(damage * Math.pow( 2, -1d / (level + 1) ));
if (maxDamage >= 1) {
int p = attacker.pos;
int[] neighbours = {
p+1, p-1, p+Level.WIDTH, p-Level.WIDTH,
p+1+Level.WIDTH, p+1-Level.WIDTH, p-1+Level.WIDTH, p-1-Level.WIDTH};
for (int n : neighbours) {
Char ch = Actor.findChar( n );
if (ch != null && ch != defender && ch.isAlive()) {
int dr = Random.IntRange( 0, ch.dr() );
int dmg = Random.Int( 1, maxDamage );
int effectiveDamage = Math.max( dmg - dr, 0 );
ch.damage( effectiveDamage, this );
ch.sprite.bloodBurstA( attacker.sprite.center(), effectiveDamage );
ch.sprite.flash();
}
}
return true;
} else {
return false;
}
}
@Override
public String name( String weaponName) {
return String.format( TXT_WILD, weaponName );
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class BattleAxe extends MeleeWeapon {
{
name = "battle axe";
image = ItemSpriteSheet.BATTLE_AXE;
}
public BattleAxe() {
super( 4, 1.2f, 1f );
}
@Override
public String desc() {
return "The enormous steel head of this battle axe puts considerable heft behind each stroke.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Dagger extends MeleeWeapon {
{
name = "dagger";
image = ItemSpriteSheet.DAGGER;
}
public Dagger() {
super( 1, 1.2f, 1f );
}
@Override
public String desc() {
return "A simple iron dagger with a well worn wooden handle.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Glaive extends MeleeWeapon {
{
name = "glaive";
image = ItemSpriteSheet.GLAIVE;
}
public Glaive() {
super( 5, 1f, 1f );
}
@Override
public String desc() {
return "A polearm consisting of a sword blade on the end of a pole.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Knuckles extends MeleeWeapon {
{
name = "knuckleduster";
image = ItemSpriteSheet.KNUCKLEDUSTER;
}
public Knuckles() {
super( 1, 1f, 0.5f );
}
@Override
public String desc() {
return "A piece of iron shaped to fit around the knuckles.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Longsword extends MeleeWeapon {
{
name = "longsword";
image = ItemSpriteSheet.LONG_SWORD;
}
public Longsword() {
super( 4, 1f, 1f );
}
@Override
public String desc() {
return "This towering blade inflicts heavy damage by investing its heft into every cut.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Mace extends MeleeWeapon {
{
name = "mace";
image = ItemSpriteSheet.MACE;
}
public Mace() {
super( 3, 1f, 0.8f );
}
@Override
public String desc() {
return "The iron head of this weapon inflicts substantial damage.";
}
}
@@ -0,0 +1,184 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.watabou.utils.Random;
public class MeleeWeapon extends Weapon {
private int tier;
public MeleeWeapon( int tier, float acu, float dly ) {
super();
this.tier = tier;
ACU = acu;
DLY = dly;
STR = typicalSTR();
MIN = min();
MAX = max();
}
private int min() {
return tier;
}
private int max() {
return (int)((tier * tier - tier + 10) / ACU * DLY);
}
@Override
public Item upgrade() {
return upgrade( false );
}
public Item upgrade( boolean enchant ) {
STR--;
MIN++;
MAX += tier;
return super.upgrade( enchant );
}
public Item safeUpgrade() {
return upgrade( enchantment != null );
}
@Override
public Item degrade() {
STR++;
MIN--;
MAX -= tier;
return super.degrade();
}
public int typicalSTR() {
return 8 + tier * 2;
}
@Override
public String info() {
final String p = "\n\n";
StringBuilder info = new StringBuilder( desc() );
String quality = levelKnown && level != 0 ? (level > 0 ? "upgraded" : "degraded") : "";
info.append( p );
info.append( "This " + name + " is " + Utils.indefinite( quality ) );
info.append( " tier-" + tier + " melee weapon. " );
if (levelKnown) {
info.append( "Its average damage is " + (MIN + (MAX - MIN) / 2) + " points per hit. " );
} else {
info.append(
"Its typical average damage is " + (min() + (max() - min()) / 2) + " points per hit " +
"and usually it requires " + typicalSTR() + " points of strength. " );
if (typicalSTR() > Dungeon.hero.STR()) {
info.append( "Probably this weapon is too heavy for you. " );
}
}
if (DLY != 1f) {
info.append( "This is a rather " + (DLY < 1f ? "fast" : "slow") );
if (ACU != 1f) {
if ((ACU > 1f) == (DLY < 1f)) {
info.append( " and ");
} else {
info.append( " but ");
}
info.append( ACU > 1f ? "accurate" : "inaccurate" );
}
info.append( " weapon. ");
} else if (ACU != 1f) {
info.append( "This is a rather " + (ACU > 1f ? "accurate" : "inaccurate") + " weapon. " );
}
if (enchantment != null) {
info.append( "It is enchanted." );
}
if (levelKnown && Dungeon.hero.belongings.backpack.items.contains( this )) {
if (STR > Dungeon.hero.STR()) {
info.append( p );
info.append(
"Because of your inadequate strength the accuracy and speed " +
"of your attack with this " + name + " is decreased." );
}
if (STR < Dungeon.hero.STR()) {
info.append( p );
info.append(
"Because of your excess strength the damage " +
"of your attack with this " + name + " is increased." );
}
}
if (isEquipped( Dungeon.hero )) {
info.append( p );
info.append( "You hold the " + name + " at the ready" +
(cursed ? ", and because it is cursed, you are powerless to let go." : ".") );
} else {
if (cursedKnown && cursed) {
info.append( p );
info.append( "You can feel a malevolent magic lurking within " + name +"." );
}
}
return info.toString();
}
@Override
public int price() {
int price = 20 * (1 << (tier - 1));
if (enchantment != null) {
price *= 1.5;
}
if (cursed && cursedKnown) {
price /= 2;
}
if (levelKnown) {
if (level > 0) {
price *= (level + 1);
} else if (level < 0) {
price /= (1 - level);
}
}
if (price < 1) {
price = 1;
}
return price;
}
@Override
public Item random() {
super.random();
if (Random.Int( 10 + level ) == 0) {
enchant( Enchantment.random() );
}
return this;
}
}
@@ -0,0 +1,38 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Quarterstaff extends MeleeWeapon {
{
name = "quarterstaff";
image = ItemSpriteSheet.QUARTERSTAFF;
}
public Quarterstaff() {
super( 2, 1f, 1f );
}
@Override
public String desc() {
// TODO Auto-generated method stub
return "A staff of hardwood, its ends are shod with iron.";
}
}
@@ -0,0 +1,129 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import java.util.ArrayList;
import com.watabou.noosa.audio.Sample;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Badges;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndBag;
public class ShortSword extends MeleeWeapon {
public static final String AC_REFORGE = "REFORGE";
private static final String TXT_SELECT_WEAPON = "Select a weapon to upgrade";
private static final String TXT_REFORGED =
"you reforged the short sword to upgrade your %s";
private static final String TXT_NOT_BOOMERANG =
"you can't upgrade a boomerang this way";
private static final float TIME_TO_REFORGE = 2f;
private boolean equipped;
{
name = "short sword";
image = ItemSpriteSheet.SHORT_SWORD;
}
public ShortSword() {
super( 1, 1f, 1f );
STR = 11;
MAX = 12;
}
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
if (level > 0) {
actions.add( AC_REFORGE );
}
return actions;
}
@Override
public void execute( Hero hero, String action ) {
if (action == AC_REFORGE) {
if (hero.belongings.weapon == this) {
equipped = true;
hero.belongings.weapon = null;
} else {
equipped = false;
detach( hero.belongings.backpack );
}
curUser = hero;
GameScene.selectItem( itemSelector, WndBag.Mode.WEAPON, TXT_SELECT_WEAPON );
} else {
super.execute( hero, action );
}
}
@Override
public String desc() {
return
"It is indeed quite short, just a few inches longer, than a dagger.";
}
private final WndBag.Listener itemSelector = new WndBag.Listener() {
@Override
public void onSelect( Item item ) {
if (item != null && !(item instanceof Boomerang)) {
Sample.INSTANCE.play( Assets.SND_EVOKE );
ScrollOfUpgrade.upgrade( curUser );
evoke( curUser );
GLog.w( TXT_REFORGED, item.name() );
((MeleeWeapon)item).safeUpgrade();
curUser.spendAndNext( TIME_TO_REFORGE );
Badges.validateItemLevelAquired( item );
} else {
if (item instanceof Boomerang) {
GLog.w( TXT_NOT_BOOMERANG );
}
if (equipped) {
curUser.belongings.weapon = ShortSword.this;
} else {
collect( curUser.belongings.backpack );
}
}
}
};
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Spear extends MeleeWeapon {
{
name = "spear";
image = ItemSpriteSheet.SPEAR;
}
public Spear() {
super( 2, 1f, 1.5f );
}
@Override
public String desc() {
return "A slender wooden rod tipped with sharpened iron.";
}
}
@@ -0,0 +1,37 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class Sword extends MeleeWeapon {
{
name = "sword";
image = ItemSpriteSheet.SWORD;
}
public Sword() {
super( 3, 1f, 1f );
}
@Override
public String desc() {
return "The razor-sharp length of steel blade shines reassuringly.";
}
}
@@ -0,0 +1,39 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
public class WarHammer extends MeleeWeapon {
{
name = "war hammer";
image = ItemSpriteSheet.WAR_HAMMER;
}
public WarHammer() {
super( 5, 1.2f, 1f );
}
@Override
public String desc() {
return
"Few creatures can withstand the crushing blow of this towering mass of lead and steel, " +
"but only the strongest of adventurers can use it effectively.";
}
}
@@ -0,0 +1,106 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Piercing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Swing;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.shatteredpixel.shatteredpixeldungeon.sprites.MissileSprite;
public class Boomerang extends MissileWeapon {
{
name = "boomerang";
image = ItemSpriteSheet.BOOMERANG;
STR = 10;
MIN = 1;
MAX = 4;
stackable = false;
}
@Override
public boolean isUpgradable() {
return true;
}
@Override
public Item upgrade() {
return upgrade( false );
}
@Override
public Item upgrade( boolean enchant ) {
MIN += 1;
MAX += 2;
super.upgrade( enchant );
updateQuickslot();
return this;
}
@Override
public Item degrade() {
MIN -= 1;
MAX -= 2;
return super.degrade();
}
@Override
public Weapon enchant( Enchantment ench ) {
while (ench instanceof Piercing || ench instanceof Swing) {
ench = Enchantment.random();
}
return super.enchant( ench );
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
if (attacker instanceof Hero && ((Hero)attacker).usingRanged) {
circleBack( defender.pos, (Hero)attacker );
}
}
@Override
protected void miss( int cell ) {
circleBack( cell, curUser );
}
private void circleBack( int from, Hero owner ) {
if (!collect( curUser.belongings.backpack )) {
Dungeon.level.drop( this, owner.pos ).sprite.drop();
}
((MissileSprite)curUser.sprite.parent.recycle( MissileSprite.class )).
reset( from, curUser.pos, curItem, null );
}
@Override
public String desc() {
return
"Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower.";
}
}
@@ -0,0 +1,73 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class CurareDart extends MissileWeapon {
public static final float DURATION = 3f;
{
name = "curare dart";
image = ItemSpriteSheet.CURARE_DART;
STR = 14;
MIN = 1;
MAX = 3;
}
public CurareDart() {
this( 1 );
}
public CurareDart( int number ) {
super();
quantity = number;
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
Buff.prolong( defender, Paralysis.class, DURATION );
super.proc( attacker, defender, damage );
}
@Override
public String desc() {
return
"These little evil darts don't do much damage but they can paralyze " +
"the target leaving it helpless and motionless for some time.";
}
@Override
public Item random() {
quantity = Random.Int( 2, 5 );
return this;
}
@Override
public int price() {
return 12 * quantity;
}
}
@@ -0,0 +1,60 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class Dart extends MissileWeapon {
{
name = "dart";
image = ItemSpriteSheet.DART;
MIN = 1;
MAX = 4;
}
public Dart() {
this( 1 );
}
public Dart( int number ) {
super();
quantity = number;
}
@Override
public String desc() {
return
"These simple metal spikes are weighted to fly true and " +
"sting their prey with a flick of the wrist.";
}
@Override
public Item random() {
quantity = Random.Int( 5, 15 );
return this;
}
@Override
public int price() {
return quantity * 2;
}
}
@@ -0,0 +1,93 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class IncendiaryDart extends MissileWeapon {
{
name = "incendiary dart";
image = ItemSpriteSheet.INCENDIARY_DART;
STR = 12;
MIN = 1;
MAX = 2;
}
public IncendiaryDart() {
this( 1 );
}
public IncendiaryDart( int number ) {
super();
quantity = number;
}
@Override
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
if (Level.flamable[cell]) {
GameScene.add( Blob.seed( cell, 4, Fire.class ) );
} else {
super.onThrow( cell );
}
} else {
if (!curUser.shoot( enemy, this )) {
Dungeon.level.drop( this, cell ).sprite.drop();
}
}
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
Buff.affect( defender, Burning.class ).reignite( defender );
super.proc( attacker, defender, damage );
}
@Override
public String desc() {
return
"The spike on each of these darts is designed to pin it to its target " +
"while the unstable compounds strapped to its length burst into brilliant flames.";
}
@Override
public Item random() {
quantity = Random.Int( 3, 6 );
return this;
}
@Override
public int price() {
return 10 * quantity;
}
}
@@ -0,0 +1,71 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class Javelin extends MissileWeapon {
{
name = "javelin";
image = ItemSpriteSheet.JAVELIN;
STR = 15;
MIN = 2;
MAX = 15;
}
public Javelin() {
this( 1 );
}
public Javelin( int number ) {
super();
quantity = number;
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
Buff.prolong( defender, Cripple.class, Cripple.DURATION );
}
@Override
public String desc() {
return
"This length of metal is weighted to keep the spike " +
"at its tip foremost as it sails through the air.";
}
@Override
public Item random() {
quantity = Random.Int( 5, 15 );
return this;
}
@Override
public int price() {
return 15 * quantity;
}
}
@@ -0,0 +1,144 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import java.util.ArrayList;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions;
public class MissileWeapon extends Weapon {
private static final String TXT_MISSILES = "Missile weapon";
private static final String TXT_YES = "Yes, I know what I'm doing";
private static final String TXT_NO = "No, I changed my mind";
private static final String TXT_R_U_SURE =
"Do you really want to equip it as a melee weapon?";
{
stackable = true;
levelKnown = true;
defaultAction = AC_THROW;
}
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
if (hero.heroClass != HeroClass.HUNTRESS && hero.heroClass != HeroClass.ROGUE) {
actions.remove( AC_EQUIP );
actions.remove( AC_UNEQUIP );
}
return actions;
}
@Override
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
super.onThrow( cell );
} else {
if (!curUser.shoot( enemy, this )) {
miss( cell );
}
}
}
protected void miss( int cell ) {
super.onThrow( cell );
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
Hero hero = (Hero)attacker;
if (!hero.usingRanged && stackable) {
if (quantity == 1) {
doUnequip( hero, false );
} else {
detach( null );
}
}
}
@Override
public boolean doEquip( final Hero hero ) {
GameScene.show(
new WndOptions( TXT_MISSILES, TXT_R_U_SURE, TXT_YES, TXT_NO ) {
@Override
protected void onSelect(int index) {
if (index == 0) {
MissileWeapon.super.doEquip( hero );
}
};
}
);
return false;
}
@Override
public Item random() {
return this;
}
@Override
public boolean isUpgradable() {
return false;
}
@Override
public boolean isIdentified() {
return true;
}
@Override
public String info() {
StringBuilder info = new StringBuilder( desc() );
info.append( "\n\nAverage damage of this weapon equals to " + (MIN + (MAX - MIN) / 2) + " points per hit. " );
if (Dungeon.hero.belongings.backpack.items.contains( this )) {
if (STR > Dungeon.hero.STR()) {
info.append(
"Because of your inadequate strength the accuracy and speed " +
"of your attack with this " + name + " is decreased." );
}
if (STR < Dungeon.hero.STR()) {
info.append(
"Because of your excess strength the damage " +
"of your attack with this " + name + " is increased." );
}
}
if (isEquipped( Dungeon.hero )) {
info.append( "\n\nYou hold the " + name + " at the ready." );
}
return info.toString();
}
}
@@ -0,0 +1,64 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class Shuriken extends MissileWeapon {
{
name = "shuriken";
image = ItemSpriteSheet.SHURIKEN;
STR = 13;
MIN = 2;
MAX = 6;
DLY = 0.5f;
}
public Shuriken() {
this( 1 );
}
public Shuriken( int number ) {
super();
quantity = number;
}
@Override
public String desc() {
return
"Star-shaped pieces of metal with razor-sharp blades do significant damage " +
"when they hit a target. They can be thrown at very high rate.";
}
@Override
public Item random() {
quantity = Random.Int( 5, 15 );
return this;
}
@Override
public int price() {
return 15 * quantity;
}
}
@@ -0,0 +1,71 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class Tamahawk extends MissileWeapon {
{
name = "tomahawk";
image = ItemSpriteSheet.TOMAHAWK;
STR = 17;
MIN = 4;
MAX = 20;
}
public Tamahawk() {
this( 1 );
}
public Tamahawk( int number ) {
super();
quantity = number;
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
Buff.affect( defender, Bleeding.class ).set( damage );
}
@Override
public String desc() {
return
"This throwing axe is not that heavy, but it still " +
"requires significant strength to be used effectively.";
}
@Override
public Item random() {
quantity = Random.Int( 5, 12 );
return this;
}
@Override
public int price() {
return 20 * quantity;
}
}