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 +1,70 @@
/*
* 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 );
}
}