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 +1,106 @@
/*
* 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;
}
}