cleaned up formatting:

- removed trailing whitespace
- changed all leading whitespace to tabs
- removed IDE created author comments
This commit is contained in:
Evan Debenham
2015-06-12 16:22:26 -04:00
parent baa83b7e43
commit cebdff0221
335 changed files with 8555 additions and 8714 deletions
@@ -102,17 +102,17 @@ public abstract class Level implements Bundlable {
public static final int[] NEIGHBOURS8 = {-WIDTH, +1-WIDTH, +1, +1+WIDTH, +WIDTH, -1+WIDTH, -1, -1-WIDTH};
public static final int[] NEIGHBOURS9 = {0, -WIDTH, +1-WIDTH, +1, +1+WIDTH, +WIDTH, -1+WIDTH, -1, -1-WIDTH};
//make sure to check insideMap() when using these, as there's a risk something may be outside the map
public static final int[] NEIGHBOURS8DIST2 = {+2+2*WIDTH, +1+2*WIDTH, 2*WIDTH, -1+2*WIDTH, -2+2*WIDTH,
+2+WIDTH, +1+WIDTH, +WIDTH, -1+WIDTH, -2+WIDTH,
+2, +1, -1, -2,
+2-WIDTH, +1-WIDTH, -WIDTH, -1-WIDTH, -2-WIDTH,
+2-2*WIDTH, +1-2*WIDTH, -2*WIDTH, -1-2*WIDTH, -2-2*WIDTH};
public static final int[] NEIGHBOURS9DIST2 = {+2+2*WIDTH, +1+2*WIDTH, 2*WIDTH, -1+2*WIDTH, -2+2*WIDTH,
+2+WIDTH, +1+WIDTH, +WIDTH, -1+WIDTH, -2+WIDTH,
+2, +1, 0, -1, -2,
+2-WIDTH, +1-WIDTH, -WIDTH, -1-WIDTH, -2-WIDTH,
+2-2*WIDTH, +1-2*WIDTH, -2*WIDTH, -1-2*WIDTH, -2-2*WIDTH};
//make sure to check insideMap() when using these, as there's a risk something may be outside the map
public static final int[] NEIGHBOURS8DIST2 = {+2+2*WIDTH, +1+2*WIDTH, 2*WIDTH, -1+2*WIDTH, -2+2*WIDTH,
+2+WIDTH, +1+WIDTH, +WIDTH, -1+WIDTH, -2+WIDTH,
+2, +1, -1, -2,
+2-WIDTH, +1-WIDTH, -WIDTH, -1-WIDTH, -2-WIDTH,
+2-2*WIDTH, +1-2*WIDTH, -2*WIDTH, -1-2*WIDTH, -2-2*WIDTH};
public static final int[] NEIGHBOURS9DIST2 = {+2+2*WIDTH, +1+2*WIDTH, 2*WIDTH, -1+2*WIDTH, -2+2*WIDTH,
+2+WIDTH, +1+WIDTH, +WIDTH, -1+WIDTH, -2+WIDTH,
+2, +1, 0, -1, -2,
+2-WIDTH, +1-WIDTH, -WIDTH, -1-WIDTH, -2-WIDTH,
+2-2*WIDTH, +1-2*WIDTH, -2*WIDTH, -1-2*WIDTH, -2-2*WIDTH};
protected static final float TIME_TO_RESPAWN = 50;
@@ -127,7 +127,7 @@ public abstract class Level implements Bundlable {
public boolean[] visited;
public boolean[] mapped;
public int viewDistance = Dungeon.isChallenged( Challenges.DARKNESS ) ? 3: 8;
public int viewDistance = Dungeon.isChallenged( Challenges.DARKNESS ) ? 3: 8;
public static boolean[] fieldOfView = new boolean[LENGTH];
@@ -147,8 +147,8 @@ public abstract class Level implements Bundlable {
public int entrance;
public int exit;
//when a boss level has become locked.
public boolean locked = false;
//when a boss level has become locked.
public boolean locked = false;
public HashSet<Mob> mobs;
public SparseArray<Heap> heaps;
@@ -170,7 +170,7 @@ public abstract class Level implements Bundlable {
private static final String MAPPED = "mapped";
private static final String ENTRANCE = "entrance";
private static final String EXIT = "exit";
private static final String LOCKED = "locked";
private static final String LOCKED = "locked";
private static final String HEAPS = "heaps";
private static final String PLANTS = "plants";
private static final String TRAPS = "traps";
@@ -196,37 +196,37 @@ public abstract class Level implements Bundlable {
}
if (Dungeon.souNeeded()) {
addItemToSpawn( new ScrollOfUpgrade() );
Dungeon.limitedDrops.upgradeScrolls.count++;
Dungeon.limitedDrops.upgradeScrolls.count++;
}
if (Dungeon.asNeeded()) {
addItemToSpawn( new Stylus() );
Dungeon.limitedDrops.arcaneStyli.count++;
Dungeon.limitedDrops.arcaneStyli.count++;
}
int bonus = 0;
for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
bonus += ((RingOfWealth.Wealth) buff).level;
}
if (Random.Float() > Math.pow(0.95, bonus)){
if (Random.Int(2) == 0)
addItemToSpawn( new ScrollOfMagicalInfusion() );
else
addItemToSpawn( new PotionOfMight() );
}
int bonus = 0;
for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
bonus += ((RingOfWealth.Wealth) buff).level;
}
if (Random.Float() > Math.pow(0.95, bonus)){
if (Random.Int(2) == 0)
addItemToSpawn( new ScrollOfMagicalInfusion() );
else
addItemToSpawn( new PotionOfMight() );
}
DriedRose rose = Dungeon.hero.belongings.getItem( DriedRose.class );
if (rose != null && !rose.cursed){
//this way if a rose is dropped later in the game, player still has a chance to max it out.
int petalsNeeded = (int) Math.ceil((float)((Dungeon.depth / 2) - rose.droppedPetals) / 3);
DriedRose rose = Dungeon.hero.belongings.getItem( DriedRose.class );
if (rose != null && !rose.cursed){
//this way if a rose is dropped later in the game, player still has a chance to max it out.
int petalsNeeded = (int) Math.ceil((float)((Dungeon.depth / 2) - rose.droppedPetals) / 3);
for (int i=1; i <= petalsNeeded; i++) {
for (int i=1; i <= petalsNeeded; i++) {
//the player may miss a single petal and still max their rose.
if (rose.droppedPetals < 11) {
addItemToSpawn(new DriedRose.Petal());
rose.droppedPetals++;
}
}
}
if (rose.droppedPetals < 11) {
addItemToSpawn(new DriedRose.Petal());
rose.droppedPetals++;
}
}
}
if (Dungeon.depth > 1) {
switch (Random.Int( 10 )) {
@@ -274,7 +274,7 @@ public abstract class Level implements Bundlable {
createItems();
}
public void reset() {
public void reset() {
for (Mob mob : mobs.toArray( new Mob[0] )) {
if (!mob.reset()) {
@@ -303,7 +303,7 @@ public abstract class Level implements Bundlable {
entrance = bundle.getInt( ENTRANCE );
exit = bundle.getInt( EXIT );
locked = bundle.getBoolean( LOCKED );
locked = bundle.getBoolean( LOCKED );
weakFloorCreated = false;
@@ -320,8 +320,8 @@ public abstract class Level implements Bundlable {
if (resizingNeeded) {
heap.pos = adjustPos( heap.pos );
}
if (!heap.isEmpty())
heaps.put( heap.pos, heap );
if (!heap.isEmpty())
heaps.put( heap.pos, heap );
}
collection = bundle.getCollection( PLANTS );
@@ -375,7 +375,7 @@ public abstract class Level implements Bundlable {
bundle.put( MAPPED, mapped );
bundle.put( ENTRANCE, entrance );
bundle.put( EXIT, exit );
bundle.put( LOCKED, locked );
bundle.put( LOCKED, locked );
bundle.put( HEAPS, heaps.values() );
bundle.put( PLANTS, plants.values() );
bundle.put( TRAPS, traps.values() );
@@ -416,7 +416,7 @@ public abstract class Level implements Bundlable {
this.mapped = mapped;
entrance = adjustPos( entrance );
exit = adjustPos( exit );
exit = adjustPos( exit );
} else {
resizingNeeded = false;
}
@@ -528,27 +528,27 @@ public abstract class Level implements Bundlable {
}
}
public Item findPrizeItem(){ return findPrizeItem(null); }
public Item findPrizeItem(){ return findPrizeItem(null); }
public Item findPrizeItem(Class<?extends Item> match){
if (itemsToSpawn.size() == 0)
return null;
public Item findPrizeItem(Class<?extends Item> match){
if (itemsToSpawn.size() == 0)
return null;
if (match == null){
Item item = Random.element(itemsToSpawn);
itemsToSpawn.remove(item);
return item;
}
if (match == null){
Item item = Random.element(itemsToSpawn);
itemsToSpawn.remove(item);
return item;
}
for (Item item : itemsToSpawn){
if (match.isInstance(item)){
itemsToSpawn.remove( item );
return item;
}
}
for (Item item : itemsToSpawn){
if (match.isInstance(item)){
itemsToSpawn.remove( item );
return item;
}
}
return null;
}
return null;
}
private void buildFlagMaps() {
@@ -590,7 +590,7 @@ public abstract class Level implements Bundlable {
if (!pit[i - WIDTH]) {
int c = map[i - WIDTH];
if (c == Terrain.EMPTY_SP || c == Terrain.STATUE_SP) {
map[i] = Terrain.CHASM_FLOOR_SP;
map[i] = Terrain.CHASM_FLOOR_SP;
} else if (water[i - WIDTH]) {
map[i] = Terrain.CHASM_WATER;
} else if ((Terrain.flags[c] & Terrain.UNSTITCHABLE) != 0) {
@@ -603,7 +603,7 @@ public abstract class Level implements Bundlable {
}
}
private void cleanWalls() {
private void cleanWalls() {
for (int i=0; i < LENGTH; i++) {
boolean d = false;
@@ -653,26 +653,26 @@ public abstract class Level implements Bundlable {
public Heap drop( Item item, int cell ) {
//This messy if statement deals will items which should not drop in challenges primarily.
if ((Dungeon.isChallenged( Challenges.NO_FOOD ) && (item instanceof Food || item instanceof BlandfruitBush.Seed)) ||
(Dungeon.isChallenged( Challenges.NO_ARMOR ) && item instanceof Armor) ||
(Dungeon.isChallenged( Challenges.NO_HEALING ) && item instanceof PotionOfHealing) ||
(Dungeon.isChallenged( Challenges.NO_HERBALISM ) && (item instanceof Plant.Seed || item instanceof Dewdrop || item instanceof SeedPouch)) ||
(Dungeon.isChallenged( Challenges.NO_SCROLLS ) && ((item instanceof Scroll && !(item instanceof ScrollOfUpgrade)) || item instanceof ScrollHolder)) ||
if ((Dungeon.isChallenged( Challenges.NO_FOOD ) && (item instanceof Food || item instanceof BlandfruitBush.Seed)) ||
(Dungeon.isChallenged( Challenges.NO_ARMOR ) && item instanceof Armor) ||
(Dungeon.isChallenged( Challenges.NO_HEALING ) && item instanceof PotionOfHealing) ||
(Dungeon.isChallenged( Challenges.NO_HERBALISM ) && (item instanceof Plant.Seed || item instanceof Dewdrop || item instanceof SeedPouch)) ||
(Dungeon.isChallenged( Challenges.NO_SCROLLS ) && ((item instanceof Scroll && !(item instanceof ScrollOfUpgrade)) || item instanceof ScrollHolder)) ||
item == null) {
//create a dummy heap, give it a dummy sprite, don't add it to the game, and return it.
//effectively nullifies whatever the logic calling this wants to do, including dropping items.
Heap heap = new Heap();
ItemSprite sprite = heap.sprite = new ItemSprite();
sprite.link( heap );
return heap;
//create a dummy heap, give it a dummy sprite, don't add it to the game, and return it.
//effectively nullifies whatever the logic calling this wants to do, including dropping items.
Heap heap = new Heap();
ItemSprite sprite = heap.sprite = new ItemSprite();
sprite.link( heap );
return heap;
}
}
if ((map[cell] == Terrain.ALCHEMY) && (
!(item instanceof Plant.Seed || item instanceof Blandfruit) ||
item instanceof BlandfruitBush.Seed ||
(item instanceof Blandfruit && (((Blandfruit) item).potionAttrib != null || heaps.get(cell) != null))||
(item instanceof Blandfruit && (((Blandfruit) item).potionAttrib != null || heaps.get(cell) != null))||
Dungeon.hero.buff(AlchemistsToolkit.alchemy.class) != null && Dungeon.hero.buff(AlchemistsToolkit.alchemy.class).isCursed())) {
int n;
do {
@@ -719,14 +719,14 @@ public abstract class Level implements Bundlable {
plant.wither();
}
if (map[pos] == Terrain.HIGH_GRASS ||
map[pos] == Terrain.EMPTY ||
map[pos] == Terrain.EMBERS ||
map[pos] == Terrain.EMPTY_DECO) {
map[pos] = Terrain.GRASS;
flamable[pos] = true;
GameScene.updateMap( pos );
}
if (map[pos] == Terrain.HIGH_GRASS ||
map[pos] == Terrain.EMPTY ||
map[pos] == Terrain.EMBERS ||
map[pos] == Terrain.EMPTY_DECO) {
map[pos] = Terrain.GRASS;
flamable[pos] = true;
GameScene.updateMap( pos );
}
plant = seed.couch( pos );
plants.put( pos, plant );