/* * 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 */ package com.shatteredpixel.shatteredpixeldungeon.items.wands; import java.util.ArrayList; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.DeathRay; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PurpleParticle; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Callback; import com.watabou.utils.Random; public class WandOfDisintegration extends Wand { { name = "Wand of Disintegration"; image = ItemSpriteSheet.WAND_DISINTEGRATION; collisionProperties = Ballistica.STOP_TERRAIN; } @Override protected void onZap( Ballistica beam ) { boolean terrainAffected = false; int level = level(); int maxDistance = Math.min(distance(), beam.dist); ArrayList chars = new ArrayList(); for (int c : beam.subPath(1, maxDistance)) { Char ch; if ((ch = Actor.findChar( c )) != null) { chars.add( ch ); } int terr = Dungeon.level.map[c]; if (terr == Terrain.DOOR || terr == Terrain.BARRICADE) { Level.set( c, Terrain.EMBERS ); GameScene.updateMap( c ); terrainAffected = true; } else if (terr == Terrain.HIGH_GRASS) { Level.set( c, Terrain.GRASS ); GameScene.updateMap( c ); terrainAffected = true; } CellEmitter.center( c ).burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) ); } if (terrainAffected) { Dungeon.observe(); } int lvl = level + chars.size(); int dmgMin = lvl; int dmgMax = 8 + lvl * lvl / 3; for (Char ch : chars) { ch.damage( Random.NormalIntRange( dmgMin, dmgMax ), this ); ch.sprite.centerEmitter().burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) ); ch.sprite.flash(); } } @Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //less likely Grim proc if (Random.Int(10) == 0) new Death().proc( staff, attacker, defender, damage); } private int distance() { return level() + 4; } @Override protected void fx( Ballistica beam, Callback callback ) { int cell = beam.path.get(Math.min(beam.dist, distance())); curUser.sprite.parent.add( new DeathRay( curUser.sprite.center(), DungeonTilemap.tileCenterToWorld( cell ) ) ); callback.call(); } @Override public String desc() { return "This wand emits a beam of destructive energy, which pierces all creatures in its way. " + "The more targets it hits, the more damage it inflicts to each of them."; } }