/* * 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.levels.features; import com.watabou.noosa.Camera; import com.watabou.noosa.Game; import com.watabou.noosa.audio.Sample; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Badges; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel; import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.shatteredpixel.shatteredpixeldungeon.utils.Utils; import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions; import com.watabou.utils.Random; public class Chasm { private static final String TXT_CHASM = "Chasm"; 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_JUMP = "Do you really want to jump into the chasm? You can probably die."; public static boolean jumpConfirmed = false; public static void heroJump( final Hero hero ) { GameScene.show( new WndOptions( TXT_CHASM, TXT_JUMP, TXT_YES, TXT_NO ) { @Override protected void onSelect( int index ) { if (index == 0) { jumpConfirmed = true; hero.resume(); } }; } ); } public static void heroFall( int pos ) { jumpConfirmed = false; Sample.INSTANCE.play( Assets.SND_FALLING ); if (Dungeon.hero.isAlive()) { Dungeon.hero.interrupt(); InterlevelScene.mode = InterlevelScene.Mode.FALL; if (Dungeon.level instanceof RegularLevel) { Room room = ((RegularLevel)Dungeon.level).room( pos ); InterlevelScene.fallIntoPit = room != null && room.type == Room.Type.WEAK_FLOOR; } else { InterlevelScene.fallIntoPit = false; } Game.switchScene( InterlevelScene.class ); } else { Dungeon.hero.sprite.visible = false; } } public static void heroLand() { Hero hero = Dungeon.hero; hero.sprite.burst( hero.sprite.blood(), 10 ); Camera.main.shake( 4, 0.2f ); Buff.prolong( hero, Cripple.class, Cripple.DURATION ); hero.damage( Random.IntRange( hero.HT / 3, hero.HT / 2 ), new Hero.Doom() { @Override public void onDeath() { Badges.validateDeathFromFalling(); Dungeon.fail( Utils.format( ResultDescriptions.FALL, Dungeon.depth ) ); GLog.n( "You fell to death..." ); } } ); } public static void mobFall( Mob mob ) { mob.die( null ); ((MobSprite)mob.sprite).fall(); } }