/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 Evan Debenham * * 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.artifacts; //If it weren't super obvious, this is going to become an artifact soon. import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotHeart; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.RotLasher; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Wandmaker; import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica; import com.shatteredpixel.shatteredpixeldungeon.scenes.CellSelector; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.shatteredpixel.shatteredpixeldungeon.utils.Utils; import com.watabou.noosa.Game; import com.watabou.noosa.audio.Sample; import com.watabou.utils.Bundle; import com.watabou.utils.Callback; import java.util.ArrayList; public class LloydsBeacon extends Artifact { private static final String TXT_PREVENTING = "Strong magic aura of this place prevents you from using the lloyd's beacon!"; private static final String TXT_CREATURES = "Psychic aura of neighbouring creatures doesn't allow you to use the lloyd's beacon at this moment."; private static final String TXT_RETURN = "The lloyd's beacon is successfully set at your current location, now you can return here anytime."; private static final String TXT_INFO = "Lloyd's beacon is an intricate magic device, which grants the user control of teleportation magics.\n" + "\n" + "The beacon can be used to return to a set location, but can also expel bursts of random teleportation " + "magic once it has charged from being equipped. This magic can be directed at a target or at the user themselves."; private static final String TXT_SET = "\n\nThis beacon was set somewhere on the level %d of Pixel Dungeon."; public static final float TIME_TO_USE = 1; public static final String AC_ZAP = "ZAP"; public static final String AC_SET = "SET"; public static final String AC_RETURN = "RETURN"; private int returnDepth = -1; private int returnPos; { name = "lloyd's beacon"; image = ItemSpriteSheet.ARTIFACT_BEACON; level = 0; levelCap = 3; charge = 0; chargeCap = 3+level; defaultAction = AC_ZAP; usesTargeting = true; } private static final String DEPTH = "depth"; private static final String POS = "pos"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle( bundle ); bundle.put( DEPTH, returnDepth ); if (returnDepth != -1) { bundle.put( POS, returnPos ); } } @Override public void restoreFromBundle( Bundle bundle ) { super.restoreFromBundle(bundle); returnDepth = bundle.getInt( DEPTH ); returnPos = bundle.getInt( POS ); } @Override public ArrayList actions( Hero hero ) { ArrayList actions = super.actions( hero ); actions.add( AC_ZAP ); actions.add( AC_SET ); if (returnDepth != -1) { actions.add( AC_RETURN ); } return actions; } @Override public void execute( Hero hero, String action ) { if (action == AC_SET || action == AC_RETURN) { if (Dungeon.bossLevel()) { hero.spend( LloydsBeacon.TIME_TO_USE ); GLog.w( TXT_PREVENTING ); return; } for (int i=0; i < Level.NEIGHBOURS8.length; i++) { if (Actor.findChar( hero.pos + Level.NEIGHBOURS8[i] ) != null) { GLog.w( TXT_CREATURES ); return; } } } if (action == AC_ZAP ){ curUser = hero; int chargesToUse = Dungeon.depth > 20 ? 2 : 1; if (!isEquipped( hero )) GLog.i("You need to equip the beacon to do that."); else if (charge < chargesToUse) GLog.i("Your beacon does not have enough energy right now."); else { GameScene.selectCell(zapper); } } else if (action == AC_SET) { returnDepth = Dungeon.depth; returnPos = hero.pos; hero.spend( LloydsBeacon.TIME_TO_USE ); hero.busy(); hero.sprite.operate( hero.pos ); Sample.INSTANCE.play( Assets.SND_BEACON ); GLog.i( TXT_RETURN ); } else if (action == AC_RETURN) { if (returnDepth == Dungeon.depth) { ScrollOfTeleportation.appear( hero, returnPos ); Dungeon.level.press( returnPos, hero ); Dungeon.observe(); } else { Buff buff = Dungeon.hero.buff(TimekeepersHourglass.timeFreeze.class); if (buff != null) buff.detach(); for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) if (mob instanceof DriedRose.GhostHero) mob.destroy(); InterlevelScene.mode = InterlevelScene.Mode.RETURN; InterlevelScene.returnDepth = returnDepth; InterlevelScene.returnPos = returnPos; Game.switchScene( InterlevelScene.class ); } } else { super.execute( hero, action ); } } protected CellSelector.Listener zapper = new CellSelector.Listener() { @Override public void onSelect(Integer target) { if (target == null) return; Invisibility.dispel(); charge -= Dungeon.depth > 20 ? 2 : 1; updateQuickslot(); if (Actor.findChar(target) == curUser){ ScrollOfTeleportation.teleportHero(curUser); curUser.spendAndNext(1f); } else { final Ballistica bolt = new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT ); final Char ch = Actor.findChar(bolt.collisionPos); if (ch == curUser){ ScrollOfTeleportation.teleportHero(curUser); curUser.spendAndNext( 1f ); } else { Sample.INSTANCE.play( Assets.SND_ZAP ); curUser.sprite.zap(bolt.collisionPos); curUser.busy(); MagicMissile.force(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, new Callback() { @Override public void call() { if (ch != null) { int count = 10; int pos; do { pos = Dungeon.level.randomRespawnCell(); if (count-- <= 0) { break; } } while (pos == -1); if (pos == -1 || Dungeon.bossLevel()) { GLog.w(ScrollOfTeleportation.TXT_NO_TELEPORT); //FIXME: sloppy, fix when adding mob properties } else if (ch instanceof RotLasher || ch instanceof RotHeart || ch instanceof Shopkeeper || ch instanceof Wandmaker) { GLog.w("The teleportation magic fails."); } else { ch.pos = pos; ch.sprite.place(ch.pos); ch.sprite.visible = Dungeon.visible[pos]; } } curUser.spendAndNext(1f); } }); } } } @Override public String prompt() { return "Choose a location to zap."; } }; @Override protected ArtifactBuff passiveBuff() { return new beaconRecharge(); } @Override public Item upgrade() { chargeCap ++; return super.upgrade(); } @Override public String desc() { return TXT_INFO + (returnDepth == -1 ? "" : Utils.format( TXT_SET, returnDepth ) ); } public void reset() { returnDepth = -1; } private static final Glowing WHITE = new Glowing( 0xFFFFFF ); @Override public Glowing glowing() { return returnDepth != -1 ? WHITE : null; } public class beaconRecharge extends ArtifactBuff{ @Override public boolean act() { LockedFloor lock = target.buff(LockedFloor.class); if (charge < chargeCap && !cursed && (lock == null || lock.regenOn())) { partialCharge += 1 / (100f - (chargeCap - charge)*10f); if (partialCharge >= 1) { partialCharge --; charge ++; if (charge == chargeCap){ partialCharge = 0; } } } updateQuickslot(); spend( TICK ); return true; } } }