/* * 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.traps; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple; import com.shatteredpixel.shatteredpixeldungeon.effects.Wound; import com.watabou.utils.Random; public class GrippingTrap { public static void trigger( int pos, Char c ) { if (c != null) { int damage = Math.max( 0, (Dungeon.depth + 3) - Random.IntRange( 0, c.dr() / 2 ) ); Buff.affect( c, Bleeding.class ).set( damage ); Buff.prolong( c, Cripple.class, Cripple.DURATION ); Wound.hit( c ); } else { Wound.hit( pos ); } } }