/* * 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.levels.features; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.TimekeepersHourglass; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; 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.windows.WndOptions; import com.watabou.utils.Random; public class Chasm { public static boolean jumpConfirmed = false; public static void heroJump( final Hero hero ) { GameScene.show( new WndOptions( Messages.get(Chasm.class, "chasm"), Messages.get(Chasm.class, "jump"), Messages.get(Chasm.class, "yes"), Messages.get(Chasm.class, "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 ); 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(); 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.HP / 2, hero.HT / 2 ), new Hero.Doom() { @Override public void onDeath() { Badges.validateDeathFromFalling(); Dungeon.fail( getClass() ); GLog.n( Messages.get(Chasm.class, "ondeath") ); } } ); } public static void mobFall( Mob mob ) { mob.die( null ); ((MobSprite)mob.sprite).fall(); } }