/* * 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.scrolls; import com.watabou.noosa.audio.Sample; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; public class ScrollOfMagicMapping extends Scroll { private static final String TXT_LAYOUT = "You are now aware of the level layout."; { name = "Scroll of Magic Mapping"; } @Override protected void doRead() { int length = Level.LENGTH; int[] map = Dungeon.level.map; boolean[] mapped = Dungeon.level.mapped; boolean[] discoverable = Level.discoverable; boolean noticed = false; for (int i=0; i < length; i++) { int terr = map[i]; if (discoverable[i]) { mapped[i] = true; if ((Terrain.flags[terr] & Terrain.SECRET) != 0) { Level.set( i, Terrain.discover( terr ) ); GameScene.updateMap( i ); if (Dungeon.visible[i]) { GameScene.discoverTile( i, terr ); discover( i ); noticed = true; } } } } Dungeon.observe(); GLog.i( TXT_LAYOUT ); if (noticed) { Sample.INSTANCE.play( Assets.SND_SECRET ); } SpellSprite.show( curUser, SpellSprite.MAP ); Sample.INSTANCE.play( Assets.SND_READ ); Invisibility.dispel(); setKnown(); curUser.spendAndNext( TIME_TO_READ ); } @Override public String desc() { return "When this scroll is read, an image of crystal clarity will be etched into your memory, " + "alerting you to the precise layout of the level and revealing all hidden secrets. " + "The locations of items and creatures will remain unknown."; } @Override public int price() { return isKnown() ? 25 * quantity : super.price(); } public static void discover( int cell ) { CellEmitter.get( cell ).start( Speck.factory( Speck.DISCOVER ), 0.1f, 4 ); } }