/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 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.traps; 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.effects.Wound; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.watabou.noosa.audio.Sample; import com.watabou.utils.Random; public class SpearTrap extends Trap { { color = TrapSprite.GREY; shape = TrapSprite.DOTS; } @Override public void trigger() { if (Dungeon.visible[pos]){ Sample.INSTANCE.play(Assets.SND_TRAP); } //this trap is not disarmed by being triggered reveal(); Level.set(pos, Terrain.TRAP); activate(); } @Override public void activate() { if (Dungeon.visible[pos]){ Sample.INSTANCE.play(Assets.SND_HIT); Wound.hit(pos); } Char ch = Actor.findChar( pos); if (ch != null && !ch.flying){ int damage = Random.NormalIntRange(Dungeon.depth, Dungeon.depth*2); damage -= Random.IntRange( 0, ch.dr()); ch.damage( Math.max(damage, 0) , this); if (!ch.isAlive() && ch == Dungeon.hero){ Dungeon.fail( getClass() ); GLog.n( Messages.get(this, "ondeath") ); } } } }