115 lines
2.6 KiB
Java
115 lines
2.6 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Random;
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abstract public class KindOfWeapon extends EquipableItem {
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protected static final float TIME_TO_EQUIP = 1f;
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@Override
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public boolean isEquipped( Hero hero ) {
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return hero.belongings.weapon == this;
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}
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@Override
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public boolean doEquip( Hero hero ) {
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detachAll( hero.belongings.backpack );
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if (hero.belongings.weapon == null || hero.belongings.weapon.doUnequip( hero, true )) {
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hero.belongings.weapon = this;
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activate( hero );
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updateQuickslot();
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cursedKnown = true;
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if (cursed) {
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equipCursed( hero );
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GLog.n( Messages.get(KindOfWeapon.class, "cursed") );
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}
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hero.spendAndNext( TIME_TO_EQUIP );
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return true;
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} else {
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collect( hero.belongings.backpack );
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return false;
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}
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}
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@Override
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public boolean doUnequip( Hero hero, boolean collect, boolean single ) {
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if (super.doUnequip( hero, collect, single )) {
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hero.belongings.weapon = null;
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return true;
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} else {
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return false;
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}
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}
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public int min(){
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return min(level());
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}
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public int max(){
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return max(level());
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}
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abstract public int min(int lvl);
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abstract public int max(int lvl);
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public int damageRoll( Hero owner ) {
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return Random.NormalIntRange( min(), max() );
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}
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public float accuracyFactor(Hero hero ) {
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return 1f;
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}
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public float speedFactor( Hero hero ) {
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return 1f;
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}
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public int reachFactor( Hero hero ){
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return 1;
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}
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public int defenceFactor( Hero hero ) {
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return 0;
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}
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public void proc( Char attacker, Char defender, int damage ) {
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}
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}
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