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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfTelekinesis.java
T
2015-06-07 21:54:21 -04:00

171 lines
4.6 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.wands;
import com.watabou.noosa.audio.Sample;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.items.Dewdrop;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.utils.Callback;
public class WandOfTelekinesis extends Wand {
private static final String TXT_YOU_NOW_HAVE = "You have magically transported %s into your backpack";
{
name = "Wand of Telekinesis";
collisionProperties = Ballistica.STOP_TERRAIN;
}
@Override
protected void onZap( Ballistica bolt ) {
//TODO: this whole wand is getting reworked anyway, so screw trying to correct this logic, just rewrite.
/*
boolean mapUpdated = false;
int maxDistance = level() + 4;
Ballistica.distance = Math.min( Ballistica.distance, maxDistance );
Char ch;
Heap heap = null;
for (int i=1; i < Ballistica.distance; i++) {
int c = Ballistica.trace[i];
int before = Dungeon.level.map[c];
if ((ch = Actor.findChar( c )) != null) {
if (i == Ballistica.distance-1) {
ch.damage( maxDistance-1 - i, this );
} else {
int next = Ballistica.trace[i + 1];
if ((Level.passable[next] || Level.avoid[next]) && Actor.findChar( next ) == null) {
Actor.addDelayed( new Pushing( ch, ch.pos, next ), -1 );
ch.pos = next;
Actor.freeCell( next );
if (ch instanceof Shopkeeper)
ch.damage( 0, this );
// FIXME
if (ch instanceof Mob) {
Dungeon.level.mobPress( (Mob)ch );
} else {
Dungeon.level.press( ch.pos, ch );
}
} else {
ch.damage( maxDistance-1 - i, this );
}
}
}
if (heap == null && (heap = Dungeon.level.heaps.get( c )) != null) {
switch (heap.type) {
case HEAP:
transport( heap );
break;
case CHEST:
open( heap );
break;
default:
}
}
Dungeon.level.press( c, null );
if (before == Terrain.OPEN_DOOR && Actor.findChar( c ) == null) {
Level.set( c, Terrain.DOOR );
GameScene.updateMap( c );
} else if (Level.water[c]) {
GameScene.ripple( c );
}
if (!mapUpdated && Dungeon.level.map[c] != before) {
mapUpdated = true;
}
}
if (mapUpdated) {
Dungeon.observe();
}
*/
}
private void transport( Heap heap ) {
Item item = heap.pickUp();
if (item.doPickUp( curUser )) {
if (item instanceof Dewdrop) {
} else {
if ((item instanceof ScrollOfUpgrade && ((ScrollOfUpgrade)item).isKnown()) ||
(item instanceof PotionOfStrength && ((PotionOfStrength)item).isKnown())) {
GLog.p( TXT_YOU_NOW_HAVE, item.name() );
} else {
GLog.i( TXT_YOU_NOW_HAVE, item.name() );
}
}
} else {
Dungeon.level.drop( item, curUser.pos ).sprite.drop();
}
}
private void open( Heap heap ) {
heap.type = Type.HEAP;
heap.sprite.link();
heap.sprite.drop();
}
@Override
protected void fx( Ballistica bolt, Callback callback ) {
MagicMissile.force( curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback );
Sample.INSTANCE.play( Assets.SND_ZAP );
}
@Override
public String desc() {
return
"Waves of magic force from this wand will affect all cells on their way triggering traps, trampling high vegetation, " +
"opening closed doors and closing open ones. They also push back monsters.";
}
}