Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/scrolls/ScrollOfMagicMapping.java
T
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

104 lines
3.0 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.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 );
}
}