221 lines
4.9 KiB
Java
221 lines
4.9 KiB
Java
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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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.watabou.pixeldungeon.levels;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.particles.Emitter;
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import com.watabou.noosa.particles.PixelParticle;
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import com.watabou.pixeldungeon.Assets;
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import com.watabou.pixeldungeon.Dungeon;
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import com.watabou.pixeldungeon.DungeonTilemap;
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import com.watabou.pixeldungeon.actors.mobs.npcs.Ghost;
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import com.watabou.pixeldungeon.items.DewVial;
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import com.watabou.pixeldungeon.scenes.GameScene;
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import com.watabou.utils.ColorMath;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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public class SewerLevel extends RegularLevel {
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{
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color1 = 0x48763c;
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color2 = 0x59994a;
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}
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@Override
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public String tilesTex() {
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return Assets.TILES_SEWERS;
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}
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@Override
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public String waterTex() {
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return Assets.WATER_SEWERS;
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}
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protected boolean[] water() {
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return Patch.generate( feeling == Feeling.WATER ? 0.60f : 0.45f, 5 );
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}
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protected boolean[] grass() {
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return Patch.generate( feeling == Feeling.GRASS ? 0.60f : 0.40f, 4 );
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}
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@Override
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protected void decorate() {
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for (int i=0; i < WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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map[i + WIDTH] == Terrain.WATER &&
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Random.Int( 4 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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map[i - WIDTH] == Terrain.WALL &&
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map[i + WIDTH] == Terrain.WATER &&
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Random.Int( 2 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
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if (map[i] == Terrain.EMPTY) {
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int count =
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(map[i + 1] == Terrain.WALL ? 1 : 0) +
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(map[i - 1] == Terrain.WALL ? 1 : 0) +
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(map[i + WIDTH] == Terrain.WALL ? 1 : 0) +
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(map[i - WIDTH] == Terrain.WALL ? 1 : 0);
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if (Random.Int( 16 ) < count * count) {
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map[i] = Terrain.EMPTY_DECO;
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}
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}
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}
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while (true) {
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int pos = roomEntrance.random();
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if (pos != entrance) {
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map[pos] = Terrain.SIGN;
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break;
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}
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}
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}
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@Override
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protected void createMobs() {
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super.createMobs();
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Ghost.Quest.spawn( this );
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}
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@Override
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protected void createItems() {
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if (Dungeon.dewVial && Random.Int( 4 - Dungeon.depth ) == 0) {
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addItemToSpawn( new DewVial() );
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Dungeon.dewVial = false;
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}
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super.createItems();
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}
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@Override
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public void addVisuals( Scene scene ) {
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super.addVisuals( scene );
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addVisuals( this, scene );
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}
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public static void addVisuals( Level level, Scene scene ) {
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for (int i=0; i < LENGTH; i++) {
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if (level.map[i] == Terrain.WALL_DECO) {
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scene.add( new Sink( i ) );
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}
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}
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}
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@Override
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public String tileName( int tile ) {
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switch (tile) {
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case Terrain.WATER:
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return "Murky water";
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default:
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return super.tileName( tile );
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}
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}
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@Override
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public String tileDesc(int tile) {
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switch (tile) {
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case Terrain.EMPTY_DECO:
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return "Wet yellowish moss covers the floor.";
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case Terrain.BOOKSHELF:
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return "The bookshelf is packed with cheap useless books. Might it burn?";
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default:
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return super.tileDesc( tile );
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}
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}
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private static class Sink extends Emitter {
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private int pos;
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private float rippleDelay = 0;
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private static final Emitter.Factory factory = new Factory() {
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@Override
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public void emit( Emitter emitter, int index, float x, float y ) {
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WaterParticle p = (WaterParticle)emitter.recycle( WaterParticle.class );
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p.reset( x, y );
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}
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};
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public Sink( int pos ) {
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super();
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this.pos = pos;
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PointF p = DungeonTilemap.tileCenterToWorld( pos );
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pos( p.x - 2, p.y + 1, 4, 0 );
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pour( factory, 0.05f );
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}
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@Override
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public void update() {
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if (visible = Dungeon.visible[pos]) {
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super.update();
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if ((rippleDelay -= Game.elapsed) <= 0) {
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GameScene.ripple( pos + WIDTH ).y -= DungeonTilemap.SIZE / 2;
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rippleDelay = Random.Float( 0.2f, 0.3f );
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}
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}
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}
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}
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public static final class WaterParticle extends PixelParticle {
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public WaterParticle() {
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super();
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acc.y = 50;
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am = 0.5f;
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color( ColorMath.random( 0xb6ccc2, 0x3b6653 ) );
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size( 2 );
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}
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public void reset( float x, float y ) {
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revive();
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this.x = x;
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this.y = y;
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speed.set( Random.Float( -2, +2 ), 0 );
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left = lifespan = 0.5f;
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}
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}
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}
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