Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/Dungeon.java

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/*
* 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;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ConfusionGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ParalyticGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Light;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Ghost;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Wandmaker;
import com.shatteredpixel.shatteredpixeldungeon.items.Ankh;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfLevitation;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfLiquidFlame;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfParalyticGas;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfToxicGas;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
import com.shatteredpixel.shatteredpixeldungeon.levels.CavesBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.CavesLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.CityBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.CityLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.DeadEndLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.HallsBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.HallsLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.SewerBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.SewerLevel;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.scenes.StartScene;
import com.shatteredpixel.shatteredpixeldungeon.utils.BArray;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndResurrect;
import com.watabou.noosa.Game;
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import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.util.Arrays;
import java.util.Date;
import java.util.HashSet;
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public class Dungeon {
private static final String NO_TIPS = "The text is indecipherable...";
private static final String[] TIPS = {
"Almost all equipment has a strength requirement. Don't overestimate your strength, using equipment you can't " +
"handle has big penalties!\n\nRaising your strength is not the only way to access better equipment, " +
"you can also lower equipment strength requirements with Scrolls of Upgrade.\n\n\n" +
"Items found in the dungeon will often be unidentified. Some items will have unknown effects, others " +
"may be upgraded, or degraded and cursed! Unidentified items are unpredictable, so be careful!",
"Charging forward recklessly is a great way to get killed.\n\n" +
"Slowing down a bit to examine enemies and use the environment and items to your advantage can make a" +
" big difference.\n\nThe dungeon is full of traps and hidden passageways as well, keep your eyes open!",
"Levelling up is important!\n\nBeing at least the same level as the floor you are on is a good idea. " +
"Don't be afraid to slow down a little and train yourself up.",
"The rogue isn't the only character that benefits from being sneaky. You can retreat to the other side of a " +
"door to ambush a chasing opponent for a guaranteed hit!" +
"\n\nAny attack on an unaware opponent is guaranteed to hit them.",
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"Note to all sewer maintenance & cleaning crews: TURN BACK NOW. Some sort of sludge monster has made its home" +
" here and several crews have been lost trying to deal with it.\n\n" +
"Approval has been given to seal off the lower sewers, this area has been condemned, LEAVE NOW.",
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"Pixel-Mart - all you need for successful adventure!",
"Identify your potions and scrolls as soon as possible. Don't put it off to the moment " +
"when you actually need them.",
"Being hungry doesn't hurt, but starving does hurt.",
"Surprise attack has a better chance to hit. For example, you can ambush your enemy behind " +
"a closed door when you know it is approaching.",
"Don't let The Tengu out!",
"Pixel-Mart. Spend money. Live longer.",
"When you're attacked by several monsters at the same time, try to retreat behind a door.",
"If you are burning, you can't put out the fire in the water while levitating.",
"There is no sense in possessing more than one unblessed Ankh at the same time, " +
"because you will lose them upon resurrecting.",
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"DANGER! Heavy machinery can cause injury, loss of limbs or death!",
"Pixel-Mart. A safer life in dungeon.",
"When you upgrade an enchanted weapon, there is a chance to destroy that enchantment.",
"In a Well of Transmutation you can get an item, that cannot be obtained otherwise.",
"The only way to enchant a weapon is by upgrading it with a Scroll of Weapon Upgrade.",
"No weapons allowed in the presence of His Majesty!",
"Pixel-Mart. Special prices for demon hunters!",
"The text is written in demonic language.",
"The text is written in demonic language.",
"The text is written in demonic language."
};
private static final String TXT_DEAD_END =
"What are you doing here?!";
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public static boolean dewVial; // true if the dew vial can be spawned
public static int transmutation; // depth number for a well of transmutation
//enum of items which have limited spawns, records how many have spawned
//could all be their own separate ints, but this allows iterating, much nicer for bundling/initializing.
public static enum limitedDrops{
strengthPotions,
upgradeScrolls,
arcaneStyli,
//all unlimited health potion sources
swarmHP,
batHP,
warlockHP,
scorpioHP,
cookingHP,
blandfruitSeed,
armband;
public int count = 0;
}
public static int challenges;
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public static Hero hero;
public static Level level;
public static int depth;
public static int gold;
// Reason of death
public static String resultDescription;
public static HashSet<Integer> chapters;
// Hero's field of view
public static boolean[] visible = new boolean[Level.LENGTH];
public static boolean nightMode;
public static int version;
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public static void init() {
challenges = ShatteredPixelDungeon.challenges();
Generator.initArtifacts();
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Actor.clear();
PathFinder.setMapSize( Level.WIDTH, Level.HEIGHT );
Scroll.initLabels();
Potion.initColors();
Wand.initWoods();
Ring.initGems();
Statistics.reset();
Journal.reset();
depth = 0;
gold = 0;
for (limitedDrops a : limitedDrops.values())
a.count = 0;
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dewVial = true;
transmutation = Random.IntRange( 6, 14 );
chapters = new HashSet<Integer>();
Ghost.Quest.reset();
Wandmaker.Quest.reset();
Blacksmith.Quest.reset();
Imp.Quest.reset();
Room.shuffleTypes();
hero = new Hero();
hero.live();
Badges.reset();
StartScene.curClass.initHero( hero );
}
public static boolean isChallenged( int mask ) {
return (challenges & mask) != 0;
}
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public static Level newLevel() {
Dungeon.level = null;
Actor.clear();
depth++;
if (depth > Statistics.deepestFloor) {
Statistics.deepestFloor = depth;
if (Statistics.qualifiedForNoKilling) {
Statistics.completedWithNoKilling = true;
} else {
Statistics.completedWithNoKilling = false;
}
}
Arrays.fill( visible, false );
Level level;
switch (depth) {
case 1:
case 2:
case 3:
case 4:
level = new SewerLevel();
break;
case 5:
level = new SewerBossLevel();
break;
case 6:
case 7:
case 8:
case 9:
level = new PrisonLevel();
break;
case 10:
level = new PrisonBossLevel();
break;
case 11:
case 12:
case 13:
case 14:
level = new CavesLevel();
break;
case 15:
level = new CavesBossLevel();
break;
case 16:
case 17:
case 18:
case 19:
level = new CityLevel();
break;
case 20:
level = new CityBossLevel();
break;
case 21:
level = new LastShopLevel();
break;
case 22:
case 23:
case 24:
level = new HallsLevel();
break;
case 25:
level = new HallsBossLevel();
break;
case 26:
level = new LastLevel();
break;
default:
level = new DeadEndLevel();
Statistics.deepestFloor--;
}
level.create();
Statistics.qualifiedForNoKilling = !bossLevel();
return level;
}
public static void resetLevel() {
Actor.clear();
Arrays.fill( visible, false );
level.reset();
switchLevel( level, level.entrance );
}
public static String tip() {
if (level instanceof DeadEndLevel) {
return TXT_DEAD_END;
} else {
int index = depth - 1;
if (index < TIPS.length) {
return TIPS[index];
} else {
return NO_TIPS;
}
}
}
public static boolean shopOnLevel() {
return depth == 6 || depth == 11 || depth == 16;
}
public static boolean bossLevel() {
return bossLevel( depth );
}
public static boolean bossLevel( int depth ) {
return depth == 5 || depth == 10 || depth == 15 || depth == 20 || depth == 25;
}
@SuppressWarnings("deprecation")
public static void switchLevel( final Level level, int pos ) {
nightMode = new Date().getHours() < 7;
Dungeon.level = level;
Actor.init();
Actor respawner = level.respawner();
if (respawner != null) {
Actor.add( level.respawner() );
}
for (Potion potion : level.fallingPotions){
int cell = level.randomRespawnCell();
while (cell == -1)
cell = level.randomRespawnCell();
if (potion instanceof PotionOfLiquidFlame)
GameScene.add( Blob.seed( cell, 2, Fire.class));
else if (potion instanceof PotionOfToxicGas)
GameScene.add( Blob.seed( cell, 1000, ToxicGas.class ) );
else if (potion instanceof PotionOfParalyticGas)
GameScene.add( Blob.seed( cell, 1000, ParalyticGas.class ) );
else if (potion instanceof PotionOfLevitation)
GameScene.add( Blob.seed( cell, 1000, ConfusionGas.class ) );
}
level.fallingPotions.clear();
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hero.pos = pos != -1 ? pos : level.exit;
Light light = hero.buff( Light.class );
hero.viewDistance = light == null ? level.viewDistance : Math.max( Light.DISTANCE, level.viewDistance );
observe();
try {
saveAll();
} catch (IOException e) {
/*This only catches IO errors. Yes, this means things can do wrong, and they can go wrong catastrophically.
But when they do the user will get a nice 'report this issue' dialogue, and I can fix the bug.*/
}
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}
public static boolean posNeeded() {
int[] quota = {4, 2, 9, 4, 14, 6, 19, 8, 24, 9};
return chance( quota, limitedDrops.strengthPotions.count );
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}
public static boolean soeNeeded() {
int[] quota = {5, 3, 10, 6, 15, 9, 20, 12, 25, 13};
return chance( quota, limitedDrops.upgradeScrolls.count );
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}
private static boolean chance( int[] quota, int number ) {
for (int i=0; i < quota.length; i += 2) {
int qDepth = quota[i];
if (depth <= qDepth) {
int qNumber = quota[i + 1];
return Random.Float() < (float)(qNumber - number) / (qDepth - depth + 1);
}
}
return false;
}
public static boolean asNeeded() {
return Random.Int( 12 * (1 + limitedDrops.arcaneStyli.count) ) < depth;
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}
private static final String RG_GAME_FILE = "game.dat";
private static final String RG_DEPTH_FILE = "depth%d.dat";
private static final String WR_GAME_FILE = "warrior.dat";
private static final String WR_DEPTH_FILE = "warrior%d.dat";
private static final String MG_GAME_FILE = "mage.dat";
private static final String MG_DEPTH_FILE = "mage%d.dat";
private static final String RN_GAME_FILE = "ranger.dat";
private static final String RN_DEPTH_FILE = "ranger%d.dat";
private static final String VERSION = "version";
private static final String CHALLENGES = "challenges";
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private static final String HERO = "hero";
private static final String GOLD = "gold";
private static final String DEPTH = "depth";
private static final String QUICKSLOT = "quickslot";
private static final String LEVEL = "level";
private static final String LIMDROPS = "limiteddrops";
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private static final String DV = "dewVial";
private static final String WT = "transmutation";
private static final String CHAPTERS = "chapters";
private static final String QUESTS = "quests";
private static final String BADGES = "badges";
//TODO: to support pre-0.2.3 saves, remove when needed
private static final String POS = "potionsOfStrength";
private static final String SOU = "scrollsOfEnhancement";
private static final String AS = "arcaneStyli";
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public static String gameFile( HeroClass cl ) {
switch (cl) {
case WARRIOR:
return WR_GAME_FILE;
case MAGE:
return MG_GAME_FILE;
case HUNTRESS:
return RN_GAME_FILE;
default:
return RG_GAME_FILE;
}
}
private static String depthFile( HeroClass cl ) {
switch (cl) {
case WARRIOR:
return WR_DEPTH_FILE;
case MAGE:
return MG_DEPTH_FILE;
case HUNTRESS:
return RN_DEPTH_FILE;
default:
return RG_DEPTH_FILE;
}
}
public static void saveGame( String fileName ) throws IOException {
try {
Bundle bundle = new Bundle();
bundle.put( VERSION, Game.versionCode );
bundle.put( CHALLENGES, challenges );
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bundle.put( HERO, hero );
bundle.put( GOLD, gold );
bundle.put( DEPTH, depth );
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bundle.put( DV, dewVial );
bundle.put( WT, transmutation );
int[] dropValues = new int[limitedDrops.values().length];
for (limitedDrops value : limitedDrops.values())
dropValues[value.ordinal()] = value.count;
bundle.put ( LIMDROPS, dropValues );
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int count = 0;
int ids[] = new int[chapters.size()];
for (Integer id : chapters) {
ids[count++] = id;
}
bundle.put( CHAPTERS, ids );
Bundle quests = new Bundle();
Ghost .Quest.storeInBundle( quests );
Wandmaker .Quest.storeInBundle( quests );
Blacksmith .Quest.storeInBundle( quests );
Imp .Quest.storeInBundle( quests );
bundle.put( QUESTS, quests );
Room.storeRoomsInBundle( bundle );
Statistics.storeInBundle( bundle );
Journal.storeInBundle( bundle );
Generator.storeInBundle( bundle );
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Scroll.save( bundle );
Potion.save( bundle );
Wand.save( bundle );
Ring.save( bundle );
Bundle badges = new Bundle();
Badges.saveLocal( badges );
bundle.put( BADGES, badges );
OutputStream output = Game.instance.openFileOutput( fileName, Game.MODE_PRIVATE );
Bundle.write( bundle, output );
output.close();
} catch (IOException e) {
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GamesInProgress.setUnknown( hero.heroClass );
}
}
public static void saveLevel() throws IOException {
Bundle bundle = new Bundle();
bundle.put( LEVEL, level );
OutputStream output = Game.instance.openFileOutput(
Utils.format( depthFile( hero.heroClass ), depth ), Game.MODE_PRIVATE );
Bundle.write( bundle, output );
output.close();
}
public static void saveAll() throws IOException {
if (hero.isAlive()) {
Actor.fixTime();
saveGame( gameFile( hero.heroClass ) );
saveLevel();
GamesInProgress.set( hero.heroClass, depth, hero.lvl );
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} else if (WndResurrect.instance != null) {
WndResurrect.instance.hide();
Hero.reallyDie( WndResurrect.causeOfDeath );
}
}
public static void loadGame( HeroClass cl ) throws IOException {
loadGame( gameFile( cl ), true );
}
public static void loadGame( String fileName ) throws IOException {
loadGame( fileName, false );
}
public static void loadGame( String fileName, boolean fullLoad ) throws IOException {
Bundle bundle = gameBundle( fileName );
version = bundle.getInt( VERSION );
Generator.reset();
Dungeon.challenges = bundle.getInt( CHALLENGES );
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Dungeon.level = null;
Dungeon.depth = -1;
if (fullLoad) {
PathFinder.setMapSize( Level.WIDTH, Level.HEIGHT );
}
Scroll.restore( bundle );
Potion.restore( bundle );
Wand.restore( bundle );
Ring.restore( bundle );
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if (fullLoad) {
dewVial = bundle.getBoolean( DV );
transmutation = bundle.getInt( WT );
//TODO: adjust this when dropping support for pre-0.2.3 saves
if (bundle.contains( LIMDROPS )) {
int[] dropValues = bundle.getIntArray(LIMDROPS);
for (limitedDrops value : limitedDrops.values())
value.count = value.ordinal() < dropValues.length ?
dropValues[value.ordinal()] : 0;
} else {
for (limitedDrops value : limitedDrops.values())
value.count = 0;
limitedDrops.strengthPotions.count = bundle.getInt(POS);
limitedDrops.upgradeScrolls.count = bundle.getInt(SOU);
limitedDrops.arcaneStyli.count = bundle.getInt(AS);
}
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chapters = new HashSet<Integer>();
int ids[] = bundle.getIntArray( CHAPTERS );
if (ids != null) {
for (int id : ids) {
chapters.add( id );
}
}
Bundle quests = bundle.getBundle( QUESTS );
if (!quests.isNull()) {
Ghost.Quest.restoreFromBundle( quests );
Wandmaker.Quest.restoreFromBundle( quests );
Blacksmith.Quest.restoreFromBundle( quests );
Imp.Quest.restoreFromBundle( quests );
} else {
Ghost.Quest.reset();
Wandmaker.Quest.reset();
Blacksmith.Quest.reset();
Imp.Quest.reset();
}
Room.restoreRoomsFromBundle( bundle );
}
Bundle badges = bundle.getBundle( BADGES );
if (!badges.isNull()) {
Badges.loadLocal( badges );
} else {
Badges.reset();
}
hero = null;
hero = (Hero)bundle.get( HERO );
gold = bundle.getInt( GOLD );
depth = bundle.getInt( DEPTH );
Statistics.restoreFromBundle( bundle );
Journal.restoreFromBundle( bundle );
Generator.restoreFromBundle( bundle );
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}
public static Level loadLevel( HeroClass cl ) throws IOException {
Dungeon.level = null;
Actor.clear();
InputStream input = Game.instance.openFileInput( Utils.format( depthFile( cl ), depth ) ) ;
Bundle bundle = Bundle.read( input );
input.close();
return (Level)bundle.get( "level" );
}
public static void deleteGame( HeroClass cl, boolean deleteLevels ) {
Game.instance.deleteFile( gameFile( cl ) );
if (deleteLevels) {
int depth = 1;
while (Game.instance.deleteFile( Utils.format( depthFile( cl ), depth ) )) {
depth++;
}
}
GamesInProgress.delete( cl );
}
public static Bundle gameBundle( String fileName ) throws IOException {
InputStream input = Game.instance.openFileInput( fileName );
Bundle bundle = Bundle.read( input );
input.close();
return bundle;
}
public static void preview( GamesInProgress.Info info, Bundle bundle ) {
info.depth = bundle.getInt( DEPTH );
if (info.depth == -1) {
info.depth = bundle.getInt( "maxDepth" ); // FIXME
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}
Hero.preview( info, bundle.getBundle( HERO ) );
}
public static void fail( String desc ) {
resultDescription = desc;
if (hero.belongings.getItem( Ankh.class ) == null) {
Rankings.INSTANCE.submit( false );
}
}
public static void win( String desc ) {
if (challenges != 0) {
Badges.validateChampion();
}
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resultDescription = desc;
Rankings.INSTANCE.submit( true );
}
public static void observe() {
if (level == null) {
return;
}
level.updateFieldOfView( hero );
System.arraycopy( Level.fieldOfView, 0, visible, 0, visible.length );
BArray.or( level.visited, visible, level.visited );
GameScene.afterObserve();
}
private static boolean[] passable = new boolean[Level.LENGTH];
public static int findPath( Char ch, int from, int to, boolean pass[], boolean[] visible ) {
if (Level.adjacent( from, to )) {
return Actor.findChar( to ) == null && (pass[to] || Level.avoid[to]) ? to : -1;
}
if (ch.flying || ch.buff( Amok.class ) != null) {
BArray.or( pass, Level.avoid, passable );
} else {
System.arraycopy( pass, 0, passable, 0, Level.LENGTH );
}
for (Actor actor : Actor.all()) {
if (actor instanceof Char) {
int pos = ((Char)actor).pos;
if (visible[pos]) {
passable[pos] = false;
}
}
}
return PathFinder.getStep( from, to, passable );
}
public static int flee( Char ch, int cur, int from, boolean pass[], boolean[] visible ) {
if (ch.flying) {
BArray.or( pass, Level.avoid, passable );
} else {
System.arraycopy( pass, 0, passable, 0, Level.LENGTH );
}
for (Actor actor : Actor.all()) {
if (actor instanceof Char) {
int pos = ((Char)actor).pos;
if (visible[pos]) {
passable[pos] = false;
}
}
}
passable[cur] = true;
return PathFinder.getStepBack( cur, from, passable );
}
}