Merging 1.9.1 source: actor changes (minus questgivers, they will be done separately)
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@ -57,7 +57,7 @@ public class Fire extends Blob {
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if (fire <= 0 && flamable[pos]) {
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int oldTile = Dungeon.level.map[pos];
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Level.set( pos, Terrain.EMBERS );
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Dungeon.level.destroy( pos );
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observe = true;
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GameScene.updateMap( pos );
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@ -39,21 +39,24 @@ public class Regrowth extends Blob {
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if (volume > 0) {
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boolean mapUpdated = false;
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for (int i=0; i < LENGTH; i++) {
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if (off[i] > 0) {
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int c = Dungeon.level.map[i];
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int c1 = c;
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if (c == Terrain.EMPTY || c == Terrain.EMBERS || c == Terrain.EMPTY_DECO) {
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Level.set( i, cur[i] > 9 ? Terrain.HIGH_GRASS : Terrain.GRASS );
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mapUpdated = true;
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c1 = cur[i] > 9 ? Terrain.HIGH_GRASS : Terrain.GRASS;
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} else if (c == Terrain.GRASS && cur[i] > 9 && Dungeon.level.plants.get(i) == null ) {
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c1 = Terrain.HIGH_GRASS;
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}
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if (c1 != c) {
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Level.set( i, Terrain.HIGH_GRASS );
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mapUpdated = true;
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Dungeon.observe();
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GameScene.updateMap( i );
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if (Dungeon.visible[i]) {
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GameScene.discoverTile( i, c );
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}
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}
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Char ch = Actor.findChar( i );
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@ -62,11 +65,6 @@ public class Regrowth extends Blob {
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}
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}
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}
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if (mapUpdated) {
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GameScene.updateMap();
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Dungeon.observe();
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}
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}
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}
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@ -65,6 +65,7 @@ public class WaterOfHealth extends WellWater {
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protected Item affectItem( Item item ) {
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if (item instanceof DewVial && !((DewVial)item).isFull()) {
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((DewVial)item).fill();
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Journal.remove( Feature.WELL_OF_HEALTH );
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return item;
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}
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@ -112,7 +112,7 @@ public class WaterOfTransmutation extends WellWater {
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if (n != null) {
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int level = w.level;
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int level = w.level();
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if (level > 0) {
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n.upgrade( level );
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} else if (level < 0) {
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@ -137,9 +137,9 @@ public class WaterOfTransmutation extends WellWater {
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n = (Ring)Generator.random( Category.RING );
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} while (n.getClass() == r.getClass());
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n.level = 0;
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n.level(0);
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int level = r.level;
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int level = r.level();
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if (level > 0) {
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n.upgrade( level );
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} else if (level < 0) {
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@ -173,9 +173,8 @@ public class WaterOfTransmutation extends WellWater {
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n = (Wand)Generator.random( Category.WAND );
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} while (n.getClass() == w.getClass());
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n.level = 0;
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n.updateLevel();
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n.upgrade( w.level );
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n.level( 0 );
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n.upgrade( w.level() );
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n.levelKnown = w.levelKnown;
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n.cursedKnown = w.cursedKnown;
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@ -321,7 +321,7 @@ public class Hero extends Char {
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@Override
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public int dr() {
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int dr = belongings.armor != null ? Math.max( belongings.armor.DR, 0 ) : 0;
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int dr = belongings.armor != null ? Math.max( belongings.armor.DR(), 0 ) : 0;
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Barkskin barkskin = buff( Barkskin.class );
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if (barkskin != null) {
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dr += barkskin.level();
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@ -428,13 +428,18 @@ public abstract class Mob extends Char {
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}
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Badges.validateNightHunter();
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}
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if (Dungeon.hero.lvl <= maxLvl && EXP > 0) {
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Dungeon.hero.sprite.showStatus( CharSprite.POSITIVE, TXT_EXP, EXP );
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Dungeon.hero.earnExp( EXP );
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int exp = exp();
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if (exp > 0) {
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Dungeon.hero.sprite.showStatus( CharSprite.POSITIVE, TXT_EXP, exp );
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Dungeon.hero.earnExp( exp );
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}
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}
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}
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public int exp() {
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return Dungeon.hero.lvl <= maxLvl ? EXP : 0;
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}
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@Override
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public void die( Object cause ) {
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@ -91,7 +91,7 @@ public class Skeleton extends Mob {
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Item loot = Generator.random( Generator.Category.WEAPON );
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for (int i=0; i < 2; i++) {
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Item l = Generator.random( Generator.Category.WEAPON );
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if (l.level < loot.level) {
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if (l.level() < loot.level()) {
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loot = l;
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}
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}
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@ -55,7 +55,7 @@ public class Statue extends Mob {
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do {
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weapon = (Weapon)Generator.random( Generator.Category.WEAPON );
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} while (!(weapon instanceof MeleeWeapon) || weapon.level < 0);
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} while (!(weapon instanceof MeleeWeapon) || weapon.level() < 0);
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weapon.identify();
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weapon.enchant( Enchantment.random() );
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@ -88,7 +88,7 @@ public class Statue extends Mob {
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@Override
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public int damageRoll() {
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return Random.NormalIntRange( weapon.MIN, weapon.MAX );
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return Random.NormalIntRange( weapon.min(), weapon.max() );
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}
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@Override
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@ -183,7 +183,7 @@ public class Blacksmith extends NPC {
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return "I don't work with cursed items!";
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}
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if (item1.level < 0 || item2.level < 0) {
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if (item1.level() < 0 || item2.level() < 0) {
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return "It's a junk, the quality is too poor!";
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}
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@ -197,7 +197,7 @@ public class Blacksmith extends NPC {
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public static void upgrade( Item item1, Item item2 ) {
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Item first, second;
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if (item2.level > item1.level) {
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if (item2.level() > item1.level()) {
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first = item2;
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second = item1;
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} else {
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