v0.6.1b: Levels no longer set Dungeon.visible
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@ -261,7 +261,6 @@ public abstract class Level implements Bundlable {
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visited = new boolean[length];
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visited = new boolean[length];
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mapped = new boolean[length];
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mapped = new boolean[length];
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Dungeon.visible = new boolean[length];
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fieldOfView = new boolean[length()];
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fieldOfView = new boolean[length()];
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@ -527,7 +526,9 @@ public abstract class Level implements Bundlable {
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int cell;
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int cell;
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do {
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do {
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cell = Random.Int( length() );
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cell = Random.Int( length() );
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} while (!passable[cell] || Dungeon.visible[cell] || Actor.findChar( cell ) != null);
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} while ((Dungeon.level == this && Dungeon.visible[cell])
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|| !passable[cell]
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|| Actor.findChar( cell ) != null);
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return cell;
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return cell;
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}
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}
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@ -668,7 +669,7 @@ public abstract class Level implements Bundlable {
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if (heap == null) {
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if (heap == null) {
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heap = new Heap();
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heap = new Heap();
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heap.seen = Dungeon.visible[cell];
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heap.seen = Dungeon.level == this && Dungeon.visible[cell];
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heap.pos = cell;
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heap.pos = cell;
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if (map[cell] == Terrain.CHASM || (Dungeon.level != null && pit[cell])) {
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if (map[cell] == Terrain.CHASM || (Dungeon.level != null && pit[cell])) {
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Dungeon.dropToChasm( item );
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Dungeon.dropToChasm( item );
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@ -254,7 +254,7 @@ public abstract class RegularLevel extends Level {
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}
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}
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cell = pointToCell(room.random(1));
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cell = pointToCell(room.random(1));
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if (!Dungeon.visible[cell]
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if ((Dungeon.level != this || !Dungeon.visible[cell])
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&& Actor.findChar( cell ) == null
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&& Actor.findChar( cell ) == null
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&& Level.passable[cell]
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&& Level.passable[cell]
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&& cell != exit) {
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&& cell != exit) {
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@ -85,6 +85,8 @@ public class InterlevelScene extends PixelScene {
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phase = Phase.FADE_IN;
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phase = Phase.FADE_IN;
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timeLeft = TIME_TO_FADE;
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timeLeft = TIME_TO_FADE;
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Dungeon.visible = null;
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thread = new Thread() {
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thread = new Thread() {
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@Override
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@Override
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public void run() {
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public void run() {
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