V0.2.0: Fixed a bug with the item sprite sheet and hard-coded values(ooh, another PC-classes tweak)
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@ -132,6 +132,8 @@ public class Dungeon {
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public static boolean[] visible = new boolean[Level.LENGTH];
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public static boolean nightMode;
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public static int version;
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public static void init() {
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@ -400,7 +402,7 @@ public class Dungeon {
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try {
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Bundle bundle = new Bundle();
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bundle.put( VERSION, Game.version );
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bundle.put( VERSION, Game.versionCode );
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bundle.put( HERO, hero );
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bundle.put( GOLD, gold );
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bundle.put( DEPTH, depth );
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@ -556,8 +558,7 @@ public class Dungeon {
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quickslot = null;
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}
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@SuppressWarnings("unused")
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String version = bundle.getString( VERSION );
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version = bundle.getInt( VERSION );
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hero = null;
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hero = (Hero)bundle.get( HERO );
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@ -22,6 +22,7 @@ import java.util.Arrays;
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import java.util.HashMap;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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@ -92,20 +93,22 @@ public class ItemStatusHandler<T extends Item> {
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Class<? extends T> item = (Class<? extends T>)(items[i]);
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String itemName = item.toString();
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if (bundle.contains( itemName + PFX_LABEL )) {
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if (bundle.contains( itemName + PFX_LABEL ) && Dungeon.version > 3) {
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String label = bundle.getString( itemName + PFX_LABEL );
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labels.put( item, label );
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labelsLeft.remove( label );
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Integer image = bundle.getInt( itemName + PFX_IMAGE );
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images.put( item, image );
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imagesLeft.remove( image );
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if (bundle.getBoolean( itemName + PFX_KNOWN )) {
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known.add( item );
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}
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//if there's a new item, give it a random image
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//or.. if we're loading from an untrusted version, randomize the image to be safe.
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} else {
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int index = Random.Int( labelsLeft.size() );
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@ -115,7 +118,10 @@ public class ItemStatusHandler<T extends Item> {
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images.put( item, imagesLeft.get( index ) );
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imagesLeft.remove( index );
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if (bundle.contains( itemName + PFX_KNOWN ) && bundle.getBoolean( itemName + PFX_KNOWN )) {
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known.add( item );
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}
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}
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}
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}
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