/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * 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 */ package com.shatteredpixel.shatteredpixeldungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Gold; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon; import com.watabou.noosa.Game; import com.watabou.utils.Bundle; import com.watabou.utils.Random; import java.io.IOException; import java.io.InputStream; import java.io.OutputStream; import java.util.ArrayList; import java.util.Iterator; public class Bones { private static final String BONES_FILE = "bones.dat"; private static final String LEVEL = "level"; private static final String ITEM = "item"; private static int depth = -1; private static Item item; public static void leave() { depth = Dungeon.depth; //heroes which have won the game, who die far above their farthest depth, or who are challenged drop no bones. if (Statistics.amuletObtained || (Statistics.deepestFloor - 5) >= depth || Dungeon.challenges > 0) { depth = -1; return; } item = pickItem(Dungeon.hero); Bundle bundle = new Bundle(); bundle.put( LEVEL, depth ); bundle.put( ITEM, item ); try { OutputStream output = Game.instance.openFileOutput( BONES_FILE, Game.MODE_PRIVATE ); Bundle.write( bundle, output ); output.close(); } catch (IOException e) { } } private static Item pickItem(Hero hero){ Item item = null; if (Random.Int(2) == 0) { switch (Random.Int(5)) { case 0: item = hero.belongings.weapon; break; case 1: item = hero.belongings.armor; break; case 2: item = hero.belongings.misc1; break; case 3: item = hero.belongings.misc2; break; case 4: item = Dungeon.quickslot.randomNonePlaceholder(); break; } if (item != null && !item.bones) return pickItem(hero); } else { Iterator iterator = hero.belongings.backpack.iterator(); Item curItem; ArrayList items = new ArrayList(); while (iterator.hasNext()){ curItem = iterator.next(); if (curItem.bones) items.add(curItem); } if (Random.Int(3) < items.size()) { item = Random.element(items); if (item.stackable){ if (item instanceof MissileWeapon){ item.quantity(Random.NormalIntRange(1, item.quantity())); } else { item.quantity(Random.NormalIntRange(1, (item.quantity() + 1) / 2)); } } } } if (item == null) { if (Dungeon.gold > 50) { item = new Gold( Random.NormalIntRange( 50, Dungeon.gold ) ); } else { item = new Gold( 50 ); } } return item; } public static Item get() { if (depth == -1) { try { InputStream input = Game.instance.openFileInput( BONES_FILE ) ; Bundle bundle = Bundle.read( input ); input.close(); depth = bundle.getInt( LEVEL ); item = (Item)bundle.get( ITEM ); return get(); } catch (Exception e) { return null; } } else { //heroes who are challenged cannot find bones if (depth == Dungeon.depth && Dungeon.challenges == 0) { Game.instance.deleteFile( BONES_FILE ); depth = 0; if (item instanceof Artifact){ if (Generator.removeArtifact((Artifact)item)) { try { Artifact artifact = (Artifact)item.getClass().newInstance(); //caps displayed artifact level artifact.transferUpgrade(Math.min( item.visiblyUpgraded(), 1 + ((Dungeon.depth * 3) / 10))); artifact.cursed = true; artifact.cursedKnown = true; return artifact; } catch (Exception e) { return new Gold(item.price()); } } else { return new Gold(item.price()); } } if (item.isUpgradable()) { item.cursed = true; item.cursedKnown = true; if (item.isUpgradable()) { //gain 1 level every 3.333 floors down plus one additional level. int lvl = 1 + ((Dungeon.depth * 3) / 10); if (lvl < item.level()) { item.degrade( item.level() - lvl ); } item.levelKnown = false; } } item.reset(); return item; } else { return null; } } } }