/* * Pixel Dungeon * Copyright (C) 2012-2015 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 */ package com.shatteredpixel.shatteredpixeldungeon.items; import com.watabou.noosa.audio.Sample; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Random; public class Bomb extends Item { { name = "bomb"; image = ItemSpriteSheet.BOMB; defaultAction = AC_THROW; stackable = true; } @Override protected void onThrow( int cell ) { if (Level.pit[cell]) { super.onThrow( cell ); } else { Sample.INSTANCE.play( Assets.SND_BLAST, 2 ); if (Dungeon.visible[cell]) { CellEmitter.center( cell ).burst( BlastParticle.FACTORY, 30 ); } boolean terrainAffected = false; for (int n : Level.NEIGHBOURS9) { int c = cell + n; if (c >= 0 && c < Level.LENGTH) { if (Dungeon.visible[c]) { CellEmitter.get( c ).burst( SmokeParticle.FACTORY, 4 ); } if (Level.flamable[c]) { Level.set( c, Terrain.EMBERS ); GameScene.updateMap( c ); terrainAffected = true; } Char ch = Actor.findChar( c ); if (ch != null) { int dmg = Random.Int( 1 + Dungeon.depth, 10 + Dungeon.depth * 2 ) - Random.Int( ch.dr() ); if (dmg > 0) { ch.damage( dmg, this ); if (ch.isAlive()) { Buff.prolong( ch, Paralysis.class, 2 ); } } } } } if (terrainAffected) { Dungeon.observe(); } } } @Override public boolean isUpgradable() { return false; } @Override public boolean isIdentified() { return true; } @Override public Item random() { quantity = Random.IntRange( 1, 3 ); return this; } @Override public int price() { return 10 * quantity; } @Override public String info() { return "This is a relatively small bomb, filled with black powder. Conveniently, its fuse is lit automatically when the bomb is thrown."; } }