/* * Pixel Dungeon * Copyright (C) 2012-2014 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.watabou.pixeldungeon.items; import java.util.ArrayList; import com.watabou.pixeldungeon.Dungeon; import com.watabou.pixeldungeon.actors.Char; import com.watabou.pixeldungeon.actors.hero.Hero; import com.watabou.pixeldungeon.ui.QuickSlot; import com.watabou.pixeldungeon.utils.GLog; import com.watabou.utils.Random; public class KindOfWeapon extends EquipableItem { private static final String TXT_EQUIP_CURSED = "you wince as your grip involuntarily tightens around your %s"; private static final String TXT_UNEQUIP_CURSED = "you can't remove cursed %s!"; protected static final float TIME_TO_EQUIP = 1f; public int MIN = 0; public int MAX = 1; @Override public ArrayList actions( Hero hero ) { ArrayList actions = super.actions( hero ); actions.add( isEquipped( hero ) ? AC_UNEQUIP : AC_EQUIP ); return actions; } @Override public boolean isEquipped( Hero hero ) { return hero.belongings.weapon == this; } @Override public boolean doEquip( Hero hero ) { detachAll( hero.belongings.backpack ); if (hero.belongings.weapon == null || hero.belongings.weapon.doUnequip( hero, true )) { hero.belongings.weapon = this; activate( hero ); QuickSlot.refresh(); cursedKnown = true; if (cursed) { equipCursed( hero ); GLog.n( TXT_EQUIP_CURSED, name() ); } hero.spendAndNext( TIME_TO_EQUIP ); return true; } else { collect( hero.belongings.backpack ); return false; } } @Override public boolean doUnequip( Hero hero, boolean collect ) { if (cursed) { GLog.w( TXT_UNEQUIP_CURSED, name() ); return false; } hero.belongings.weapon = null; hero.spendAndNext( TIME_TO_EQUIP ); if (collect && !collect( hero.belongings.backpack )) { Dungeon.level.drop( this, hero.pos ); } return true; } public void activate( Hero hero ) { } public int damageRoll( Hero owner ) { return Random.NormalIntRange( MIN, MAX ); } public float acuracyFactor( Hero hero ) { return 1f; } public float speedFactor( Hero hero ) { return 1f; } public void proc( Char attacker, Char defender, int damage ) { } }