public static void validateItemLevelAquired(Item item) {

    // This method should be called:
    // 1) When an item gets obtained (Item.collect)
    // 2) When an item gets upgraded (ScrollOfUpgrade, ScrollOfWeaponUpgrade, ShortSword,
    // WandOfMagicMissile)
    // 3) When an item gets identified
    if (!item.levelKnown) {
      return;
    }

    Badge badge = null;

    if (!local.contains(Badge.ITEM_LEVEL_1) && item.level() >= 3) {
      badge = Badge.ITEM_LEVEL_1;
      local.add(badge);
    }
    if (!local.contains(Badge.ITEM_LEVEL_2) && item.level() >= 6) {
      badge = Badge.ITEM_LEVEL_2;
      local.add(badge);
    }
    if (!local.contains(Badge.ITEM_LEVEL_3) && item.level() >= 9) {
      badge = Badge.ITEM_LEVEL_3;
      local.add(badge);
    }
    if (!local.contains(Badge.ITEM_LEVEL_4) && item.level() >= 12) {
      badge = Badge.ITEM_LEVEL_4;
      local.add(badge);
    }

    displayBadge(badge);
  }
Example #2
0
  @Override
  public void onOperateComplete() {

    if (curAction instanceof HeroAction.Unlock) {

      if (theKey != null) {
        theKey.detach(belongings.backpack);
        theKey = null;
      }

      int doorCell = ((HeroAction.Unlock) curAction).dst;
      int door = Dungeon.level.map[doorCell];

      Level.set(doorCell, door == Terrain.LOCKED_DOOR ? Terrain.DOOR : Terrain.UNLOCKED_EXIT);
      GameScene.updateMap(doorCell);

    } else if (curAction instanceof HeroAction.OpenChest) {

      if (theKey != null) {
        theKey.detach(belongings.backpack);
        theKey = null;
      }

      Heap heap = Dungeon.level.heaps.get(((HeroAction.OpenChest) curAction).dst);
      if (heap.type == Type.SKELETON) {
        Sample.INSTANCE.play(Assets.SND_BONES);
      }
      heap.open(this);
    }
    curAction = null;

    super.onOperateComplete();
  }
 @Override
 protected void onThrow(int cell) {
   if (Dungeon.level.map[cell] == Terrain.ALCHEMY || Dungeon.level.pit[cell]) {
     super.onThrow(cell);
   } else {
     Dungeon.level.plant(this, cell);
   }
 }
Example #4
0
  private boolean actPickUp(HeroAction.PickUp action) {
    int dst = action.dst;
    if (pos == dst) {

      Heap heap = Dungeon.level.heaps.get(pos);
      if (heap != null) {
        Item item = heap.pickUp();
        if (item.doPickUp(this)) {

          if (item instanceof Dewdrop) {

          } else {
            if ((item instanceof ScrollOfUpgrade && ((ScrollOfUpgrade) item).isKnown())
                || (item instanceof PotionOfStrength && ((PotionOfStrength) item).isKnown())) {
              GLog.p(TXT_YOU_NOW_HAVE, item.name());
            } else {
              GLog.i(TXT_YOU_NOW_HAVE, item.name());
            }
          }

          if (!heap.isEmpty()) {
            GLog.i(TXT_SOMETHING_ELSE);
          }
          curAction = null;
        } else {
          Dungeon.level.drop(item, pos).sprite.drop();
          ready();
        }
      } else {
        ready();
      }

      return false;

    } else if (getCloser(dst)) {

      return true;

    } else {
      ready();
      return false;
    }
  }
  @Override
  protected void onItemSelected(Item item) {

    ScrollOfRemoveCurse.uncurse(Dungeon.hero, item);

    if (item instanceof Weapon) {

      ((Weapon) item).enchant();

    } else {

      ((Armor) item).inscribe();
    }

    item.fix();

    curUser.sprite.emitter().start(Speck.factory(Speck.LIGHT), 0.1f, 5);
    Enchanting.show(curUser, item);
    GLog.w(TXT_GLOWS, item.name());
  }
Example #6
0
  @Override
  public void execute(Hero hero, String action) {
    if (action.equals(AC_READ)) {

      if (hero.buff(Blindness.class) != null) {
        GLog.w(TXT_BLINDED);
      } else {
        curUser = hero;
        curItem = detach(hero.belongings.backpack);
        doRead();
      }

    } else {

      super.execute(hero, action);
    }
  }
    @Override
    public void execute(Hero hero, String action) {
      if (action.equals(AC_PLANT)) {

        hero.spend(TIME_TO_PLANT);
        hero.busy();
        ((Seed) detach(hero.belongings.backpack)).onThrow(hero.pos);

        hero.getSprite().operate(hero.pos);

      } else if (action.equals(Food.AC_EAT)) {
        detach(hero.belongings.backpack);

        hero.getSprite().operate(hero.pos);
        hero.busy();

        SpellSprite.show(hero, SpellSprite.FOOD);
        Sample.INSTANCE.play(Assets.SND_EAT);

        hero.spend(Food.TIME_TO_EAT);
      }

      super.execute(hero, action);
    }