private void actUnlock(HeroAction.Unlock action) { int doorCell = action.dst; if (Level.adjacent(pos, doorCell)) { theKey = null; int door = Dungeon.level.map[doorCell]; if (door == Terrain.LOCKED_DOOR) { theKey = belongings.getKey(IronKey.class, Dungeon.depth); } else if (door == Terrain.LOCKED_EXIT) { theKey = belongings.getKey(SkeletonKey.class, Dungeon.depth); } if (theKey != null) { spend(Key.TIME_TO_UNLOCK); sprite.operate(doorCell); Sample.INSTANCE.play(Assets.SND_UNLOCK); } else { GLog.w(TXT_LOCKED_DOOR); ready(); } } else if (getCloser(doorCell)) { } else { ready(); } }
private void actOpenChest(HeroAction.OpenChest action) { int dst = action.dst; if (Level.adjacent(pos, dst) || pos == dst) { Heap heap = Dungeon.level.heaps.get(dst); if (heap != null && (heap.type == Type.CHEST || heap.type == Type.TOMB || heap.type == Type.SKELETON || heap.type == Type.LOCKED_CHEST || heap.type == Type.CRYSTAL_CHEST)) { theKey = null; if (heap.type == Type.LOCKED_CHEST || heap.type == Type.CRYSTAL_CHEST) { theKey = belongings.getKey(GoldenKey.class, Dungeon.depth); if (theKey == null) { GLog.w(TXT_LOCKED_CHEST); ready(); return; } } switch (heap.type) { case TOMB: Sample.INSTANCE.play(Assets.SND_TOMB); Camera.main.shake(1, 0.5f); break; case SKELETON: break; default: Sample.INSTANCE.play(Assets.SND_UNLOCK); } spend(Key.TIME_TO_UNLOCK); sprite.operate(dst); } else { ready(); } } else if (getCloser(dst)) { } else { ready(); } }
private boolean getCloser(final int target) { if (rooted) { return false; } int step = -1; if (Level.adjacent(pos, target)) { if (Actor.findChar(target) == null) { if (Level.pit[target] && !flying && !Chasm.jumpConfirmed) { Chasm.heroJump(this); interrupt(); return false; } if (Level.passable[target] || Level.avoid[target]) { step = target; } } } else { int len = Level.LENGTH; boolean[] p = Level.passable; boolean[] v = Dungeon.level.visited; boolean[] m = Dungeon.level.mapped; boolean[] passable = new boolean[len]; for (int i = 0; i < len; i++) { passable[i] = p[i] && (v[i] || m[i]); } step = Dungeon.findPath(this, pos, target, passable, Level.fieldOfView); } if (step != -1) { sprite.move(pos, step); move(step); spend(1 / speed()); return true; } else { return false; } }
private void actBuy(HeroAction.Buy action) { int dst = action.dst; if (pos == dst || Level.adjacent(pos, dst)) { ready(); Heap heap = Dungeon.level.heaps.get(dst); if (heap != null && heap.type == Type.FOR_SALE && heap.size() == 1) { GameScene.show(new WndTradeItem(heap, true)); } } else if (getCloser(dst)) { } else { ready(); } }
private void actAttack(HeroAction.Attack action) { enemy = action.target; if (Level.adjacent(pos, enemy.pos) && enemy.isAlive() && !pacified) { spend(attackDelay()); sprite.attack(enemy.pos); } else { if (Level.fieldOfView[enemy.pos] && getCloser(enemy.pos)) { } else { ready(); } } }
private void actInteract(HeroAction.Interact action) { Mob.NPC npc = action.npc; if (Level.adjacent(pos, npc.pos)) { ready(); sprite.turnTo(pos, npc.pos); npc.interact(); } else { if (Level.fieldOfView[npc.pos] && getCloser(npc.pos)) { } else { ready(); } } }