V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class LibraryPainter extends Painter {
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public static void paint( Level level, Room room ) {
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fill( level, room, Terrain.WALL );
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fill( level, room, 1, Terrain.EMPTY );
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Room.Door entrance = room.entrance();
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Point a = null;
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Point b = null;
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if (entrance.x == room.left) {
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a = new Point( room.left+1, entrance.y-1 );
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b = new Point( room.left+1, entrance.y+1 );
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fill( level, room.right - 1, room.top + 1, 1, room.height() - 1 , Terrain.BOOKSHELF );
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} else if (entrance.x == room.right) {
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a = new Point( room.right-1, entrance.y-1 );
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b = new Point( room.right-1, entrance.y+1 );
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fill( level, room.left+1, room.top + 1, 1, room.height() - 1 , Terrain.BOOKSHELF );
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} else if (entrance.y == room.top) {
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a = new Point( entrance.x+1, room.top+1 );
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b = new Point( entrance.x-1, room.top+1 );
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fill( level, room.left + 1, room.bottom-1, room.width() - 1, 1 , Terrain.BOOKSHELF );
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} else if (entrance.y == room.bottom) {
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a = new Point( entrance.x+1, room.bottom-1 );
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b = new Point( entrance.x-1, room.bottom-1 );
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fill( level, room.left + 1, room.top+1, room.width() - 1, 1 , Terrain.BOOKSHELF );
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}
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if (a != null && level.map[a.x + a.y * Level.WIDTH] == Terrain.EMPTY) {
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set( level, a, Terrain.STATUE );
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}
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if (b != null && level.map[b.x + b.y * Level.WIDTH] == Terrain.EMPTY) {
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set( level, b, Terrain.STATUE );
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}
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int n = Random.IntRange( 2, 3 );
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for (int i=0; i < n; i++) {
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null);
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level.drop( prize( level), pos );
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}
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entrance.set( Room.Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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}
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private static Item prize( Level level ) {
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Item prize = level.itemToSpanAsPrize();
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if (prize instanceof Scroll) {
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return prize;
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} else if (prize != null) {
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level.addItemToSpawn( prize );
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}
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return Generator.random( Generator.Category.SCROLL );
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}
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}
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