/* * 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.shatteredpixel.shatteredpixeldungeon.levels.painters; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type; import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey; import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.watabou.utils.Random; public class VaultPainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.EMPTY ); int cx = (room.left + room.right) / 2; int cy = (room.top + room.bottom) / 2; int c = cx + cy * Level.WIDTH; switch (Random.Int( 3 )) { case 0: level.drop( prize( level ), c ).type = Type.LOCKED_CHEST; level.addItemToSpawn( new GoldenKey( Dungeon.depth ) ); break; case 1: Item i1, i2; do { i1 = prize( level ); i2 = prize( level ); } while (i1.getClass() == i2.getClass()); level.drop( i1, c ).type = Type.CRYSTAL_CHEST; level.drop( i2, c + Level.NEIGHBOURS8[Random.Int( 8 )]).type = Type.CRYSTAL_CHEST; level.addItemToSpawn( new GoldenKey( Dungeon.depth ) ); break; case 2: level.drop( prize( level ), c ); set( level, c, Terrain.PEDESTAL ); break; } room.entrance().set( Room.Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); } private static Item prize( Level level ) { return Generator.random( Random.oneOf( Generator.Category.WAND, Generator.Category.RING, Generator.Category.ARTIFACT ) ); } }