/* * 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.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Statue; 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.Point; public class StatuePainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.EMPTY ); Point c = room.center(); int cx = c.x; int cy = c.y; Room.Door door = room.entrance(); door.set( Room.Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); if (door.x == room.left) { fill( level, room.right - 1, room.top + 1, 1, room.height() - 1 , Terrain.STATUE ); cx = room.right - 2; } else if (door.x == room.right) { fill( level, room.left + 1, room.top + 1, 1, room.height() - 1 , Terrain.STATUE ); cx = room.left + 2; } else if (door.y == room.top) { fill( level, room.left + 1, room.bottom - 1, room.width() - 1, 1 , Terrain.STATUE ); cy = room.bottom - 2; } else if (door.y == room.bottom) { fill( level, room.left + 1, room.top + 1, room.width() - 1, 1 , Terrain.STATUE ); cy = room.top + 2; } Statue statue = new Statue(); statue.pos = cx + cy * Level.WIDTH; level.mobs.add( statue ); Actor.occupyCell( statue ); } }