/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 Evan Debenham * * 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.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 CryptPainter 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 entrance = room.entrance(); entrance.set( Room.Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); if (entrance.x == room.left) { set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE ); set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE ); cx = room.right - 2; } else if (entrance.x == room.right) { set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE ); set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE ); cx = room.left + 2; } else if (entrance.y == room.top) { set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE ); set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE ); cy = room.bottom - 2; } else if (entrance.y == room.bottom) { set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE ); set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE ); cy = room.top + 2; } level.drop( prize( level ), cx + cy * Level.WIDTH ).type = Type.TOMB; } private static Item prize( Level level ) { Item prize = Generator.random( Generator.Category.ARMOR ); for (int i=0; i < 3; i++) { Item another = Generator.random( Generator.Category.ARMOR ); if (another.level > prize.level) { prize = another; } } return prize; } }