/* * 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.keys.IronKey; import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.watabou.utils.Point; import com.watabou.utils.Random; public class LibraryPainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.EMPTY ); Room.Door entrance = room.entrance(); Point a = null; Point b = null; if (entrance.x == room.left) { a = new Point( room.left+1, entrance.y-1 ); b = new Point( room.left+1, entrance.y+1 ); fill( level, room.right - 1, room.top + 1, 1, room.height() - 1 , Terrain.BOOKSHELF ); } else if (entrance.x == room.right) { a = new Point( room.right-1, entrance.y-1 ); b = new Point( room.right-1, entrance.y+1 ); fill( level, room.left+1, room.top + 1, 1, room.height() - 1 , Terrain.BOOKSHELF ); } else if (entrance.y == room.top) { a = new Point( entrance.x+1, room.top+1 ); b = new Point( entrance.x-1, room.top+1 ); fill( level, room.left + 1, room.bottom-1, room.width() - 1, 1 , Terrain.BOOKSHELF ); } else if (entrance.y == room.bottom) { a = new Point( entrance.x+1, room.bottom-1 ); b = new Point( entrance.x-1, room.bottom-1 ); fill( level, room.left + 1, room.top+1, room.width() - 1, 1 , Terrain.BOOKSHELF ); } if (a != null && level.map[a.x + a.y * Level.WIDTH] == Terrain.EMPTY) { set( level, a, Terrain.STATUE ); } if (b != null && level.map[b.x + b.y * Level.WIDTH] == Terrain.EMPTY) { set( level, b, Terrain.STATUE ); } int n = Random.IntRange( 2, 3 ); for (int i=0; i < n; i++) { int pos; do { pos = room.random(); } while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null); level.drop( prize( level), pos ); } entrance.set( Room.Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); } private static Item prize( Level level ) { Item prize = level.findPrizeItem( Scroll.class ); if (prize == null) prize = Generator.random( Generator.Category.SCROLL ); return prize; } }