/* * 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.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfInvisibility; 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 PoolPainter extends Painter { private static final int NPIRANHAS = 3; public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.WATER ); Room.Door door = room.entrance(); door.set( Room.Door.Type.REGULAR ); int x = -1; int y = -1; if (door.x == room.left) { x = room.right - 1; y = room.top + room.height() / 2; } else if (door.x == room.right) { x = room.left + 1; y = room.top + room.height() / 2; } else if (door.y == room.top) { x = room.left + room.width() / 2; y = room.bottom - 1; } else if (door.y == room.bottom) { x = room.left + room.width() / 2; y = room.top + 1; } int pos = x + y * Level.WIDTH; level.drop( prize( level ), pos ).type = Random.Int( 3 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP; set( level, pos, Terrain.PEDESTAL ); level.addItemToSpawn( new PotionOfInvisibility() ); for (int i=0; i < NPIRANHAS; i++) { Piranha piranha = new Piranha(); do { piranha.pos = room.random(); } while (level.map[piranha.pos] != Terrain.WATER|| Actor.findChar( piranha.pos ) != null); level.mobs.add( piranha ); } } private static Item prize( Level level ) { Item prize; if (Random.Int(3) != 0){ prize = level.findPrizeItem(); if (prize != null) return prize; } prize = Generator.random( Random.oneOf( Generator.Category.WEAPON, Generator.Category.ARMOR ) ); for (int i=0; i < 4; i++) { Item another = Generator.random( Random.oneOf( Generator.Category.WEAPON, Generator.Category.ARMOR ) ); if (another.level > prize.level) { prize = another; } } return prize; } }