/* * 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.Gold; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; 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 TreasuryPainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.EMPTY ); set( level, room.center(), Terrain.STATUE ); Heap.Type heapType = Random.Int( 2 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP; 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( new Gold().random(), pos ).type = heapType; } if (heapType == Heap.Type.HEAP) { for (int i=0; i < 6; i++) { int pos; do { pos = room.random(); } while (level.map[pos] != Terrain.EMPTY); level.drop( new Gold( Random.IntRange( 1, 3 ) ), pos ); } } room.entrance().set( Room.Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); } }