254 lines
8.3 KiB
Java
254 lines
8.3 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class StandardPainter extends Painter {
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public static void paint( Level level, Room room ) {
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fill( level, room, Terrain.WALL );
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for (Room.Door door : room.connected.values()) {
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door.set( Room.Door.Type.REGULAR );
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}
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if (!Dungeon.bossLevel() && Random.Int( 5 ) == 0) {
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switch (Random.Int( 6 )) {
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case 0:
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if (level.feeling != Level.Feeling.GRASS) {
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if (Math.min( room.width(), room.height() ) >= 4 && Math.max( room.width(), room.height() ) >= 6) {
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paintGraveyard( level, room );
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return;
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}
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break;
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} else {
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// Burned room
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}
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case 1:
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if (Dungeon.depth > 1) {
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paintBurned( level, room );
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return;
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}
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break;
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case 2:
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if (Math.max( room.width(), room.height() ) >= 4) {
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paintStriped( level, room );
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return;
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}
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break;
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case 3:
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if (room.width() >= 6 && room.height() >= 6) {
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paintStudy( level, room );
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return;
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}
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break;
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case 4:
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if (level.feeling != Level.Feeling.WATER) {
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if (room.connected.size() == 2 && room.width() >= 4 && room.height() >= 4) {
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paintBridge( level, room );
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return;
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}
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break;
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} else {
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// Fissure
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}
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case 5:
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if (!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) &&
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Math.min( room.width(), room.height() ) >= 5) {
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paintFissure( level, room );
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return;
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}
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break;
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}
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}
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fill( level, room, 1, Terrain.EMPTY );
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}
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private static void paintBurned( Level level, Room room ) {
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for (int i=room.top + 1; i < room.bottom; i++) {
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for (int j=room.left + 1; j < room.right; j++) {
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int t = Terrain.EMBERS;
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switch (Random.Int( 5 )) {
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case 0:
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t = Terrain.EMPTY;
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break;
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case 1:
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t = Terrain.FIRE_TRAP;
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break;
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case 2:
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t = Terrain.SECRET_FIRE_TRAP;
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break;
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case 3:
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t = Terrain.INACTIVE_TRAP;
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break;
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}
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level.map[i * Level.WIDTH + j] = t;
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}
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}
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}
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private static void paintGraveyard( Level level, Room room ) {
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fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.GRASS );
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int w = room.width() - 1;
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int h = room.height() - 1;
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int nGraves = Math.max( w, h ) / 2;
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int index = Random.Int( nGraves );
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int shift = Random.Int( 2 );
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for (int i=0; i < nGraves; i++) {
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int pos = w > h ?
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room.left + 1 + shift + i * 2 + (room.top + 2 + Random.Int( h-2 )) * Level.WIDTH :
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(room.left + 2 + Random.Int( w-2 )) + (room.top + 1 + shift + i * 2) * Level.WIDTH;
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level.drop( i == index ? Generator.random() : new Gold(), pos ).type = Heap.Type.TOMB;
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}
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}
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private static void paintStriped( Level level, Room room ) {
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fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.EMPTY_SP );
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if (room.width() > room.height()) {
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for (int i=room.left + 2; i < room.right; i += 2) {
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fill( level, i, room.top + 1, 1, room.height() - 1, Terrain.HIGH_GRASS );
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}
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} else {
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for (int i=room.top + 2; i < room.bottom; i += 2) {
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fill( level, room.left + 1, i, room.width() - 1, 1, Terrain.HIGH_GRASS );
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}
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}
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}
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//TODO: this is almost a special room type now, consider moving this into its own painter if/when you address room gen significantly.
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private static void paintStudy( Level level, Room room ) {
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fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.BOOKSHELF );
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fill( level, room.left + 2, room.top + 2, room.width() - 3, room.height() - 3 , Terrain.EMPTY_SP );
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for (Point door : room.connected.values()) {
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if (door.x == room.left) {
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set( level, door.x + 1, door.y, Terrain.EMPTY );
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} else if (door.x == room.right) {
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set( level, door.x - 1, door.y, Terrain.EMPTY );
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} else if (door.y == room.top) {
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set( level, door.x, door.y + 1, Terrain.EMPTY );
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} else if (door.y == room.bottom) {
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set( level, door.x , door.y - 1, Terrain.EMPTY );
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}
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}
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Point center = room.center();
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set( level, center, Terrain.PEDESTAL );
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if (Random.Int(2) != 0){
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Item prize = level.findPrizeItem();
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if (prize != null) {
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level.drop(prize, (room.center().x + center.y * level.WIDTH));
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return;
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}
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}
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level.drop(Generator.random( Random.oneOf(
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Generator.Category.POTION,
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Generator.Category.SCROLL)), (room.center().x + center.y * level.WIDTH));
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}
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private static void paintBridge( Level level, Room room ) {
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fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 ,
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!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Random.Int( 3 ) == 0 ?
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Terrain.CHASM :
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Terrain.WATER );
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Point door1 = null;
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Point door2 = null;
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for (Point p : room.connected.values()) {
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if (door1 == null) {
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door1 = p;
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} else {
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door2 = p;
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}
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}
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if ((door1.x == room.left && door2.x == room.right) ||
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(door1.x == room.right && door2.x == room.left)) {
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int s = room.width() / 2;
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drawInside( level, room, door1, s, Terrain.EMPTY_SP );
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drawInside( level, room, door2, s, Terrain.EMPTY_SP );
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fill( level, room.center().x, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
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} else
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if ((door1.y == room.top && door2.y == room.bottom) ||
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(door1.y == room.bottom && door2.y == room.top)) {
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int s = room.height() / 2;
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drawInside( level, room, door1, s, Terrain.EMPTY_SP );
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drawInside( level, room, door2, s, Terrain.EMPTY_SP );
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fill( level, Math.min( door1.x, door2.x ), room.center().y, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
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} else
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if (door1.x == door2.x) {
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fill( level, door1.x == room.left ? room.left + 1 : room.right - 1, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
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} else
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if (door1.y == door2.y) {
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fill( level, Math.min( door1.x, door2.x ), door1.y == room.top ? room.top + 1 : room.bottom - 1, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
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} else
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if (door1.y == room.top || door1.y == room.bottom) {
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drawInside( level, room, door1, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
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drawInside( level, room, door2, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
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} else
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if (door1.x == room.left || door1.x == room.right) {
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drawInside( level, room, door1, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
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drawInside( level, room, door2, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
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}
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}
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private static void paintFissure( Level level, Room room ) {
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fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 ,Terrain.EMPTY );
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for (int i=room.top + 2; i < room.bottom - 1; i++) {
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for (int j=room.left + 2; j < room.right - 1; j++) {
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int v = Math.min( i - room.top, room.bottom - i );
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int h = Math.min( j - room.left, room.right - j );
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if (Math.min( v, h ) > 2 || Random.Int( 2 ) == 0) {
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set( level, j, i, Terrain.CHASM );
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}
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}
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}
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}
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}
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