Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/LibraryPainter.java
2016-06-23 15:51:37 -04:00

98 lines
3.6 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 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 <http://www.gnu.org/licenses/>
*/
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.items.scrolls.ScrollOfIdentify;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRemoveCurse;
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);
Item item;
if (i == 0)
item = Random.Int(2) == 0 ? new ScrollOfIdentify() : new ScrollOfRemoveCurse();
else
item = prize( level );
level.drop( item, 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;
}
}