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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/CryptPainter.java
T
2015-06-12 16:44:09 -04:00

84 lines
2.9 KiB
Java

/*
* 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 <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.Heap.Type;
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.Point;
public class CryptPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
Point c = room.center();
int cx = c.x;
int cy = c.y;
Room.Door entrance = room.entrance();
entrance.set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
if (entrance.x == room.left) {
set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
cx = room.right - 2;
} else if (entrance.x == room.right) {
set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
cx = room.left + 2;
} else if (entrance.y == room.top) {
set( level, new Point( room.left+1, room.bottom-1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.bottom-1 ), Terrain.STATUE );
cy = room.bottom - 2;
} else if (entrance.y == room.bottom) {
set( level, new Point( room.left+1, room.top+1 ), Terrain.STATUE );
set( level, new Point( room.right-1, room.top+1 ), Terrain.STATUE );
cy = room.top + 2;
}
level.drop( prize( level ), cx + cy * Level.WIDTH ).type = Type.TOMB;
}
private static Item prize( Level level ) {
Item prize = Generator.random( Generator.Category.ARMOR );
for (int i=0; i < 3; i++) {
Item another = Generator.random( Generator.Category.ARMOR );
if (another.level > prize.level) {
prize = another;
}
}
return prize;
}
}