/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Yet Another Pixel Dungeon * Copyright (C) 2015-2016 Considered Hamster * * 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.consideredhamster.yetanotherpixeldungeon.levels; import com.consideredhamster.yetanotherpixeldungeon.YetAnotherPixelDungeon; import com.watabou.noosa.Camera; import com.watabou.noosa.Scene; import com.watabou.noosa.audio.Music; import com.watabou.noosa.audio.Sample; import com.consideredhamster.yetanotherpixeldungeon.visuals.Assets; import com.consideredhamster.yetanotherpixeldungeon.Bones; import com.consideredhamster.yetanotherpixeldungeon.Dungeon; import com.consideredhamster.yetanotherpixeldungeon.actors.Actor; import com.consideredhamster.yetanotherpixeldungeon.actors.Char; import com.consideredhamster.yetanotherpixeldungeon.actors.mobs.Bestiary; import com.consideredhamster.yetanotherpixeldungeon.actors.mobs.Mob; import com.consideredhamster.yetanotherpixeldungeon.visuals.effects.CellEmitter; import com.consideredhamster.yetanotherpixeldungeon.visuals.effects.Speck; import com.consideredhamster.yetanotherpixeldungeon.items.Heap; import com.consideredhamster.yetanotherpixeldungeon.items.Item; import com.consideredhamster.yetanotherpixeldungeon.items.keys.SkeletonKey; import com.consideredhamster.yetanotherpixeldungeon.levels.painters.Painter; import com.consideredhamster.yetanotherpixeldungeon.scenes.GameScene; import com.watabou.utils.Bundle; import com.watabou.utils.Random; import java.util.ArrayList; public class CavesBossLevel extends Level { { color1 = 0x534f3e; color2 = 0xb9d661; // viewDistance = 6; } private static final int ROOM_LEFT = WIDTH / 2 - 2; private static final int ROOM_RIGHT = WIDTH / 2 + 2; private static final int ROOM_TOP = HEIGHT / 2 - 2; private static final int ROOM_BOTTOM = HEIGHT / 2 + 2; private static final int BOSS_ISHIDDEN = 0; private static final int BOSS_APPEARED = 1; private static final int BOSS_DEFEATED = 2; private int progress = 0; private int arenaDoor; @Override public String tilesTex() { return Assets.TILES_CAVES; } @Override public String waterTex() { return Assets.WATER_CAVES; } @Override protected boolean build() { int topMost = Integer.MAX_VALUE; for (int i=0; i < 8; i++) { int left, right, top, bottom; if (Random.Int( 2 ) == 0) { left = Random.Int( 1, ROOM_LEFT - 3 ); right = ROOM_RIGHT + 3; } else { left = ROOM_LEFT - 3; right = Random.Int( ROOM_RIGHT + 3, WIDTH - 1 ); } if (Random.Int( 2 ) == 0) { top = Random.Int( 2, ROOM_TOP - 3 ); bottom = ROOM_BOTTOM + 3; } else { top = ROOM_LEFT - 3; bottom = Random.Int( ROOM_TOP + 3, HEIGHT - 1 ); } Painter.fill( this, left, top, right - left + 1, bottom - top + 1, Terrain.EMPTY ); if (top < topMost) { topMost = top; exit = Random.Int( left, right ) + (top - 1) * WIDTH; } } map[exit] = Terrain.LOCKED_EXIT; for (int i=0; i < LENGTH; i++) { if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) { map[i] = Terrain.INACTIVE_TRAP; } } Painter.fill( this, ROOM_LEFT - 1, ROOM_TOP - 1, ROOM_RIGHT - ROOM_LEFT + 3, ROOM_BOTTOM - ROOM_TOP + 3, Terrain.WALL ); Painter.fill( this, ROOM_LEFT, ROOM_TOP + 1, ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP, Terrain.EMPTY ); Painter.fill( this, ROOM_LEFT, ROOM_TOP, ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.TOXIC_TRAP ); arenaDoor = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + (ROOM_BOTTOM + 1) * WIDTH; map[arenaDoor] = Terrain.DOOR_CLOSED; // map[arenaDoor - 1] = Terrain.WALL_SIGN; // map[arenaDoor + 1] = Terrain.WALL_SIGN; entrance = Random.Int( ROOM_LEFT + 1, ROOM_RIGHT - 1 ) + Random.Int( ROOM_TOP + 1, ROOM_BOTTOM - 1 ) * WIDTH; map[entrance] = Terrain.ENTRANCE; boolean[] patch = Patch.generate( 0.45f, 6 ); for (int i=0; i < LENGTH; i++) { if (map[i] == Terrain.EMPTY && patch[i]) { map[i] = Terrain.WATER; } } return true; } @Override protected void decorate() { for (int i=WIDTH + 1; i < LENGTH - WIDTH; i++) { if (map[i] == Terrain.EMPTY) { int n = 0; if (map[i+1] == Terrain.WALL) { n++; } if (map[i-1] == Terrain.WALL) { n++; } if (map[i+WIDTH] == Terrain.WALL) { n++; } if (map[i-WIDTH] == Terrain.WALL) { n++; } if (Random.Int( 8 ) <= n) { map[i] = Terrain.EMPTY_DECO; } } } for (int i=0; i < LENGTH; i++) { if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) { map[i] = Terrain.WALL_DECO; } } // int sign; // do { // sign = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + Random.Int( ROOM_TOP, ROOM_BOTTOM ) * WIDTH; // } while (sign == entrance); // map[sign] = Terrain.SIGN; } @Override protected void createMobs() { } @Override public int nMobs() { return 0; } public Actor respawner() { return null; } @Override protected void createItems() { Item item = Bones.get(); if (item != null) { int pos; do { pos = Random.IntRange( ROOM_LEFT, ROOM_RIGHT ) + Random.IntRange( ROOM_TOP + 1, ROOM_BOTTOM ) * WIDTH; } while (pos == entrance || map[pos] == Terrain.SIGN); drop( item, pos ).type = Heap.Type.BONES; } } @Override public ArrayList<Integer> getPassableCellsList() { ArrayList<Integer> result = new ArrayList<>(); for( Integer cell : super.getPassableCellsList() ){ if( progress != BOSS_ISHIDDEN && outsideEntranceRoom( cell ) || progress != BOSS_APPEARED && !outsideEntranceRoom( cell ) ){ result.add( cell ); } } return result; } @Override public void press( int cell, Char hero ) { super.press( cell, hero ); if ( progress == BOSS_ISHIDDEN && outsideEntranceRoom(cell) && hero == Dungeon.hero) { progress = BOSS_APPEARED; Mob boss = Bestiary.mob( Dungeon.depth ); boss.state = boss.HUNTING; do { boss.pos = Random.Int( LENGTH ); } while ( !passable[boss.pos] || !outsideEntranceRoom(boss.pos) || Dungeon.visible[boss.pos]); GameScene.add( boss ); set( arenaDoor, Terrain.WALL ); GameScene.updateMap( arenaDoor ); CellEmitter.get( arenaDoor ).start(Speck.factory(Speck.ROCK), 0.07f, 10 ); Camera.main.shake(3, 0.7f ); Sample.INSTANCE.play( Assets.SND_ROCKS ); Dungeon.observe(); Music.INSTANCE.play( currentTrack(), true ); } } private boolean outsideEntranceRoom(int cell) { int cx = cell % WIDTH; int cy = cell / WIDTH; return cx < ROOM_LEFT - 1 || cx > ROOM_RIGHT + 1 || cy < ROOM_TOP - 1 || cy > ROOM_BOTTOM + 1; } @Override public Heap drop( Item item, int cell ) { if ( progress == BOSS_APPEARED && item instanceof SkeletonKey) { progress = BOSS_DEFEATED; CellEmitter.get( arenaDoor ).start(Speck.factory(Speck.ROCK), 0.07f, 10); set(arenaDoor, Terrain.EMPTY_DECO); GameScene.updateMap(arenaDoor); Dungeon.observe(); Music.INSTANCE.play( currentTrack(), true ); } return super.drop( item, cell ); } @Override public String tileName( int tile ) { return CavesLevel.tileNames(tile); } @Override public String tileDesc( int tile ) { return CavesLevel.tileDescs(tile); } @Override public void addVisuals( Scene scene ) { CavesLevel.addVisuals( this, scene ); } @Override public String currentTrack() { return progress == BOSS_APPEARED ? Assets.TRACK_BOSS_LOOP : super.currentTrack(); } private static final String DOOR = "door"; private static final String PROGRESS = "progress"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle(bundle); bundle.put( DOOR, arenaDoor ); bundle.put( PROGRESS, progress ); } @Override public void restoreFromBundle( Bundle bundle ) { super.restoreFromBundle(bundle); arenaDoor = bundle.getInt( DOOR ); progress = bundle.getInt( PROGRESS ); } }