/* * 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.pixeldungeonunleashed.levels.painters; import com.shatteredpixel.pixeldungeonunleashed.Dungeon; import com.shatteredpixel.pixeldungeonunleashed.items.Generator; import com.shatteredpixel.pixeldungeonunleashed.items.Gold; import com.shatteredpixel.pixeldungeonunleashed.items.Heap; import com.shatteredpixel.pixeldungeonunleashed.items.Item; import com.shatteredpixel.pixeldungeonunleashed.levels.Level; import com.shatteredpixel.pixeldungeonunleashed.levels.Room; import com.shatteredpixel.pixeldungeonunleashed.levels.Terrain; import com.shatteredpixel.pixeldungeonunleashed.levels.traps.FireTrap; import com.watabou.utils.Point; import com.watabou.utils.Random; public class StandardPainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); for (Room.Door door : room.connected.values()) { door.set( Room.Door.Type.REGULAR ); } if (!Dungeon.bossLevel() && Random.Int( 5 ) == 0) { switch (Random.Int( 6 )) { case 0: if (level.feeling != Level.Feeling.GRASS) { if (Math.min( room.width(), room.height() ) >= 4 && Math.max( room.width(), room.height() ) >= 6) { paintGraveyard( level, room ); return; } break; } else { // Burned room } case 1: if (Dungeon.depth > 1) { paintBurned( level, room ); return; } break; case 2: if (Math.max( room.width(), room.height() ) >= 4) { paintStriped( level, room ); return; } break; case 3: if (room.width() >= 6 && room.height() >= 6) { paintStudy( level, room ); return; } break; case 4: if (level.feeling != Level.Feeling.WATER) { if (room.connected.size() == 2 && room.width() >= 4 && room.height() >= 4) { paintBridge( level, room ); return; } break; } else { // Fissure } case 5: if (!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Math.min( room.width(), room.height() ) >= 5) { paintFissure( level, room ); return; } break; } } fill( level, room, 1, Terrain.EMPTY ); } private static void paintBurned( Level level, Room room ) { for (int i=room.top + 1; i < room.bottom; i++) { for (int j=room.left + 1; j < room.right; j++) { int cell = i * Level.WIDTH + j; int t = Terrain.EMBERS; switch (Random.Int( 5 )) { case 0: t = Terrain.EMPTY; break; case 1: t = Terrain.TRAP; level.setTrap(new FireTrap().reveal(), cell); break; case 2: t = Terrain.SECRET_TRAP; level.setTrap(new FireTrap().hide(), cell); break; case 3: t = Terrain.INACTIVE_TRAP; break; } level.map[cell] = t; } } } private static void paintGraveyard( Level level, Room room ) { fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.GRASS ); int w = room.width() - 1; int h = room.height() - 1; int nGraves = Math.max( w, h ) / 2; int index = Random.Int( nGraves ); int shift = Random.Int( 2 ); for (int i=0; i < nGraves; i++) { int pos = w > h ? room.left + 1 + shift + i * 2 + (room.top + 2 + Random.Int( h-2 )) * Level.WIDTH : (room.left + 2 + Random.Int( w-2 )) + (room.top + 1 + shift + i * 2) * Level.WIDTH; level.drop( i == index ? Generator.random() : new Gold().random(), pos ).type = Heap.Type.TOMB; } } private static void paintStriped( Level level, Room room ) { fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.EMPTY_SP ); if (room.width() > room.height()) { for (int i=room.left + 2; i < room.right; i += 2) { fill( level, i, room.top + 1, 1, room.height() - 1, Terrain.HIGH_GRASS ); } } else { for (int i=room.top + 2; i < room.bottom; i += 2) { fill( level, room.left + 1, i, room.width() - 1, 1, Terrain.HIGH_GRASS ); } } } //TODO: this is almost a special room type now, consider moving this into its own painter if/when you address room gen significantly. private static void paintStudy( Level level, Room room ) { fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , Terrain.BOOKSHELF ); fill( level, room.left + 2, room.top + 2, room.width() - 3, room.height() - 3 , Terrain.EMPTY_SP ); for (Point door : room.connected.values()) { if (door.x == room.left) { set( level, door.x + 1, door.y, Terrain.EMPTY ); } else if (door.x == room.right) { set( level, door.x - 1, door.y, Terrain.EMPTY ); } else if (door.y == room.top) { set( level, door.x, door.y + 1, Terrain.EMPTY ); } else if (door.y == room.bottom) { set( level, door.x , door.y - 1, Terrain.EMPTY ); } } Point center = room.center(); set( level, center, Terrain.PEDESTAL ); if (Random.Int(2) != 0){ Item prize = level.findPrizeItem(); if (prize != null) { level.drop(prize, (room.center().x + center.y * level.WIDTH)); return; } } level.drop(Generator.random( Random.oneOf( Generator.Category.POTION, Generator.Category.SCROLL)), (room.center().x + center.y * level.WIDTH)); } private static void paintBridge( Level level, Room room ) { fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 , !Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Random.Int( 3 ) == 0 ? Terrain.CHASM : Terrain.WATER ); Point door1 = null; Point door2 = null; for (Point p : room.connected.values()) { if (door1 == null) { door1 = p; } else { door2 = p; } } if ((door1.x == room.left && door2.x == room.right) || (door1.x == room.right && door2.x == room.left)) { int s = room.width() / 2; drawInside( level, room, door1, s, Terrain.EMPTY_SP ); drawInside( level, room, door2, s, Terrain.EMPTY_SP ); fill( level, room.center().x, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP ); } else if ((door1.y == room.top && door2.y == room.bottom) || (door1.y == room.bottom && door2.y == room.top)) { int s = room.height() / 2; drawInside( level, room, door1, s, Terrain.EMPTY_SP ); drawInside( level, room, door2, s, Terrain.EMPTY_SP ); fill( level, Math.min( door1.x, door2.x ), room.center().y, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP ); } else if (door1.x == door2.x) { 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 ); } else if (door1.y == door2.y) { 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 ); } else if (door1.y == room.top || door1.y == room.bottom) { drawInside( level, room, door1, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP ); drawInside( level, room, door2, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP ); } else if (door1.x == room.left || door1.x == room.right) { drawInside( level, room, door1, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP ); drawInside( level, room, door2, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP ); } } private static void paintFissure( Level level, Room room ) { fill( level, room.left + 1, room.top + 1, room.width() - 1, room.height() - 1 ,Terrain.EMPTY ); for (int i=room.top + 2; i < room.bottom - 1; i++) { for (int j=room.left + 2; j < room.right - 1; j++) { int v = Math.min( i - room.top, room.bottom - i ); int h = Math.min( j - room.left, room.right - j ); if (Math.min( v, h ) > 2 || Random.Int( 2 ) == 0) { set( level, j, i, Terrain.CHASM ); } } } } }