/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * 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 */ package com.watabou.pixeldungeon.levels; import com.watabou.noosa.Camera; import com.watabou.noosa.Scene; import com.watabou.noosa.audio.Sample; import com.watabou.pixeldungeon.Assets; import com.watabou.pixeldungeon.Bones; import com.watabou.pixeldungeon.Dungeon; import com.watabou.pixeldungeon.actors.Actor; import com.watabou.pixeldungeon.actors.Char; import com.watabou.pixeldungeon.actors.mobs.Bestiary; import com.watabou.pixeldungeon.actors.mobs.Mob; import com.watabou.pixeldungeon.effects.CellEmitter; import com.watabou.pixeldungeon.effects.Speck; import com.watabou.pixeldungeon.items.Heap; import com.watabou.pixeldungeon.items.Item; import com.watabou.pixeldungeon.items.keys.SkeletonKey; import com.watabou.pixeldungeon.levels.painters.Painter; import com.watabou.pixeldungeon.scenes.GameScene; import com.watabou.utils.Bundle; import com.watabou.utils.Random; 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 int arenaDoor; private boolean enteredArena = false; private boolean keyDropped = false; @Override public String tilesTex() { return Assets.TILES_CAVES; } @Override public String waterTex() { return Assets.WATER_CAVES; } private static final String DOOR = "door"; private static final String ENTERED = "entered"; private static final String DROPPED = "droppped"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle( bundle ); bundle.put( DOOR, arenaDoor ); bundle.put( ENTERED, enteredArena ); bundle.put( DROPPED, keyDropped ); } @Override public void restoreFromBundle( Bundle bundle ) { super.restoreFromBundle( bundle ); arenaDoor = bundle.getInt( DOOR ); enteredArena = bundle.getBoolean( ENTERED ); keyDropped = bundle.getBoolean( DROPPED ); } @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( 6 ) == 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; 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() { } 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.SKELETON; } } @Override public int randomRespawnCell() { return -1; } @Override public void press( int cell, Char hero ) { super.press( cell, hero ); if (!enteredArena && outsideEntraceRoom( cell ) && hero == Dungeon.hero) { enteredArena = true; Mob boss = Bestiary.mob( Dungeon.depth ); boss.state = Mob.State.HUNTING; do { boss.pos = Random.Int( LENGTH ); } while ( !passable[boss.pos] || !outsideEntraceRoom( boss.pos ) || Dungeon.visible[boss.pos]); GameScene.add( boss ); set( arenaDoor, Terrain.WALL ); GameScene.updateMap( arenaDoor ); Dungeon.observe(); CellEmitter.get( arenaDoor ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 ); Camera.main.shake( 3, 0.7f ); Sample.INSTANCE.play( Assets.SND_ROCKS ); } } @Override public Heap drop( Item item, int cell ) { if (!keyDropped && item instanceof SkeletonKey) { keyDropped = true; CellEmitter.get( arenaDoor ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 ); set( arenaDoor, Terrain.EMPTY_DECO ); GameScene.updateMap( arenaDoor ); Dungeon.observe(); } return super.drop( item, cell ); } private boolean outsideEntraceRoom( 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 String tileName( int tile ) { switch (tile) { case Terrain.GRASS: return "Fluorescent moss"; case Terrain.HIGH_GRASS: return "Fluorescent mushrooms"; case Terrain.WATER: return "Freezing cold water."; default: return super.tileName( tile ); } } @Override public String tileDesc( int tile ) { switch (tile) { case Terrain.ENTRANCE: return "The ladder leads up to the upper depth."; case Terrain.EXIT: return "The ladder leads down to the lower depth."; case Terrain.HIGH_GRASS: return "Huge mushrooms block the view."; case Terrain.WALL_DECO: return "A vein of some ore is visible on the wall. Gold?"; default: return super.tileDesc( tile ); } } @Override public void addVisuals( Scene scene ) { CavesLevel.addVisuals( this, scene ); } }