/* * 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.Scene; 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.Yog; import com.watabou.pixeldungeon.effects.CellEmitter; import com.watabou.pixeldungeon.effects.particles.FlameParticle; 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 HallsBossLevel extends Level { { color1 = 0x801500; color2 = 0xa68521; viewDistance = 3; } private static final int ROOM_LEFT = WIDTH / 2 - 1; private static final int ROOM_RIGHT = WIDTH / 2 + 1; private static final int ROOM_TOP = HEIGHT / 2 - 1; private static final int ROOM_BOTTOM = HEIGHT / 2 + 1; private int stairs = -1; private boolean enteredArena = false; private boolean keyDropped = false; @Override public String tilesTex() { return Assets.TILES_HALLS; } @Override public String waterTex() { return Assets.WATER_HALLS; } private static final String STAIRS = "stairs"; private static final String ENTERED = "entered"; private static final String DROPPED = "droppped"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle( bundle ); bundle.put( STAIRS, stairs ); bundle.put( ENTERED, enteredArena ); bundle.put( DROPPED, keyDropped ); } @Override public void restoreFromBundle( Bundle bundle ) { super.restoreFromBundle( bundle ); stairs = bundle.getInt( STAIRS ); enteredArena = bundle.getBoolean( ENTERED ); keyDropped = bundle.getBoolean( DROPPED ); } @Override protected boolean build() { for (int i=0; i < 5; i++) { int top = Random.IntRange( 2, ROOM_TOP - 1 ); int bottom = Random.IntRange( ROOM_BOTTOM + 1, 22 ); Painter.fill( this, 2 + i * 4, top, 4, bottom - top + 1, Terrain.EMPTY ); if (i == 2) { exit = (i * 4 + 3) + (top - 1) * WIDTH ; } for (int j=0; j < 4; j++) { if (Random.Int( 2 ) == 0) { int y = Random.IntRange( top + 1, bottom - 1 ); map[i*4+j + y*WIDTH] = Terrain.WALL_DECO; } } } map[exit] = Terrain.LOCKED_EXIT; 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, ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP + 1, Terrain.EMPTY ); 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=0; i < LENGTH; i++) { if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) { map[i] = Terrain.EMPTY_DECO; } } } @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 && hero == Dungeon.hero && cell != entrance) { enteredArena = true; for (int i=ROOM_LEFT-1; i <= ROOM_RIGHT + 1; i++) { doMagic( (ROOM_TOP - 1) * WIDTH + i ); doMagic( (ROOM_BOTTOM + 1) * WIDTH + i ); } for (int i=ROOM_TOP; i < ROOM_BOTTOM + 1; i++) { doMagic( i * WIDTH + ROOM_LEFT - 1 ); doMagic( i * WIDTH + ROOM_RIGHT + 1 ); } doMagic( entrance ); GameScene.updateMap(); Dungeon.observe(); Yog boss = new Yog(); do { boss.pos = Random.Int( LENGTH ); } while ( !passable[boss.pos] || Dungeon.visible[boss.pos]); GameScene.add( boss ); boss.spawnFists(); stairs = entrance; entrance = -1; } } private void doMagic( int cell ) { set( cell, Terrain.EMPTY_SP ); CellEmitter.get( cell ).start( FlameParticle.FACTORY, 0.1f, 3 ); } @Override public Heap drop( Item item, int cell ) { if (!keyDropped && item instanceof SkeletonKey) { keyDropped = true; entrance = stairs; set( entrance, Terrain.ENTRANCE ); GameScene.updateMap( entrance ); } return super.drop( item, cell ); } @Override public String tileName( int tile ) { switch (tile) { case Terrain.WATER: return "Cold lava"; case Terrain.GRASS: return "Embermoss"; case Terrain.HIGH_GRASS: return "Emberfungi"; case Terrain.STATUE: case Terrain.STATUE_SP: return "Pillar"; default: return super.tileName( tile ); } } @Override public String tileDesc(int tile) { switch (tile) { case Terrain.WATER: return "It looks like lava, but it's cold and probably safe to touch."; case Terrain.EMPTY_DECO: return "Candles on the floor are probably remains of some ritual that took place here."; case Terrain.STATUE: case Terrain.STATUE_SP: return "The pillar is made of real humanoid skulls. Awesome."; default: return super.tileDesc( tile ); } } @Override public void addVisuals( Scene scene ) { HallsLevel.addVisuals( this, scene ); } }