Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/levels/CityBossLevel.java
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

254 lines
6.9 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.watabou.noosa.Scene;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
public class CityBossLevel extends Level {
{
color1 = 0x4b6636;
color2 = 0xf2f2f2;
}
private static final int TOP = 2;
private static final int HALL_WIDTH = 7;
private static final int HALL_HEIGHT = 15;
private static final int CHAMBER_HEIGHT = 3;
private static final int LEFT = (WIDTH - HALL_WIDTH) / 2;
private static final int CENTER = LEFT + HALL_WIDTH / 2;
private int arenaDoor;
private boolean enteredArena = false;
private boolean keyDropped = false;
@Override
public String tilesTex() {
return Assets.TILES_CITY;
}
@Override
public String waterTex() {
return Assets.WATER_CITY;
}
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() {
Painter.fill( this, LEFT, TOP, HALL_WIDTH, HALL_HEIGHT, Terrain.EMPTY );
Painter.fill( this, CENTER, TOP, 1, HALL_HEIGHT, Terrain.EMPTY_SP );
int y = TOP + 1;
while (y < TOP + HALL_HEIGHT) {
map[y * WIDTH + CENTER - 2] = Terrain.STATUE_SP;
map[y * WIDTH + CENTER + 2] = Terrain.STATUE_SP;
y += 2;
}
int left = pedestal( true );
int right = pedestal( false );
map[left] = map[right] = Terrain.PEDESTAL;
for (int i=left+1; i < right; i++) {
map[i] = Terrain.EMPTY_SP;
}
exit = (TOP - 1) * WIDTH + CENTER;
map[exit] = Terrain.LOCKED_EXIT;
arenaDoor = (TOP + HALL_HEIGHT) * WIDTH + CENTER;
map[arenaDoor] = Terrain.DOOR;
Painter.fill( this, LEFT, TOP + HALL_HEIGHT + 1, HALL_WIDTH, CHAMBER_HEIGHT, Terrain.EMPTY );
Painter.fill( this, LEFT, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
Painter.fill( this, LEFT + HALL_WIDTH - 1, TOP + HALL_HEIGHT + 1, 1, CHAMBER_HEIGHT, Terrain.BOOKSHELF );
entrance = (TOP + HALL_HEIGHT + 2 + Random.Int( CHAMBER_HEIGHT - 1 )) * WIDTH + LEFT + (/*1 +*/ Random.Int( HALL_WIDTH-2 ));
map[entrance] = Terrain.ENTRANCE;
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;
} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
int sign = arenaDoor + WIDTH + 1;
map[sign] = Terrain.SIGN;
}
public static int pedestal( boolean left ) {
if (left) {
return (TOP + HALL_HEIGHT / 2) * WIDTH + CENTER - 2;
} else {
return (TOP + HALL_HEIGHT / 2) * WIDTH + CENTER + 2;
}
}
@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( LEFT + 1, LEFT + HALL_WIDTH - 2 ) +
Random.IntRange( TOP + HALL_HEIGHT + 1, TOP + HALL_HEIGHT + CHAMBER_HEIGHT ) * 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.LOCKED_DOOR );
GameScene.updateMap( arenaDoor );
Dungeon.observe();
}
}
@Override
public Heap drop( Item item, int cell ) {
if (!keyDropped && item instanceof SkeletonKey) {
keyDropped = true;
set( arenaDoor, Terrain.DOOR );
GameScene.updateMap( arenaDoor );
Dungeon.observe();
}
return super.drop( item, cell );
}
private boolean outsideEntraceRoom( int cell ) {
return cell / WIDTH < arenaDoor / WIDTH;
}
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return "Suspiciously colored water";
case Terrain.HIGH_GRASS:
return "High blooming flowers";
default:
return super.tileName( tile );
}
}
@Override
public String tileDesc(int tile) {
switch (tile) {
case Terrain.ENTRANCE:
return "A ramp leads up to the upper depth.";
case Terrain.EXIT:
return "A ramp leads down to the lower depth.";
case Terrain.WALL_DECO:
case Terrain.EMPTY_DECO:
return "Several tiles are missing here.";
case Terrain.EMPTY_SP:
return "Thick carpet covers the floor.";
case Terrain.STATUE:
case Terrain.STATUE_SP:
return "The statue depicts some dwarf standing in a heroic stance.";
case Terrain.BOOKSHELF:
return "The rows of books on different disciplines fill the bookshelf.";
default:
return super.tileDesc( tile );
}
}
@Override
public void addVisuals( Scene scene ) {
CityLevel.addVisuals( this, scene );
}
}