Painter.fill(level, this, 1, Terrain.EMPTY); Door entrance = entrance(); Point center = center(); Terrain.BOOKSHELF); if (entrance.x == left) { Painter.fill(level, center.x+1, top+1, right-center.x-1, height()-2, Terrain.EMPTY_SP); } else { Painter.fill(level, left+1, top+1, center.x-left-1, height()-2, Terrain.EMPTY_SP); Terrain.BOOKSHELF); if (entrance.y == top) { Painter.fill(level, left+1, center.y+1, width()-2, bottom-center.y-1, Terrain.EMPTY_SP); } else { Painter.fill(level, left+1, top+1, width()-2, center.y-top-1, Terrain.EMPTY_SP); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY); level.drop( Generator.random(Generator.Category.STONE), dropPos); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY || level.heaps.get(dropPos) != null); level.drop( Generator.random(Generator.Category.STONE), dropPos); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY_SP); level.drop( new StoneOfEnchantment(), dropPos);
Painter.fill(level, this, 1, Terrain.EMPTY); Door entrance = entrance(); Point center = center(); Terrain.BOOKSHELF); if (entrance.x == left) { Painter.fill(level, center.x+1, top+1, right-center.x-1, height()-2, Terrain.EMPTY_SP); } else { Painter.fill(level, left+1, top+1, center.x-left-1, height()-2, Terrain.EMPTY_SP); Terrain.BOOKSHELF); if (entrance.y == top) { Painter.fill(level, left+1, center.y+1, width()-2, bottom-center.y-1, Terrain.EMPTY_SP); } else { Painter.fill(level, left+1, top+1, width()-2, center.y-top-1, Terrain.EMPTY_SP); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY); level.drop( Generator.random(Generator.Category.STONE), dropPos); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY || level.heaps.get(dropPos) != null); level.drop( Generator.random(Generator.Category.STONE), dropPos); dropPos = level.pointToCell(random()); } while (level.map[dropPos] != Terrain.EMPTY_SP); level.drop( new StoneOfEnchantment(), dropPos);