Door door = entrance(); door.set( Door.Type.REGULAR ); if (door.x == left) { x = right - 1; y = top + height() / 2; Painter.fill( level, x, top + 1, 1, height() - 2 , lastRow ); } else if (door.x == right) { x = left + 1; y = top + height() / 2; Painter.fill( level, x, top + 1, 1, height() - 2 , lastRow ); } else if (door.y == top) { x = left + width() / 2; y = bottom - 1; Painter.fill( level, left + 1, y, width() - 2, 1 , lastRow ); } else if (door.y == bottom) { x = left + width() / 2; y = top + 1; Painter.fill( level, left + 1, y, width() - 2, 1 , lastRow ); for(Point p : getPoints()) { int cell = level.pointToCell(p); if (level.map[cell] == Terrain.TRAP){ level.drop( prize( level ), pos ).type = Heap.Type.CHEST; } else { Painter.set( level, pos, Terrain.PEDESTAL ); level.drop( prize( level ), pos );
Door door = entrance(); door.set( Door.Type.REGULAR ); if (door.x == left) { x = right - 1; y = top + height() / 2; Painter.fill( level, x, top + 1, 1, height() - 2 , lastRow ); } else if (door.x == right) { x = left + 1; y = top + height() / 2; Painter.fill( level, x, top + 1, 1, height() - 2 , lastRow ); } else if (door.y == top) { x = left + width() / 2; y = bottom - 1; Painter.fill( level, left + 1, y, width() - 2, 1 , lastRow ); } else if (door.y == bottom) { x = left + width() / 2; y = top + 1; Painter.fill( level, left + 1, y, width() - 2, 1 , lastRow ); for(Point p : getPoints()) { int cell = level.pointToCell(p); if (level.map[cell] == Terrain.TRAP){ level.drop( prize( level ), pos ).type = Heap.Type.CHEST; } else { Painter.set( level, pos, Terrain.PEDESTAL ); level.drop( prize( level ), pos );