itemsToSpawn.add( new ScrollOfRemoveCurse() ); itemsToSpawn.add( new ScrollOfMagicMapping() ); itemsToSpawn.add( Generator.random( Generator.Category.SCROLL ) );
itemsToSpawn.add( new ScrollOfRemoveCurse() ); itemsToSpawn.add( new ScrollOfMagicMapping() ); itemsToSpawn.add( Generator.random( Generator.Category.SCROLL ) );
public void paint( Level level ) { Painter.fill( level, this, Terrain.WALL ); Painter.fill( level, this, 1, Terrain.EMPTY_SP ); Door entrance = entrance(); Painter.fill( level, left + 1, top+1, width() - 2, 1 , Terrain.BOOKSHELF ); Painter.drawInside(level, this, entrance, 1, Terrain.EMPTY_SP ); int n = Random.IntRange( 2, 3 ); for (int i=0; i < n; i++) { int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null); Item item; if (i == 0) item = Random.Int(2) == 0 ? new ScrollOfIdentify() : new ScrollOfRemoveCurse(); else item = prize( level ); level.drop( item, pos ); } entrance.set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); }
public void paint( Level level ) { Painter.fill( level, this, Terrain.WALL ); Painter.fill( level, this, 1, Terrain.EMPTY_SP ); Door entrance = entrance(); Painter.fill( level, left + 1, top+1, width() - 2, 1 , Terrain.BOOKSHELF ); Painter.drawInside(level, this, entrance, 1, Terrain.EMPTY_SP ); int n = Random.IntRange( 2, 3 ); for (int i=0; i < n; i++) { int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null); Item item; if (i == 0) item = Random.Int(2) == 0 ? new ScrollOfIdentify() : new ScrollOfRemoveCurse(); else item = prize( level ); level.drop( item, pos ); } entrance.set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) ); }