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diff --git a/src/StandardRoomGenerator.h b/src/StandardRoomGenerator.h
index fd36762..4300870 100644
--- a/src/StandardRoomGenerator.h
+++ b/src/StandardRoomGenerator.h
@@ -1,674 +1,813 @@
/** This file is part of Witch Blast.
*
* Witch Blast 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.
*
* Witch Blast 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 Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef STANDARDROOMGENERATOR_H_INCLUDED
#define STANDARDROOMGENERATOR_H_INCLUDED
const int LAST_LEVEL = 7;
void generateStandardRoom01()
{
int random = rand() % 64;
if (random < 16)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRat, 2);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeBat, 2);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeEvilFlower, 2);
}
else
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
}
void generateStandardRoom02()
{
int random = rand() % 95;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRat, 3);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeSnake, 1);
else game().findPlaceMonsters(EnemyTypeBat, 2);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 3);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeSnake, 1);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 4);
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeSnake, 4);
}
else
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRatBlack, 6);
}
}
void generateStandardRoom03()
{
int random = rand() % 110;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRat, 4);
game().findPlaceMonsters(EnemyTypeRatHelmet, 2);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 5);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 1);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 4 + rand() % 2);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeImpBlue, 1);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypePumpkin, 1);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 1);
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
for (int i = rand() % 2; i < 6; i++)
game().findPlaceMonsters(rand() % 2 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
game().findPlaceMonsters(EnemyTypeRatHelmet, 1);
if (rand() % 2 == 0)
{
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 1);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpBlue, 1);
}
else
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeSnake, 2);
}
else if (random < 95)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
int r = rand() % 2;
game().findPlaceMonsters(EnemyTypeRatBlack, 5 - r);
game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 1 + r);
}
else
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().getCurrentMap()->addRandomGrids(4);
game().findPlaceMonsters(EnemyTypeSlime, 7 + rand() % 5);
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeSlimeBlue, 1);
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeSlimeRed, 1);
}
}
void generateStandardRoom04()
{
int random = rand() % 110;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRat, 4);
game().findPlaceMonsters(EnemyTypeRatHelmet, 3);
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
else game().findPlaceMonsters(EnemyTypeSnakeBlood, 1);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 3);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 3);
else game().findPlaceMonsters(EnemyTypeImpBlue, 3);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 4);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypePumpkin, 2 + rand() % 2);
else game().findPlaceMonsters(EnemyTypeImpBlue, 2);
if (rand() % 2 == 0)
{
game().findPlaceMonsters(EnemyTypePumpkin, 2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 1 + rand() % 2);
}
else
{
game().findPlaceMonsters(EnemyTypeImpBlue, 3);
game().findPlaceMonsters(EnemyTypeEvilFlowerFire, 1);
}
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeImpRed, 3);
game().findPlaceMonsters(EnemyTypeImpBlue, 3);
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
}
else if (random < 90)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
for (int i = 0; i < 6; i++)
game().findPlaceMonsters(rand() % 2 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
else game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else if (random < 100)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRatBlack, 4);
game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 3);
}
else
{
if (rand() % 2 == 0)
{
game().getCurrentMap()->generateRoomWithoutHoles(-1);
game().getCurrentMap()->addRandomGrids(4);
game().findPlaceMonsters(EnemyTypeSlimeLarge, 1);
int r = 3 + rand() % 5;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 3: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
}
}
}
else
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().getCurrentMap()->addRandomGrids(4);
int r = 8 + rand() % 5;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 3: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
}
}
}
}
}
void generateStandardRoom05()
{
int random = rand() % 110;
if (random < 10)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRat, 3);
game().findPlaceMonsters(EnemyTypeRatHelmet, 4);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
else game().findPlaceMonsters(EnemyTypeWitchRed, 1);
}
else if (random < 20)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 4);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 4);
else game().findPlaceMonsters(EnemyTypeImpBlue, 4);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomWithoutHoles(2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitch, 2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitchRed, 1 + rand() % 2);
game().findPlaceMonsters(EnemyTypeCauldron, 1);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 3);
if (rand() % 2 == 0)
{
game().findPlaceMonsters(EnemyTypePumpkin, 2 + rand() % 4);
game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 1);
}
else
{
game().findPlaceMonsters(EnemyTypeImpBlue, 3);
game().findPlaceMonsters(EnemyTypeEvilFlowerFire, 1);
}
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
int r = rand() % 3;
if (r == 0)
{
game().findPlaceMonsters(EnemyTypeImpRed, 3 + rand() % 2);
game().findPlaceMonsters(EnemyTypeImpBlue, 3 + rand() % 2);
}
else if (r == 1)
game().findPlaceMonsters(EnemyTypeImpRed, 7);
else
game().findPlaceMonsters(EnemyTypeImpBlue, 7);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
}
else if (random < 90)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeRatBlack, 4);
game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 4);
}
else if (random < 100)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
for (int i = rand() % 2; i < 6; i++)
game().findPlaceMonsters(rand() % 3 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
for (int i = 0; i < 2; i++)
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
else game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else
{
if (rand() % 2 == 0)
{
game().getCurrentMap()->generateRoomWithoutHoles(-1);
game().getCurrentMap()->addRandomGrids(4);
int r = rand() % 3;
switch (r)
{
case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
}
r = 2 + rand() % 4;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
}
else
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().getCurrentMap()->addRandomGrids(4);
int r = 8 + rand() % 5;
if (rand() % 3 == 0)
{
game().findPlaceMonsters(EnemyTypeCauldronElemental, 1);
r -= 4;
}
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
}
}
}
void generateStandardRoom06()
{
int random = rand() % 100;
if (random < 10)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeZombie, 6 + rand() % 2);
game().findPlaceMonsters(EnemyTypeRatHelmet, 2);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
else game().findPlaceMonsters(EnemyTypeZombie, 2);
}
else if (random < 20)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 2);
game().findPlaceMonsters(EnemyTypeGhost, 5);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 1);
else game().findPlaceMonsters(EnemyTypeImpBlue, 1);
}
else if (random < 30)
{
game().getCurrentMap()->generateRoomWithoutHoles(2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitch, 2 + + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitchRed, 2 + + rand() % 2);
if (rand() % 5 == 0)
game().findPlaceMonsters(EnemyTypeCauldronElemental, 1);
else
game().findPlaceMonsters(EnemyTypeCauldron, 1);
}
else if (random < 40)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 2);
game().findPlaceMonsters(EnemyTypePumpkin, 3 + rand() % 4);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 2);
else game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 2);
}
else if (random < 50)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
int r = rand() % 3;
if (r == 0)
{
game().findPlaceMonsters(EnemyTypeImpRed, 4);
game().findPlaceMonsters(EnemyTypeImpBlue, 4);
}
else if (r == 1)
game().findPlaceMonsters(EnemyTypeImpRed, 8);
else
game().findPlaceMonsters(EnemyTypeImpBlue, 8);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
}
else if (random < 60)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeZombieDark, 5);
game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 4);
}
else if (random < 70)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
for (int i = rand() % 2; i < 6; i++)
game().findPlaceMonsters(rand() % 3 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
for (int i = 0; i < 2; i++)
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
else game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeSpiderLittle, 8);
game().findPlaceMonsters(EnemyTypeSpiderEgg, 14);
}
else if (random < 90)
{
if (rand() % 2 == 0)
{
game().getCurrentMap()->generateRoomWithoutHoles(-1);
game().getCurrentMap()->addRandomGrids(4);
int r = rand() % 4;
switch (r)
{
case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeVioletLarge, 1); break;
}
r = 2 + rand() % 4;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
}
else
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().getCurrentMap()->addRandomGrids(4);
int r = 8 + rand() % 5;
if (rand() % 3 == 0)
{
game().findPlaceMonsters(EnemyTypeCauldronElemental, 1);
r -= 4;
}
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
}
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
}
void generateStandardRoom07()
{
int random = rand() % 100;
if (random < 10)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeZombie, 8 + rand() % 3);
game().findPlaceMonsters(EnemyTypeRatHelmet, 2);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
else game().findPlaceMonsters(EnemyTypeZombie, 2);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeBogeyman, 1);
}
else if (random < 20)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeBat, 2);
game().findPlaceMonsters(EnemyTypeGhost, 6);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 2);
else game().findPlaceMonsters(EnemyTypeImpBlue, 2);
if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeBogeyman, 1);
}
else if (random < 30)
{
game().getCurrentMap()->generateRoomWithoutHoles(2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitch, 2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeWitchRed, 2 + rand() % 2);
game().findPlaceMonsters(EnemyTypeCauldron, 1);
if (rand() % 2 == 0)
{
if (rand() % 3 == 0)
game().findPlaceMonsters(EnemyTypeCauldronElemental, 1);
else
game().findPlaceMonsters(EnemyTypeCauldron, 1);
}
}
else if (random < 40)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(EnemyTypeEvilFlower, 2);
game().findPlaceMonsters(EnemyTypePumpkin, 3 + rand() % 4);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 3);
else game().findPlaceMonsters(EnemyTypeEvilFlowerFire, 3);
}
else if (random < 50)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeBogeyman, 5 + rand() % 2);
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
}
else if (random < 60)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeZombieDark, 7);
game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 4);
}
else if (random < 70)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
for (int i = rand() % 2; i < 8; i++)
game().findPlaceMonsters(rand() % 3 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
for (int i = 0; i < 2; i++)
if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
else game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(EnemyTypeSpiderLittle, 10);
game().findPlaceMonsters(EnemyTypeSpiderEgg, 16);
}
else if (random < 90)
{
game().getCurrentMap()->generateRoomWithoutHoles(-1);
game().getCurrentMap()->addRandomGrids(4);
int r = rand() % 4;
switch (r)
{
case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeVioletLarge, 1); break;
}
if (rand() % 2 == 0)
{
r = rand() % 4;
switch (r)
{
case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeVioletLarge, 1); break;
}
r = 2 + rand() % 4;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
}
else
{
int r = 8 + rand() % 5;
for (int i = 0; i < r; i++)
{
int rtype = rand() % 5;
switch (rtype)
{
case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
}
}
}
if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
}
else
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, ChestBasic, false);
game().getCurrentMap()->setCleared(true);
}
}
+void generateStandardRoom08()
+{
+ int random = rand() % 100;
+
+ if (random < 10)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
+ game().findPlaceMonsters(EnemyTypeZombie, 9 + rand() % 3);
+ game().findPlaceMonsters(EnemyTypeRatHelmet, 3);
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
+ else game().findPlaceMonsters(EnemyTypeZombie, 2);
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeBogeyman, 1);
+ }
+ else if (random < 20)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
+ game().findPlaceMonsters(EnemyTypeBatSkeleton, 3);
+ game().findPlaceMonsters(EnemyTypeGhost, 6);
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeImpRed, 2);
+ else game().findPlaceMonsters(EnemyTypeImpBlue, 2);
+ if (rand() % 3 == 0) game().findPlaceMonsters(EnemyTypeBogeyman, 1);
+ }
+ else if (random < 30)
+ {
+ game().getCurrentMap()->generateRoomWithoutHoles(2 + rand() % 2);
+ game().findPlaceMonsters(EnemyTypeWitch, 2 + rand() % 3);
+ game().findPlaceMonsters(EnemyTypeWitchRed, 2 + rand() % 3);
+ game().findPlaceMonsters(EnemyTypeCauldron, 1+ rand() % 2);
+
+ if (rand() % 2 == 0)
+ {
+ if (rand() % 3 == 0)
+ game().findPlaceMonsters(EnemyTypeCauldronElemental, 1);
+ else
+ game().findPlaceMonsters(EnemyTypeCauldron, 1);
+ }
+ }
+ else if (random < 40)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
+ game().findPlaceMonsters(EnemyTypeEvilFlower, 2);
+ game().findPlaceMonsters(EnemyTypePumpkin, 4 + rand() % 4);
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeEvilFlowerIce, 4);
+ else game().findPlaceMonsters(EnemyTypeEvilFlowerFire, 4);
+ }
+ else if (random < 50)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
+ game().findPlaceMonsters(EnemyTypeBogeyman, 5 + rand() % 3);
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
+ }
+ else if (random < 60)
+ {
+ game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
+ game().findPlaceMonsters(EnemyTypeZombieDark, 9);
+ game().findPlaceMonsters(EnemyTypeRatBlackHelmet, 4);
+ }
+ else if (random < 70)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
+ for (int i = rand() % 2; i < 12; i++)
+ game().findPlaceMonsters(rand() % 3 == 0 ? EnemyTypeSnake : EnemyTypeSnakeBlood, 1);
+ for (int i = 0; i < 2; i++)
+ if (rand() % 2 == 0) game().findPlaceMonsters(EnemyTypeWitchRed, 1);
+ else game().findPlaceMonsters(EnemyTypeWitch, 1);
+ }
+ else if (random < 80)
+ {
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
+ game().findPlaceMonsters(EnemyTypeSpiderLittle, 10);
+ game().findPlaceMonsters(EnemyTypeSpiderEgg, 20);
+ }
+ else if (random < 90)
+ {
+ game().getCurrentMap()->generateRoomWithoutHoles(-1);
+ game().getCurrentMap()->addRandomGrids(4);
+
+ int r;
+
+ for (int i = 0; i < 2; i++)
+ {
+ r = rand() % 4;
+ switch (r)
+ {
+ case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
+ case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
+ case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
+ case 3: game().findPlaceMonsters(EnemyTypeSlimeVioletLarge, 1); break;
+ }
+ }
+
+ if (rand() % 2 == 0)
+ {
+ r = rand() % 4;
+ switch (r)
+ {
+ case 0: game().findPlaceMonsters(EnemyTypeSlimeLarge, 1); break;
+ case 1: game().findPlaceMonsters(EnemyTypeSlimeRedLarge, 1); break;
+ case 2: game().findPlaceMonsters(EnemyTypeSlimeBlueLarge, 1); break;
+ case 3: game().findPlaceMonsters(EnemyTypeSlimeVioletLarge, 1); break;
+ }
+ r = 2 + rand() % 4;
+ for (int i = 0; i < r; i++)
+ {
+ int rtype = rand() % 5;
+ switch (rtype)
+ {
+ case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
+ case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
+ case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
+ case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
+ }
+ }
+ }
+ else
+ {
+ int r = 8 + rand() % 5;
+ for (int i = 0; i < r; i++)
+ {
+ int rtype = rand() % 5;
+ switch (rtype)
+ {
+ case 0: case 4: game().findPlaceMonsters(EnemyTypeSlime,1); break;
+ case 1: game().findPlaceMonsters(EnemyTypeSlimeBlue,1); break;
+ case 2: game().findPlaceMonsters(EnemyTypeSlimeRed,1); break;
+ case 3: game().findPlaceMonsters(EnemyTypeSlimeViolet,1); break;
+ }
+ }
+ }
+ if (rand() % 4 == 0) game().findPlaceMonsters(EnemyTypeWitch, 1);
+ }
+ else
+ {
+ Vector2D v = game().getCurrentMap()->generateBonusRoom();
+ new ChestEntity(v.x, v.y, ChestBasic, false);
+ game().getCurrentMap()->setCleared(true);
+ }
+}
+
void generateStandardRoom(int level)
{
switch (level)
{
case 1: generateStandardRoom01(); break;
case 2: generateStandardRoom02(); break;
case 3: generateStandardRoom03(); break;
case 4: generateStandardRoom04(); break;
case 5: generateStandardRoom05(); break;
case 6: generateStandardRoom06(); break;
case 7: generateStandardRoom07(); break;
- default: generateStandardRoom07(); break;
+ default: generateStandardRoom08(); break;
}
}
#endif // STANDARDROOMGENERATOR_H_INCLUDED

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