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diff --git a/src/StandardRoomGenerator.h b/src/StandardRoomGenerator.h
index 94d26e4..c52002a 100644
--- a/src/StandardRoomGenerator.h
+++ b/src/StandardRoomGenerator.h
@@ -1,205 +1,205 @@
/** 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
void generateStandardRoom01()
{
int random = rand() % 64;
if (random < 16)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT,2);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_BAT,2);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_EVIL_FLOWER,2);
}
else
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, CHEST_BASIC, false);
game().getCurrentMap()->setCleared(true);
}
}
void generateStandardRoom02()
{
int random = rand() % 95;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT,4);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_BAT,4);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_EVIL_FLOWER,4);
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, CHEST_BASIC, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
- game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
+ game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT,3);
game().findPlaceMonsters(MONSTER_BAT,3);
}
else
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_BLACK_RAT,6);
}
}
void generateStandardRoom03()
{
int random = rand() % 110;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT, 6);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_BAT, 6);
if (rand() % 3 == 0) game().findPlaceMonsters(MONSTER_IMP_RED, 1);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_EVIL_FLOWER, 5);
if (rand() % 3 == 0) game().findPlaceMonsters(MONSTER_IMP_BLUE, 1);
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, CHEST_BASIC, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT,3);
game().findPlaceMonsters(MONSTER_BAT,3);
if (rand() % 2 == 0) game().findPlaceMonsters(MONSTER_IMP_RED, 1);
if (rand() % 2 == 0) game().findPlaceMonsters(MONSTER_IMP_BLUE, 1);
}
else if (random < 95)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_BLACK_RAT,6);
}
else
{
game().getCurrentMap()->generateRoomWithoutHoles(rand() % ROOM_TYPE_CHECKER);
game().getCurrentMap()->addRandomGrids(4);
game().findPlaceMonsters(MONSTER_SLIME, 7 + rand() % 5);
if (rand() % 4 == 0) game().findPlaceMonsters(MONSTER_SLIME_BLUE, 1);
if (rand() % 4 == 0) game().findPlaceMonsters(MONSTER_SLIME_RED, 1);
}
}
void generateStandardRoom04()
{
int random = rand() % 110;
if (random < 16)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_RAT, 7);
}
else if (random < 32)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_BAT, 3);
if (rand() % 2 == 0) game().findPlaceMonsters(MONSTER_IMP_RED, 3);
else game().findPlaceMonsters(MONSTER_IMP_BLUE, 3);
}
else if (random < 48)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_ALL);
game().findPlaceMonsters(MONSTER_EVIL_FLOWER, 5);
if (rand() % 2 == 0) game().findPlaceMonsters(MONSTER_IMP_RED, 2);
else game().findPlaceMonsters(MONSTER_IMP_BLUE, 2);
}
else if (random < 64)
{
Vector2D v = game().getCurrentMap()->generateBonusRoom();
new ChestEntity(v.x, v.y, CHEST_BASIC, false);
game().getCurrentMap()->setCleared(true);
}
else if (random < 80)
{
game().getCurrentMap()->generateRoomRandom(rand() % ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_IMP_RED, 3);
game().findPlaceMonsters(MONSTER_IMP_BLUE, 3);
}
else if (random < 95)
{
game().getCurrentMap()->generateRoomRandom(ROOM_TYPE_CHECKER);
game().findPlaceMonsters(MONSTER_BLACK_RAT,7);
}
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(MONSTER_SLIME,1); break;
case 1: game().findPlaceMonsters(MONSTER_SLIME_BLUE,1); break;
case 2: game().findPlaceMonsters(MONSTER_SLIME_RED,1); break;
}
}
}
}
void generateStandardRoom(int level)
{
switch (level)
{
case 1: generateStandardRoom01(); break;
case 2: generateStandardRoom02(); break;
case 3: generateStandardRoom03(); break;
case 4: generateStandardRoom03(); break;
default: generateStandardRoom04(); break;
}
}
#endif // STANDARDROOMGENERATOR_H_INCLUDED

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