Room *World::getRoom(const std::string &dungeon, int level) { Room *room = 0; DungeonDescriptor dungDesc = worldDescriptor[dungeon]; RoomDescriptor roomDesc = dungDesc.at(level); std::string parent = roomDesc["parent"]; std::string music = roomDesc["music"]; if (music != "") music = "music/" + music; if (roomDesc["method"] == "load") { room = RoomLoader::loadRoom("rooms/" + roomDesc["file"]); // Patch up the doors if (parent != "") { Door *d = room->findUnboundDoor(false); if (d) { d->setTargetDungeon(parent); d->setTargetLevel(0); } } if (level > 0) { Door *d = room->findUnboundDoor(false); if (d) { d->setTargetDungeon(dungeon); d->setTargetLevel(level - 1); } } if (level < (int)dungDesc.size() - 1) { Door *d = room->findUnboundDoor(true); if (d) { d->setTargetDungeon(dungeon); d->setTargetLevel(level + 1); } } } else if (roomDesc["method"] == "generate") { std::string tileSet = roomDesc["tileset"]; std::string enemies = roomDesc["enemies"]; int algorithm = fromString<int>(roomDesc["algorithm"]); int width = fromString<int>(roomDesc["width"]); int height = fromString<int>(roomDesc["height"]); int chests = fromString<int>(roomDesc["chests"]); int roomSeed = seed + level * 1000; for (int i = 0; i < (int)dungeon.size(); i++) { roomSeed = (roomSeed + 431) * dungeon[i]; } Random random(roomSeed); room = RoomGenerator::generateRoom(width, height, (RoomGenerator::Algorithm)algorithm, "graphics/" + tileSet, enemies, chests, random); if (parent != "") { RoomGenerator::placeDoor(room, parent, 0, false, random); } if (level > 0) { RoomGenerator::placeDoor(room, dungeon, level - 1, false, random); } if (level < (int)dungDesc.size() - 1) { RoomGenerator::placeDoor(room, dungeon, level + 1, true, random); } } room->setDungeonName(dungeon); room->setDungeonLevel(level); room->setMusic(music); return room; }