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Oct 13th, 2015
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  1. int Room::CreateEnemies()
  2. {
  3. const int minNrOfEnemies = 2;
  4. const int maxNrOfEnemies = 4;
  5. const int nrOfEnemiesInThisRoom = rand() % (maxNrOfEnemies - minNrOfEnemies) + minNrOfEnemies;
  6.  
  7. for (int i = 0; i < nrOfEnemiesInThisRoom; ++i)
  8. {
  9. Enemy::EnemyType enemyType = static_cast<Enemy::EnemyType>(rand() % Enemy::EnemyType::eNR_OF_ENEMY_TYPES);
  10. Enemy enemy(enemyType);
  11.  
  12. switch (enemyType)
  13. {
  14. case Enemy::EnemyType::eZombie:
  15. CreateZombieProperties(enemy);
  16. break;
  17. case Enemy::EnemyType::eFallen:
  18. CreateFallenProperties(enemy);
  19. break;
  20. case Enemy::EnemyType::eGhost:
  21. CreateGhostProperties(enemy);
  22. break;
  23. };
  24. }
  25. return 0;
  26. }
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