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terrainGen.c
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788 lines (755 loc) · 28.5 KB
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include <time.h>
#include "raylib.h"
const int roomSize = 28;
const int roomGridSize = 21; // Must be an odd number. Default 21
const int tileSize = 40;
typedef enum TileType
{
TILE_TYPE_EMPTY,
TILE_TYPE_WALL,
TILE_TYPE_WALL_NORTH,
TILE_TYPE_WALL_EAST,
TILE_TYPE_WALL_SOUTH,
TILE_TYPE_WALL_WEST,
TILE_TYPE_CORNER_NORTH_EAST,
TILE_TYPE_CORNER_NORTH_WEST,
TILE_TYPE_CORNER_SOUTH_EAST,
TILE_TYPE_CORNER_SOUTH_WEST,
TILE_TYPE_DOOR,
TILE_TYPE_DOOR_NORTH,
TILE_TYPE_DOOR_EAST,
TILE_TYPE_DOOR_SOUTH,
TILE_TYPE_DOOR_WEST,
SCHEDULED_FOR_DELETE,
ABYSS
} TileType;
typedef enum Directions
{
North,
East,
South,
West
} directions;
typedef struct Point
{
int x;
int y;
} Point;
typedef struct Room
{
bool empty;
TileType data[roomSize][roomSize][2];
int exitDir;
Point exitPOS;
} Room;
typedef struct RoomGrid
{
Room data[roomGridSize][roomGridSize];
Point bossRoomPOS;
} RoomGrid;
int getRandomDir()
{
return rand() % 4;
}
// counts the amount of booleans in an array which are true
int trueCount(bool boolArray[], int length)
{
int sum = 0;
for (int i = 0; i < length; i++)
{
if (boolArray[i] == true)
{
sum++;
}
}
return sum;
}
Room DrunkardsCleanup(Room map)
{
bool blockChanged = true;
while (blockChanged)
{
blockChanged = false;
for (int i = 0; i < roomSize; i++)
{
for (int j = 0; j < roomSize; j++)
{
int borderWalls = 4;
int leftRight = 0;
int upDown = 0;
if (map.data[j][i][0] == TILE_TYPE_WALL)
{
if (!(j == 0 || j == roomSize - 1))
{ // Not on the west or east sides
if (map.data[j - 1][i][0] == TILE_TYPE_EMPTY || map.data[j - 1][i][0] == SCHEDULED_FOR_DELETE)
{
borderWalls--;
leftRight++;
}; // Left
if (map.data[j + 1][i][0] == TILE_TYPE_EMPTY || map.data[j + 1][i][0] == SCHEDULED_FOR_DELETE)
{
borderWalls--;
leftRight++;
}; // Right
}
if (!(i == 0 || i == roomSize - 1))
{ // Not on the north or south sides
if (map.data[j][i - 1][0] == TILE_TYPE_EMPTY || map.data[j][i - 1][0] == SCHEDULED_FOR_DELETE)
{
borderWalls--;
upDown++;
}; // Up
if (map.data[j][i + 1][0] == TILE_TYPE_EMPTY || map.data[j][i + 1][0] == SCHEDULED_FOR_DELETE)
{
borderWalls--;
upDown++;
}; // Down
}
if (borderWalls < 2 || leftRight == 2 || upDown == 2)
{
map.data[j][i][0] = TILE_TYPE_EMPTY;
blockChanged = true;
}
}
}
}
}
return map;
}
// En funktion för random terrain generation med "the drunkards walk" algoritmen
Room DrunkardsWalk(bool north, bool east, bool south, bool west, int staggering, int StartPOSx, int StartPOSy, int previousExitDir)
{
Room map;
Point drunkardsPOS;
bool drunkardOutOfBounds = false;
// makes all the tiles in the map into walls
for (int i = 0; i < roomSize; i++)
{
for (int j = 0; j < roomSize; j++)
{
map.data[i][j][0] = TILE_TYPE_WALL;
map.data[i][j][1] = ABYSS;
}
}
switch (previousExitDir)
{
case North:
StartPOSy = roomSize - 1;
map.data[StartPOSx][StartPOSy][0] = TILE_TYPE_DOOR_SOUTH;
map.data[StartPOSx][StartPOSy][1] = TILE_TYPE_DOOR;
StartPOSy--;
break;
case East:
StartPOSx = 0;
map.data[StartPOSx][StartPOSy][0] = TILE_TYPE_DOOR_WEST;
map.data[StartPOSx][StartPOSy][1] = TILE_TYPE_DOOR;
StartPOSx++;
break;
case South:
StartPOSy = 0;
map.data[StartPOSx][StartPOSy][0] = TILE_TYPE_DOOR_NORTH;
map.data[StartPOSx][StartPOSy][1] = TILE_TYPE_DOOR;
StartPOSx--;
break;
case West:
StartPOSx = roomSize - 1;
map.data[StartPOSx][StartPOSy][0] = TILE_TYPE_DOOR_EAST;
map.data[StartPOSx][StartPOSy][1] = TILE_TYPE_DOOR;
StartPOSy++;
break;
default:
break;
}
drunkardsPOS.x = StartPOSx;
drunkardsPOS.y = StartPOSy;
int i = 0;
while (!drunkardOutOfBounds)
{
// Sets the drunkard loose
if (map.data[drunkardsPOS.x][drunkardsPOS.y][1] != TILE_TYPE_DOOR)
{
map.data[drunkardsPOS.x][drunkardsPOS.y][0] = TILE_TYPE_EMPTY;
}
switch (getRandomDir())
{
case North: // North
drunkardsPOS.y--;
break;
case East: // East
drunkardsPOS.x++;
break;
case South: // South
drunkardsPOS.y++;
break;
case West: // West
drunkardsPOS.x--;
break;
}
// checks if the drunkard is out of bounds
if (drunkardsPOS.x < 0) // THE WEST HAS FALLEN
{
// puts("The west has fallen");
drunkardsPOS.x++;
if (!west && i >= staggering)
{
drunkardOutOfBounds = true;
map.data[drunkardsPOS.x][drunkardsPOS.y][0] = TILE_TYPE_DOOR_WEST;
map.data[drunkardsPOS.x][drunkardsPOS.y][1] = TILE_TYPE_DOOR;
map.exitDir = West;
map.exitPOS.x = drunkardsPOS.x;
map.exitPOS.y = drunkardsPOS.y;
}
else
{
// puts("smhing my hed");
}
}
else if (drunkardsPOS.x >= roomSize) // East bound and down, loaded up and truckin'
{
// puts("East bound and down, loaded up and truckin'");
drunkardsPOS.x--;
if (!east && i >= staggering)
{
drunkardOutOfBounds = true;
map.data[drunkardsPOS.x][drunkardsPOS.y][0] = TILE_TYPE_DOOR_EAST;
map.data[drunkardsPOS.x][drunkardsPOS.y][1] = TILE_TYPE_DOOR;
map.exitDir = East;
map.exitPOS.x = drunkardsPOS.x;
map.exitPOS.y = drunkardsPOS.y;
}
else
{
// puts("We're gonna do what they say cant be done");
}
}
else if (drunkardsPOS.y < 0) // King in the north
{
// puts("King in the north");
drunkardsPOS.y++;
if (!north && i >= staggering)
{
drunkardOutOfBounds = true;
map.data[drunkardsPOS.x][drunkardsPOS.y][0] = TILE_TYPE_DOOR_NORTH;
map.data[drunkardsPOS.x][drunkardsPOS.y][1] = TILE_TYPE_DOOR;
map.exitDir = North;
map.exitPOS.x = drunkardsPOS.x;
map.exitPOS.y = drunkardsPOS.y;
}
else
{
// puts("He ded");
}
}
else if (drunkardsPOS.y >= roomSize) // Away down South in the land of traitors, rattlesnakes and alligators
{
// puts("Away down South in the land of traitors, rattlesnakes and alligators");
drunkardsPOS.y--;
if (!south && i >= staggering)
{
drunkardOutOfBounds = true;
map.data[drunkardsPOS.x][drunkardsPOS.y][0] = TILE_TYPE_DOOR_SOUTH;
map.data[drunkardsPOS.x][drunkardsPOS.y][1] = TILE_TYPE_DOOR;
map.exitDir = South;
map.exitPOS.x = drunkardsPOS.x;
map.exitPOS.y = drunkardsPOS.y;
}
else if (south)
{
// puts("Come away");
}
}
i++;
}
printf("%d\n", i);
// Dunkard cleanup
map = DrunkardsCleanup(map);
// Corners
// God has forsaken me for this disgusting code
// Forgive me father for i have sinned
// The center
for (int i = 1; i < roomSize - 1; i++)
{
for (int j = 1; j < roomSize - 1; j++)
{
if (map.data[j][i][0] == TILE_TYPE_WALL)
{
int north = map.data[j][i - 1][0];
int east = map.data[j + 1][i][0];
int south = map.data[j][i + 1][0];
int west = map.data[j - 1][i][0];
int northWest = map.data[j - 1][i][0] + map.data[j - 1][i - 1][0] + map.data[j][i - 1][0];
int northEast = map.data[j + 1][i][0] + map.data[j + 1][i - 1][0] + map.data[j][i - 1][0];
int southWest = map.data[j - 1][i][0] + map.data[j - 1][i + 1][0] + map.data[j][i + 1][0];
int southEast = map.data[j + 1][i][0] + map.data[j + 1][i + 1][0] + map.data[j][i + 1][0];
// CORNERS
if (northWest == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
else if (northEast == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
else if (southWest == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
else if (southEast == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_WALL_NORTH;
}
else if (east == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_WALL_EAST;
}
else if (south == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_WALL_SOUTH;
}
else if (west == TILE_TYPE_EMPTY)
{
map.data[j][i][1] = TILE_TYPE_WALL_WEST;
}
}
}
}
// North except for north east corner
for (int i = 0; i < roomSize - 1; i++)
{
if (map.data[i][0][0] == TILE_TYPE_WALL)
{
if (i == 0)
{
int east = map.data[i + 1][0][0];
int south = map.data[i][1][0];
int southEast = map.data[i + 1][0][0] + map.data[i + 1][1][0] + map.data[i][1][0];
// CORNERS
if (southEast == TILE_TYPE_EMPTY)
{
map.data[i][0][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
// WALLS
else if (east != TILE_TYPE_WALL)
{
map.data[i][0][1] = TILE_TYPE_WALL_EAST;
}
else if (south != TILE_TYPE_WALL)
{
map.data[i][0][1] = TILE_TYPE_WALL_SOUTH;
}
}
else
{
int east = map.data[i + 1][0][0];
int south = map.data[i][1][0];
int west = map.data[i - 1][0][0];
int southWest = map.data[i - 1][0][0] + map.data[i - 1][1][0] + map.data[i][1][0];
int southEast = map.data[i + 1][0][0] + map.data[i + 1][1][0] + map.data[i][1][0];
// CORNERS
if (southWest == TILE_TYPE_EMPTY)
{
map.data[i][0][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
else if (southEast == TILE_TYPE_EMPTY)
{
map.data[i][0][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
// WALLS
else if (east != TILE_TYPE_WALL)
{
map.data[i][0][1] = TILE_TYPE_WALL_EAST;
}
else if (south != TILE_TYPE_WALL)
{
map.data[i][0][1] = TILE_TYPE_WALL_SOUTH;
}
else if (west != TILE_TYPE_WALL)
{
map.data[i][0][1] = TILE_TYPE_WALL_WEST;
}
}
}
}
// East except for south east corner
for (int i = 0; i < roomSize - 1; i++)
{
if (map.data[roomSize - 1][i][0] == TILE_TYPE_WALL)
{
if (i == 0)
{
int south = map.data[roomSize - 1][i + 1][0];
int west = map.data[roomSize - 2][i][0];
int southWest = map.data[roomSize - 2][i][0] + map.data[roomSize - 2][i + 1][0] + map.data[roomSize - 1][i + 1][0];
// CORNERS
if (southWest == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
// WALLS
else if (south == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_WALL_SOUTH;
}
else if (west == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_WALL_WEST;
}
}
else
{
int north = map.data[roomSize - 1][i - 1][0];
int south = map.data[roomSize - 1][i + 1][0];
int west = map.data[roomSize - 2][i][0];
int northWest = map.data[roomSize - 2][i][0] + map.data[roomSize - 2][i - 1][0] + map.data[roomSize - 1][i - 1][0];
int southWest = map.data[roomSize - 2][i][0] + map.data[roomSize - 2][i + 1][0] + map.data[roomSize - 1][i + 1][0];
// CORNERS
if (northWest == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
else if (southWest == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_WALL_NORTH;
}
else if (south == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_WALL_SOUTH;
}
else if (west == TILE_TYPE_EMPTY)
{
map.data[roomSize - 1][i][1] = TILE_TYPE_WALL_WEST;
}
}
}
}
// South except for south west corner
for (int i = 0; i < roomSize - 1; i++)
{
if (map.data[i][roomSize - 1][0] == TILE_TYPE_WALL)
{
if (i == 0)
{
int north = map.data[i][roomSize - 2][0];
int west = map.data[i - 1][roomSize - 1][0];
int northWest = map.data[i - 1][roomSize - 1][0] + map.data[i - 1][roomSize - 2][0] + map.data[i][roomSize - 2][0];
// CORNERS
if (northWest == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_WALL_NORTH;
}
else if (west == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_WALL_WEST;
}
}
else
{
int north = map.data[i][roomSize - 2][0];
int east = map.data[i + 1][roomSize - 1][0];
int west = map.data[i - 1][roomSize - 1][0];
int northWest = map.data[i - 1][roomSize - 1][0] + map.data[i - 1][roomSize - 2][0] + map.data[i][roomSize - 2][0];
int northEast = map.data[i + 1][roomSize - 1][0] + map.data[i + 1][roomSize - 2][0] + map.data[i][roomSize - 2][0];
// CORNERS
if (northWest == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
else if (northEast == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_WALL_NORTH;
}
else if (east == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_WALL_EAST;
}
else if (west == TILE_TYPE_EMPTY)
{
map.data[i][roomSize - 1][1] = TILE_TYPE_WALL_WEST;
}
}
}
}
// West except for north west corner
for (int i = roomSize; i > 0; i--)
{
if (map.data[0][i][0] == TILE_TYPE_WALL)
{
if (i == 0)
{
int north = map.data[0][i - 1][0];
int east = map.data[1][i][0];
int northEast = map.data[1][i][0] + map.data[1][i - 1][0] + map.data[0][i - 1][0];
// CORNERS
if (northEast == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_WALL_NORTH;
}
else if (east == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_WALL_EAST;
}
}
else
{
int north = map.data[0][i - 1][0];
int east = map.data[1][i][0];
int south = map.data[0][i + 1][0];
int northEast = map.data[1][i][0] + map.data[1][i - 1][0] + map.data[0][i - 1][0];
int southEast = map.data[1][i][0] + map.data[1][i + 1][0] + map.data[0][i + 1][0];
// CORNERS
if (northEast == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
else if (southEast == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
// WALLS
else if (north == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_WALL_NORTH;
}
else if (east == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_WALL_EAST;
}
else if (south == TILE_TYPE_EMPTY)
{
map.data[0][i][1] = TILE_TYPE_WALL_SOUTH;
}
}
}
}
map.empty = false;
return map;
}
/*
TODO
- Implement a way to randomise rooms in certain ways such as
- Treasure rooms
- Multiple doors in a room
- Boss rooms if the drunkard is trapped
*/
RoomGrid RoomCreator()
{
puts("room creator has been called");
Point startPOS;
startPOS.x = floor(roomSize / 2);
startPOS.y = floor(roomSize / 2);
bool treasureRoom = false;
int previousDir = -1;
RoomGrid roomGrid;
for (int i = 0; i < roomGridSize; i++)
{
for (int j = 0; j < roomGridSize; j++)
{
roomGrid.data[j][i].empty = true;
}
}
Point currentPOS;
currentPOS.x = floor(roomGridSize / 2);
currentPOS.y = floor(roomGridSize / 2);
bool doorAvailability[4] = {false};
for (int i = 0; i < floor(roomGridSize / 2); i++)
{
printf("room %d: ", i + 1);
printf("Drunkard is walking at %d ,%d\n", currentPOS.x, currentPOS.y);
roomGrid.data[currentPOS.x][currentPOS.y] = DrunkardsWalk(doorAvailability[North], doorAvailability[East], doorAvailability[South], doorAvailability[West], 2500, startPOS.x, startPOS.y, previousDir);
startPOS.x = roomGrid.data[currentPOS.x][currentPOS.y].exitPOS.x;
startPOS.y = roomGrid.data[currentPOS.x][currentPOS.y].exitPOS.y;
for (int j = 0; j < 4; j++)
{
doorAvailability[j] = false;
}
if (treasureRoom)
{
// Treasure room
}
switch (roomGrid.data[currentPOS.x][currentPOS.y].exitDir)
{
case North:
currentPOS.y++;
previousDir = North;
puts("Drunkard staggered North");
break;
case East:
currentPOS.x++;
previousDir = East;
puts("Drunkard staggered East");
break;
case South:
currentPOS.y--;
previousDir = South;
puts("Drunkard staggered South");
break;
case West:
currentPOS.x--;
previousDir = West;
puts("Drunkard staggered West");
break;
default:
break;
}
if (roomGrid.data[currentPOS.x][currentPOS.y + 1].empty == false)
{ // North
doorAvailability[North] = true;
}
if (roomGrid.data[currentPOS.x + 1][currentPOS.y].empty == false)
{ // East
doorAvailability[East] = true;
}
if (roomGrid.data[currentPOS.x][currentPOS.y - 1].empty == false)
{ // South
doorAvailability[South] = true;
}
if (roomGrid.data[currentPOS.x - 1][currentPOS.y].empty == false)
{ // West
doorAvailability[West] = true;
}
}
// ---------
// BOSS ROOM
// ---------
roomGrid.bossRoomPOS.x = currentPOS.x;
roomGrid.bossRoomPOS.y = currentPOS.y;
// Set the four corners to walls
roomGrid.data[currentPOS.x][currentPOS.y].data[0][0][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[0][roomSize - 1][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[roomSize - 1][0][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[roomSize - 1][roomSize - 1][0] = TILE_TYPE_WALL;
for (int i = 1; i < roomSize - 1; i++)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[i][0][1] = TILE_TYPE_WALL_SOUTH;
roomGrid.data[currentPOS.x][currentPOS.y].data[i][0][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[i][roomSize - 1][1] = TILE_TYPE_WALL_NORTH;
roomGrid.data[currentPOS.x][currentPOS.y].data[i][roomSize - 1][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[0][i][1] = TILE_TYPE_WALL_EAST;
roomGrid.data[currentPOS.x][currentPOS.y].data[0][i][0] = TILE_TYPE_WALL;
roomGrid.data[currentPOS.x][currentPOS.y].data[roomSize - 1][i][1] = TILE_TYPE_WALL_WEST;
roomGrid.data[currentPOS.x][currentPOS.y].data[roomSize - 1][i][0] = TILE_TYPE_WALL;
}
switch (previousDir)
{
case North:
startPOS.y = roomSize - 1;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][0] = TILE_TYPE_DOOR_SOUTH;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][1] = TILE_TYPE_DOOR;
if (startPOS.x == 0)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-1][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-1][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-2][1] = TILE_TYPE_CORNER_SOUTH_EAST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x - 1][startPOS.y][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
if (startPOS.x == roomSize-1)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-1][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-1][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y-2][1] = TILE_TYPE_CORNER_SOUTH_WEST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x + 1][startPOS.y][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
startPOS.y--;
break;
case East:
startPOS.x = 0;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][0] = TILE_TYPE_DOOR_WEST;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][1] = TILE_TYPE_DOOR;
if (startPOS.y == 0)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+1][startPOS.y][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+1][startPOS.y][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+2][startPOS.y][1] = TILE_TYPE_CORNER_SOUTH_WEST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y - 1][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
if (startPOS.y == roomSize-1)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+1][startPOS.y][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+1][startPOS.y][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x+2][startPOS.y][1] = TILE_TYPE_CORNER_NORTH_WEST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y + 1][1] = TILE_TYPE_CORNER_NORTH_EAST;
}
startPOS.x++;
break;
case South:
startPOS.y = 0;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][0] = TILE_TYPE_DOOR_NORTH;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][1] = TILE_TYPE_DOOR;
if (startPOS.x == 0)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+1][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+1][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+2][1] = TILE_TYPE_CORNER_NORTH_EAST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x - 1][startPOS.y][1] = TILE_TYPE_CORNER_SOUTH_EAST;
}
if (startPOS.y == roomSize-1)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+1][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+1][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y+2][1] = TILE_TYPE_CORNER_NORTH_WEST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x + 1][startPOS.y][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
startPOS.x--;
break;
case West:
startPOS.x = roomSize - 1;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][0] = TILE_TYPE_DOOR_EAST;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y][1] = TILE_TYPE_DOOR;
if (startPOS.y == 0)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-1][startPOS.y][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-1][startPOS.y][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-2][startPOS.y][1] = TILE_TYPE_CORNER_SOUTH_EAST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y - 1][1] = TILE_TYPE_CORNER_SOUTH_WEST;
}
if (startPOS.y == roomSize-1)
{
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-1][startPOS.y][0] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-1][startPOS.y][1] = TILE_TYPE_EMPTY;
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x-2][startPOS.y][1] = TILE_TYPE_CORNER_NORTH_EAST;
} else {
roomGrid.data[currentPOS.x][currentPOS.y].data[startPOS.x][startPOS.y + 1][1] = TILE_TYPE_CORNER_NORTH_WEST;
}
startPOS.y++;
break;
default:
break;
}
return roomGrid;
}