private void SetMerchantRooms()
        {
            int count = 0;

            int[] iter = new int[] { 0, 1, 2, 3 };

            while (count < MERCHANT_ROOM_COUNT)
            {
                int row = GlobalSettings.RND.Next(levelSet.GetLength(0));
                int col = GlobalSettings.RND.Next(levelSet.GetLength(1));

                if (!IsStartUpRoom(row, col))
                {
                    GenerateRoom RoomGen = new GenerateRoom();
                    RoomGen.InitRoom();
                    RoomGen.SetAsMerchantRoom();

                    levelSet[row, col] = RoomGen.room;

                    foreach (int Dir in iter)
                    {
                        if (HasNextRoom(new int[] { col, row }, Dir))
                        {
                            AddHiddenDoors(new int[] { col, row }, Dir);
                        }
                    }

                    count++;
                }
            }
        }
        private void PopulateRooms()
        {
            int    L1Dist;
            double RowProgression = 0, ColProgression = 0;


            for (int i = 0; i < levelSet.GetLength(0); i++)
            {
                for (int j = 0; j < levelSet.GetLength(1); j++)
                {
                    L1Dist         = L1DistanceFromStart(i, j);
                    ColProgression = j / levelColCount;
                    RowProgression = i / levelRowCount;

                    if (levelSet[i, j] != null)
                    {
                        GenerateRoom RoomGen = new GenerateRoom();
                        RoomGen.InitRoom();
                        RoomGen.SetPara(L1Dist, RowProgression, ColProgression);

                        if (!IsStartUpRoom(i, j))
                        {
                            RoomGen.PopulateEnemy();
                            RoomGen.PopulateBlock();
                        }
                        RoomGen.PopulateItem();

                        levelSet[i, j] = RoomGen.room;
                    }
                }
            }
        }