/// <summary> /// Divides the algorithms for deciding how to light up an area from the scroll's effect /// </summary> private void LightSpaces() { Point startingPoint = DungeonGameEngine.Hero.Location; if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.Y] == FloorTile.Surfaces.DarkRoom) { FloorGenerator.LightRoom(startingPoint); } else if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.Y] == FloorTile.Surfaces.Tunnel) { LightTunnel(); } else if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.Y] == FloorTile.Surfaces.OpenDoor) { LightTunnel(); // Check all four sides of door to find the room tile if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.Y + 1] == FloorTile.Surfaces.DarkRoom) { startingPoint.Y++; } else if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.Y - 1] == FloorTile.Surfaces.DarkRoom) { startingPoint.Y--; } else if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.X + 1] == FloorTile.Surfaces.DarkRoom) { startingPoint.X++; } else if (FloorGenerator.FloorPlan [startingPoint.X, startingPoint.X - 1] == FloorTile.Surfaces.DarkRoom) { startingPoint.X--; } FloorGenerator.LightRoom(startingPoint); } }