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// \\
// A D-R-A-G-O-N'S L-A-I-R P-R-O-G-R-A-M \\
// \\
// Dungeon Crawl MapGenerator ver1.0 \\
// \\
// Written by: Howard N Smith \\
// Started: Friday, July 27 2001 \\
// (C) 2001 Howard N Smith - DragonPhinn of the Apocalyptic Knights \\
// \\
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// \\
// Description: \\
// This is a prototype for the NextGen MapGen for Serpent SDK. \\
// Dungeon Crawl will be the father, if you will, of Black Lance. \\
// I decided to build a weak version first for a number of reasons. \\
// For one thing I was copying and pasting the Serpent SDK coding which \\
// was becoming confusing for me, much less people reading the code. \\
// Ver1.0 and 3.0 still had the basic code, just barely tweaked. \\
// I decided to revamp the engine and rewrite everything from \\
// scratch with full commenting. \\
// \\
// Much to my suprise, however, I began writing a BETTER engine than \\
// the Serpent SDK. For example when I first wrote Serpent SDK \\
// there was a limit to the number of tiles, but now thanks to a \\
// submission from Neil, I can parse more efficiently, making an \\
// innumerable amount of tiles capable of being used. Also, instead of \\
// using individual TImages for image storing, I am just using one \\
// large Tileset. I downloaded these from www.eagleeyerpg.com. \\
// However, creation of them will be simple with a program that I \\
// plan to write. Also, instead of the slow iteration of every tile \\
// that was passable and collidable, I now have a Collision map \\
// which will just quickly check a corresponding array for a 1 or a 0 \\
// It's a little more effort on the editors part, but also a lot more \\
// flexibility. For example, secret walls would have been awkward \\
// with the old detection engine. Events, MY MAIN PROBLEM, might also \\
// be simplified thanks to Neil. His StringToStringList function is \\
// very very useful. Ok enough rambling on this topic, I think you \\
// get the idea. \\
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