diff --git a/dat/Healer.des b/dat/Healer.des index dcbb01b2a..e5e006d6b 100644 --- a/dat/Healer.des +++ b/dat/Healer.des @@ -35,6 +35,9 @@ PP...............PPPPP................................PPPP...PPPP........PPP PPP.............PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP....PPPPPP PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP ENDMAP + +REPLACE_TERRAIN:(01,01,74,18), 'P', '.', 10% + # Dungeon Description REGION:(00,00,75,19),lit,"ordinary" # Stairs diff --git a/dat/bigroom.des b/dat/bigroom.des index 83a852e96..381e95e85 100644 --- a/dat/bigroom.des +++ b/dat/bigroom.des @@ -30,6 +30,32 @@ MAP |.........................................................................| --------------------------------------------------------------------------- ENDMAP + +$terrains = TERRAIN:{'-', 'F', 'L', 'T', 'C'} +SHUFFLE:$terrains + +[50%]: SWITCH [ 4 ] { + CASE 0: + TERRAIN:line (10,8),(65, 8), $terrains[0] + BREAK + CASE 1: + TERRAIN:line (15,4),(15, 13), $terrains[0] + TERRAIN:line (59,4),(59, 13), $terrains[0] + BREAK + CASE 2: + TERRAIN:line (10,8),(38, 8), $terrains[0] + TERRAIN:line (37,8),(65, 8), $terrains[0] + TERRAIN:line (37,3),(37, 8), $terrains[0] + TERRAIN:line (37,8),(37,14), $terrains[0] + BREAK + CASE 3: + TERRAIN:rect (4,4,70,13), $terrains[0] + TERRAIN:line (25, 4),(50, 4), '.' + TERRAIN:line (25,13),(50,13), '.' + BREAK + DEFAULT: +} + # Dungeon Description REGION:(01,01,73,16),lit,"ordinary" # Stairs @@ -561,6 +587,12 @@ MAP ---------------------------------------------- ENDMAP +IF [40%] { + $terrain = TERRAIN:{ 'L', '}', 'T', '.', '-', 'C' } + SHUFFLE:$terrain + REPLACE_TERRAIN:(0,0,74,17),'F', $terrain[0], 100% +} + REGION:(01,01,73,16),lit,"ordinary" STAIR:random,up @@ -654,6 +686,15 @@ MAP ....................................................................... ENDMAP +IF [33%] { + # occasionally it's not a fog maze + $terrain = TERRAIN:{ 'L', '}', 'T', '-', 'F' } + SHUFFLE:$terrain + # break it up a bit + REPLACE_TERRAIN:(0,0,70,18),'C', '.', 5% + REPLACE_TERRAIN:(0,0,70,18),'C', $terrain[0], 100% +} + REGION:(00,00,70,18),lit,"ordinary" # when falling down on this level, never end up in the fog maze diff --git a/dat/endgame.des b/dat/endgame.des index 4f2cbd9de..8cf84ed75 100644 --- a/dat/endgame.des +++ b/dat/endgame.des @@ -45,6 +45,9 @@ MAP .. ENDMAP + +REPLACE_TERRAIN:(0,0,75,19), ' ', ('.', unlit), 5% + # Since there are no stairs, this forces the hero's initial placement TELEPORT_REGION:(69,16,69,16),(0,0,0,0) PORTAL:(0,0,75,19),(65,13,75,19),"air" @@ -503,6 +506,19 @@ MAP |...............| ----------------- ENDMAP + +IF [75%] { + TERRAIN:fillrect (17,14, 30,18),'.' + TERRAIN:fillrect (44,14, 57,18),'.' + WALLIFY + + $hall = selection:floodfill(37,18) + LOOP [6 + 3d4] { + MONSTER:('A',"Angel"),rndcoord($hall),noalign,hostile + [50%]: MONSTER:random,rndcoord($hall),hostile + } +} + # Rider locations $place = { (23,9),(37,14),(51,9) } SHUFFLE: $place diff --git a/src/invent.c b/src/invent.c index 1a2a3b2dd..a23c92166 100644 --- a/src/invent.c +++ b/src/invent.c @@ -1913,8 +1913,8 @@ long* out_cnt; /* wiz_identify stuffed the wiz_identify cmd character into iflags.override_ID */ Sprintf(prompt, "Debug Identify (%s to permanently identify)", - visctrl(iflags.override_ID)); - add_menu(win, NO_GLYPH, &any,' ', iflags.override_ID, ATR_NONE, + visctrl(iflags.override_ID)); + add_menu(win, NO_GLYPH, &any,'_', iflags.override_ID, ATR_NONE, prompt, MENU_UNSELECTED); } nextclass: