Randomize secret door locations
... in the Wizard quest locate level and Rodney tower entrance
This commit is contained in:
@@ -115,25 +115,25 @@ FLAGS: hardfloor
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GEOMETRY:center,center
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GEOMETRY:center,center
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MAP
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MAP
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............. .......................................................
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............. .......................................................
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.............. .............}}}}}}}.}}}}}}}}}}}}}}}}}}}.}}}}}}}.......
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.............. .............}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.......
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.............. ..............}.................................}.......
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.............. ..............}.................................}.......
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.............. ..............}.---------S---------------------.}.......
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.............. ..............}.-------------------------------.}.......
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............... .........C....}.|.............................|.}.......
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............... .........C....}.|.............................|.}.......
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............... ..........C....}.|.---------------------------.|.}.......
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............... ..........C....}.|.---------------------------.|.}.......
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............... .........CCC.....|.|.........................|.|.........
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............... .........CCC...}.|.|.........................|.|.}.......
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................ ....C....CCC...}.|.|.---S-------------------.|.|.}.......
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................ ....C....CCC...}.|.|.-----------------------.|.|.}.......
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.......C..C..... .....C....CCC...}.|.|.|......+.......+......|.|.|.}.......
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.......C..C..... .....C....CCC...}.|.|.|......+.......+......|.|.|.}.......
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.............C..CC.....C....CCC...}.|.|.|......|-------|......|.|.|.}.......
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.............C..CC.....C....CCC...}.|.|.|......|-------|......|.|.|.}.......
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................ ....C....CCC...}.|.|.|......|.......S......|.|.|.}.......
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................ ....C....CCC...}.|.|.|......|.......|......|.|.|.}.......
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......C..C..... ....C....CCC...}.|.|.|......|-------|......|.|.|.}.......
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......C..C..... ....C....CCC...}.|.|.|......|-------|......|.|.|.}.......
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............C.. ...C....CCC...}.|.|.|......+.......+......|.|.|.}.......
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............C.. ...C....CCC...}.|.|.|......+.......+......|.|.|.}.......
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........C...... ....C....CCC...}.|.|.-----------------------.|.|.}.......
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........C...... ....C....CCC...}.|.|.-----------------------.|.|.}.......
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....C......C... ........CCC.....|.|.........................|.|.........
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....C......C... ........CCC...}.|.|.........................|.|.}.......
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......C..C.... .........C....}.|.--------------------S------.|.}.......
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......C..C.... .........C....}.|.---------------------------.|.}.......
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.............. .........C....}.|.............................|.}.......
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.............. .........C....}.|.............................|.}.......
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............. ..............}.-------------------------------.}.......
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............. ..............}.-------------------------------.}.......
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............. .............}.................................}.......
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............. .............}.................................}.......
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............. .............}}}}}}}.}}}}}}}}}}}}}}}}}}}.}}}}}}}.......
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............. .............}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.......
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............. .......................................................
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............. .......................................................
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ENDMAP
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ENDMAP
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@@ -143,18 +143,26 @@ REPLACE_TERRAIN:(34,1,68,19), '}', '.', 2%
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# Dungeon Description
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# Dungeon Description
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REGION:(00,00,75,20),lit,"ordinary"
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REGION:(00,00,75,20),lit,"ordinary"
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REGION:(37,04,65,16),unlit,"ordinary"
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REGION:(37,04,65,16),unlit,"ordinary",filled,irregular {
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REGION:(41,08,46,12),lit,"ordinary"
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ROOMDOOR:true,closed,north|south|west|east,random
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REGION:(56,08,61,12),lit,"ordinary"
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}
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REGION:(39,06,63,14),unlit,"ordinary",filled,irregular {
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ROOMDOOR:true,closed,north|south|west|east,random
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}
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REGION:(41,08,46,12),lit,"ordinary",filled,irregular {
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ROOMDOOR:true,closed,north|south|west,random
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}
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REGION:(56,08,61,12),lit,"ordinary",filled,irregular {
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ROOMDOOR:true,closed,north|south|east,random
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}
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REGION:(48,08,54,08),unlit,"ordinary"
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REGION:(48,08,54,08),unlit,"ordinary"
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REGION:(48,12,54,12),unlit,"ordinary"
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REGION:(48,12,54,12),unlit,"ordinary"
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REGION:(48,10,54,10),unlit,"ordinary"
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REGION:(48,10,54,10),unlit,"ordinary",filled,irregular {
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ROOMDOOR:true,closed,north|south|west|east,random
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}
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# Doors
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# Doors
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DOOR:locked,(45,03)
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DOOR:locked,(43,07)
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DOOR:locked,(58,15)
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DOOR:locked,(55,10)
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DOOR:locked,(55,08)
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DOOR:locked,(55,08)
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DOOR:locked,(55,12)
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DOOR:locked,(55,12)
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DOOR:locked,(47,08)
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DOOR:locked,(47,08)
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@@ -162,7 +162,7 @@ MAP
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|..---|.}--.--}.|..|.......|.
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|..---|.}--.--}.|..|.......|.
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|.....|.}}---}}.|..|.......|.
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|.....|.}}---}}.|..|.......|.
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|.....S.}}}}}}}.|..|.......|.
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|.....S.}}}}}}}.|..|.......|.
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|.....|.........|..S.......|.
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|.....|.........|..|.......|.
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----------------------------.
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----------------------------.
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ENDMAP
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ENDMAP
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STAIR:levregion(01,00,79,20),(0,0,28,12),up
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STAIR:levregion(01,00,79,20),(0,0,28,12),up
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@@ -175,9 +175,10 @@ REGION:(07,03,15,11),unlit,"morgue",unfilled
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REGION:(17,06,18,11),unlit,"beehive"
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REGION:(17,06,18,11),unlit,"beehive"
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# make the entry chamber a real room; it affects monster arrival;
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# make the entry chamber a real room; it affects monster arrival;
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# `unfilled' is a kludge to force an ordinary room to remain a room
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# `unfilled' is a kludge to force an ordinary room to remain a room
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REGION:(20,06,26,11),unlit,"ordinary",unfilled
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REGION:(20,06,26,11),unlit,"ordinary",unfilled {
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ROOMDOOR:true, closed, north|west, random
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}
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DOOR:closed,(18,05)
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DOOR:closed,(18,05)
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DOOR:closed,(19,11)
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LADDER:(11,07),up
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LADDER:(11,07),up
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# Non diggable walls
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# Non diggable walls
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# Walls inside the moat stay diggable
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# Walls inside the moat stay diggable
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