des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "noflip"); des.map([[ ....................................................................... ....................................................................... ....................................................................... ....................................................................... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC... ...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C... ....................................................................... ....................................................................... ....................................................................... ....................................................................... ]]); if percent(40) then -- occasionally it's not a fog maze local terrain = { "L", "}", "T", "-", "F" }; local tidx = math.random(1, #terrain); -- break it up a bit des.replace_terrain({ region={0, 0, 70, 18}, fromterrain="C", toterrain=".", chance=5 }); des.replace_terrain({ region={0, 0, 70, 18}, fromterrain="C", toterrain=terrain[tidx] }); end; des.region(selection.area(00,00,70,18), "lit"); -- when falling down on this level, never end up in the fog maze des.teleport_region({ region = {00,00,70,18}, exclude = {02,03,68,15}, dir = "down" }); for i = 1,15 do des.object(); end for i = 1,6 do des.trap(); end for i = 1,28 do des.monster(); end des.mazewalk({ x=4, y=2, dir="south", stocked=0 }); -- Stairs up, not in the fog maze des.levregion({ region = {00,00,70,18}, exclude = {02,03,68,15}, type="stair-up"}); des.stair("down");