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nethack/dat/knox.des
PatR dec0829ab5 workaround #H4298/bz 406 - vision glitch
The entry chamber for the Fort Ludios level would be completely lit
except for one corner wall if you arrived carrying a lit candle.  The
unlit spot turns out to be correct, it is beyond candle radius, but
spots further away than that were showing up lit.  That's due to them
bordering a lit region on the opposite side and lit regions seem to
be bigger than their specified dimensions.

I tried to make the lit walls be unlit but it wasn't working.  (Making
the lit region be smaller would probably work but might have unintended
consequences when populating the zoo room.  I didn't try that.)  This
makes the unlit corner show up if light hits the spot next to it, so
that it behaves like the other lit walls surrounding that entry area.

I haven't marked the bug report closed because I don't think this is
the proper way to fix this.
2019-01-11 19:08:02 -08:00

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# NetHack 3.6 knox.des $NHDT-Date: 1547262478 2019/01/12 03:07:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.12 $
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1992 by Izchak Miller
# NetHack may be freely redistributed. See license for details.
#
MAZE:"knox",' '
FLAGS: noteleport
GEOMETRY:center,center
# Fort's entry is via a secret door rather than a drawbridge;
# the moat must be manually circumvented.
MAP
----------------------------------------------------------------------------
| |........|...............................................................|
| |........|.................................................------------..|
| --S----S--.................................................|..........|..|
| # |........}}}}}}}....................}}}}}}}..........|..........|..|
| # |........}-----}....................}-----}..........--+--+--...|..|
| # ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
| # |..........}---S------------------------S---}.................|...|..|
| # |..........}}}|...............|..........|}}}.................+...|..|
| --S----..........}|...............S..........|}...................|...|..|
| |.....|..........}|...............|......\...S}...................|...|..|
| |.....+........}}}|...............|..........|}}}.................+...|..|
| |.....|........}---S------------------------S---}.................|...|..|
| |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
| |..-S----......}-----}....................}-----}..........--+--+--...|..|
| |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
| |..|....|..................................................|..........|..|
| -----------................................................------------..|
| |..............................................................|
----------------------------------------------------------------------------
ENDMAP
# Non diggable walls
NON_DIGGABLE:(00,00,75,19)
# Portal arrival point
BRANCH:(08,16,08,16),(0,0,0,0)
# accessible via ^V in wizard mode; arrive near the portal
TELEPORT_REGION:(06,15,09,16),(0,0,0,0),up
TELEPORT_REGION:(06,15,09,16),(0,0,0,0),down
# Throne room, with Croesus on the throne
REGION:(37,08,46,11),lit,"throne"
# 50% chance each to move throne and/or fort's entry secret door up one row
IF [50%] {
MONSTER:('@',"Croesus"),(43,10),hostile
} ELSE {
MONSTER:('@',"Croesus"),(43,09),hostile
TERRAIN:(43,09), '\'
TERRAIN:(43,10), '.'
}
IF [50%] {
TERRAIN:(47,09), 'S'
TERRAIN:(47,10), '|'
}
# The Vault
# Using unfilled morgue for
# identification in mkmaze.c
REGION:(21,08,35,11),lit,"morgue",unfilled
# Vault entrance also varies
IF [50%] {
TERRAIN:(36,09), '|'
TERRAIN:(36,10), 'S'
}
# Corner towers
REGION:(19,06,21,06),lit,"ordinary"
REGION:(46,06,48,06),lit,"ordinary"
REGION:(19,13,21,13),lit,"ordinary"
REGION:(46,13,48,13),lit,"ordinary"
# A welcoming committee
REGION:(03,10,07,13),lit,"zoo",filled,irregular
# arrival chamber; needs to be a real room to control migrating monsters,
# and `unfilled' is a kludge to force an ordinary room to remain a room
REGION:(06,15,09,16),unlit,"ordinary",unfilled
# Run away! Or at least look away!
#
# Due to a quirk in how lit regions work, entering the arrival chamber
# with a lit candle reveals the left and left-top walls even though
# they're beyond the range of a candle's light, but the closer upper-right
# corner shows as blank (legitmately since that spot two steps away
# diagonally is beyond candle radius). Explicity lighting the problematic
# spot hides that quirk. Without a light source, it doesn't become mapped
# until you move next to it; with one, it becomes mapped when the spot
# adjacent to it becomes lit, matching the observable behavior of the rest
# of the entry chamber.
REGION:(10,14,10,14),lit,"ordinary"
# Unfortunately, a single lit spot actually lights a 3x3 area around that
# spot, resulting in the wall corner showing even without a candle and
# making some unexpected lit spots on that other side of the wall.
# Making an explicitly unlit box around the lit spot hides _that_ quirk.
REGION:(09,13,09,15),unlit,"ordinary"
REGION:(09,13,11,13),unlit,"ordinary"
REGION:(11,13,11,15),unlit,"ordinary"
# (We don't need to close the box across the bottom.)
#REGION:(09,15,11,15),unlit,"ordinary"
# [Note: expanding unlit arrival region to (05,14,09,16) did not solve this
# issue in other direction, to make the walls unlit and obey candle radius.]
# We now take you back to your regularly scheduled level description....
# Barracks
REGION:(62,03,71,04),lit,"barracks",filled,irregular
# Doors
DOOR:closed,(06,14)
DOOR:closed,(09,03)
DOOR:open,(63,05)
DOOR:open,(66,05)
DOOR:open,(68,08)
DOOR:locked,(08,11)
DOOR:open,(68,11)
DOOR:closed,(63,14)
DOOR:closed,(66,14)
DOOR:closed,(04,03)
DOOR:closed,(04,09)
# Soldiers guarding the fort
MONSTER:('@',"soldier"),(12,14)
MONSTER:('@',"soldier"),(12,13)
MONSTER:('@',"soldier"),(11,10)
MONSTER:('@',"soldier"),(13,02)
MONSTER:('@',"soldier"),(14,03)
MONSTER:('@',"soldier"),(20,02)
MONSTER:('@',"soldier"),(30,02)
MONSTER:('@',"soldier"),(40,02)
MONSTER:('@',"soldier"),(30,16)
MONSTER:('@',"soldier"),(32,16)
MONSTER:('@',"soldier"),(40,16)
MONSTER:('@',"soldier"),(54,16)
MONSTER:('@',"soldier"),(54,14)
MONSTER:('@',"soldier"),(54,13)
MONSTER:('@',"soldier"),(57,10)
MONSTER:('@',"soldier"),(57,09)
MONSTER:('@',"lieutenant"),(15,08)
# Possible source of a boulder
MONSTER:('H',"stone giant"),(03,01)
# Four dragons guarding each side
MONSTER:'D',(18,09)
MONSTER:'D',(49,10)
MONSTER:'D',(33,05)
MONSTER:'D',(33,14)
# Eels in the moat
MONSTER:(';',"giant eel"),(17,08)
MONSTER:(';',"giant eel"),(17,11)
MONSTER:(';',"giant eel"),(48,08)
MONSTER:(';',"giant eel"),(48,11)
# The corner rooms treasures
OBJECT:('*',"diamond"),(19,06)
OBJECT:('*',"diamond"),(20,06)
OBJECT:('*',"diamond"),(21,06)
OBJECT:('*',"emerald"),(19,13)
OBJECT:('*',"emerald"),(20,13)
OBJECT:('*',"emerald"),(21,13)
OBJECT:('*',"ruby"),(46,06)
OBJECT:('*',"ruby"),(47,06)
OBJECT:('*',"ruby"),(48,06)
OBJECT:('*',"amethyst"),(46,13)
OBJECT:('*',"amethyst"),(47,13)
OBJECT:('*',"amethyst"),(48,13)