Add FOUNTAIN directives to the maps that just had '{' symbols.
Without them, the special level loader sets up those maps in a way
that prevents nethack from keeping the fountain counter accurately,
resulting in lack of fountain noises when they haven't been touched
yet and persistent noises after at least one of them has been dried
up. (It would be better to fix lev_comp's map handling code to do
this automatically.)
242 lines
7.7 KiB
Plaintext
242 lines
7.7 KiB
Plaintext
# SCCS Id: @(#)castle.des 3.4 2002/05/02
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# Copyright (c) 1989 by Jean-Christophe Collet
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# NetHack may be freely redistributed. See license for details.
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#
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# This is the stronghold level :
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# there are several ways to enter it :
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# - opening the drawbridge (wand of opening, knock spell, playing
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# the appropriate tune)
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#
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# - enter via the back entry (this suppose a ring of levitation, boots
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# of water walking, etc.)
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#
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# Note : If you don't play the right tune, you get indications like in the
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# MasterMind game...
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#
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# To motivate the player : there are 4 storerooms (armors, weapons, food and
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# gems) and a wand of wishing in one of the 4 towers...
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MAZE:"castle",random
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FLAGS: noteleport
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GEOMETRY:center,center
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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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}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
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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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}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
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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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# Random registers initialisation
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RANDOM_OBJECTS:'[',')','*','%'
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RANDOM_PLACES:(04,02),(58,02),(04,14),(58,14)
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RANDOM_MONSTERS:'L','N','E','H','M','O','R','T','X','Z'
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TELEPORT_REGION:levregion(01,00,10,20),(1,1,61,15),down
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TELEPORT_REGION:levregion(69,00,79,20),(1,1,61,15),up
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STAIR:levregion(01,00,10,20),(0,0,62,16),up
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FOUNTAIN:(10,08)
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# Doors
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DOOR:closed,(07,03)
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DOOR:closed,(55,03)
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DOOR:locked,(32,04)
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DOOR:locked,(26,05)
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DOOR:locked,(46,05)
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DOOR:locked,(48,05)
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DOOR:locked,(47,07)
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DOOR:closed,(15,08)
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DOOR:closed,(26,08)
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DOOR:locked,(38,08)
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DOOR:locked,(56,08)
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DOOR:locked,(47,09)
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DOOR:locked,(26,11)
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DOOR:locked,(46,11)
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DOOR:locked,(48,11)
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DOOR:locked,(32,12)
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DOOR:closed,(07,13)
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DOOR:closed,(55,13)
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# The drawbridge
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DRAWBRIDGE:(05,08),east,closed
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# Storeroom number 1
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OBJECT:object[0],random,(39,05)
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OBJECT:object[0],random,(40,05)
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OBJECT:object[0],random,(41,05)
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OBJECT:object[0],random,(42,05)
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OBJECT:object[0],random,(43,05)
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OBJECT:object[0],random,(44,05)
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OBJECT:object[0],random,(45,05)
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OBJECT:object[0],random,(39,06)
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OBJECT:object[0],random,(40,06)
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OBJECT:object[0],random,(41,06)
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OBJECT:object[0],random,(42,06)
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OBJECT:object[0],random,(43,06)
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OBJECT:object[0],random,(44,06)
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OBJECT:object[0],random,(45,06)
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# Storeroom number 2
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OBJECT:object[1],random,(49,05)
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OBJECT:object[1],random,(50,05)
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OBJECT:object[1],random,(51,05)
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OBJECT:object[1],random,(52,05)
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OBJECT:object[1],random,(53,05)
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OBJECT:object[1],random,(54,05)
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OBJECT:object[1],random,(55,05)
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OBJECT:object[1],random,(49,06)
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OBJECT:object[1],random,(50,06)
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OBJECT:object[1],random,(51,06)
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OBJECT:object[1],random,(52,06)
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OBJECT:object[1],random,(53,06)
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OBJECT:object[1],random,(54,06)
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OBJECT:object[1],random,(55,06)
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# Storeroom number 3
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OBJECT:object[2],random,(39,10)
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OBJECT:object[2],random,(40,10)
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OBJECT:object[2],random,(41,10)
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OBJECT:object[2],random,(42,10)
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OBJECT:object[2],random,(43,10)
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OBJECT:object[2],random,(44,10)
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OBJECT:object[2],random,(45,10)
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OBJECT:object[2],random,(39,11)
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OBJECT:object[2],random,(40,11)
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OBJECT:object[2],random,(41,11)
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OBJECT:object[2],random,(42,11)
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OBJECT:object[2],random,(43,11)
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OBJECT:object[2],random,(44,11)
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OBJECT:object[2],random,(45,11)
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# Storeroom number 4
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OBJECT:object[3],random,(49,10)
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OBJECT:object[3],random,(50,10)
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OBJECT:object[3],random,(51,10)
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OBJECT:object[3],random,(52,10)
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OBJECT:object[3],random,(53,10)
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OBJECT:object[3],random,(54,10)
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OBJECT:object[3],random,(55,10)
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OBJECT:object[3],random,(49,11)
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OBJECT:object[3],random,(50,11)
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OBJECT:object[3],random,(51,11)
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OBJECT:object[3],random,(52,11)
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OBJECT:object[3],random,(53,11)
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OBJECT:object[3],random,(54,11)
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OBJECT:object[3],random,(55,11)
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# THE WAND OF WISHING in 1 of the 4 towers
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CONTAINER:'(',"chest",place[0]
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OBJECT:'/',"wishing",contained
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# Prevent monsters from eating it. (@'s never eat objects)
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ENGRAVING:place[0],burn,"Elbereth"
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# The treasure of the lord
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OBJECT:'(',"chest",(37,08)
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# Traps
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TRAP:"trap door",(40,08)
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TRAP:"trap door",(44,08)
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TRAP:"trap door",(48,08)
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TRAP:"trap door",(52,08)
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TRAP:"trap door",(55,08)
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# Soldiers guarding the entry hall
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MONSTER:'@',"soldier",(08,06)
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MONSTER:'@',"soldier",(09,05)
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MONSTER:'@',"soldier",(11,05)
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MONSTER:'@',"soldier",(12,06)
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MONSTER:'@',"soldier",(08,10)
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MONSTER:'@',"soldier",(09,11)
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MONSTER:'@',"soldier",(11,11)
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MONSTER:'@',"soldier",(12,10)
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MONSTER:'@',"lieutenant",(09,08)
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# Soldiers guarding the towers
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MONSTER:'@',"soldier",(03,02)
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MONSTER:'@',"soldier",(05,02)
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MONSTER:'@',"soldier",(57,02)
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MONSTER:'@',"soldier",(59,02)
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MONSTER:'@',"soldier",(03,14)
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MONSTER:'@',"soldier",(05,14)
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MONSTER:'@',"soldier",(57,14)
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MONSTER:'@',"soldier",(59,14)
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# The four dragons that are guarding the storerooms
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MONSTER:'D',random,(47,05)
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MONSTER:'D',random,(47,06)
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MONSTER:'D',random,(47,10)
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MONSTER:'D',random,(47,11)
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# Sea monsters in the moat
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MONSTER:';',"giant eel",(05,07)
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MONSTER:';',"giant eel",(05,09)
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MONSTER:';',"giant eel",(57,07)
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MONSTER:';',"giant eel",(57,09)
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MONSTER:';',"shark",(05,00)
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MONSTER:';',"shark",(05,16)
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MONSTER:';',"shark",(57,00)
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MONSTER:';',"shark",(57,16)
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# The throne room and the court monsters
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MONSTER:monster[0],random,(27,05)
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MONSTER:monster[1],random,(30,05)
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MONSTER:monster[2],random,(33,05)
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MONSTER:monster[3],random,(36,05)
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MONSTER:monster[4],random,(28,06)
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MONSTER:monster[5],random,(31,06)
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MONSTER:monster[6],random,(34,06)
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MONSTER:monster[7],random,(37,06)
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MONSTER:monster[8],random,(27,07)
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MONSTER:monster[9],random,(30,07)
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MONSTER:monster[0],random,(33,07)
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MONSTER:monster[1],random,(36,07)
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MONSTER:monster[2],random,(28,08)
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MONSTER:monster[3],random,(31,08)
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MONSTER:monster[4],random,(34,08)
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MONSTER:monster[5],random,(27,09)
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MONSTER:monster[6],random,(30,09)
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MONSTER:monster[7],random,(33,09)
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MONSTER:monster[8],random,(36,09)
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MONSTER:monster[9],random,(28,10)
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MONSTER:monster[0],random,(31,10)
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MONSTER:monster[1],random,(34,10)
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MONSTER:monster[2],random,(37,10)
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MONSTER:monster[3],random,(27,11)
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MONSTER:monster[4],random,(30,11)
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MONSTER:monster[5],random,(33,11)
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MONSTER:monster[6],random,(36,11)
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# MazeWalks
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MAZEWALK:(00,10),west
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MAZEWALK:(62,06),east
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# Non diggable walls
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NON_DIGGABLE:(00,00,62,16)
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# Subrooms:
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# Entire castle area
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REGION:(00,00,62,16),unlit,"ordinary"
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# Courtyards
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REGION:(00,05,05,11),lit,"ordinary"
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REGION:(57,05,62,11),lit,"ordinary"
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# Throne room
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REGION:(27,05,37,11),lit,"throne",unfilled
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# Antechamber
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REGION:(07,05,14,11),lit,"ordinary"
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# Storerooms
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REGION:(39,05,45,06),lit,"ordinary"
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REGION:(39,10,45,11),lit,"ordinary"
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REGION:(49,05,55,06),lit,"ordinary"
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REGION:(49,10,55,11),lit,"ordinary"
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# Corners
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REGION:(02,02,06,03),lit,"ordinary"
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REGION:(56,02,60,03),lit,"ordinary"
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REGION:(02,13,06,14),lit,"ordinary"
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REGION:(56,13,60,14),lit,"ordinary"
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# Barracks
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REGION:(16,05,25,06),lit,"barracks"
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REGION:(16,10,25,11),lit,"barracks"
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# Hallways
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REGION:(08,03,54,03),unlit,"ordinary"
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REGION:(08,13,54,13),unlit,"ordinary"
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REGION:(16,08,25,08),unlit,"ordinary"
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REGION:(39,08,55,08),unlit,"ordinary"
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# Storeroom alcoves
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REGION:(47,05,47,06),unlit,"ordinary"
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REGION:(47,10,47,11),unlit,"ordinary"
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