This is an omission in the filled/prefilled unification. The default for filled on regions now being 0 meant that regions that had previously had no need for any fill declaration at all (regions' prefilled defaulted to 0 before this, the effect being to fill them) now failed to get filled. The rule of thumb is that all des.regions with a type for which filled is meaningful (e.g. special rooms) should declare the fill status. I added it to a bunch of temples even though this doesn't really seem to affect anything there (the priest and altar come with the altar definition). I assigned temples filled=1 and filled=2 loosely based on if there is ever being some other generation that would put other furniture or items in a temple, but the distinction should not affect anything right now. Cases fixed where non-temple regions weren't getting filled: - Barracks, a graveyard, and shops in Tou-goal - The beehive in the Wizard's Tower
102 lines
3.8 KiB
Lua
102 lines
3.8 KiB
Lua
-- NetHack 3.7 Priest.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- Copyright (c) 1991-2 by M. Stephenson
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-- NetHack may be freely redistributed. See license for details.
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--
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--
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-- The "start" level for the quest.
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--
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-- Here you meet your (besieged) class leader, High Priest
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-- and receive your quest assignment.
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--
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "noteleport", "hardfloor")
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des.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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....................|..|..........|..|.................|....................
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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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....................|................|.....|.....|.....|....................
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....................------------------------------------....................
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............................................................................
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............................................................................
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............................................................................
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]]);
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-- Dungeon Description
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des.region(selection.area(00,00,75,19), "lit")
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des.region({ region={24,06, 33,13}, lit=1, type="temple", filled=2 })
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des.replace_terrain({ region={00,00, 10,19}, fromterrain=".", toterrain="T", chance=10 })
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des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=10 })
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des.terrain({05,04}, ".")
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local spacelocs = selection.floodfill(05,04);
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-- Portal arrival point
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des.levregion({ region = {05,04,05,04}, type="branch" })
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-- Stairs
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des.stair("down", 52,09)
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-- Doors
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des.door("locked",18,09)
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des.door("locked",18,10)
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des.door("closed",34,09)
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des.door("closed",34,10)
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des.door("closed",40,05)
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des.door("closed",46,05)
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des.door("closed",52,05)
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des.door("locked",38,07)
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des.door("closed",42,07)
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des.door("closed",46,07)
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des.door("closed",52,07)
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des.door("locked",38,12)
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des.door("closed",44,12)
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des.door("closed",48,12)
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des.door("closed",52,12)
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des.door("closed",40,14)
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des.door("closed",46,14)
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des.door("closed",52,14)
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-- Unattended Altar - unaligned due to conflict - player must align it.
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des.altar({ x=28, y=09, align="noalign", type="altar" })
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-- High Priest
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des.monster("Arch Priest", 28, 10)
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-- The treasure of High Priest
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des.object("chest", 27, 10)
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-- knight guards for the audience chamber
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des.monster("acolyte", 32, 07)
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des.monster("acolyte", 32, 08)
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des.monster("acolyte", 32, 11)
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des.monster("acolyte", 32, 12)
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des.monster("acolyte", 33, 07)
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des.monster("acolyte", 33, 08)
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des.monster("acolyte", 33, 11)
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des.monster("acolyte", 33, 12)
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-- Non diggable walls
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des.non_diggable(selection.area(18,03,55,16))
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-- Random traps
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for i = 1, 2 do
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local x,y = spacelocs:rndcoord(1);
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des.trap("dart",x,y)
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end
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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-- Monsters on siege duty.
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for i = 1, 12 do
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local x,y = spacelocs:rndcoord(1);
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des.monster("human zombie", x, y);
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end
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