Files
nethack/dat/wizard3.lua
copperwater 78d46b3a76 Fix: missing filled flags in various levels
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
2020-09-28 07:44:42 +03:00

81 lines
2.8 KiB
Lua

-- NetHack 3.7 yendor.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.10 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1992 by M. Stephenson and Izchak Miller
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style="mazegrid", bg ="-" });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
----------------------------.
|..|............S..........|.
|..|..------------------S--|.
|..|..|.........|..........|.
|..S..|.}}}}}}}.|..........|.
|..|..|.}}---}}.|-S--------|.
|..|..|.}--.--}.|..|.......|.
|..|..|.}|...|}.|..|.......|.
|..---|.}--.--}.|..|.......|.
|.....|.}}---}}.|..|.......|.
|.....S.}}}}}}}.|..|.......|.
|.....|.........|..|.......|.
----------------------------.
]]);
des.levregion({ type="stair-up", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="stair-down", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="branch", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.teleport_region({ region={01,00,79,20}, region_islev=1, exclude={0,0,27,12} })
des.levregion({ region={25,11,25,11}, type="portal", name="fakewiz1" });
des.mazewalk(28,09,"east")
des.region({ region={07,03, 15,11}, lit=0 ,type="morgue", filled=2 })
des.region({ region={17,06, 18,11}, lit=0, type="beehive", filled=1 })
-- make the entry chamber a real room; it affects monster arrival
des.region({ region={20,06,26,11},lit=0,type="ordinary",arrival_room=true,
contents = function()
local w = "north";
if percent(50) then w = "west" end
des.door({ state="secret", wall=w })
end
});
des.door("closed",18,05)
des.ladder("up", 11,07)
-- Non diggable walls
-- Walls inside the moat stay diggable
des.non_diggable(selection.area(00,00,06,12))
des.non_diggable(selection.area(06,00,27,02))
des.non_diggable(selection.area(16,02,27,12))
des.non_diggable(selection.area(06,12,16,12))
--
des.non_passwall(selection.area(00,00,06,12))
des.non_passwall(selection.area(06,00,27,02))
des.non_passwall(selection.area(16,02,27,12))
des.non_passwall(selection.area(06,12,16,12))
--
des.monster("L", 10, 07)
des.monster("vampire lord", 12, 07)
-- Some surrounding horrors
des.monster("kraken", 08, 05)
des.monster("giant eel", 08, 08)
des.monster("kraken", 14, 05)
des.monster("giant eel", 14, 08)
-- Other monsters
des.monster("L")
des.monster("D")
des.monster("D", 26, 09)
des.monster("&")
des.monster("&")
des.monster("&")
-- And to make things a little harder.
des.trap("board",10,07)
des.trap("board",12,07)
des.trap("board",11,06)
des.trap("board",11,08)
-- Some loot
des.object(")")
des.object("!")
des.object("?")
des.object("?")
des.object("(")
-- treasures
des.object("\"", 11, 07)