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