change CHDIR definition conditions
[NetHack.git] / dat / Pri-loca.lua
blob6c89097217c54eec416364495d5c68385f46e309
1 -- NetHack Priest Pri-loca.lua $NHDT-Date: 1652196009 2022/05/10 15:20:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
2 -- Copyright (c) 1989 by Jean-Christophe Collet
3 -- Copyright (c) 1991-2 by M. Stephenson
4 -- NetHack may be freely redistributed. See license for details.
5 --
6 des.level_init({ style = "solidfill", fg = " " });
8 des.level_flags("mazelevel", "hardfloor", "noflip")
9 -- This is a kludge to init the level as a lit field.
10 des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false })
12 des.map([[
13 ........................................
14 ........................................
15 ..........----------+----------.........
16 ..........|........|.|........|.........
17 ..........|........|.|........|.........
18 ..........|----.----.----.----|.........
19 ..........+...................+.........
20 ..........+...................+.........
21 ..........|----.----.----.----|.........
22 ..........|........|.|........|.........
23 ..........|........|.|........|.........
24 ..........----------+----------.........
25 ........................................
26 ........................................
27 ]]);
28 -- Dungeon Description
29 des.region({ region={00,00, 09,13}, lit=0, type="morgue", filled=1 })
30 des.region({ region={09,00, 30,01}, lit=0, type="morgue", filled=1 })
31 des.region({ region={09,12, 30,13}, lit=0, type="morgue", filled=1 })
32 des.region({ region={31,00, 39,13}, lit=0, type="morgue", filled=1 })
33 des.region({ region={11,03, 29,10}, lit=1, type="temple", filled=1, irregular=1 })
34 -- The altar inside the temple
35 des.altar({ x=20,y=07, align="noalign", type="shrine" })
36 des.monster({ id = "aligned cleric", x=20, y=07, align="noalign", peaceful = 0 })
37 -- Doors
38 des.door("locked",10,06)
39 des.door("locked",10,07)
40 des.door("locked",20,02)
41 des.door("locked",20,11)
42 des.door("locked",30,06)
43 des.door("locked",30,07)
44 -- Stairs
45 -- Note: The up stairs are *intentionally* off of the map.
46 des.stair("up", 43,05)
47 des.stair("down", 20,06)
48 -- Non diggable walls
49 des.non_diggable(selection.area(10,02,30,13))
50 -- Objects (inside the antechambers).
51 des.object({ coord = { 14, 03 } })
52 des.object({ coord = { 15, 03 } })
53 des.object({ coord = { 16, 03 } })
54 des.object({ coord = { 14, 10 } })
55 des.object({ coord = { 15, 10 } })
56 des.object({ coord = { 16, 10 } })
57 des.object({ coord = { 17, 10 } })
58 des.object({ coord = { 24, 03 } })
59 des.object({ coord = { 25, 03 } })
60 des.object({ coord = { 26, 03 } })
61 des.object({ coord = { 27, 03 } })
62 des.object({ coord = { 24, 10 } })
63 des.object({ coord = { 25, 10 } })
64 des.object({ coord = { 26, 10 } })
65 des.object({ coord = { 27, 10 } })
66 -- Random traps
67 des.trap({ coord = { 15,04 } })
68 des.trap({ coord = { 25,04 } })
69 des.trap({ coord = { 15,09 } })
70 des.trap({ coord = { 25,09 } })
71 des.trap()
72 des.trap()
73 -- No random monsters - the morgue generation will put them in.