-- Dungeon Description
des.region(selection.area(00,00,74,19),"lit")
des.region(selection.area(31,07,45,07),"unlit")
--- make the downstairs room a real room to control arriving monsters
+-- make the downstairs room a real room to control arriving monsters,
+-- and also as a fixup_special hack; the first room defined on Medusa's level
+-- receives some statues
des.region({ region={35,09, 41,10}, lit = 0, type="ordinary", arrival_room=true })
des.region(selection.area(31,12,45,12),"unlit")
-- Teleport: down to up stairs island, up to Medusa's island
-- Dungeon Description
des.region(selection.area(00,00,74,19),"lit")
des.region(selection.area(02,03,05,16),"unlit")
+-- fixup_special hack: the first room defined on a Medusa level gets some
+-- leaderboard statues; setting the region as irregular makes it a room
des.region({ region={61,03, 72,16}, lit=0, type="ordinary",irregular = 1 })
des.region(selection.area(71,08,72,11),"unlit")
-- make the downstairs area a real room to control arriving monsters
place:set(46,15);
des.region(selection.area(00,00,74,19),"lit")
-des.region({ region={49,14, 51,16}, lit=-1, type="ordinary" });
+-- fixup_special hack: the first room defined on a Medusa level gets some
+-- leaderboard statues, use arrival_room to force it to be a room even though
+-- monsters won't arrive within it
+des.region({ region={49,14, 51,16}, lit=-1, type="ordinary", arrival_room=true });
des.region(selection.area(07,05,09,07),"unlit")
des.region(selection.area(65,04,67,06),"unlit")
des.region(selection.area(45,14,47,16),"unlit")
place:set(10,12);
--
des.region(selection.area(00,00,74,19),"lit")
+-- fixup_special hack: The first "room" region in Medusa levels gets filled with
+-- some leaderboard statues, so this needs to be a room; setting irregular=1
+-- will force this
+des.region({ region={13,03, 18,13}, lit=1, type="ordinary", irregular=1 })
--
des.teleport_region({ region = {64,01,74,17}, dir="down" });
des.teleport_region({ region = {02,02,18,13}, dir="up" });
struct obj *otmp;
int tryct;
- croom = &g.rooms[0]; /* only one room on the medusa level */
+ croom = &g.rooms[0]; /* the first room defined on the medusa level */
for (tryct = rnd(4); tryct; tryct--) {
x = somex(croom);
y = somey(croom);