des.non_passwall(selection);
des.non_passwall();
+=== object
+
+Create an object. The table parameter accepts the following:
+
+[options="header"]
+|===
+| key | type | description
+| id | string | Specific object type name
+| class | string | Single character, object class
+| spe | int | obj-struct spe-field value. See table below. Also accepts "random".
+| buc | string | one of "random", "blessed", "uncursed", "cursed", "not-curse", "not-uncursed", "not-blessed". Default is "random"
+| name | string | Object name
+| quantity | int | Number of items in this stack. Also accepts "random".
+| buried | boolean | Is the object buried?
+| lit | boolean | Is the object lit?
+| eroded | int | Object erosion
+| locked | boolean | Is the object locked?
+| trapped | boolean | Is the object trapped?
+| recharged | boolean | Is the object recharged?
+| greased | boolean | Is the object greased?
+| broken | boolean | Is the object broken?
+| achievement | boolean | Is there an achievement attached to the object?
+| x, y | int | Coordinates on the level
+| coord | table | x,y coordinates in table format
+| montype | string | Monster id or class
+| historic | boolean | Is statue historic?
+| male | boolean | Is statue male?
+| female | boolean | Is statue female?
+| laid_by_you | boolean | Is an egg laid by you?
+| contents | function | Container contents
+|===
+
+Example:
+
+ des.object();
+ des.object("/");
+ des.object("sack");
+ des.object("scimitar", 6, 7);
+ des.object("scimitar", {6, 7});
+ des.object({ class = "%" });
+ des.object({ id = "boulder", x = 03, y = 12});
+ des.object({ id = "chest", coord = {03, 12}, locked = true, contents = function() des.object("rock"); end });
+
=== random_corridors
Create random corridors between rooms.