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} })
--- Make it a morgue for rm id in mkmaze.c
--- for the purpose of random sdoor placement
-des.region({ region={12,01, 20,09}, lit=0, type="morgue", prefilled=1 })
+des.region({ region={12,01, 20,09}, lit=0, type="morgue", prefilled=1, contents=function()
+ local sdwall = { "south", "west", "east" };
+ des.door({ wall = sdwall[math.random(1, #sdwall)], state = "secret" });
+end })
-- another region to constrain monster arrival
des.region({ region={01,01, 10,11}, lit=0, type="ordinary", prefilled=0 })
des.mazewalk(28,05,"east")
set_corpsenm(otmp, rndmonnum());
}
}
- } else if (Is_wiz1_level(&u.uz)) {
- croom = search_special(MORGUE);
-
- create_secret_door(croom, W_SOUTH | W_EAST | W_WEST);
} else if (Is_knox(&u.uz)) {
/* using an unfilled morgue for rm id */
croom = search_special(MORGUE);