Fix allowed map characters.
Make some predefined MAPs blend in better with randomly
generated parts.
INIT_MAP: mines, '.' , 'P' , false , true , lit , false
GEOMETRY:center,center
MAP
-...PPP.........PPPP..............PPPP...
-.PPPP...........PP................PPPP..
-PP.................................PPP..
-....................................PPP.
-.....................................PP.
-.......................................P
+xxxxxxxxx......xxxx...........xxxxxxxxxx
+xxxxxxx.........xxx.............xxxxxxxx
+xxxx..............................xxxxxx
+xx.................................xxxxx
+....................................xxxx
+.......................................x
........................................
-PP...................................PPP
-.PPP...............................PPP..
-..PP.............................PPPP...
-..PPP...........................PPPPPP..
-....PPPP.........PPP.........PPPP..PP...
+xx...................................xxx
+xxxx..............................xxxxxx
+xxxxxx..........................xxxxxxxx
+xxxxxxxx.........xx..........xxxxxxxxxxx
+xxxxxxxxx.......xxxxxx.....xxxxxxxxxxxxx
ENDMAP
# Dungeon Description
# The Isle of Glass is a Tor rising out of the swamps surrounding it.
INIT_MAP: mines, 'L' , '.' , false , false , unlit , false
GEOMETRY:center,center
MAP
-.L......L.LLL.......LL....
-.LLL.......L......LL......
-LL.LL.............L.LL....
-..........................
-......................LL..
-......................LLL.
-LL........................
-.LL.......................
-.LL................LL.L...
-..LL.....L.LL.......LLL...
-.........LLL.........L....
+xxxxxx..xxxxxx...xxxxxxxxx
+xxxx......xx......xxxxxxxx
+xx.xx.............xxxxxxxx
+x....................xxxxx
+......................xxxx
+......................xxxx
+xx........................
+xxx......................x
+xxx................xxxxxxx
+xxxx.....x.xx.......xxxxxx
+xxxxx...xxxxxx....xxxxxxxx
ENDMAP
# Dungeon Description
$place = { (14,04),(13,07) }
INIT_MAP: mines, 'L' , '.' , false , false , unlit , false
GEOMETRY:center,center
MAP
-.L......L.LLL.......LL....
-.LLL.......L......LL......
-LL.LL.............L.LL....
-..........................
-......................LL..
-......................LLL.
-LL........................
-.LL.......................
-.LL................LL.L...
-..LL.....L.LL.......LLL...
-.........LLL.........L....
+xxxxxx..xxxxxx...xxxxxxxxx
+xxxx......xx......xxxxxxxx
+xx.xx.............xxxxxxxx
+x....................xxxxx
+......................xxxx
+......................xxxx
+xx........................
+xxx......................x
+xxx................xxxxxxx
+xxxx.....x.xx.......xxxxxx
+xxxxx...xxxxxx....xxxxxxxx
ENDMAP
# Dungeon Description
$place = { (14,04),(13,07) }
INIT_MAP: mines, '.', 'I', true, true, lit, false
GEOMETRY:center,center
MAP
-PPPP.... ....PPPPP.
-PLP... .PPLLLPP
+PPPPxxxx xxxxPPPPPx
+PLPxxx xPPLLLPP
PPP ....................... PPPLLP
-.. ............................ PPPP
-. ............................... ....
- ................................. ..
-.................................... .
+xx ............................ PPPP
+x ............................... xxxx
+ ................................. xx
+.................................... x
...................................
-. .................................. .
-.. .............................. PP
-.PPP .......................... PLP
-.PLLP ..PLLP
-.PPPP.. ....PPPP
+x .................................. x
+xx .............................. PP
+xPPP .......................... PLP
+xPLLP xxPLLP
+xPPPPxx xxxxPPPP
ENDMAP
# Dungeon Description
REGION:(00,00,39,12),lit,"ordinary"
INIT_MAP: mines, '.', 'L', true, true, lit, false
GEOMETRY:center,center
MAP
-.L............................LLLLL
-LLL.........LLLLL.LLLLL.........LLL
-.LLL......LLLLLLLLLLLLLLL.......LL.
-.LLL.....LLL|---------|LLL.....L...
-..LL....LL|--.........--|LL.....LLL
-.......LL|-...LLLLLLL...-|LL.....L.
-.......LL|...LL.....LL...|LL.......
+xxxxxx.....................xxxxxxxx
+xxxxx.......LLLLL.LLLLL......xxxxxx
+xxxx......LLLLLLLLLLLLLLL......xxxx
+xxxx.....LLL|---------|LLL.....xxxx
+xxxx....LL|--.........--|LL.....xxx
+x......LL|-...LLLLLLL...-|LL.....xx
+.......LL|...LL.....LL...|LL......x
......LL|-..LL.......LL..-|LL......
......LL|.................|LL......
......LL|-..LL.......LL..-|LL......
.......LL|...LL.....LL...|LL.......
-.......LL|-...LLLLLLL...-|LL.......
-..L.....LL|--.........--|LL.....LL.
-..LL.....LLL|---------|LLL....LLLL.
-..LLL.....LLLLLLLLLLLLLLL...LLLLL..
-.LLLL.......LLLLL.LLLLL.....LLLL...
-..LL...............................
+xx.....LL|-...LLLLLLL...-|LL......x
+xxx.....LL|--.........--|LL.....xxx
+xxxx.....LLL|---------|LLL...xxxxxx
+xxxxx.....LLLLLLLLLLLLLLL...xxxxxxx
+xxxxxx......LLLLL.LLLLL.....xxxxxxx
+xxxxxxxxx..................xxxxxxxx
ENDMAP
# Dungeon Description
REGION:(00,00,34,16),lit,"ordinary"
# guarantee at least one open spot to ensure successful stair placement
GEOMETRY:left,bottom
MAP
-}}}}}}}}
-}}...}}}
-}}}...}}
-}}}}.}}}
-}}}}}}}}
+xxxxxxxx
+xx...xxx
+xxx...xx
+xxxx.xxx
+xxxxxxxx
ENDMAP
OBJECT:('`',"boulder"),random
GEOMETRY:right,top
MAP
-}}}}}}}}
-}}}}.}}}
-}}}...}}
-}}...}}}
-}}}}}}}}
+xxxxxxxx
+xxxx.xxx
+xxx...xx
+xx...xxx
+xxxxxxxx
ENDMAP
OBJECT:('`',"boulder"),random
# lair
GEOMETRY:center,center
MAP
-..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
-.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
+xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
+x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
}}}...}}..}}.}.}}.}}.}}}...}}}.}}}..}}}..}}}}...}}}
-.}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}.
-..}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}..
-.}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}.
+x}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}x
+xx}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}xx
+x}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}x
}}}..}}...}}..}}.}}}.}}}...}}}.}}}.}.}}}}..P.P..}}}
}}.}}}}...}}}}}.}...}}}..P..}}}.}.}}}.}}}}.....}}}}
-}.}}}}.}}.}..}.}}}}}}}..P.P..}}}.}}}.}}..}}...}}}}.
-.}}}}.}}}}....}}}}}.}}}..P..}}}.}}}}.}}..}}...}}}.}
+}.}}}}.}}.}..}.}}}}}}}..P.P..}}}.}}}.}}..}}...}}}}x
+x}}}}.}}}}....}}}}}.}}}..P..}}}.}}}}.}}..}}...}}}.}
}}}}..}}.}}..}}}}...}}}}...}}}.}}}}}.}}}}.}}}}}}.}}
}}}...}}...}}}..}}}}}}}}}}}}.....}}}}.}}...}..}.}}}
-.}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}.
-..}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}..
-.}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}.
+x}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}x
+xx}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}xx
+x}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}x
}}}...}}}....}}}..}}}....}}}..}}...}}}....}}}...}}}
-.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
-..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
+x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
+xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
ENDMAP
# Random registers
$monster = monster: { 'j','b','P','F' }
map_cnt = 0;
return MAP_ID;
}
-<MAPC>[-|}{+xABCISHKMPLWTtFYU\\#. 0123456789]*\r?\n {
+<MAPC>[-|}{+xABCISHKPLWTF\\#. 0123456789]*\r?\n {
int len = yyleng;
savetoken(yytext);
/* convert \r\n to \n */
case 'H' : return(SCORR);
case '{' : return(FOUNTAIN);
case '\\' : return(THRONE);
- case 'K' :
- return(SINK);
+ case 'K' : return(SINK);
case '}' : return(MOAT);
case 'P' : return(POOL);
case 'L' : return(LAVAPOOL);
case 'I' : return(ICE);
case 'W' : return(WATER);
- case 'T' : return (TREE);
- case 'F' : return (IRONBARS); /* Fe = iron */
+ case 'T' : return (TREE);
+ case 'F' : return (IRONBARS); /* Fe = iron */
+ case 'x' : return(MAX_TYPE); /* "see-through" */
}
return(INVALID_TYPE);
}