# NetHack 3.6	Rogue.des	$NHDT-Date: 1432512784 2015/05/25 00:13:04 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
#	Copyright (c) 1992 by Dean Luick
# NetHack may be freely redistributed.  See license for details.
#
#	The "start" level for the quest.
#
#	Here you meet your (besieged) class leader, Master of Thieves
#	and receive your quest assignment.
#
MAZE: "Rog-strt",' '
FLAGS: noteleport, hardfloor, nommap
GEOMETRY:center,center
#         1         2         3         4         5         6         7
#123456789012345678901234567890123456789012345678901234567890123456789012345
MAP
---------------------------------.------------------------------------------
|.....|.||..........|....|......|.|.........|.......+............---.......|
|.....|..+..........+....---....S.|...-S-----.-----.|............+.+.......|
|.....+.||........---......|....|.|...|.....|.|...|.---.....------.--------|
|-----|.-------|..|........------.-----.....|.--..|...-------..............|
|.....|........------+------..........+.....|..--S---.........------.-----..
|.....|.------...............-----.}}.--------.|....-------.---....|.+...--|
|..-+--.|....|-----.--------.|...|.....+.....|.|....|.....+.+......|.--....|
|..|....|....|....+.|......|.|...-----.|.....|.--...|.....|.|......|..|....|
|..|.-----S----...|.+....-----...|...|.----..|..|.---....--.---S-----.|----|
|..|.|........|...------.|.S.....|...|....-----.+.|......|..|.......|.|....|
|---.-------..|...|....|.|.|.....|...----.|...|.|---.....|.|-.......|.---..|
...........|..S...|....---.----S----..|...|...+.|..-------.---+-....|...--+|
|---------.---------...|......|....S..|.---...|.|..|...........----.---....|
|........|.........|...+.------....|---.---...|.--+-.----.----....|.+...--+|
|........|.---+---.|----.--........|......-----......|..|..|.--+-.|.-S-.|..|
|........|.|.....|........----------.----.......---.--..|-.|....|.-----.|..|
|----....+.|.....----+---............|..|--------.+.|...SS.|....|.......|..|
|...--+-----.....|......|.------------............---...||.------+--+----..|
|..........S.....|......|.|..........S............|.....||...|.....|....|..|
-------------------------.--------------------------------------------------
ENDMAP
# Dungeon Description
#REGION:(00,00,75,20),lit,"ordinary"

$streets = selection: floodfill(0,12)


# The down stairs is at one of the 4 "exits".  The others are mimics,
# mimicing stairwells.
$place = { (33,0), (0,12), (25,20), (75,05) }
SHUFFLE: $place

STAIR:$place[0],down
MONSTER:('m',"giant mimic"), $place[1], m_feature "下り階段"
MONSTER:('m',"large mimic"), $place[2], m_feature "下り階段"
MONSTER:('m',"small mimic"), $place[3], m_feature "下り階段"
# Portal arrival point
BRANCH:(19,09,19,09),(0,0,0,0)
# Doors (secret)
#DOOR:locked|closed|open,(xx,yy)
DOOR: locked, (32, 2)
DOOR: locked, (63, 9)
DOOR: locked, (27,10)
DOOR: locked, (31,12)
DOOR: locked, (35,13)
DOOR: locked, (69,15)
DOOR: locked, (56,17)
DOOR: locked, (57,17)
DOOR: locked, (11,19)
DOOR: locked, (37,19)
DOOR: locked, (39, 2)
DOOR: locked, (49, 5)
DOOR: locked, (10, 9)
DOOR: locked, (14,12)
# Doors (regular)
DOOR: closed, (52, 1)
DOOR: closed, ( 9, 2)
DOOR: closed, (20, 2)
DOOR: closed, (65, 2)
DOOR: closed, (67, 2)
DOOR: closed, ( 6, 3)
DOOR: closed, (21, 5)
DOOR: closed, (38, 5)
DOOR: closed, (69, 6)
DOOR: closed, ( 4, 7)
DOOR: closed, (39, 7)
DOOR: closed, (58, 7)
DOOR: closed, (60, 7)
DOOR: closed, (18, 8)
DOOR: closed, (20, 9)
DOOR: closed, (48,10)
DOOR: closed, (46,12)
DOOR: closed, (62,12)
DOOR: closed, (74,12)
DOOR: closed, (23,14)
DOOR: closed, (23,14)
DOOR: closed, (50,14)
DOOR: closed, (68,14)
DOOR: closed, (74,14)
DOOR: closed, (14,15)
DOOR: closed, (63,15)
DOOR: closed, ( 9,17)
DOOR: closed, (21,17)
DOOR: closed, (50,17)
DOOR: closed, ( 6,18)
DOOR: closed, (65,18)
DOOR: closed, (68,18)
# Master of Thieves
MONSTER:('@',"Master of Thieves"),(36,11)
# The treasure of Master of Thieves
OBJECT:('(',"chest"),(36,11)
# thug guards, room #1
MONSTER:('@',"thug"),(28,10)
MONSTER:('@',"thug"),(29,11)
MONSTER:('@',"thug"),(30,09)
MONSTER:('@',"thug"),(31,07)
# thug guards, room #2
MONSTER:('@',"thug"),(31,13)
MONSTER:('@',"thug"),(33,14)
MONSTER:('@',"thug"),(30,15)
#thug guards, room #3
MONSTER:('@',"thug"),(35,09)
MONSTER:('@',"thug"),(36,13)
# Non diggable walls
NON_DIGGABLE:(00,00,75,20)
# Random traps
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
#
# Monsters to get in the way.
#
# West exit
MONSTER: ('l',"leprechaun"),(01,12),hostile
MONSTER: ('n',"water nymph"),(02,12),hostile
# North exit
MONSTER: ('n',"water nymph"),(33,01),hostile
MONSTER: ('l',"leprechaun"),(33,02),hostile
# East exit
MONSTER: ('n',"water nymph"),(74,05),hostile
MONSTER: ('l',"leprechaun"),(74,04),hostile
# South exit
MONSTER: ('l',"leprechaun"),(25,19),hostile
MONSTER: ('n',"water nymph"),(25,18),hostile
# Wandering the streets.
LOOP [ 4 + 1d3 ] {
  MONSTER: ('n',"water nymph"),rndcoord($streets),hostile
  MONSTER: ('l',"leprechaun"),rndcoord($streets),hostile
}
LOOP [ 7 + 1d3 ] {
  MONSTER: (':',"chameleon"),rndcoord($streets),hostile
}

#
#	The "locate" level for the quest.
#
#	Here you have to find the entrance to the Assassins' Guild to go
#	further towards your assigned quest.
#

MAZE: "Rog-loca",' '
GEOMETRY:center,center
#         1         2         3         4         5         6         7
#123456789012345678901234567890123456789012345678901234567890123456789012345
MAP
             ----------------------------------------------------   --------
           ---.................................................-    --.....|
         ---...--------........-------.......................---     ---...|
       ---.....-      ---......-     ---..................----         --.--
     ---.....----       --------       --..................--         --..|
   ---...-----                       ----.----.....----.....---      --..||
----..----                       -----..---  |...---  |.......---   --...|
|...---                       ----....---    |.---    |.........-- --...||
|...-                      ----.....---     ----      |..........---....|
|...----                ----......---       |         |...|.......-....||
|......-----          ---.........-         |     -----...|............|
|..........-----   ----...........---       -------......||...........||
|..............-----................---     |............|||..........|
|------...............................---   |...........|| |.........||
|.....|..............------.............-----..........||  ||........|
|.....|.............--    ---.........................||    |.......||
|.....|.............-       ---.....................--|     ||......|
|-S----------.......----      --.................----        |.....||
|...........|..........--------..............-----           ||....|
|...........|............................-----                |....|
------------------------------------------                    ------
ENDMAP
# Dungeon Description
REGION:(00,00,75,20),lit,"ordinary"
# Doors
#DOOR:locked|closed|open,(xx,yy)
# Stairs
STAIR:random,up
STAIR:random,down
# Non diggable walls
NON_DIGGABLE:(00,00,75,20)
# Objects
OBJECT:('?',"teleportation"),(11,18),cursed,0
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
# Random traps
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
# Random monsters.
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:'l',random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:'N',random,hostile
MONSTER:'N',random,hostile
MONSTER:'N',random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile

#
#	The "goal" level for the quest.  Teleportation and digging are
#	disallowed.
#
#	You have to reach The Master Assassin via some means other than
#	simple searching or digging since there is no path between your
#	arrival point and his location.
#
MAZE: "Rog-goal", ' '
FLAGS: noteleport
GEOMETRY:center,center
#         1         2         3         4         5         6         7
#123456789012345678901234567890123456789012345678901234567890123456789012345
MAP
-----      -------.......................................|-----------------|
|...|  -----.....|.......................................|.................|
|...----...|.....|.......................................|....---------....|
|.---......---..--.................................------------.......|....|
|...............|..................................|..|...|...----........-|
|.....-----....--.................................|-..--..-|.....----S----|
|--S---...|....|.................................|-........-|....|........|
|.........---------.............................|-....}}....-|...|...|....|
|....|.....S......|............................|-.....}}.....-|..--.------|
|-----.....--.....|...........................|-...}}}}}}}}...-|....|.....--
|...........--....------S-----...............|-....}}}}}}}}....-|..........|
|............--........|...| |..............--.....}}.}}........----------S-
|.............|........|...| |..............|......}}}}}}}}......|...|.....|
|S-.---.---.---.---.---|...| ------------...--........}}.}}.....--..---....|
|.---.---.---.---.-S-..----- |....|.....|....|-....}}}}}}}}....---..S.|--..|
|...|.......|..........|...---....---...S.....|-...}}}}}}}}...-|.S..|...|..|
|...|..|....|..........|............|..--..----|-.....}}.....-|..----...-S--
|...|---....----.......|----- ......|...---|    |-....}}....-|...|..--.--..|
-----.....---.....--.---....--...--------..|     |-........-|....|.........|
    |.............|..........|.............S...   |S-------|.....|..-----..|
    ----------------------------------------  ......       ----------   ----
ENDMAP
# Dungeon Description
REGION:(00,00,75,20),lit,"ordinary"
# Stairs
STAIR:levregion(01,00,15,20),(01,18,04,20),up
# Doors
# Non diggable walls
NON_DIGGABLE:(00,00,75,20)
# One trap to keep the gnomes at bay.
TRAP:"spiked pit",(37,07)
# Objects
OBJECT:('(',"skeleton key"),(38,10),blessed,0,name:"盗賊のマスターキー"
OBJECT:('%',"tin"),(26,12),montype:"chameleon"
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
OBJECT:random,random
# Random traps
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
# Random monsters.
MONSTER:('@',"Master Assassin"),(38,10),hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:('l',"leprechaun"),random,hostile
MONSTER:'l',random,hostile
MONSTER:'l',random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:('N',"guardian naga"),random,hostile
MONSTER:'N',random,hostile
MONSTER:'N',random,hostile
MONSTER:'N',random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER: (':',"chameleon"),random,hostile
MONSTER:(';',"shark"),(51,14),hostile
MONSTER:(';',"shark"),(53,09),hostile
MONSTER:(';',"shark"),(55,15),hostile
MONSTER:(';',"shark"),(58,10),hostile

#
#	The "fill" level for the quest.
#
#	This level is used to fill out any levels not occupied by specific
#	levels as defined above.
#
LEVEL: "Rog-fila"
#
ROOM: "ordinary" , random, random, random, random {
  STAIR: random, up
  OBJECT: random,random
  MONSTER: ('l', "leprechaun"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  OBJECT: random,random
  MONSTER: ('l', "leprechaun"), random, hostile
  MONSTER: ('N', "guardian naga"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  OBJECT: random,random
  MONSTER: ('n', "water nymph"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  STAIR: random, down
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: 'l', random, hostile
  MONSTER: ('N', "guardian naga"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: ('l', "leprechaun"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: ('l', "leprechaun"), random, hostile
  MONSTER: ('n', "water nymph"), random, hostile
}

RANDOM_CORRIDORS

#
# currently a & b are the same.
#
LEVEL: "Rog-filb"
#
ROOM: "ordinary" , random, random, random, random {
  STAIR: random, up
  OBJECT: random,random
  MONSTER: ('l', "leprechaun"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  OBJECT: random,random
  MONSTER: ('l', "leprechaun"), random, hostile
  MONSTER: ('N', "guardian naga"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  OBJECT: random,random
  MONSTER: ('n', "water nymph"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  STAIR: random, down
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: 'l', random, hostile
  MONSTER: ('N', "guardian naga"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: ('l', "leprechaun"), random, hostile
}

ROOM: "ordinary" , random, random, random, random {
  OBJECT: random, random
  TRAP: random, random
  TRAP: random, random
  MONSTER: ('l', "leprechaun"), random, hostile
  MONSTER: ('n', "water nymph"), random, hostile
}

RANDOM_CORRIDORS
