Source:NetHack 3.6.0/dat/castle.des

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Below is the full text to castle.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/castle.des#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

# NetHack 3.6	castle.des	$NHDT-Date: 1432512783 2015/05/25 00:13:03 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
#	Copyright (c) 1989 by Jean-Christophe Collet
# NetHack may be freely redistributed.  See license for details.
#
# This is the stronghold level :
# there are several ways to enter it :
#	- opening the drawbridge (wand of opening, knock spell, playing
#	  the appropriate tune)
#
#	- enter via the back entry (this suppose a ring of levitation, boots
#	  of water walking, etc.)
#
# Note : If you don't play the right tune, you get indications like in the
#	 MasterMind game...
#
# To motivate the player : there are 4 storerooms (armors, weapons, food and
# gems) and a wand of wishing in one of the 4 towers...

MAZE:"castle",random
FLAGS: noteleport
GEOMETRY:center,center
MAP
}}}}}}}}}.............................................}}}}}}}}}
}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
}|.....|-----------------------------------------------|.....|}
}|.....+...............................................+.....|}
}-------------------------------+-----------------------------}
}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
.....}|........|..........|...........|.......|.|.......|}.....
.....}|........------------...........---------S---------}.....
.....}|...{....+..........+.........\.S.................+......
.....}|........------------...........---------S---------}.....
.....}|........|..........|...........|.......|.|.......|}.....
}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
}-------------------------------+-----------------------------}
}|.....+...............................................+.....|}
}|.....|-----------------------------------------------|.....|}
}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
}}}}}}}}}.............................................}}}}}}}}}
ENDMAP

# Random registers initialisation
$object = object: { '[',')','*','%' }
SHUFFLE: $object

$place = { (04,02),(58,02),(04,14),(58,14) }
SHUFFLE: $place

$monster = monster: { 'L','N','E','H','M','O','R','T','X','Z' }
SHUFFLE: $monster


TELEPORT_REGION:levregion(01,00,10,20),(1,1,61,15),down
TELEPORT_REGION:levregion(69,00,79,20),(1,1,61,15),up
STAIR:levregion(01,00,10,20),(0,0,62,16),up
FOUNTAIN:(10,08)
# Doors
DOOR:closed,(07,03)
DOOR:closed,(55,03)
DOOR:locked,(32,04)
DOOR:locked,(26,05)
DOOR:locked,(46,05)
DOOR:locked,(48,05)
DOOR:locked,(47,07)
DOOR:closed,(15,08)
DOOR:closed,(26,08)
DOOR:locked,(38,08)
DOOR:locked,(56,08)
DOOR:locked,(47,09)
DOOR:locked,(26,11)
DOOR:locked,(46,11)
DOOR:locked,(48,11)
DOOR:locked,(32,12)
DOOR:closed,(07,13)
DOOR:closed,(55,13)
# The drawbridge
DRAWBRIDGE:(05,08),east,closed
# Storeroom number 1
OBJECT:$object[0],(39,05)
OBJECT:$object[0],(40,05)
OBJECT:$object[0],(41,05)
OBJECT:$object[0],(42,05)
OBJECT:$object[0],(43,05)
OBJECT:$object[0],(44,05)
OBJECT:$object[0],(45,05)
OBJECT:$object[0],(39,06)
OBJECT:$object[0],(40,06)
OBJECT:$object[0],(41,06)
OBJECT:$object[0],(42,06)
OBJECT:$object[0],(43,06)
OBJECT:$object[0],(44,06)
OBJECT:$object[0],(45,06)
# Storeroom number 2
OBJECT:$object[1],(49,05)
OBJECT:$object[1],(50,05)
OBJECT:$object[1],(51,05)
OBJECT:$object[1],(52,05)
OBJECT:$object[1],(53,05)
OBJECT:$object[1],(54,05)
OBJECT:$object[1],(55,05)
OBJECT:$object[1],(49,06)
OBJECT:$object[1],(50,06)
OBJECT:$object[1],(51,06)
OBJECT:$object[1],(52,06)
OBJECT:$object[1],(53,06)
OBJECT:$object[1],(54,06)
OBJECT:$object[1],(55,06)
# Storeroom number 3
OBJECT:$object[2],(39,10)
OBJECT:$object[2],(40,10)
OBJECT:$object[2],(41,10)
OBJECT:$object[2],(42,10)
OBJECT:$object[2],(43,10)
OBJECT:$object[2],(44,10)
OBJECT:$object[2],(45,10)
OBJECT:$object[2],(39,11)
OBJECT:$object[2],(40,11)
OBJECT:$object[2],(41,11)
OBJECT:$object[2],(42,11)
OBJECT:$object[2],(43,11)
OBJECT:$object[2],(44,11)
OBJECT:$object[2],(45,11)
# Storeroom number 4
OBJECT:$object[3],(49,10)
OBJECT:$object[3],(50,10)
OBJECT:$object[3],(51,10)
OBJECT:$object[3],(52,10)
OBJECT:$object[3],(53,10)
OBJECT:$object[3],(54,10)
OBJECT:$object[3],(55,10)
OBJECT:$object[3],(49,11)
OBJECT:$object[3],(50,11)
OBJECT:$object[3],(51,11)
OBJECT:$object[3],(52,11)
OBJECT:$object[3],(53,11)
OBJECT:$object[3],(54,11)
OBJECT:$object[3],(55,11)
# THE WAND OF WISHING in 1 of the 4 towers
CONTAINER:('(',"chest"),not_trapped,$place[0] {
OBJECT:('/',"wishing")
}
# Prevent monsters from eating it.  (@'s never eat objects)
ENGRAVING:$place[0],burn,"Elbereth"
OBJECT:('?',"scare monster"),$place[0],cursed
# The treasure of the lord
OBJECT:('(',"chest"),(37,08)
# Traps
TRAP:"trap door",(40,08)
TRAP:"trap door",(44,08)
TRAP:"trap door",(48,08)
TRAP:"trap door",(52,08)
TRAP:"trap door",(55,08)
# Soldiers guarding the entry hall
MONSTER:('@',"soldier"),(08,06)
MONSTER:('@',"soldier"),(09,05)
MONSTER:('@',"soldier"),(11,05)
MONSTER:('@',"soldier"),(12,06)
MONSTER:('@',"soldier"),(08,10)
MONSTER:('@',"soldier"),(09,11)
MONSTER:('@',"soldier"),(11,11)
MONSTER:('@',"soldier"),(12,10)
MONSTER:('@',"lieutenant"),(09,08)
# Soldiers guarding the towers
MONSTER:('@',"soldier"),(03,02)
MONSTER:('@',"soldier"),(05,02)
MONSTER:('@',"soldier"),(57,02)
MONSTER:('@',"soldier"),(59,02)
MONSTER:('@',"soldier"),(03,14)
MONSTER:('@',"soldier"),(05,14)
MONSTER:('@',"soldier"),(57,14)
MONSTER:('@',"soldier"),(59,14)
# The four dragons that are guarding the storerooms
MONSTER:'D',(47,05)
MONSTER:'D',(47,06)
MONSTER:'D',(47,10)
MONSTER:'D',(47,11)
# Sea monsters in the moat
MONSTER:(';',"giant eel"),(05,07)
MONSTER:(';',"giant eel"),(05,09)
MONSTER:(';',"giant eel"),(57,07)
MONSTER:(';',"giant eel"),(57,09)
MONSTER:(';',"shark"),(05,00)
MONSTER:(';',"shark"),(05,16)
MONSTER:(';',"shark"),(57,00)
MONSTER:(';',"shark"),(57,16)
# The throne room and the court monsters
MONSTER:$monster[0],(27,05)
MONSTER:$monster[1],(30,05)
MONSTER:$monster[2],(33,05)
MONSTER:$monster[3],(36,05)
MONSTER:$monster[4],(28,06)
MONSTER:$monster[5],(31,06)
MONSTER:$monster[6],(34,06)
MONSTER:$monster[7],(37,06)
MONSTER:$monster[8],(27,07)
MONSTER:$monster[9],(30,07)
MONSTER:$monster[0],(33,07)
MONSTER:$monster[1],(36,07)
MONSTER:$monster[2],(28,08)
MONSTER:$monster[3],(31,08)
MONSTER:$monster[4],(34,08)
MONSTER:$monster[5],(27,09)
MONSTER:$monster[6],(30,09)
MONSTER:$monster[7],(33,09)
MONSTER:$monster[8],(36,09)
MONSTER:$monster[9],(28,10)
MONSTER:$monster[0],(31,10)
MONSTER:$monster[1],(34,10)
MONSTER:$monster[2],(37,10)
MONSTER:$monster[3],(27,11)
MONSTER:$monster[4],(30,11)
MONSTER:$monster[5],(33,11)
MONSTER:$monster[6],(36,11)
# MazeWalks
MAZEWALK:(00,10),west
MAZEWALK:(62,06),east
# Non diggable walls
NON_DIGGABLE:(00,00,62,16)
# Subrooms:
#   Entire castle area
REGION:(00,00,62,16),unlit,"ordinary"
#   Courtyards
REGION:(00,05,05,11),lit,"ordinary"
REGION:(57,05,62,11),lit,"ordinary"
#   Throne room
REGION:(27,05,37,11),lit,"throne",unfilled
#   Antechamber
REGION:(07,05,14,11),lit,"ordinary"
#   Storerooms
REGION:(39,05,45,06),lit,"ordinary"
REGION:(39,10,45,11),lit,"ordinary"
REGION:(49,05,55,06),lit,"ordinary"
REGION:(49,10,55,11),lit,"ordinary"
#   Corners
REGION:(02,02,06,03),lit,"ordinary"
REGION:(56,02,60,03),lit,"ordinary"
REGION:(02,13,06,14),lit,"ordinary"
REGION:(56,13,60,14),lit,"ordinary"
#   Barracks
REGION:(16,05,25,06),lit,"barracks"
REGION:(16,10,25,11),lit,"barracks"
#   Hallways
REGION:(08,03,54,03),unlit,"ordinary"
REGION:(08,13,54,13),unlit,"ordinary"
REGION:(16,08,25,08),unlit,"ordinary"
REGION:(39,08,55,08),unlit,"ordinary"
#   Storeroom alcoves
REGION:(47,05,47,06),unlit,"ordinary"
REGION:(47,10,47,11),unlit,"ordinary"