# Cryptmorrow dungeon, read by game/assets/build_assets.py.
# Four rows of four rooms; each name is a file in this folder
# (name.txt). "-" marks an empty place in the grid. A room's
# number is row * 4 + column: moss_gate is room 1.
#
# Symbols used by the room maps (20 x 10 metatiles, one
# character each, 16 x 16 screen pixels):
#
#   #  wall (the builder picks mass, lit face or rimmed edge)
#   T  wall torch, flame on the left   t  flame on the right
#   r  wall with roots   n  wall with a burial niche
#      (both need floor below, like a torch)
#   .  floor (shadowed automatically under a wall)
#   m  floor with moss                 b  floor with bones
#   g  floor with gold coins           u  amber urn (solid)
#   w  standing water (solid; bats fly over it)
#   P  pillar, 1 x 2                   G  gate, 2 x 3
#   W  well, 2 x 2                     A  altar, 3 x 1
#   E  opening towards the next room, on the edge of the map.
#      The neighbour must have the same opening on the facing
#      edge, and the tile inside the opening must be floor.
#   D  locked door: an opening closed by a grate, 2 tiles side
#      by side on the south edge or one above the other on the
#      east or west edge. The room file names its key: "door: A".
#
# "door: portal" makes the gate G of the start room the way out:
# it opens when the explorer brings the three seals, and walking
# through it wins the game. "zone: A" (B, C) gives a room the
# colours of its zone; without it a room belongs to the atrio.
#
# Objects are sprites, listed in the room file before the map:
# "object: key A 3 2" (kind, key letter, column, row), and
# "object: seal 10 3", "object: treasure ...", "object:
# potion ...". At most two per room, on floor tiles.
# Enemies too: "enemy: skeleton 9 8 h" (patrols across, "v"
# up and down; add "fast" for one pixel every frame) and
# "enemy: bat 10 2". At most three per room, on floor tiles,
# none in the start room. They come back each time the room
# is entered.
#
start: moss_gate
grid:
bone_pit     moss_gate    old_well      black_cistern
root_cellar  crossroads   long_gallery  flooded_stair
ossuary      sunken_hall  amber_hall    drowned_shrine
catacombs    bone_shrine  treasury      sun_vault
