Fixed level lexer to handle DOS-style line endings in .des files on Unix.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3159 c06c8d41-db1a-0410-9941-cceddc491573
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GQL5SIGBHLU3FMCE54XVGLRY5AZHRM6DUEB722REA2DPLGJSN6EQC
ENDMAP
##############################################################################
# Defended altar
#
NAME: david_defended_altar
DEPTH: D:7-20, Orc, Elf, Snake
SHUFFLE: 1ID/2TC
TAGS: allow_dup
MONS: orc priest, deep elf priest / w:30 nothing
KFEAT: D = altar_beogh / w:2 altar_okawaru / w:2 altar_makhleb
MAP
ccccc...
c1..c...
c1D.+.I@
c1..c...
ccccc...
NAME: minivault_2
TAGS: allow_dup
SHUFFLE: cvxx
MAP
...........
.xxxx.xxxx.
.xx.....xx.
.x.......x.
.x.......x.
.....C.....
.x.......x.
.x.......x.
.xx.....xx.
.xxxx.xxxx.
...........
ENDMAP
###################################
#
NAME: minitemple
TAGS: allow_dup
# More common than the others.
CHANCE: 20
MAP
cccccccccc
cccccccccc
cBcBcBcBcc
G.c.c.c.Bc
@.......Bc
@.......Bc
G.c.c.c.Bc
cBcBcBcBcc
cccccccccc
cccccccccc
ENDMAP
###################################
##############################
# Worms!
#
NAME: worms_lemuel
DEPTH: D:6-15, Lair, Swamp, Hive, Snake
FLAGS: no_rotate
SUBST: W = W:20 w
KFEAT: 1 = W
KMONS: 1 = w:20 worm / swamp worm / w:5 brain worm
MAP
WWWWWWW
WWWWWWWWWWW
WWWxxxxxxxWWW
WWWx11111xWWW
WWWx11111+WWW
WWWx11111xWWW
WWWxxxxxxxWWW
WWWWWWWWWWW
WWWWWWW
ENDMAP
ENDMAP
###################################
# jmf: Multi-god temple thing
#
NAME: multi_god_temple
SHUFFLE: abc
SUBST: a:=, b:x, c:x
DEPTH: 14-
MAP
............
.axxxxxxxxa.
.x9......9x.
.bT......Tb.
.x..C..C..x.
.cT......Tc.
.xxxxxxxxxx.
.xxx$$$$xxx.
.xx8....8xx.
..xx....xx..
...xG..Gx...
............
# jmf: Another multi-god temple thing
#
NAME: multi_god_temple2
DEPTH: 14-
MAP
............
..vvvvvvvv..
.vv......vv.
.v..x..x..v.
.v.Cx..xC.v.
.v..x..x..v.
.vT8x..x8Tv.
.vvvx==xvvv.
...Gx99xG...
...+*99*+...
...GxxxxG...
............
ENDMAP
###################################
##########################
# Ogre Cave, by Lemuel
#
NAME: lemuel_ogre_cave
ORIENT: float
DEPTH: D:9-15, Orc
TAGS: no_pool_fixup
MONS: ogre, two-headed ogre, ogre-mage / Erolcha, plant / fungus
MONS: ogre zombie, two-headed ogre zombie
SHUFFLE: WX/ZY , 12/12/67
SUBST: W:ww. , X:. , Z:x , Y:+.=
SHUFFLE: *5/WW
SUBST: *=. , W=wW , !:$.
SUBST: 5 = 5 6 = ^:5 I:5 F:5
MAP
xxxxx
xxxxxx12xx
xx*..x.122xx
xxxxxxxxx5xxx...11xx
xxWxxxxxxx*xxxxx....xx
xxWWxxxxxx.xxxxxx**xxxx
xWWWxxxxxx.xxxxxxx**xxxxx
WWWW**xxxxx.xxxxxxx5xxxxxxxx
xWWWW..xxxxx.xxxxxx.xccccccx
xxWW....1xxx.xxxxx.xxc$$$$cx
@..X...111..xxxxxx.xxc$$$$cx
xxWWW...11xxxxxxx.xxxc!!!!cx
xWWW....*xxxxxxx*..xxc+ccccx
xxWWW..**xxxxxx*....x..xxxxx
xxWWWW*xxxxxxx*.11.Y.xx
xxWWWWWxxxxxxx1221xxx
xxxxWWWWxxxxxxx23xx
xxxxxWWxxxxxxxxx|xx
xxWWWWxxxxxxxxxxxx
WWWWxxx
ENDMAP
ENDMAP
##############################################################################
# Hive vaults
##############################################################################
NAME: Hive_Balancer
DEPTH: Hive:*
TAGS: dummy
CHANCE: 200
MAP
x
ENDMAP
# Note the higher weight to the empty vault:
# this is because vaults in the Hive should be rare
NAME: lemuel_Hive_Pool
DEPTH: Hive:*
SUBST: W=W. , ?:W. , !:W.
MAP
WwwwW
??wwwwwwW
????wwwwwwwwW
????wwwwwwwwwW
????wwwwwwwwWW
??..WwwwwwwW
?!.WwwwwwW
!...Wwwwww
!!!..WwwwW
!!!..Wwwww
!!!WwwW
!!!wwW
!!!w
WW
ENDMAP
NAME: lemuel_Hive_Moat
DEPTH: Hive:*
ORIENT: float
MAP
www
wwwwwww
wwww.wwww
wwww. .wwww
wwww. .wwww
wwww.).].wwww
wwww..}..wwww
wwww. .wwww
wwww. .wwww
wwww.wwww
wwwwwww
www
ENDMAP
NAME: lemuel_Hive_Zombies
DEPTH: Hive:1-3
ORIENT: float
TAGS: no_monster_gen
MONS: killer bee zombie/weight:2 killer bee larva zombie, necromancer, plant
SHUFFLE: {}
SUBST: . = .:50 1:4 3:1
SUBST: > = <>
SUBST: }=} .:3
SUBST: {={ .:3
SUBST: == +:5 = .:3
SUBST: ? = a.
MAP
aaaaaa
aa?..?aa
aaaaaaa?....?aa
a{...........?aaa
aaaaaa?........?aaaa
aa...........?aaaa
a?..111........?aa
a?.11111........?a
aa.11111........?aa
a?.111..........?aaaaaaaa
a?.....................}a
ccccccca...............?aaaaaaaa
c|..=2.+...........??aaaa
cccccccaa?.......?aaaa
aa?....?aaa
aaa...aa
a?.?a
aaa??aa
aaa????a
aaa....?aa
aa?.>..aaa
a?....aa
aa..?aa
a?aaa
aaa
ENDMAP
NAME: lemuel_Hive_Oklob
DEPTH: Hive:*
MONS: oklob plant
MAP
1
ENDMAP
NAME: lemuel_Big_Bunch_of_Bees
MONS: killer bee/weight:1 killer bee larva
MAP
11111
111111111
11111111111
11111111111
1111111111111
1111111111111
1111111111111
11111111111
11111111111
111111111
11111
ENDMAP
NAME: lemuel_troublesome_eels
DEPTH: Hive:*
KFEAT: X = deep_water
KMONS: X = electrical eel
SUBST: W=w1.
SUBST: . = 1:1 .
SUBST: 1 = 1 .:5
MONS: plant
MAP
....111....
...1111111...
...11WwwwW11...
..11WwwXwwW11..
.11WwwXwXwwW11.
11WwwXwXwXwwW11
11WwXwXwXwXwW11
11WwwXwXwXwwW11
.11WwwXwXwwW11.
..11WwwXwwW11..
...11WwwwW11...
...1111111...
....111....
ENDMAP
NAME: lemuel_wasp_nest
DEPTH: Hive:2-3
MONS: yellow wasp/weight:2 red wasp
CHANCE: 1
SUBST: 1=1 .:15
SUBST: ?=a.
MAP
a?@?a
a?.?a
aaaaa.aaaaa
aa111a.a111aa
aa111aa.aa111aa
a111aaa.aaa111a
a?1.??a.a??.1?a
aa?...a.a...?aa
aaa?.....?aaa
aaa?.?aaa
aa.aa
a.a
a.a
a*a
aaa
ENDMAP
####################################
# An old-fashioned vault, by Lemuel
#
NAME: traditional_vault_lemuel
DEPTH: D:12-27, Vault
ORIENT: float
SUBST: 8 = 9 8
SUBST: 9 = 9 0
SUBST: 0 = 0 .
KFEAT: $ = ^
KITEM: $ = gold
MAP
........................
wwwwwwwwwwwwwwwwwwwwwwww
wcccccccccc==ccccccccccw
wc$..................$cw
wc.........99.........cw
wc..cccccccccccccccc..cw
wc0.c$....9999....$c.0cw
wc..c.....9999.....c..cw
wc..c..cccc++cccc..c..cw
wc..c..c$......$c..c..cw
wc..c..c...99...c..c..cw
wc..c..c..cccc..c..c..cw
wc00c..c..c||c..c..c00cw
wc00c..c..c||c..c..c00cw
wc..c..c..c++c..c..c..cw
wc..c..c..9889..c..c..cw
wc..c..c$.9889.$c..c..cw
wc..c..cccccccccc..c..cw
wc..c......99......c..cw
wc0.c$............$c.0cw
wc..ccccccc++ccccccc..cw
wc.........00.........cw
wc$........00........$cw
wccccccccccccccccccccccw
wwwwwwwwwwwwwwwwwwwwwwww
........................
# Entry vaults
NAME: entry_zaba_1
TAGS: entry no_monster_gen no_item_gen
FLAGS: no_rotate
ORIENT: float
SUBST: T = TV, ? = wW
MAP
xxx@xxx@xxx@xxx
x.............x
x.G.T.T.T.T.G.x
x.............x
xw?W?wwWww?W?wx
xwwW?wwWww?Wwwx
xwwWWwwWwwWWwwx
xww?WwwWwwW?wwx
xwwwW?wWw?Wwwwx
xwwwWWwWwWWwwwx
xwww?WwWwW?wwwx
xwwwwWwWwWwwwwx
xwwwwWWWWWwwwwx
xwwww?WWW?wwwwx
xwww?WWWWW?wwwx
xww?WW...WW?wwx
xw?WW.({[.WW?wx
xww?WW...WW?wwx
xwww?WWWWW?wwwx
xwwww?????wwwwx
xwwwwwwwwwwwwwx
xwwwwwwwwwwwwwx
xxxxxxxxxxxxxxx
ENDMAP
##############################################################
# Zaba's second entry vault ever
NAME: entry_zaba_2
TAGS: entry
ORIENT: float
SHUFFLE: ([{>
SUBST: ?:???!, ?=?., ?=!, !:cx, ===cc+
MAP
.................@.................
.cccccc...cccccc...cccccc...cccccc.
.c....c...c....c...c....c...c....c.
.c.(..c...c.{..c...c..[.c...c..>.c.
.c....cc=cc....cc=cc....cc=cc....c.
.cc+ccc...cc+ccc...ccc+cc...ccc+cc.
..!...+...+....+...+....+...+...!..
..!!??!???!????!?.?!????!???!??!!..
..!?.??.???.????.????.???.??.?!..
.!!?..??..???.....???..??..?!!.
@.!??...???...???...???...??!.@
.!!???....????.????....???!!.
..!!????....??.??....????!!..
..!!?????....?....?????!!..
..!!!??????...??????!!!..
...!!!???..?..???!!!...
..!!!!???.???!!!!..
...!!!!!+!!!!!...
......@......
ENDMAP
##############################################################################
########################
# Dead fish
# As of 0.3.2 the fish zombies can't move, they're basically just decorative
NAME: lemuel_dead_fish_pool
DEPTH: Crypt:*
# Lemuel also had Cocytus:*
TAGS: no_pool_fixup
SUBST: . : .w
SUBST: 1 = w:50 1
KFEAT: 1 = w
KMONS: 1 = big fish zombie / giant goldfish zombie
MAP
...wwwww...
..ww111ww..
.ww11111ww.
ww1111111ww
w111111111w
w111111111w
ww1111111ww
.ww11111ww.
..ww111ww..
...wwwww...
ENDMAP
###########################################################
# tombs in the wall
NAME: tombwall_bobbens
TAGS: allow_dup
DEPTH: Crypt
MONS: w:5 small zombie/large zombie/w:1 large abomination/w:1 small abomination/w:1 skeletal warrior/w:1 necrophage/w:1 ghoul/w:1 rotting hulk/w:5 small skeleton/large skeleton/w:3 nothing
MAP
ccccccccccccccccccccccc
ccc1c1c1c1c1c1c1c1c1ccc
ccc+c+c+c+c+c+c+c+c+ccc
.......................
.......................
.......................
ENDMAP
###########################################################
############################################################################
###########################################################
# small pyramid leading to the bigger one
NAME: tomb_entry_pyramid_bobbens
ORIENT: float
TAGS: tomb_entry no_monster_gen
MONS: sphinx
MONS: w:1 mummy / w:9 guardian mummy
MONS: mummy priest
SUBST: ' = ~ .:50
MAP
........................
........................
..cccccccccccccccccccc..
..cccccccccccccccccccc..
..cc....2...........cc..
..cc..............2.cc..
..cc....cccccccccc''cc..
..cc....c''''''''c''cc..
..cc....c''ccccc'c''cc..
..cc....c''cO'3''c''cc..
..cc....c''ccccccc''cc..
..cc.2..c''2''''''''cc..
..cc....c'''''''''''cc..
..cc....cccccccccccccc..
..cc................cc..
..cc....2......2....cc..
..cc...ccc++++ccc...cc..
..cc...cc......cc...cc..
..cc.2.cc.G..G.cc.2.cc..
..cc.V.cc......cc.V.cc..
..cc...cc......cc...cc..
..ccccccc.G..G.ccccccc..
..ccccccc......ccccccc..
........................
.......1........1.......
........................
........................
ENDMAP
###########################################################
# sphere entry
NAME: tomb_entry_sphere_bobbens
ORIENT: float
TAGS: tomb_entry no_monster_gen no_rotate
MONS: w:1 mummy / w:9 guardian mummy
MONS: sphinx
MONS: mummy priest
MAP
ccccc
cccc.1.cccc
ccc.........ccc
cc......c......cc
cc....ccccccc....cc
c....cc.1.1.ccc..1c
..cccc...........cc..cc
.1c..cc...........c3O.c
..+..2ccccc.F.ccccccccc
.1c...c...............c
..cc..cc.............cc
c...ccc.1..1.cc...c
cc....cccccccc...cc
cc......c......cc
ccc.........ccc
cccc.1.cccc
ccccc
ENDMAP
###########################################################
"bazaar.des", "entry.des", "elf.des", "float.des", "hells.des", "hive.des",
"lab.des", "lair.des", "large.des", "mini.des", "orc.des", "pan.des",
"portal.des", "temple.des", "vaults.des", "crypt.des", "zot.des"
"altar.des", "bazaar.des", "entry.des", "elf.des", "float.des", "hells.des",
"hive.des", "lab.des", "lair.des", "large.des", "mini.des", "orc.des",
"pan.des", "portal.des", "temple.des", "vaults.des", "crypt.des", "zot.des"
###############################################################################
# altar.des: This is the place where minivaults (and floating vaults)
# containing altars should go. Vaults particular to a specific
# branch (Beogh altar minivaults for Orc:*, for example), may
# go in the corresponding des-file. A few entry vaults contain
# altars; these should always be in entry.des.
#
# There are two reasons for keeping altar vaults separate:
# * This makes it easier to adapt for new gods.
# * Easier tweaking of altar chances.
###############################################################################
######################################
# I Temples (Multi-altar vaults)
######################################
NAME: minitemple
TAGS: allow_dup
# More common than the others.
CHANCE: 20
MAP
cccccccccc
cccccccccc
cBcBcBcBcc
G.c.c.c.Bc
@.......Bc
@.......Bc
G.c.c.c.Bc
cBcBcBcBcc
cccccccccc
cccccccccc
ENDMAP
NAME: jmf_multi_god_temple
SHUFFLE: abc
SUBST: a:=, b:x, c:x
DEPTH: 8-
MAP
............
.axxxxxxxxa.
.x9......9x.
.bT......Tb.
.x..C..C..x.
.cT......Tc.
.xxxxmmxxxx.
.xxx$$$$xxx.
.xx8....8xx.
..xx....xx..
...xG..Gx...
............
ENDMAP
NAME: jmf_multi_god_temple2
DEPTH: 12-
MAP
............
..vvvvvvvv..
.vv......vv.
.v..x..x..v.
.v.Cx..xC.v.
.v..x..x..v.
.vT8x..x8Tv.
.vvvx==xvvv.
...Gx99xG...
...+*99*+...
...GxxxxG...
............
ENDMAP
######################################
# II General altars
######################################
NAME: old_standard_altar
TAGS: allow_dup
SHUFFLE: cvxx
MAP
...........
.xxxx.xxxx.
.xx.....xx.
.x.......x.
.x.......x.
.....C.....
.x.......x.
.x.......x.
.xx.....xx.
.xxxx.xxxx.
...........
ENDMAP
NAME: lemuel_round_altar
TAGS: allow_dup
SHUFFLE: cvxx
MAP
xxxxx
xx...xx
xx.....xx
x.......x
x...C...@
x.......x
xx.....xx
xx...xx
xxxxx
ENDMAP
NAME: lemuel_crystal_altar
TAGS: allow_dup
MAP
b.b
.C.
b.b
ENDMAP
NAME: lemuel_altar_in_water
DEPTH: D:2-18, !Lair, !Hive, !Slime
CHANCE: 9
FLAGS: no_rotate
: local brnd = crawl.random2(13)
: if brnd > 10 then
TAGS: no_monster_gen
# this case almost always has altar access
: else
TAGS: no_monster_gen no_pool_fixup
: end
MAP
.........
...wwwww...
..wwwwwwwww..
.wwwwwwwwwww..
wwwwwwwwwwwww.
wwwwwwCwwwwww.
wwwwwwwwwwwww.
.wwwwwwwwwww..
..wwwwwwwww..
...wwwww...
........
ENDMAP
NAME: lemuel_altar_in_water2
TAGS: no_pool_fixup no_monster_gen
DEPTH: 2-18
FLAGS: no_rotate
CHANCE: 1
MAP
www
wwwww
wwwwwww
@..Cwww
wwwwwww
wwwww
www
ENDMAP
NAME: lemuel_oklob_altar
DEPTH: 6-18
MONS: oklob plant, plant
MAP
2
2C1
2
ENDMAP
NAME: lemuel_hidden_altar
DEPTH: 1-18, !Lair, !Orc, !Hive, !Slime
SHUFFLE: XY
SUBST: X = .
SUBST: Y = =
MAP
.........
.xxxXxxx.
.xxx.xxx.
.xxxYxxx.
.X.YCY.X.
.xxxYxxx.
.xxx.xxx.
.xxxXxxx.
.........
ENDMAP
NAME: lemuel_sealed_altar_a
CHANCE: 3
DEPTH: 2-18, !Lair, !Orc, !Hive, !Slime
MAP
xxxxxxxxxxxxx
x...........x
x...........x
x...........x
x...........x
x.....>.....x
x.....C.....x
x...........x
x...........x
x...........x
x...........x
xxxxxxxxxxxxx
ENDMAP
NAME: lemuel_sealed_altar_b
CHANCE: 7
DEPTH: 2-18, !Lair, !Orc, !Hive, !Slime
MAP
xxxxxxxxxxx
x.........x
x.........x
x....>....x
x....C....x
x.........x
x.........x
xxxxxxxxxxx
ENDMAP
NAME: lemuel_tele_altar
DEPTH: 2-18, !Lair, !Orc, !Hive, !Slime
KFEAT: X = teleport trap
MAP
.............
.xxxxxXxxxxx.
.x.........x.
.x.........x.
.x.........x.
.X....C....X.
.x.........x.
.x.........x.
.x.........x.
.xxxxxXxxxxx.
.............
ENDMAP
NAME: lemuel_statue_altar
DEPTH: 2-18, !Lair, !Hive, !Slime
MAP
.....
.cFc.
.c.c.
.c.c.
.c.c.
.c.c.
.cCc.
.ccc.
.....
ENDMAP
NAME: lemuel_coloured_pillars_altar
DEPTH: 2-18, !Lair, !Hive, !Slime, !Orc
FLAGS: no_rotate
COLOUR: c = blue / yellow / red / cyan
MAP
xxxxxxxxxxxxxxxxxxxx
...................x
c...c...c...c...c..x
..................Cx
c...c...c...c...c..x
...................x
xxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: lemuel_upstairs_altar
DEPTH: 2-12, !Lair, !Hive, !Slime, !Orc
ORIENT: float
SUBST: T:T.
SUBST: ) = )}]
MAP
ccccccc
cT...Tc
c.....c
c..C..c
c.....c
cT...Tc
ccc+ccc
c.c
c.c
c.c
c.c
c)c
ccc
ENDMAP
######################################
# III Special altars
######################################
NAME: lemuel_angel_altar
DEPTH: 2-18, !Lair, !Orc, !Hive, !Slime
MONS: angel
KFEAT: C = altar_elyvilon / altar_zin / altar_shining_one
MAP
.....
..xmx..
..xx.xx..
..xxx.xxx..
.xxxx1xxxx.
.m...C...m.
.xxxx.xxxx.
..xxx.xxx..
..xx.xx..
..xmx..
ENDMAP
NAME: lemuel_hellish_altar
DEPTH: 2-18, !Lair, !Hive, !Slime
MONS: iron devil/orange demon, beast/rotting devil, lemure/manes, hellion
SUBST: 2 = 23
SUBST: 2 = 12
SUBST: 3 = 3L
: if you.absdepth() >14 then
SUBST: 1 = 1:20 4
: end
SUBST: L = l.
SUBST: C = C / P:1
KFEAT: C = altar_lugonu/altar_yredelemnul/altar_kikubaaqudgha/altar_makhleb
KFEAT: P = enter_abyss
MAP
....LLllLL.....
...LllllllLLL..
..Lll323lllLLL.
.LLl32123lllLL.
.LLl33C33llLL..
..Lll323llLL...
..LLll3llL.....
...LLlllL......
....LLLL.......
.....LLLLL.....
.......LLLL....
ENDMAP
NAME: david_defended_altar
DEPTH: D:7-20, Orc, Elf, Snake
SHUFFLE: 1ID/2TC
TAGS: allow_dup
MONS: orc priest, deep elf priest / w:30 nothing
KFEAT: D = altar_beogh / w:2 altar_okawaru / w:2 altar_makhleb
MAP
ccccc...
c1..c...
c1D.+.I@
c1..c...
ccccc...
ENDMAP
NAME: lemuel_blue_sif_altar
DEPTH: 2-18, !Lair, !Hive, !Slime, !Orc
TAGS: no_monster_gen
COLOUR: . = blue
KFEAT: C = altar_sif_muna
MAP
xxxxxxxxxxxxxx
...........xxx
...........+Cx
...........xxx
xxxxxxxxxxxxxx
ENDMAP
NAME: lemuel_dead_fish_altar
DEPTH: 2-18, !Hive, !Slime, !Orc
TAGS: no_pool_fixup
KMONS: 1 = giant goldfish zombie / big fish zombie / nothing
KFEAT: 1 = deep_water
KFEAT: C = altar_kikubaaqudgha / altar_yredelemnul
MAP
xxxxxxxxxxxxxxxx
xxxx11111111xxxx
xxxxwwwwwwwwxxxx
..............Cx
xxxxwwwwwwwwxxxx
xxxx11111111xxxx
xxxxxxxxxxxxxxxx
ENDMAP
# The mix of deep and shallow water is intended to keep the centaurs from
# escaping without requiring the player to be able to cross deep water.
NAME: lemuel_centaur_altar
DEPTH: 7-20, Shoal
TAGS: no_pool_fixup no_monster_gen
MONS: centaur
MAP
xxxxxxxxxxxxx
xxxxxxxxxxwxx
xxwx.1.1.xxwx
xwxx1.C.1xwwx
xwwxWwwWwWwxx
xwwWwwwwwwxxx
xxwWwWWwwWxxx
xxxwWwwWwxxxx
xxxwwwWwWxxxx
xxx......xxxx
ENDMAP
NAME: lemuel_mausoleum_altar
DEPTH: 7-20, Crypt
MONS: w:50 human zombie/orc zombie/elf zombie/w:5 ogre zombie/w:5 troll zombie
MONS: w:50 human skeleton/orc skeleton/elf skeleton/w:5 ogre skeleton/w:5 troll skeleton
MONS: mummy, wight, wraith, necrophage, ghoul
NSUBST: ? = 1:C / *:1
SUBST: 1 = 1:25 2 3 4:8 5:6 6:4 7:2
KFEAT: C = altar_kikubaaqudgha / altar_yredelemnul
KMONS: C = human zombie
MAP
ccccccc
c?+.+?c
ccc.ccc
c?+.+?c
ccc.ccc
c?+.+?c
ccc.ccc
c?+.+?c
ccc.ccc
c?+.+?c
ccc.ccc
c?+.+?c
ccc.ccc
ccc+ccc
cGc@cGc
ENDMAP