Scene 0 0
	% This scene is named after my favorite stage direction
	% from Shakespeare... "enter a sewer, divers"

	% Anyhow, it's a sewer. The PC can go up and return to
	% the calling scene, or kill all the monsters present and
	% descend to the next scene. Supposedly the calling plot must
	% record how deep the PC has gone.

	% INTERFACE
	% Use the following to enter this dungeon:
	%
	%   GoStartCombat <P= 2 1 SavePos MStaged .scene 5 .mdesc SeekGate -1 PassVar 1 5>
	%   .scene <SCENE_SewerDivers.txt>
	%   .mdesc <CITY WATER SWAMP>
	%
	% This code assumes the usual convention of setting P2=1 when
	% combat is entered. To measure the deepest level that the PC
	% has cleared, insert the following code in the plot:
	%
	%   nu1 <if= P2 1 if= t1 0  P= 2 2>
	%   nu2 <if= P2 1 if= t2 0 ifG L1 P100 P= 100 L1>
	%
	% This will save the deepest dungeon depth as P100,
	% and will set P2=2 when the PC leaves the dungeon.

	% V1 = Depth
	% V3 = Monsters dead message

	special <NOEXIT>
	NU1 <if= t1 0 Return>
	NU2 <if= t2 0 if= V3 0 V= 3 1 Print 2>

	% Every level you descend does a bit more morale damage, as the smell
	% starts to get to you...
	start <Print 1 if= V4 0 V= 4 1 PCMoraleDMG d8 PCMoraleDMG d8>
	Msg1 <You are approximately \VAL L1 meters below the surface.>
	Msg2 <That seems to be the last of the monsters for this level.>

	CaveMap
	BorderType 29
	FloorType 17
	MarbleType 7

sub
	Team 1
	SetEnemy 2

	Team 2
	SetEnemy 1
	home <Exit Stairs>

	rect
	width 3
	height 3
	FloorType 17
	sub
		StairsUp
		Destination -1
		use <Print 1 Retreat 1>
	end

	rect
	name <Exit Stairs>
	width 8
	height 8
	FloorType 17
	sub
		StairsDown
		Destination 1
		use <if= T2 0 else GoMoreMonsters Print 1 L+ 1 d10 L+ 1 d10 MStaged .scene L1 .mdesc SeekGate -1 PassVar 1 L1>
		.scene <SCENE_SewerDivers.txt>
		.mdesc <CITY WATER SWAMP>
		GoMoreMonsters <Print 101>
		Msg101 <You can't go down yet, since there are still more monsters to fight on this level.>
	end

end
