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###############################################################################
# altar.des: This contains most of the generic altar vaults.
#            All vaults in this file focus on the altar, in particular, all
#            maps are rather small.
#            Some maps containing altars should *not* go in this file.
#            These are
#            * Branch-specific vaults
#              (Beogh altar minivaults for Orc, for example)
#              These go into the corresponding des-file of the branch.
#            * Entry vaults with altars
#              Use an entry_foo.des file.
#            * Overflow altars.
#              (I.e. altars dedicated to Temple gods which can be used if the
#              gods do not show up in the Temple).
#              Use overflow.des.
#            * Large non-overflow vaults.
#              These are vaults where the altar is used for thematic reasons.
#              Use a file in the variable/ directory.
#
#            For a particularly elaborate altar map, using lots of lua, use a
#            single, new file.
#
# Content:
# I    Temples (Multi-altar vaults, containing two or more C)
# II   General altars (containing a single C)
# III  Altars to minor gods
#
###############################################################################

{{
function interest_check(e)
  if you.branch() == "D" then
    if you.absdepth() > 9 then
      e.tags('extra')
    end
  else
    e.tags('extra')
  end
end

function callback.amethyst_srp_altar(data, triggerable, triggerer, marker, ev)
  local pos = dgn.point(marker:pos())
  slaves = dgn.find_marker_positions_by_prop("teleport_spot",
                                             data.teleport_spot)
  you.teleport_to(slaves[1].x, slaves[1].y)
  crawl.mpr("Your surroundings suddenly seem different.")
end

}}

default-depth: D, Depths

##############################################################################
# I    Temples (Multi-altar vaults, containing two or more C)
##############################################################################

NAME:    jmf_multi_god_temple
SHUFFLE: abc
SUBST:   a:+, b:x, c:x
DEPTH:   D:8-, Vaults
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: D:8-, Vaults
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 (containing a single C)
##############################################################################

NAME:   basic_altar
TAGS:   allow_dup extra no_monster_gen transparent decor
DEPTH:  5-
CHANCE: 20% (Orc)
CHANCE: 10% (Snake, Forest)
CHANCE: 8% (D, Elf)
CHANCE: 5% (Lair, Slime, Vaults, Crypt)
CHANCE: 1% (Zot)
CHANCE: 0
MAP
.....
.....
..C..
.....
.....
ENDMAP

NAME:   lemuel_altar_in_water
DEPTH:  D:2-, Swamp, Shoals
WEIGHT: 9
: local brnd = crawl.random2(13)
: if brnd > 10 then
TAGS:   transparent no_monster_gen no_rotate decor
# this case almost always has altar access
: else
TAGS:   transparent no_monster_gen no_pool_fixup no_rotate decor
: end
KPROP:  C = no_rtele_into
: interest_check(_G)
MAP
   .........
  ...wwwww...
 ..wwwwwwwww..
..wwwwwwwwwww..
.wwwwwwwwwwwww.
.wwwwwwCwwwwww.
.wwwwwwwwwwwww.
..wwwwwwwwwww..
 .wwwwwwwww..
 ...wwwww...
   ........
ENDMAP

NAME:   lemuel_altar_in_water2
TAGS:   no_pool_fixup no_monster_gen
DEPTH:  D:2-, Lair, Snake, Swamp, Shoals
WEIGHT: 1
: interest_check(_G)
MAP
   www
  wwwww
 wwwwwww
 @..Cwww
 wwwwwww
  wwwww
   www
ENDMAP

NAME:  lemuel_oklob_altar
DEPTH: D:6-, Lair, Snake, Shoals
MONS:  oklob plant, plant
MAP
 2
2C1
 2
ENDMAP

NAME:  lemuel_tele_altar
TAGS:  transparent decor
DEPTH: D:2-, Vaults
WEIGHT: 5
SUBST: Y = X x
KFEAT: X = known teleport trap
KMASK: _C = opaque
MAP
...........
.xxxxXxxxx.
.x_______x.
.x_______x.
.x_______x.
.Y___C___Y.
.x_______x.
.x_______x.
.x_______x.
.xxxxYxxxx.
...........
ENDMAP

NAME:  amethyst_srp_altar
TAGS:  transparent decor
DEPTH: D:2-, Vaults
WEIGHT: 5
KFEAT: MNOP = teleporter
KFEAT: mnop = floor
{{
for i, char in ipairs({ 'm', 'n', 'o', 'p' }) do
  local markerval = "altar_" .. char
  local tele_marker = TriggerableFunction:new {
    func="callback.amethyst_srp_altar",
    data = { teleport_spot = markerval },
    repeated = true
  }
  tele_marker:add_triggerer(DgnTriggerer:new { type = "player_move" })

  lua_marker(char:upper(), tele_marker)
  lua_marker(char, portal_desc { teleport_spot = markerval })
end
}}
KMASK: _Cp = opaque
MAP
.....o.....
.xxxxPxxxx.
.x_______x.
.x_______x.
.x_______x.
nO___C__pM.
.x_______x.
.x_______x.
.x_______x.
.xxxxNxxxx.
.....m.....
ENDMAP

NAME:  lemuel_statue_altar
TAGS:  transparent decor
DEPTH: D:2-, Orc, Depths, Vaults, Elf, Crypt, Forest
: if you.absdepth() < 10 then
SUBST: F = G
: end
SUBST: F = G:99 F:1
KMONS: F = orange crystal statue / silver statue / ice statue
: interest_check(_G)
KMASK: _>C = opaque
MAP
.........
.ccccccc.
.F___>Cc.
.ccccccc.
.........
ENDMAP

NAME:   lemuel_upstairs_altar
DEPTH:  D:2-, Vaults, Elf, Crypt
ORIENT: float
SUBST:  T:T., )=)}], c:ccx
KMASK:  T = no_monster_gen
: interest_check(_G)
MAP
ccccccc
cT...Tc
c.....ccccccc
c..C..+....)c
c.....ccccccc
cT...Tc
ccccccc
ENDMAP

# This is the generic version. A special version may occur for Orc, almost always
# to Beogh. Only one of these can come up.
NAME:  david_defended_altar_elf
DEPTH: D:7-14, Elf
MONS:  patrolling deep elf priest / w:30 nothing
TAGS:  uniq_defended_altar
MAP
ccccc...
c1..c...
c1C.+.G@
c1..c...
ccccc...
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: D:7-15, Shoals, Lair
TAGS:  no_pool_fixup no_monster_gen
MONS:  patrolling centaur
MAP
xxxxxxxxxxxxx
xxxxxxxxxxwxx
xxwx.1.1.xxwx
xwxx1.C.1xwwx
xwwxWwwWwWwxx
xwwWwwwwwwxxx
xxwWwWWwwWxxx
xxxwWwwWwxxxx
xxxwwwWwWxxxx
xxx...@..xxxx
ENDMAP

NAME:  lemuel_angel_altar
DEPTH: D:3-, Vaults
TAGS:  no_trap_gen
: if you.absdepth() > 12 then
MONS: patrolling Daeva / patrolling Angel
KFEAT:  m = iron_grate
: else
MONS:  patrolling Angel
: end
KFEAT: _ = altar_elyvilon / altar_zin / altar_the_shining_one
KPROP: >"1_ = no_rtele_into
SUBST: " = .
MAP
   .....
  ..xmx..
 ..xx>xx..
..xxx"xxx..
.xxxx1xxxx.
.m>""_"">m.
.xxxx"xxxx.
..xxx"xxx..
 ..xx>xx..
  ..xmx..
   .....
ENDMAP

##############################################################################
# III   Altars to minor gods
#
# These are non-Temple gods like Beogh, Jiyva, Lugonu.
##############################################################################

### Altars possibly to Lugonu ################################################

# Hell themed, to Lugonu, Yredelemnul, Kikubaaqudgha or Makhleb
# Note: This altar would not make a decent overflow altar, it is too hard to
#       access the altar early.
#
NAME:  lemuel_hellish_altar
DEPTH: D:8-, Crypt, Geh
TAGS:  no_monster_gen
MONS:  iron devil/orange demon
MONS:  hell beast/red devil
MONS:  iron imp
MONS:  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: _ = _ P:1
KFEAT: _ = altar_lugonu/altar_yredelemnul/altar_kikubaaqudgha/altar_makhleb
KFEAT: P = enter_abyss
KPROP: 1234_ = no_rtele_into
MAP
....LLLLL.....
..LlllllllL...
.LlllllllllLL..
.Llll323lllLLL.
LLll32123lllLL.
LLll33_33llLL..
.Llll323lllL...
.Lllll3llllL...
..LlllllllL...
...LlllllL...
 ...LLLLLL..
   ..LLLLLL.
ENDMAP

# Distorted/chaotic kobolds, to Lugonu or Xom (Jude)
# Note: This altar is too deep to be of use as a Xom overflow altar.
#
NAME:       due_chaos_kobolds
DEPTH:      Depths, Vaults, Elf, Crypt
TAGS:       no_rotate
ORIENT:     float
SUBST:      y  = c.
COLOUR:     1. = random
MARKER:     P  = lua:fog_machine { cloud_type="blue smoke", walk_dist=1, \
            size=9, pow_max=20, delay=10, buildup_amnt=14, buildup_time=7, \
            spread_rate=3, start_clouds=1, colour="blue" }
: if crawl.coinflip() then
KFEAT:      _ = altar_lugonu
KFEAT:      P = enter_abyss
: kmons("1 = kobold w:" .. you.absdepth() .. " ; quick blade ego:distortion " ..
:       "w:6 | cutlass ego:distortion | short sword ego:distortion / kobold "   ..
:       "w:80 ; short sword | cutlass | quick blade w:3")
: else
KFEAT:      _ = altar_xom
:   if crawl.one_chance_in(4) then
KMONS:      P = orange crystal statue
:   else
KFEAT:      P = enter_abyss / fountain_sparkling / stone_arch
:   end
: kmons("1 = kobold w:" .. you.absdepth() .. " ; quick blade ego:chaos " ..
:       "w:6 | cutlass ego:chaos | short sword ego:chaos / kobold w:80 ;"  ..
:       "short sword | cutlass | quick blade w:3")
: end
MAP
  ccccc
 cc...cc
cc..P..cc
 cc...cc
 ccc.cccc
ccyy.yyyccc
cy..111.yyc
cc..1_1..cc
cyy.111..yc
cccyy..yycc
  ccc..ccc
    c++c
     @@
ENDMAP


### Altars possibly to Beogh #################################################

NAME:  david_defended_altar_orc
DEPTH: D:7-14, Orc
MONS:  patrolling orc priest
TAGS:  uniq_defended_altar
KFEAT: _ = altar_beogh / w:1 altar_okawaru / w:1 altar_makhleb / w:1 altar_trog
MAP
ccccc...
c1..c...
c1_.+.I@
c1..c...
ccccc...
ENDMAP


### Altars to Jiyva ##########################################################

NAME:   jiyva_altar_1
DEPTH:  D:4-
KFEAT:  _ = altar_jiyva
: if you.depth() < 6 then
NSUBST: 1 = 1:1 / *:2
: elseif you.depth() < 9 then
NSUBST: 1 = 2:1 / *:2
: elseif you.depth() < 13 then
NSUBST: 1 = 3:1 / *:2
: end
MONS:  jelly, ooze
MAP
.....
..1..
.1_1.
..1..
.....
ENDMAP