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###############################################################################
#
# The Ice Cave (Eino)
#
#
# Ice Cave is aimed to appear at somewhere in the middle game. It should be
# fairly challenging, but also allow retreating. The entries shouldn't be out
# of depth.
#
# Flavour: white colours, ice monsters, appropriate clouds.
# The escape is at the start. The player can back away if s/he decides
# some challenges are too much to handle.
#
###############################################################################

{{
function ice_cave_portal(e)
  local desc_long = "A permanent cold front seems to surround this " ..
    "portal.  Whatever lives on the other side, they will be full of " ..
    "grim and arctic fury. You note that the archway is melting away."

  local timeout_turns = crawl.random_range(1200, 1700)

  local messager =
    timed_msg {
      visible = true,
      -- $F{xxx} will be substituted with the 'entity' property of the timed
      -- marker, or with the desc property (if entity is not set).
      messages = time_messages(timeout_turns,
                               "$F{The} is slowly melting away.",
                               "$F{The} is melting away.",
                               "$F{The} is quickly melting away.",
                               "$F{The} is almost completely melted.")
    }

  e.lua_marker('O',
      timed_marker {
        disappear = "The archway melts and disappears.",
        desc = "A frozen archway",
        desc_long = desc_long,
        entity = 'archway',
        dst = "ice_cave",
        dstname_abbrev = "IceCv",
        dstorigin = "in an ice cave",
        overmap = "frozen archway",
        turns = timeout_turns,
        floor = "floor",
        msg = messager })
  e.kfeat("O = enter_portal_vault")
  e.colour("O = white")
end
}}

{{
-- Alter short feature descriptions for all ice cave destination vaults.
function ice_cave_feat_descs()
    dgn.set_feature_desc_short("rock wall", "ice covered $BASE")
    dgn.set_feature_desc_short("gate leading back to the Dungeon",
                               "ice covered $BASE")
    dgn.set_feature_desc_short("empty arch of ancient stone",
                               "ice choked $BASE")
    dgn.set_feature_desc_short("Some shallow water",
                               "Some ice crusted shallow water")
    dgn.set_feature_desc_short("Some deep water",
                               "Some ice crusted deep water")

    dgn.set_feature_desc_long("Some deep water",
                              "It looks freezing!");
end

dgn.set_lt_callback("ice_cave", "ice_cave_feat_descs")
}}

# For destination (not entry) vaults, use the following line after all
# substitutions have been performed:
# : ice_cave_colours(_G)
{{
function ice_cave_colours(e)
  e.kfeat("< = exit_portal_vault")
  e.colour("< = white")
  e.lrockcol("white")
  e.lfloorcol("blue")
  e.lrocktile("wall_ice")
  e.lfloortile("floor_ice")
end
}}

# Using this function will turn any ! glyph on the map into a fog generator.
# Any use requires two parameters as follows:
# : place_fog(_G, "freezing vapour", 25)
{{
function place_fog(e, type, strength)
   e.lua_marker("!", fog_machine { pow_max = strength, cloud_type = type,
                     delay_min = 50, delay_max = 300, size = 12,
                     start_clouds = 1 } )
end
}}

# Monster set functions

# Some random monster lists are the same for multiple destination caves.
# : ice_cave_random_monster_list_natural_giant(_G)
{{
function ice_cave_random_monster_list_natural_giant(e)
  e.set_random_mon_list("wolf w:35 / yak w:35 / polar bear w:15 / death yak / \
                         frost giant w:5")
end
}}

# : ice_cave_random_monster_list_undead_demon(_G)
{{
function ice_cave_random_monster_list_undead_demon(e)
  e.set_random_mon_list("white imp w:20 / ufetubus w:20 / freezing wraith / \
                         wolf simulacrum / yak simulacrum / \
                         polar bear simulacrum / human simulacrum / \
                         elf simulacrum / orc simulacrum / \
                         draconian simulacrum / ogre simulacrum / \
                         centaur simulacrum / troll simulacrum / \
                         naga simulacrum / blue devil / ice devil / \
                         ice fiend w:5")
end
}}

# : ice_cave_random_monster_list_undead_necromancer(_G)
{{
function ice_cave_random_monster_list_undead_necromancer(e)
  e.set_random_mon_list("white imp w:20 / ufetubus w:20 / freezing wraith / \
                         wolf simulacrum / yak simulacrum / \
                         polar bear simulacrum / human simulacrum / \
                         elf simulacrum / orc simulacrum / \
                         draconian simulacrum / ogre simulacrum / \
                         centaur simulacrum / troll simulacrum / \
                         naga simulacrum / necromancer")
end
}}

# Currently, all the "caverns" maps use the same monster sets for placement.
# : ice_cave_caverns_undead_demon_monster_set(_G)
{{
function ice_cave_caverns_undead_demon_monster_set(e)
  e.mons("white imp w:5 / ufetubus w:5 / human simulacrum w:2 / \
          elf simulacrum w:2 / orc simulacrum w:2")
  e.mons("polar bear simulacrum / freezing wraith w:3 / nothing w:1")
  e.mons("ice statue")
  e.mons("ice devil")
  e.mons("draconian simulacrum / ogre simulacrum / centaur simulacrum / \
          naga simulacrum / troll simulacrum")
  e.mons("freezing wraith / blue devil")
  e.mons("patrolling ice fiend")
end
}}

# : ice_cave_caverns_natural_giant_monster_set(_G)
{{
function ice_cave_caverns_natural_giant_monster_set(e)
  e.mons("wolf / yak w:3 / nothing w:1")
  e.mons("polar bear / nothing w:5")
  e.mons("ice statue")
  e.mons("polar bear / death yak w:5")
  e.mons("polar bear / yak")
  e.mons("wolf")
  e.mons("patrolling frost giant")
end
}}


# Entries ##########################################

NAME:   portal_ice_cave_entry_animals_and_master
TAGS:   uniq_ice_cave
DEPTH:  D:16-24, Lair:6-
ORIENT: float
: ice_cave_portal(_G)
COLOUR: X = white
KFEAT:  X = x
MONS:   wolf / yak w:5 / nothing w:1
MONS:   yak / polar bear w:5 / nothing w:1
MONS:   polar bear / nothing w:2
MONS:   ice dragon w:8 / nothing w:2
MAP
 xxxxxxx
xxXXXXXxx
xXX.4.XXx
xX.3.3.Xx
xX..O..Xx
xX.2.2.Xx
xXX...XXx
xxXX.1.Xx
 xX11XXXx
 xXX.XXxx
 xXX.XXx
 xxXX.Xx
xxXX.XXx
xXX@XXxx
ENDMAP

NAME:   portal_ice_cave_entry_horrid_things
TAGS:   uniq_ice_cave
DEPTH:  D:14-24
ORIENT: float
: ice_cave_portal(_G)
COLOUR: X = white
KFEAT:  X = x
MONS:   ice beast / freezing wraith w:2 / nothing w:2
MONS:   freezing wraith / nothing w:3
MONS:   azure jelly w:3 / freezing wraith w:7
MAP
xxxxxxxxxxxxxxxxxxxxxxxx
xxXXXXXxXXXXXXXXXXxxxxxx
xXX...XXX........XXxxxxx
xX.....X....2..1..XXXXXX
xX..O..+..3..1..1......+
xX.....X....2..1..XXXXXX
xXX...XXX........XXxxxxx
xxXXXXXxXXXXXXXXXXxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

NAME:   portal_ice_cave_demonic_guard
TAGS:   uniq_ice_cave
DEPTH:  D:14-24
ORIENT: float
: ice_cave_portal(_G)
COLOUR: x = white
MONS:   ice devil
MAP
xxxxxxx
x..O..x
x.....x
x.1.1.x
x.....x
xxx.xxx
xxx.xxx
xxx.xxx
xxx.xxx
xxx+xxx
ENDMAP

NAME:   portal_ice_cave_entry_ice_statue_001
TAGS:   uniq_ice_cave
DEPTH:  D:14-24
ORIENT: float
: ice_cave_portal(_G)
COLOUR: x = white
MONS:   ice statue
MAP
xxxxxxx
x.....x
x..O..x
x.....x
x..1..x
x.....x
x.....x
xxx+xxx
ENDMAP

NAME:   portal_ice_cave_entry_ice_statue_002
TAGS:   uniq_ice_cave
DEPTH:  14-24
ORIENT: float
: ice_cave_portal(_G)
MONS:   ice statue
MAP
   .....
 .........
...........
.....1.....
.....O.....
.....1.....
...........
 .........
   .....
ENDMAP

# The destination vaults ############
#
# Currently, there are four cave vaults (each of weight 8) and three
# cavern vaults (each of weight 5).

############################################################################
# small caves
#
# All start with a similar ice statue arrangement. These have the starting
# point near the exit, so you can always retreat; a middle point where there
# is some loot; and the end, where there is a big challenge and some major
# loot. Ideally weaker characters attempt to overcome the midpoint and then
# go back to dungeon, and strong characters can try to clear the whole cave.

# Foes: animals + frost giant & the ice statues.
# Loot: heavy weapons and rC gear wearable by big races,
#       plus some useful potions in the freezer.
NAME:    ice_cave_small_01
TAGS:    ice_cave no_item_gen no_monster_gen no_pool_fixup
ORIENT:  encompass
WEIGHT:  8
SHUFFLE: "'
SUBST:   "=. , ':x .:1
: ice_cave_colours(_G)
: ice_cave_random_monster_list_natural_giant(_G)
MONS:    yak / wolf / polar bear w:4
MONS:    polar bear
MONS:    frost giant
MONS:    polar bear w:3 generate_awake / wolf generate_awake / \
         yak generate_awake
MONS:    ice statue
SHUFFLE: defg
ITEM:    giant club / giant spiked club / great mace w:9 / \
         battleaxe w:7 / glaive w:8 / halberd w:8 / great sword w:6 / \
         nothing w:58
ITEM:    great mace good_item / battleaxe good_item / glaive good_item / \
         halberd good_item / great sword good_item / nothing w:50
ITEM:    battleaxe ego:freezing / glaive ego:freezing / halberd ego:freezing / \
         great sword ego:freezing / battleaxe ego:freezing good_item / \
         glaive ego:freezing good_item / halberd ego:freezing good_item / \
         great sword ego:freezing good_item / nothing w:80
ITEM:    cap ego:cold_resistance w:9 / cap ego:resistance w:1 / \
         cloak ego:cold_resistance w:9 / cloak ego:resistance w:1 / \
         shield ego:cold_resistance w:9 / shield ego:protection w:1 / \
         large shield ego:cold_resistance w:5 / \
         animal skin ego:cold_resistance / nothing w:60
ITEM:    potion of resistance w:5 / potion of gain strength / \
         potion of might / potion of confusion / potion of levitation / \
         potion of experience w:2
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx..xxxxxxxxxx12....xxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxx...xx...xxxx...2xxx...xxxxxxxxxxxxx
xxxxxxxxxx......1..xxxxx..x212.xxxxxxx...1xxxxxxxxxx
xxxxxxx.......1..1.xxxxxx....xxxxxxxxxxxx21..xxxxxxx
xxxxxx...xxxx.3.1....xxxxxxxxxxxxxwwwxxxxxx....xxxxx
xxxx...xxxfgxx.1..1...xxxxxxxxxxwwwwwxxxxxxxx....xxx
xxx...xxdegefxx..1.....xxxxxwwwwwwwwwwwwwxxxxxx....x
xxx...x$$$$gdex.......xxxxxwwwwwwwwwwwwwwwwwxxxxx..x
xxx...x....$$xx.....xxxxwwwwxxwwwwwwwwwwwwxxxxxx11xx
xxxx.......xxx.....xxwwwwxxxxxxxxxwwwwwwxxxxx...2xxx
xxxxx............xxxwwwwxxxxxxxxxxxwwwxxxx......xxxx
xxxx"xx.........x'wwwwwxxxxxxxxxxxxwxxxx...xxxxxxxxx
xxwwxxxxxxxxxxxxxxwwwxxxxxxxxxxxxxxxxxx..xxxxxxxxxxx
xxxwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxx..xxxxxxxxxxxx
xxwwwwwwwwwwwwwwwwwx'xxxxxxxxxxxxxxx....xxxxxxxxxxxx
xxwwwxxxxxxxxxxwwxx'x'xxxxxxxxxxxx........xxxxxxxxxx
xxwwxxxxxxxxxxxwwxxx'xxxxxxxxxxxx...........xxxxxxxx
x"xxxxxxxxxxxxxxwxx'xxxxxx"xxxxx..............xxxxxx
xx"xxxxxxxxxxxxxxx'xxxxxxx""""x................xxxxx
xxx"xxxxxxxxxxxxx'xxxxxxx"xxxx......2...2......xxxxx
xxx"xxxxxxxxxxxxx''xxxxx"xxx''xx...1..2..1....xxxxxx
xxxx""xxxxxxxxxxxxx'xxx"xxx'xxxxx.....1......xxxxxxx
xxxxxx""""xxxxxxxxxx'xx"xxx'xxwwxx..........xxxxxxxx
xxxxxxxxxx"xxxxxxxxx'xxx"xxx'xxwwxx5x....x5xxxxxxxxx
xxxxxxxxx"xxxxxxxxx'xxx"xxxxx'xxwwxxxx..xxxxxxxxxxxx
xxxxxxx""xxxxxxxxx'xxx"xxxxxx'xxxwwxxx..xxxwwxxxxxxx
xxxxxx"xxxxxxxxxxx''xxx"xxxxxx'xxwwxx..xxxwwxxxxxxxx
xxxxx"xxxxxxxxxxxxx'xxxx""xxxx'xxwxx..xxxwwxxxxxxxxx
xxxx"xxxxxxxxxxxxxxx'xxxx"xxx'xxxwwx...xxwwxxxxxxxxx
xxx"xxxxxxxxxxxxxxxxx'xxxx"x'xxxxwwxx...xxwwxxxxxxxx
xxx"xxxxxxxxxxxxxxxxx'xxxxx2xxxxxwwxxx44.xwwxxxxxxxx
xxx"xxxxxxxxxxxxxxxxx'x..x.xxxxxwwxxxx4.4xxwwxxxxxxx
xx"xxxxxxxxxxxxxxxxxxx.hx.xxxxxxwwxxx...xxxwwxxxxxxx
xx"xxxxxxxxxxxxxxxx..xhxhx.xxxxwwwxxx...xxxwwwxxxxxx
x"xxxxxxxxxxxxxxxxx.xhxhxh.xxxwwwxxx.....xxxwwxxxxxx
xx"xxxxxxxxx"xxxxxxx......xxxxxwwxx...A...xxxwxxxxxx
xxx"""xxx"""x""xxx""xxxxxxxxxxxwwxx.......xxwwxxxxxx
xxxxxx"""xxxxxx"""xxxxxxxxxxxxxwwxxx..<..xxxwwxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxwwwxxxx...xxxwwwxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# Foes: ice beasts, ice dragons & the ice statues.
# Loot: some gold, jewellery (approximately three rings).
NAME:    ice_cave_small_02
TAGS:    ice_cave no_item_gen no_monster_gen no_pool_fixup
ORIENT:  encompass
WEIGHT:  8
SHUFFLE: "'
SUBST:   "=. , ':x .:1
: ice_cave_colours(_G)
: dgn.set_random_mon_list("ice beast w:90 / ice dragon / nothing")
MONS:    ice beast
MONS:    ice dragon
MONS:    ice beast generate_awake
MONS:    ice statue
ITEM:    any jewellery / gold w:15 / nothing w:5
ITEM:    any jewellery good_item / gold w:5 / nothing w:5
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxx......xxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxx.....xxx....xxxxxx
xxxxxxxxxxxxxxxxxxxxxx..xxxxxxx...2..xxxx
xxxxwwwxxxxxxxxxxxxxxxxx.xxxx$$.2....dexx
xxwwwwwxxxxxxxxxxxxxx..xx.xx$$$$....deddx
xwwwwwwwwwwxxxxxxxxx.xx..xx$$$$$$..deddxx
xxxwwwwwwwwwwwxxxxx..xxxxxxxx$$$$$$$"xx'x
xwwwwwwwwwwwxxxxxx11xxxxwwwxxxxxxxxxxwx'x
xxxxwwwwwwxxxxx...1xxwwwwwwwwwwwwwwwwwwxx
xxxxxwwwxxxx......xxwwwwwwwwwwwwwwwwwwwxx
xxxxxwxxxx...xxxxxxxxxxxxxxxxxxxwwwwwwxxx
xxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxx"x'xxxx
xxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxx
xxxxxx....xxxxxxxxxxxxxxxxxxx"""x..$$xxxx
xxxx........xxxxxxxx""xxxxx""xxx.xxx$xxxx
xxx...........xxxxx"xx""x""xxxxxx'xxx"xxx
xx..............x""xxxxx"xxxxxxxxx'xxx"xx
x................xxxxxxxxxxxxxxxxxx'xx"xx
x.................xxxxxxxxxxxxxxxxxx'xx"x
xx...1.111.1....xx'xxxxxxxxxxxxxxxxx'xx"x
xxx...1.1.1.....xxx'xxx''xxxxx''x'x'xx"xx
xwxx..........xxxxxx'''xx'xxx'xx'x'xx"xxx
xwwxx4x....x4xxxxxxxxxxxxx''$xxxxxxx"xxxx
xxwwxxxx..xxxxxxxxxxxxxxxxx$$$xxxx""xxxxx
xxxwwxxx..xxxxxxxxxxxxxxxxx$$$$xx"xxxxxxx
xxxwwxx..xxxxxxxxxxxxxxxxxxx$$"xxx"xxxxxx
xxxwxx..xxxxxxxxxxxxxxxxxxxxxxx"x"xxxxxxx
xxxwwx...xxxxxxxxxxxxxxxxxxxxxxx"xxxxxxxx
xxxwwxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxwwxxx33.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxwwxxxx3.3xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxwwxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwxxx.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwxx...A...xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwxx.......xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwxxx..<..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# Foes: mostly in the undead vein & the ice statues.
# Loot: ice magic loot, gear of cold resistance (one piece).
NAME:    ice_cave_small_03
TAGS:    ice_cave no_item_gen no_monster_gen no_pool_fixup
ORIENT:  encompass
WEIGHT:  8
KFEAT:   _ = altar_kikubaaqudgha
KFEAT:   - = floor w:9 / alarm trap w:1
COLOUR:  - = white
: ice_cave_colours(_G)
: ice_cave_random_monster_list_undead_necromancer(_G)
MONS:    ice beast
MONS:    white imp
MONS:    freezing wraith
MONS:    human simulacrum / elf simulacrum / orc simulacrum / \
         draconian simulacrum w:5 / ogre simulacrum w:5 / \
         centaur simulacrum w:5 / troll simulacrum w:5 / naga simulacrum w:5
MONS:    necromancer ; robe ego:cold_resistance . wand of cold / \
         necromancer ; robe ego:cold_resistance . wand of fire
MONS:    polar bear simulacrum w:3 generate_awake / \
         wolf simulacrum generate_awake / \
         yak simulacrum generate_awake
MONS:    ice statue
ITEM:    wand of frost / wand of cold w:5
ITEM:    ring of ice / staff of cold
: if crawl.coinflip() then
ITEM:    manual of ice magic
ITEM:    nothing
: else
ITEM:    book of ice / book of frost / book of minor magic [frost]
ITEM:    book of ice / book of frost / book of minor magic [frost]
: end
ITEM:    cap ego:cold_resistance w:9 / \
         pair of gloves ego:cold_resistance w:9 / \
         cloak ego:cold_resistance w:9 / \
         naga barding ego:cold_resistance w:5 / \
         centaur barding ego:cold_resistance w:5 / \
         cap ego:resistance w:1 / pair of gloves ego:resistance w:1 / \
         cloak ego:resistance w:1 / \
         buckler ego:cold_resistance / helmet ego:cold_resistance
MAP
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xxxxxxxxxxxxxxxxxxxwwwxxxxxx....xxxxwxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxwwwwwxxx.......xxwxxxxxxxxxxxxxxxx
xxwwxxxxxxxxxxxxxxwwwxxx...xxx..xxxxxxxxxxxxxxxxxxxx
xxxwwwwwwwwwwwwwwwwwxxx...xxx..xxxxxxx..xxxxxxxxxxxx
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xxwwwxxxxxxxxxxwwxxxx3..xxx...xxxx........xxxxxxxxxx
xxwwxx.G...G.xxwwxx..33xxxx..xxxx...........xxxxxxxx
xxxxx.........xxwx....xxxxx...xx..............xxxxxx
xxdx....2_.24..xxx..xxxxxxxx...................xxxxx
xx*+...4.44..2..xx...xxxxxxxx.......2...2......xxxxx
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xxxxx.4..3.324xxxxxxx3..xxxxxxxxx.....1......xxxxxxx
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xxxxxxxxxxxxxx...xx.xxxxxx....xxwwxxxx..xxxxxxxxxxxx
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xxxx.444444.xxxxxx.....3..3...xxxwwxx...xxwwxxxxxxxx
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xx...xxffxx...xxxxx...3..3.3..xxwwxxxx6.6xxwwxxxxxxx
xx....xxxx...xxxxxxx.........xxxwwxxx...xxxwwxxxxxxx
xxxx.........xxxxxxxxx.....xxxxwwwxxx...xxxwwwxxxxxx
xxxx...7....xxxxxxxxxxxxx..xxxwwwxxx.....xxxwwxxxxxx
xxxxx------xxxxxxxxxxxxxxxx..xxwwxx...A...xxxwxxxxxx
xxxxxx----xxxxxx...xxxxxxxx...xwwxx.......xxwwxxxxxx
xxxxxx---xxxx...xx...xx.....xxxwwxxx..<..xxxwwxxxxxx
xxxxxxx.......xxxxxx....xxxxxxwwwxxxx...xxxwwwxxxxxx
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ENDMAP

# Foes: ice & blue devils, white imps & ufetubi, the ice statues.
# Loot: weapons and/or armour.
NAME:    ice_cave_small_04
TAGS:    ice_cave no_item_gen no_monster_gen no_pool_fixup
ORIENT:  encompass
WEIGHT:  8
NSUBST:  . = 9:1 / 1:2 / *:.
SHUFFLE: Qq / Zz / Nn / Bb / Mm
SUBST:   Q=2, Z=2, N=., B=., M=.
SUBST:   q=!, z=!, n=., b=., m=.
# Replaces '!'s with fog generators, then makes them floor.
: place_fog(_G, "freezing vapour", 100)
KFEAT:   ! = .
# Couple of more random, milder fog generators.
NSUBST:  . = 3:! / *:.
: place_fog(_G, "freezing vapour", 30)
KFEAT:   ! = .
{{
ice_cave_colours(_G)
dgn.set_random_mon_list("white imp w:35 / ufetubus w:35 / blue devil w:20 / \
                         ice devil / nothing")
}}
MONS:    white imp / ufetubus
MONS:    ice devil / blue devil w:3
MONS:    ice statue
MONS:    blue devil
SHUFFLE: dg, efh
SUBST:   e = ed
ITEM: battleaxe ego:freezing / executioner's axe ego:freezing / \
      glaive ego:freezing / halberd ego:freezing / quick blade ego:freezing / \
      great sword ego:freezing / triple sword ego:freezing / \
      giant spiked club ego:freezing / demon trident ego:freezing
ITEM: battleaxe ego:freezing good_item / executioner's axe ego:freezing good_item /\
      glaive ego:freezing good_item / halberd ego:freezing good_item / \
      great sword ego:freezing good_item / quick blade ego:freezing good_item /\
      triple sword ego:freezing good_item / demon trident ego:freezing good_item /\
      giant spiked club ego:freezing good_item
ITEM: demon whip good_item / demon blade good_item / demon trident good_item
ITEM: cap ego:cold_resistance / pair of gloves ego:cold_resistance / \
      cloak ego:cold_resistance / buckler ego:cold_resistance / \
      pair of boots ego:cold_resistance
ITEM: crystal plate mail ego:cold_resistance / \
      troll leather armour ego:cold_resistance / \
      ice dragon armour good_item / robe ego:resistance / \
      naga barding ego:cold_resistance good_item w:5 / \
      centaur barding ego:cold_resistance good_item w:5 / \
      crystal plate mail ego:cold_resistance good_item / \
      troll leather armour ego:cold_resistance good_item
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxx....xxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxx........xxxxxxxxxxx
xxxxxx....xxxxxxxxxxxx...xxx....xxxxxxxxx
xxxx........xxxxxxxxx..xxx4xxx...xxxxxxxx
xxx...........xxxxxx...xx44..xxxx..xxxxxx
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xxwwxxx...xxxwwxxxxxx....x.....x..xxxxxxx
xxxxxxx...xxxwwwxxx.....mx.....xxxxxxxxxx
xwwxxx.....xxxwwxxxx.xx.M.m..xxxxxxxxxxxx
xwwxx...A...xxxwxxxxxx.M.M.xxxxxxxxxxxxxx
xwwxx.......xxwwxx...xxx.xxx...xxxxxxxxxx
xwwxxx..<..xxxwwxx.e.........f.xxxxxxxxxx
xwwxxxx...xxxwwwxx...xx*|*xx...xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP


############################################################################
# sprawling caverns
#
# A winding, tight cavern with a hard challenge at the end. You can always
# go back to the beginning to retreat.
# The caverns are more rare than the caves.

NAME: ice_cave_caverns_01
TAGS: ice_cave no_item_gen no_monster_gen no_pool_fixup
WEIGHT: 5
ORIENT: encompass
# A bit of layout randomization.
: if crawl.coinflip() then
SUBST: ' = x
SUBST: - = .
SUBST: _ = .
: else
SUBST: ' = .
SUBST: - = x
SUBST: _ = w
: end
: ice_cave_colours(_G)
# Two different populations: undead/demon and natural/giant.
: if crawl.coinflip() then
: ice_cave_random_monster_list_undead_demon(_G)
: ice_cave_caverns_undead_demon_monster_set(_G)
ITEM: cloak ego:fire_resistance good_item / wizard hat good_item / \
      pair of gloves good_item / pair of boots good_item / nothing
ITEM: book of ice / book of unlife / staff of cold / staff of death / \
      nothing w:30
ITEM: ring of ice / ring of protection from fire / ring of life protection / \
      wand of cold / wand of draining / nothing
: else
: ice_cave_random_monster_list_natural_giant(_G)
: ice_cave_caverns_natural_giant_monster_set(_G)
ITEM: animal skin good_item ego:fire_resistance / \
      battleaxe good_item ego:freezing w:4 / \
      glaive good_item ego:freezing w:4 / \
      great sword good_item ego:freezing w:2 / nothing
ITEM: book of ice / \
      crossbow ego:frost good_item no_uniq / \
      longbow ego:frost good_item no_uniq / nothing w:20
ITEM: ring of ice / ring of protection from fire / wand of cold / \
      arrow ego:ice q:25 / bolt ego:ice q:20 / nothing
: end
ITEM: any wand / any potion w:5 / any scroll w:5
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxx.xxxxxxxxxxx-'xxxxxxxxxxwxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xx....xxxxxxxxx....xxxxxxxxxwwwxxxx*xxx$$xxxxxxxx...xx...xxxxxxxxgxxxx
x...A.xxxxxx....xx....xxxxxxxwwwwx*x*xxx$$x-.x...xx...xx...xxxxxgxgxxx
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xxxwxxxxx..xxxxxx___xx_____xxxx...xxxxwxxxxxxwwwxxxxxxxxx.66xxxwwwxxxx
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xx..xxxwwwwxx...xxxgxxx...xxx_xxxx51xxxwwwxxxx..1.xxxwwx.U...xxx..xxxx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'xxxxwxwwwxwwwwwxwxxxxxxxxxx.xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

NAME:   ice_cave_caverns_02
TAGS:   ice_cave no_item_gen no_monster_gen no_pool_fixup
WEIGHT: 5
ORIENT: encompass
# Some layout randomization.
: if crawl.coinflip() then
SUBST: '=x , -=.
: else
SUBST: '=. , -=x
: end
# Two different populations: undead/demon and natural/giant.
: if crawl.coinflip() then
: ice_cave_random_monster_list_undead_demon(_G)
: ice_cave_caverns_undead_demon_monster_set(_G)
ITEM: cloak ego:fire_resistance good_item / wizard hat good_item / \
      pair of gloves good_item / pair of boots good_item / nothing
ITEM: book of ice / book of unlife / staff of cold / staff of death / \
      nothing w:30
ITEM: ring of ice / ring of protection from fire / ring of life protection / \
      wand of cold / wand of draining / nothing
: else
: ice_cave_random_monster_list_natural_giant(_G)
: ice_cave_caverns_natural_giant_monster_set(_G)
ITEM: animal skin good_item ego:fire_resistance / \
      battleaxe good_item ego:freezing w:4 / \
      glaive good_item ego:freezing w:4 / \
      great sword good_item ego:freezing w:2 / nothing
ITEM: book of ice / \
      crossbow ego:frost good_item no_uniq / \
      longbow ego:frost good_item no_uniq / nothing w:20
ITEM: ring of ice / ring of protection from fire / wand of cold / \
      arrow ego:ice q:25 / bolt ego:ice q:20 / nothing
# As the clouds kill natural creatures off, don't place the predetermined
# generators.
SUBST: ! = .
: end
ITEM: any wand / any potion w:5 / any scroll w:5
# Traps and colours:
SUBST: . = .:40 !:1
: place_fog(_G, "freezing vapour", 25)
KFEAT: ! = .
: ice_cave_colours(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xx..xxwwwwxxx.x.'x-.x5..5xxwwwwwxxx1...x.Wxxxxxx15415.xxxxxx......xxxx
xx.<.xwwwwxx...x.x.x.x15.5xxwwxxx'''..x.xxWWxx15xx5.41.xxxx..xxx...xxx
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xxxx..xwwwwwxx2..1x11..xxxx-...*.*..xx...xxwwwwwwx'...xxxxxxxxxxxxxxxx
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xxxxx..xxxx.x....xxxx...xxwxxx.-xwwwxxx1xxxxwwwxx..xxxxxxxxxxxxxxxxxxx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

NAME: ice_cave_caverns_03
TAGS: ice_cave no_item_gen no_monster_gen no_pool_fixup
WEIGHT: 5
ORIENT: encompass
# A bit of layout randomization for the middle part.
: if crawl.coinflip() then
SUBST: '=x , -=.
: else
SUBST: '=. , -=x
: end
# Two different populations: undead/demon and natural/giant.
: if crawl.coinflip() then
: ice_cave_random_monster_list_undead_demon(_G)
: ice_cave_caverns_undead_demon_monster_set(_G)
ITEM: cloak ego:fire_resistance good_item / wizard hat good_item / \
      pair of gloves good_item / pair of boots good_item / nothing
ITEM: book of ice / book of unlife / staff of cold / staff of death / \
      nothing w:30
ITEM: ring of ice / ring of protection from fire / ring of life protection / \
      wand of cold / wand of draining / nothing
: else
: ice_cave_random_monster_list_natural_giant(_G)
: ice_cave_caverns_natural_giant_monster_set(_G)
ITEM: animal skin good_item ego:fire_resistance / \
      battleaxe good_item ego:freezing w:4 / \
      glaive good_item ego:freezing w:4 / \
      great sword good_item ego:freezing w:2 / nothing
ITEM: book of ice / \
      crossbow ego:frost good_item no_uniq / \
      longbow ego:frost good_item no_uniq / nothing w:20
ITEM: ring of ice / ring of protection from fire / wand of cold / \
      arrow ego:ice q:25 / bolt ego:ice q:20 / nothing
: end
ITEM: any wand / any potion w:5 / any scroll w:5
# Traps and colours:
SUBST: 3 = 3!
: place_fog(_G, "freezing vapour", 25)
KFEAT: ! = .
SUBST: . = .:100 ":1
SUBST: " = !
: place_fog(_G, "freezing vapour", 10)
KFEAT: ! = .
: ice_cave_colours(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.x.xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.U.x$xxxxxxxx...xx...xxxxxxx
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xx....xxx..xx...xxxxxxxx1.xxx-...xxxxxwwwwwwxxxxxxxxxxxxxxxxx
xx...xxxx...xx.3.xxxxxxxx.1x'''xxxxxwwwwwwwwxxxxxxxxxxxxxxxxx
xx..xxxx21.xxxx...xxxx..x..''xxxxxxwwwwwwwxxxxxxxxxxxxxxxxxxx
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ENDMAP