summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/dat/volcano.des
blob: b95de9f83240f1f54e88c501a8425b3f02a6e76b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
###
# V for Volcano!
#
# A combined effort of ideas, execution and tweaking by Jude, dpeg, and Zaba!
###
#
# i. Threats
#
# Initial threat is the volcano itself; while there is quite a
# delay between explosions, the flame clouds are quite powerful
# and cover quite a large area; this could kill an early level
# character easily, so beware!
#
# Loot-guard threats are defined in the fiery_guardians function.
# Please see the comments there for explanations, and lists of
# possible threats.
#
# Extra threats will be listed as MONS: lines.
#
# ii. Loot
#
# All volcanoes have a combination of the following items, though
# the amounts of each usually vary. In addition, they also have
# whatever armour or weapons have been created for the monsters that
# populate the level.
#
#   Fire resistance ego armour (any type of armour; this also
#                               includes dragon armour, which is not
#                               given extra rF+)
#   Flaming ego weapons        (a selection of high-damage weapons)
#   Gold
#   "Good" potions with fire themes (see setup_loot() for the list)
#
# In addition, some volcanos have extra items taken from:
#   "Random item"
#   "Bad items"                (see setup_loot() for the list)
#   "Fruit"                    (only in volano_6)
#
# See setup_loot() for more information.
#
###
# Index:
#   volcano_grotto   - forgotten grotto "temple" volcano; a temple to
#                      the side of a volcano, line 472-523
#   volcano_lake     - lava lake "temple" volcano; a temple suspended
#                      in the middle of a volcano, line 531-591
#   volcano_pools    - many pools "pyramid"; some caves off a central
#                      chamber, but no pyramid?, line 599-658
#   volcano_tomb     - volcano "tomb"; based of Tutankhamun's burial
#                      chamber, has mummies and fire. Line 666-709.
#   volcano_aerie    - "aerie"; two paths to the loot, including lindwurm
#                      island! Line 717-775.
#   volcano_bunker   - "hidden bunker"; "science"-ish portal vault with
#                      golems and a "conservatory". Line 783-823.
#   volcano_caves    - "collapsing caverns", you can choose which one you
#                      want! maybe more than one? Line 830-902.
#   volcano_village  - by zaba! villagerrs are kinda scary, actually!
#                      Line 912-967.
#   volcano_overflow - overflowing lava! idea by dpeg, code by Jude.
#                      Line 1034+.
###

{{
-- ####
-- # General setup and design functions: (head to line 382 for the maps)

function volcano_portal (e)
    local desc_long = "Leading directly into the rock is a dark and " ..
                      "forbidding tunnel. Every so often air, hot enough " .. 
                      "to singe your face, blasts from within, and, as " ..
                      "though triggered by the air, rocks fall from the roof " ..
                      "and sides of the tunnel, slowly filling the entry."

    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,
                            "Rocks fall inside $F{the}.",
                            "Debris falls inside $F{the}, filling the entry.",
                            "More rocks fall inside $F{the}, blocking the entry.",
                            "Rocks have almost completely blocked $F{the}.")
    }

    e.lua_marker('O',
      timed_marker {
        disappear = "There is a deep roar from within the tunnel. Moments " ..
                    "later, a river of lava pours forth, sealing it permanently.",
        desc = "A dark tunnel",
        desc_long = desc_long,
        entity = 'tunnel',
        dst = "volcano",
        dstname_abbrev = "Volcano",
        dstorigin = "in a volcano",
        overmap = "dark tunnel",
        turns = timeout_turns,
        floor = "floor",
        msg = messager })
    e.kfeat("O = enter_portal_vault")
    e.kfeat("S = .")
    e.colour("O = red")
    e.tags("layout_caves")
end

function volcano_feat_descs()
    dgn.set_feature_desc_short("gate leading back to the Dungeon",
                               "rocky tunnel")
    dgn.set_feature_desc_short("empty arch of ancient stone",
                               "rock-blocked tunnel")
end

dgn.set_lt_callback("volcano", "volcano_feat_descs")

-- Destinations:
function volcano_setup (e, metal)
    setup_loot(e)
    e.kfeat("< = exit_portal_vault")
    e.kfeat("I = exit_portal_vault")
    e.kfeat("^ = known alarm trap")
    e.subst("L : LLL.l")
    e.subst("L = lll.")
    e.subst("y : yyy.x")
    e.subst("y = xxx.")
    e.colour("< = red")
    e.lrockcol("red")
    e.lrocktile("wall_pebble_red")
    if metal == nil then
        e.colour("c = lightred")
        e.colour("G = lightred")
        e.colour("= = lightred")
        e.lfloorcol("red")
        e.lfloortile("floor_rough_red")
    end
    e.set_random_mon_list([[hog / fire elemental / fire vortex / giant ant / 
                            bumblebee / fire drake / lindwurm / imp / redback /
                            manticore / hell hound / hell hog / ghoul / 
                            flayed ghost / pulsating lump / toenail golem /
                            efreet / vampire]])
    crawl.mark_milestone("br.enter", "entered a Volcano.")
end

-- "Volcano" functions. While the sizes may appear extreme, they are carefully
-- weighted and balanced and have been tested extensively.

local function in_radius_12 (x, y)
  return dgn.point_in_radius(dgn.point(x, y), dgn.point(you.pos()), 12)
end

local large_warning = tw_machine(3, "The air gets thick with the scent of sulphur.",
                                 "In the distance, the volcano erupts with a roar.",
                                 "The volcano comes to life with a roar!")

local small_warning = tw_machine(3, nil, nil, nil, "The volcano roars to life, " ..
                                 "belching forth lava!", "The air gets thick with " ..
                                 "the scent of sulphur.", in_radius_12)

function place_large_volcano(e)
    e.kfeat("V = l")
    e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
                                   delay = 300, size = 10000, spread_rate = 30,
                                   listener = large_warning})
end

function place_chained_volcano(e)
    e.kfeat("V = l")
    e.lua_marker('V', chained_fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
                                            delay = 300, size = 3000, spread_rate = 30,
                                            listener = large_warning } )
end


function place_small_volcano(e)
    e.kfeat("V = l")
    e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
                                   delay = 300, size = 800, spread_rate = 30,
                                   listener = small_warning})
end

function place_lake_volcanoes (e, glyphs)
    for _, glyph in ipairs(glyphs) do
        place_lake_volcano(e, glyph)
    end
end

function place_lake_volcano (e, glyph)
    e.kfeat(glyph .. " = l")
    e.lua_marker(glyph, chained_fog_machine { cloud_type = "flame", walk_dist=0,
                            pow_max=6, delay_min = 300, delay_max = 800, 
                            size = 300, spread_rate = 5,
                            listener = small_warning})
end

function place_tiny_volcano(e)
    e.kfeat("V = l")
    e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=10, pow_max=6,
                                   delay = 800, size = 80, spread_rate = 10,
                                   listener = large_warning})
end
-- #
-- ###

-- ###
-- # Loot functions:

function make_fiery_armour (e, armour)
    local armour_string = ""
    for _, at in ipairs(armour) do
        armour_string = armour_string .. " / " .. at .. " ego:fire_resistance good_item"
    end
    return string.gsub(armour_string, "%s*\/$", "")
end

function make_fiery_weapon (e, weapon)
    local weapon_string = ""
    for _, wt in ipairs(weapon) do
        if string.find(wt, "bow") == nil
          then weapon_string = weapon_string .. " / " .. wt .. " ego:flaming good_item"
          else weapon_string = weapon_string .. " / " .. wt .. " ego:flame good_item"
        end
    end
    local n_weapon = string.gsub(weapon_string, "%s*\/$", "")
    e.item(n_weapon)
end

function setup_loot (e)
    e.item(make_fiery_armour(e,  {"robe w:30", "animal skin w:30", "leather armour w:30",
                                  "ring mail w:30", "scale mail w:20", "chain mail w:20",
                                  "banded mail w:20", "plate mail w:10", "pair of gloves w:5",
                                  "helmet w:6", "pair of boots w:3", "cap w:2", "wizard hat w:2",
                                  "shield w:1", "buckler w:3"}) ..
                                  " / dragon armour w:5")
    e.item([[potion of berserk rage w:20 / potion of poison w:2 / potion of might w:5 / potion of brilliance w:5 /
             potion of agility w:5 / potion of experience w:1 / potion of resistance]])
    e.item(make_fiery_weapon(e, {"demon whip w:2", "dire flail w:4", "ankus w:20", "dagger w:20",
                                 "sabre w:20", "scimitar w:20", "katana w:1", "demon blade w:1",
                                 "triple sword w:1", "broad axe w:20", "battleaxe w:10",
                                 "executioner's axe w:1", "spear w:20", "trident w:20", "demon " ..
                                 "trident w:1", "glaive w:1", "halberd w:10", "lajatang w:10",
                                 "longbow w:5", "crossbow w:5"}))
    e.item("any")
    e.item([[potion of decay / potion of degeneration / potion of mutation /
             scroll of immolation / scroll of curse weapon / scroll of curse armour /
             potion of confusion / potion of paralysis / scroll of paper /
             scroll of random uselessness]])
end

-- #
-- ###

-- ###
-- # Monster functions:

-- This function sets up two slots of monsters: in general, the first
-- slot (say, 1) is the "surrounding" guardians, while the third slot
-- is a "levelled" up version of the 1s. It's currently balanced for
-- two or three 1s, and one 2.
--
-- Packs are basically as follows:
--  ("intelligent" packs; packs involving uniques)
--  orc warrior, orc warrior, orc warrior, Urug; orc warrior, orc warrior,
--  orc warrior, Blork the orc; orc warrior, orc warrior, orc warrior,
--  orc warrior/orc knight.
--  human, human, human, Edmund; human, human, human, human.
--  big kobold, big kobold, big kobold, Sonja; big kobold, big kobold, 
--  big kobold, big kobold.
--  gnoll, gnoll, gnoll, Grum + war dogs; gnoll, gnoll, gnoll, gnoll.
--  (in "Tomb") mummy, mummy, mummy, Menkaure; mummy, mummy, mummy,
--  guardian mummy.
--  (no-unique packs, but still "intelligent")
--  deep elf fighter, deep elf fighter, deep elf fighter, deep elf
--  knight;
--  nothing, minotuar (all on its lonesome)
--
-- Natural "packs" usually consist of a few fire/red-themed monsters
-- surrounding either a lindwurm, fire drake, or manticore.
--
-- Demonic "packs" usually consist high chance of imps, toenail golems
-- and pulsating lumps, lower chance of red devils, hell hounds and ghouls
-- which are then surrounding either a hell hog, a hell knight (with
-- watered-down equipment), flayed ghost or flaming corpse.
--
-- Mixed demonic/natural packs consist of mixes of the above.
--
-- Non-living packs consist of fire vortices and elementals, and are usually
-- mixed in with the above demonic packs.

local urug = "Urug ; spear ego:flaming race:orcish . leather armour ego:fire_resistance race:orcish"
local blork = "Blork the orc ; short sword race:orcish ego:flaming . leather armour ego:fire_resistance race:orcish"
local edmund = "Edmund ; flail ego:flaming . leather armour ego:fire_resistance"
local grum  = "Grum ; animal skin ego:fire_resistance"
local hellknight = "hell knight w:1 ; hand axe ego:flaming . ring mail ego:fire_resistance"

function fiery_humans (e)
    -- This is for the village! Wargs and orcs if you came from orc
    if you.in_branch("orc") then
        local orc = "orc warrior ; ring mail ego:fire_resistance race:orcish | leather armour ego:fire_resistance \
                     race:orcish"
        e.mons("warg / " .. orc)
        e.mons(orc)
    -- But hogs and humans if you came from anywhere else.
    else
        local human = "human ; short sword ego:flaming | long sword ego:flaming . ring mail ego:fire_resistance"
        e.mons("hog / " .. human)
        e.mons(human)
    end
end

function fiery_guardians (e)
    local guard_type = ""
    local main_guard = ""
    -- If we came from orc, we expect to only see orcs.
    if you.in_branch("orc") then
        -- We did, and maybe we'll place a unique.
        if crawl.one_chance_in(9) then
            e.mons("orc warrior ; spear race:orcish ego:flaming . leather armour ego:fire_resistance")
            e.mons(urug .. " / " .. blork .. " / orc warrior ; trident race:orcish ego:flaming . ring mail ego:fire_resistance")
            return
        end
    -- We didn't, and maybe we'll place a unique.
    elseif crawl.one_chance_in(9) then
        -- We decided to use a unique.
        local unq_weight = crawl.random2(40)
        if unq_weight < 10 then
            e.mons("human ; scimitar ego:flaming . leather armour ego:fire_resistance")
            e.mons(edmund .. " / human ; falchion ego:flaming . scale mail ego:fire_resistance")
        elseif unq_weight < 20 then
            e.mons("big kobold ; short sword ego:flaming . leather armour ego:fire_resistance")
            e.mons("Sonja / big kobold ; long sword ego:flaming . ring mail ego:fire_resistance")
        elseif unq_weight <= 40 then
            e.mons("gnoll ; halberd ego:flaming | w:2 scythe ego:flaming . scale mail ego:fire_resistance | \ 
                    banded mail ego:fire_resistance")
            e.mons(grum .. " / gnoll ; glaive ego:flaming . banded mail \
                            ego:fire_resistance | plate mail ego:fire_resistance")
        end
    end

    -- No unique, orcs!
    if you.in_branch("orc") then
        e.mons("orc warrior ; spear race:orcish ego:flaming . leather armour ego:fire_resistance")
        e.mons("orc warrior ; trident race:orcish ego:flaming . ring mail ego:fire_resistance / \
                orc knight ; scythe race:orcish ego:flaming . banded mail ego:fire_resistance")
        return
    end
 
    -- No unique, minotaur!
    if crawl.one_chance_in(10) then
        -- It's a lone minotaur! labyrinth-esque.
        e.mons("nothing")
        e.mons("minotaur ; trident ego:flaming . banded mail ego:fire_resistance")
        return
    end

    if crawl.one_chance_in(4) then
        if crawl.coinflip() then
            e.mons("big kobold ; short sword ego:flaming . leather armour ego:fire_resistance")
            e.mons("big kobold ; long sword ego:flaming . ring mail ego:fire_resistance / kobold demonologist w:2")
        else
            e.mons("deep elf fighter ; sabre ego:flaming race:elven")
            e.mons("deep elf fighter ; sabre ego:flaming race:elven . chain mail ego:fire_resistance \ 
                    race:elven / deep elf knight w:3 ; sabre ego:flaming race:elven . chain mail \
                    ego:fire_resistance race:elven")
        end
        return
    end

    -- Unintelligent map!
    -- We are now going to use a mixed pack.
    if crawl.one_chance_in(3) then
        -- "Lair"-esque fire-themed monster pack.
        e.mons("hog / giant ant / redback w:1 / bumblebee w:1 / manticore")
        e.mons("fire drake / lindwurm w:1")
        return
    end

    if crawl.one_chance_in(3) then
        -- "Demonic" fire-themed monster pack.
        e.mons("imp w:20 / pulsating lump / toenail golem / hell hound w:9 / \
                ghoul w:9 / red devil ; trident ego:flaming")
        e.mons("efreet / flaming corpse / flayed ghost / hell hog / vampire / " .. hellknight)
        return
    end

    if crawl.coinflip() then
        -- Demonic/unliving themed pack.
        e.mons("imp / fire elemental / toenail golem / pulsating lump / hell hound / fire vortex")
        e.mons("efreet / vampire / " .. hellknight)
        return
    end

    -- Finally, if we reach this stage, let's go all out.
    e.mons("hell hound / hog / toenail golem / fire elemental / imp")
    e.mons(hellknight)
    return

end
}}

default-depth: Lair:1-8, Orc:1-4, Hive:1

###############################################################################
# Entries:

# [ds] A dummy entry that's a proof-of-concept for synchronized fog machines
# that trigger at multiple places at the same instant, but still have a random
# delay.
NAME: enter_volcano_snarktest101
TAGS: uniq_volcano
ORIENT: float
WEIGHT: 0
{{
  local fog = chained_fog_machine { 
                            cloud_type = 'flame',
                            size = 3, pow_min=2,
                            pow_max = 5, delay_min = 22, delay_max = 120
                          }
  lua_marker('m', fog)
}}
SUBST: m = .
:           volcano_portal(_G)
MAP
.......
...m...
.......
.m.O.m.
.......
...m...
.......
ENDMAP

NAME:       enter_volcano_1
TAGS:       uniq_volcano
ORIENT:     float
COLOUR:     X = red
COLOUR:     S = red
:           volcano_portal(_G)
MAP
 xx
xXX..
XXS..@
XOSS...
XXSS...
xXXx.xx
 xxxxxx
ENDMAP

NAME:       enter_volcano_2
TAGS:       uniq_volcano
ORIENT:     float
COLOUR:     X = red
COLOUR:     S = red
:           volcano_portal(_G)
MAP
xxxxx
xXXXx
xXOXx
xSSSx
xx.Sxx
 x.S.xx
 xx.@.x
ENDMAP

NAME:       enter_volcano_3
TAGS:       uniq_volcano
ORIENT:     float
MONS:       patrolling fire drake
#           His name is Robby.
COLOUR:     X = red
COLOUR:     S = red
:           volcano_portal(_G)
MAP
  xxxxx
 xxXXXxx
 xXXOXXx
 xxSSSxx
 xx.1xx
xx...x
x..xxx.
xx....@
 xxxxx.
ENDMAP

# This is the "large" one. You might get a clear path, but then again...
NAME:       enter_volcano_4
TAGS:       uniq_volcano
ORIENT:     float
COLOUR:     X = red
COLOUR:     S = red
NSUBST:     L = 4:. / *:l
:           volcano_portal(_G)
MAP
 xxxxx
 xXXXx
 xXOXx
xxSSSxx
xxxSxxx
 xxx.xx
  xxx.x
   xxLxx
  xxLlLxx
 xxLlllLxx
 xLlllllLx
 xxLlllLxx
  xxLlLxx
   x.@.x
ENDMAP
###############################################################################

default-depth:

###############################################################################
# "Forgotten grotto Temple"
#
# In the bowels of a volcano, some renegade priests of
# makhleb/trog/vehumet have built a temple, which has
# since been forgotten... the temple guardians still remain
# and are ready to fight to the death.
NAME:       volcano_grotto
WEIGHT:     60
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen
KFEAT:      _ = altar_makhleb / altar_trog / altar_vehumet
KMONS:      l = lava snake w:2 / lava fish w:5 / nothing w:120
KFEAT:      l = l
#           Sets up the temple guardians.
:           fiery_guardians(_G)
MONS:       clay golem w:50 / molten gargoyle w:2
#           Loot: 9 items, 8 gold.
:           volcano_setup(_G)
:           place_large_volcano(_G)
MAP
                         xxxx
                    xxxxxxyyxxxx
                 xxxxy......yyyxx
              xxxxyyy.LLLLL....yxxx
            xxxyyy...LlllllL.....Gxxxxxxxx
          xxxyy....LLlllllllL...........yxxx
        xxxyy....LLlllllllllL....Gxxxyy..yyxx
       xxyy.....LllllllllllllL..yxx xxy.y..yxx
      xxy......LlllllllllllllL..yxxx xxyxx.yyx
     xxy......LlllllllllllllllL..yyxx xxy..yxx
    xxy.....LllllllllllllllllllL..yyxxxxxy.xx
   xxy.....LllllllllllllllllllllL....yx xxy.xx
  xxy....LllllllllllVlllllllllllL...yxx  xxy.x
  xy....LlllllllllllllllllllllLL...yxx    xx.x
  xxy....LlllllllllllllllllllL....yxx    xx.xx
   xy.....LlllllllllllllllllLL...yxx     xx.x
   xy.y...LllllllllllllllllLL...yxx      x.yx
   xxyxy...LllllllllllllllL...yyxx      xx+xx
    xxxxy...LllllllllllllL...yxxx      xx...xx
       xxy...LL....LlllllL..yxx   cccccx.....xccccc
        xxy....xxx..LlllL...yx   ccd$ecc..<..ccd$fcc
         xy.yxxx<xxy.LLL...yxx   c.$f$.c.....c.$e$.c
         xx.xx....xxx.....yxx    c.g$g.ccc+ccc.g$g.c
          x.xxx.....xxy....yx    c..3..c.....c..3..c
          xx..xxxAxx.xxy..yxx    cc...c=.111.=c...cc
           xxx..xxx.xxxx..xx      cccccc.G_G.cccccc
             xxx.x.xx  xxxx            cc.2.cc
               x...x                    ccccc
               xxxxx
ENDMAP
###############################################################################

###############################################################################
# "Lava lake Temple"
#
# Somehow, some priests have constructed a temple right over the lava! Who kows
# what magic spells keep this structure afloat, and its occupants from roasting
# to death!
NAME:       volcano_lake
WEIGHT:     60
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
KFEAT:      _ = altar_makhleb / altar_trog / altar_vehumet
KMONS:      l = lava snake w:2 / lava fish w:5 / nothing w:900
KFEAT:      l = l
#           Let's choose a path from m, u, z, i, r, y
SHUFFLE:    m/u/z/i/r/n
SUBST:      m = .
SUBST:      u = l, z = l, i = l, r = l, n = l
#           Sets up the temple guardians.
:           fiery_guardians(_G)
MONS:       clay golem w:50 / molten gargoyle w:2
#           Loot: 10 items, 6 gold.
:           volcano_setup(_G)
:           place_lake_volcanoes(_G, {"M", "E", "V", "Q", "T", "S"})
MAP
                      xxxx     xxxxx xxxxx xxxxxx
                    xxxyyxxx  xxyyxxxxyyyxxxyyyyxx
             xxxx  xxx....xxxxx....xx.....xxx...xxxxxx
             xyyxxxxyyy.yyyyyyyy.y....yyy...yyyy...yyxx
           xxxx..yyy.................................yxx
         xxxyyy.......................................yxxx
       xxxyyy...........................................yxxx
    xxxxy...............LLLllLLllLLLllllLLllLLlllL........yxxxx
    xy..............LllllllllllllllllllllllllllllllLL........yxxx
   xxxy............LlllllllllllllllllllllllMiiilllllliL........yxxx
  xxy............LLllllllllllllllllllllllliiMlliilliilllLLL......<x
  xy............Lmmllllllllllllllllllllliillllllliilllllll.......yxx
  xxxy........LllllmmlEllllllllllllllliillllllllllllllllllL.......yx
 xxy...........Llllllmmllllllllllllllilllllllllllllllllllll.....yxxx
  xxy.........LlllllEllmmllLlLLllLLlillLLLllLllllllllllllLL......yx
   xxy.....LlllllllllllllmL..................LlllllllllllllL.....yxxxx
   xy......Lllllllllllllll.ccccccccccccccccc.lllllllllllllllL.......yx
   xy.......LllllllllllllL.c....+.111.+....c.LllllllllllllllL......yxx
   xxy.....Lrrllllllllllll.c.<1.c.G_G.c.1<.c.llllllllllllllLL.......yx
   xy......LllrrVllllllllL.c....c..2..c....c.Lllllllllllluuu.......yxx
   xxy.....Lllllrrllllllll.ccc==ccc+ccc==ccc.LllllllllluullL......yxx
   xy.....LlllllllrllllllL.c......c.c......c.lllllllQuullllL.....yxx
   xxy.....LllllllVrllllll.cccccc.c.c.cccccc.LllllluulllllllL.....yxx
   xy......LllllllllrrlllL.c.$f$c.c.c.cgd$.c.lllluulQlllllllL......yxx
   xxy......Lllllllllrllll.c.$gec.c.c.c$e$.c.LluulllllllllllL......yxx
   xxy.......LllllllllrllL.c.3dgc.c.c.cfg3.c.uullllllllllllL.....yxxx
   xy........LlllllllllrlL.c......c.c......c.LllllllllllllL......yxx
   xxy.....Lllllllllllllrr.cccccccc+cccccccc.llllllllllllllL......yxx
    xy.....LllllllSnnnllnnL.................LLllllllllllllL.....yxxx
    xxxy....LllllnnSllnnlllLllLlLllllLllLlLlzlllllllllllllL.......yxx
     xA.......nnnllllllllllLlllllllllllllllllzzllllllllllllL.......yxx
     xxxxy.....LllllllllllllllllllllllllllllllTzzTllllllllllL.....yxx
       xy........LLllllllllllllllllllllllllllllllzzllllllllL.....yxx
       xxxy..........LllllllllllllllllllLllllllllllzlllllLL......yxx
         xxxy.........LLlllllllllllllLL...LLllllllllzzzL......yxxxx
           xxxy.........LLlLLlLllllLL.......LLllLlLlLL.......yxxx
             xxxxxxxy...................yy.................yxxx
                   xxxxy..............yxxxxxy.............yxxx
                      xxxyyy.yy.yy.yyyxx   xxy..........yxxx
                        xxxxxxxxxxxxxxx     xxyyyy.yyy.yxxx
                                             xxxxxxxxxxxx
ENDMAP
###############################################################################

###############################################################################
# "Many pools Pyramid"
#
# There's no pyramid as such, but it was originally supposed to be a pyramid!
# Instead, we have randomly placed loot in little rooms off the central chamber.
# Nice place to take a holiday, wouldn't want to live here...
NAME:       volcano_pools
WEIGHT:     60
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
#           Sets up the temple guardians.
:           fiery_guardians(_G)
MONS:       clay golem w:50 / molten gargoyle w:2
#           Loot: 10 items, 6 gold; done in volano_setup.
SHUFFLE:    T/Q/B/Y/R
#           Do the loot first, 10 objects: two monsters (1, 2)
NSUBST:     T = 2:1 / 1:2 / 1:d / 1:e / 2:$ / 2:f / 2:g
NSUBST:     Q = 2:1 / 1:1 / 2:d / 2:e / 2:$ / 1:f / 1:g
#           Now the entrance:
NSUBST:     B = 1:A / *:.
#           Loot + 10 trashy items.
SUBST:      R = h
NSUBST:     Y = 2:1 / *:.
#           And the exit
SHUFFLE:    <<<
NSUBST:     < = 4:.
:           volcano_setup(_G)
:           place_tiny_volcano(_G)
KFEAT:      J = l
MARKER:     J = lua:fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80, \
                                  start_clouds = 1, cloud_type = "flame"}
MAP
          xxx
         xxyxx
        xxyTyxx  xxx
       xxTTTTyxxxxxxxx
      xxlLTTTy.xx...yxx                                xxx
     xxlllTT<.y..yxx.xxx                              xxyxx
     xxllllLTLxxxxxy.x.xx                    xxxxxxxxxxyQyxx
      xxJlllllxx  xxy..yxx                  xxy...xyQyQQ.LLxx
       xxxxllxx    xxxy..xx              xxxy..yxx.QQQQ.LllLxx
          xxxx       xxyy.x            xxxy..yxxxxlLQQ<Llllllxx
                      xyy.x          xxxy..yxxxxxlllLlLllllllJxx
                     xx..xxxxx      xxy..yxxxx xxlllllllllllxxx
                     x.yxxxxyxxxxxxxxy.yxxxxx   xxlllllllxxxx
                     x...xy..xxy..yxx.yx         xxxJllxxx
                    xx.............y.xxx           xxxxx
                   xxy...LlLlLlL....xyxx          xxx
                  xxy...LllllllllL....yx          xJx
                  xy...LllllllllllL....x         xxllx
                 xy...LlllllVllllL....xx        xxlllxx
                 xy...LlllllllllllL....x       xxlLLllx
               xxx....LlllllllllL....yxxxx    xxlLRRLlx
            xxxxy.xy....LllLlLlL.......xyxx  xxy<RRRRyx
           xxy...yxxyy..............yxx..yxxxxy.RRRRyxx
         xxxy.xxxxxxxxyyxxxyyxy.yyyxxxxxx..xy..yy.Ryxx
      xxxxx..yx      xxxx xxxxxx.xxxxxx xxy..yxxxxxxx
     xxyxy.Lyxxxxx            xx.y<yYyx  xxyxxx
     xyByy.LllllJx           xxyyYYYyyx   xxx
    xy<BBB.Lllllx           xxyYYYYYyxx
    xLBBBBLlllllx           xxllLYYlLLx
    xxLBBBLllllxx            xxllLlllxx
    xlllLLlllxx               xxllllxx
    xlllllllxx                 xxxllx
    xxllllxxx                    xJxx
     xxxJlxx                     xxx
       xxxx
ENDMAP
###############################################################################

###############################################################################
# "Volcano tomb"
#
# Some forgotten emperor was buried here! His tomb is guarded by mummies, flying
# skulls and clouds of flame. Perhaps there is loot!
NAME:       volcano_tomb
WEIGHT:     30
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
#           Sets up the temple guardians, 1s and 2s.
#           The flying skulls on lava.
KFEAT:      u = lava
KMONS:      u = flying skull
#           We have a specific monster set for this vault.
MONS:       mummy
MONS:       menkaure / guardian mummy
MONS:       fire drake skeleton w:5 / lindwurm skeleton w:1 / hog skeleton / hound skeleton
MONS:       mummy
#           Loot: 4 gold, 8 items.
SHUFFLE:    12K
:           volcano_setup(_G)
:           place_large_volcano(_G)
KFEAT:      JK = l
MARKER:     J = lua:fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80, \
                                  start_clouds = 1, cloud_type = "flame"}
MARKER:     K = lua:fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80, \
                                  start_clouds = 1, cloud_type = "flame"}
MAP
                 xxxx
            xxxxxxyyxxxxx
          xxxy..yy.....yxxxx
         xxy........yyx...yxxx                             xxxx
       xxxy.................yxxx                        xxxxyyxx
     xxxy.........LLLL........yxxx                     xxy.y..Lxx
    xxy.........LLllllLL........yxxx            cccccccxy.y.3Lllx
   xxy..<..A...LllllllllLLL.......yxxx          c..Y..cy.xxxLlllx
  xxy.........LlllllllllllllLLL.....yxc       ccc.....=.xx xxllJx
 xxy........LLlllllllllllllllllLLL...lcccccccccGc..3..ccc   xxxxx
xxy....LLlLlllllllllllllllllllllllL........+....+.3<3.+Kc
xy....LlllllllllllllllllllllllllL....lcccccccccGc..3..ccc
xLl.LllllllllllllllllllllllllllllL..yxc       ccc.....c
xlllllllllllllllllGlllllllllllllllLLxx        c1c..Y..c
xxlllllllllllllGlllllGlllllllllllllxx        cc+ccccc=cc cccccc
 xxlllllllllllllllllllllllllllllllxx       ccc.........ccc$defc
  xxullllllllGllllVllllGlllllllluxx        c2+.lllllll.+4=ge$fc
   xxxlllllllllllllllllllllllllxxx         ccc.........ccc$defc
     xxllllllllGlllllGlllllllxxx             cc+ccccc+cc cccccc
      xxllllllllllGlllllllllxxx               c1c   cKc
       xxllllllllllllllllllxxx                ccc   ccc
        xxxllllllllllllllxxx
          xxxlxxlxxxxlxxxx
            xxxxxx  xxx
ENDMAP
###############################################################################

###############################################################################
# Lava "aerie".
#
# It doesn't look much like an aerie these days, but it still has some of
# the "aerie"-ish effects: flame clouds, flame elementals, lava and vortices!
NAME:       volcano_aerie
WEIGHT:     30
ORIENT:     encompass
MONS:       lindwurm
MONS:       toenail golem / molten gargoyle
MONS:       fire elemental / fire vortex
NSUBST:     R = 1:1 / 1:L / 1:l / 1:.
NSUBST:     Y = 8:3 / 6:J / *:.
SUBST:      X = lx
KPROP:      l = no_cloud_gen
COLOUR:     m = blue
TAGS:       volcano no_item_gen no_monster_gen
:           volcano_setup(_G)
:           place_small_volcano(_G)
MARKER:     J = lua:fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80, \
                                  start_clouds = 1, cloud_type = "flame"}
KFEAT:      K = l
MARKER:     K = lua:fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80, \
                                  start_clouds = 1, cloud_type = "flame"}
# Sides:    Lindwurm # Vortex/elemental
MAP
                 xxxxxxxxx
                xxKlllllKxx
               xxllLLLLLllxx
              xxXl.d$$ef.lXxx
             xxy...$f<g$...yxx
              xxy..g$de$..yxx
               xxy..yyy..yxx
                xxx+mxm+xxxx
               xxy.xxllLYyxx
              xxy.yxXlllLYyxx
             xxy.2yxXllllLYyx
              xxy2yxXlllLYyxx
               xxy.xxllLYyxx
                xxy.xxLYyxx
                 xxy.xYyxx
                xxxx+x+xxxx
              xxxy..xxxYYyxxx
            xxxy..LlXxXlLYYyxxx
           xxy..LlllXxXlllLYYyxx
           xy.LlllRRXxXlVlllLYyx
           xy.LlllRRXxXlllllLYyx
           xxy..LlllXxXlllLYYyxx
            xxxy..LLXxXlLYYyxxx
              xxxy..xxxYYyxxx
               xxxxx+x+xxxx
                 xxy.xYyxx
                xxy.xxlYyxx
               xxy.xxllLYyxx
              xxy.yxXlllLYyxx
             xxy.2yxXKlllLYyx
              xxy2yxXlllLYyxx
               xxy.xxllLYyxx
                xxx+mxm+xxx
               xxy..yyy..yxx
              xxy.........yxx
             xxy...<...A...yxx
              xxy...LLL...yxx
               xxllLlllLllxx
                xxKlllllKxx
                 xxxxxxxxx
ENDMAP
###############################################################################

###############################################################################
# Hidden bunker!
#
# There are scientists about; beware, as they may wish to experiment on you! The
# idea was by Zaba, and the execution by due!
NAME:       volcano_bunker
WEIGHT:     30
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
#           Loot: 11 items, 8 gold.
:           volcano_setup(_G, true)
ITEM:       apple / choko
COLOUR:     m = blue
COLOUR:     = = cyan
COLOUR:     + = cyan
MONS:       dragon
MONS:       human ; robe ego:fire_resistance
MONS:       toenail golem
:           place_chained_volcano(_G)
:           dgn.set_feature_desc_short("translucent rock wall",
:                                      "glass window")
:           dgn.set_feature_desc_long("translucent rock wall",
:                                     "A pockmarked, ultra-hard glass window.")
KFEAT:      K = .
MARKER:     K = lua:fog_machine ( { cloud_type = "rain", walk_dist=3, pow_max=2, \
                                    delay=300, size=3 } )
MAP
      xxxx                  vvvvvvvvvvvvv
   xxxxllxxx xxx            v...........v
 xxxlllllllxxxlxxx          v.vvvvvvvvv.v
xxlllVlllllllllllxxxx       v.v33$e$$fv.v
 xxlllllllllllllllllxxx     v.v$$$gddgv.v
xxllllllllllllllllllllxx    v.+ggdf$$ev.v
 xxllllllllvmvmvmvmvmvvvvvvvvvvvvvvvvvv.v
 xxllllllllm.....vKiii...2...v...=......v
  xxlllllllv.232.viWtWW......+.<.vvvvvvvv
   xxllllllm.....vllttW..2...v...vxxx
    xxxllllvvv+vvvvvvvvvvvvvvvv+vv.yxx
      xxlllm.....v.v..2v2.....v..m..yxx
     xxllllv.<.A.+.v+vvvvv+v+vvv.=..Lyxxx
    xxlllllm.....v...............mLLllllxx
    xxlllllvmvmvmvmvmvmvmvmvmvmvmvlllllxxx
   xxllVlllllllllllllllllllllllllllllllllxx
    xxxlllllllllllllllllllllllllllllVlllxx
      xxllllllllllllllllxxllxxxllllllllxx
       xxxxlllllVllllllxxxxxx xxxlllllxx
          xxxllllllllxxx        xxxllxx
            xxxlllllxx            xxxx
              xxxxxxxx
ENDMAP
###############################################################################

###############################################################################
# Collapsing caverns! These don't actually have flame clouds. Wow!
# idea by dpeg, execution by due. One entrance will close when you enter the
# portal, leaving you with 7 to discover. Quickly, now!
NAME:       volcano_caves
WEIGHT:     30
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
LFLAGS:     no_tele_control
:           volcano_setup(_G, true)
{{
local function collapse_doorways (data, triggerable, triggerer, marker, ev)
  if triggerer.type ~= "turn" or triggerer.sub_type ~= "countdown" then
    return
  end

  local x, y = marker:pos()
  local you_x, you_y = you.pos()

  if you_x == x and you_y == y then
    crawl.mpr("There is a rumble as the volcano erupts. The roof shakes.",
              "warning")
    return
  end

  if you.see_cell(marker:pos()) then
    crawl.mpr("The volcano erupts! Nearby, a roof collapses.", "warning")
  else
    crawl.mpr("There is a rumble as the volcano erupts. The roof shakes.",
              "warning")
  end
  dgn.terrain_changed(x, y, "stone_wall", false, false, false)
  dgn.colour_at(x, y, "lightred")
  dgn.apply_area_cloud(x, y, 1, 6, 1, 10, "grey smoke", "other", -1)

  -- Don't collapse same doorway twice.
  triggerable:remove(marker)
end

local collapse_marker = TriggerableFunction:new (
  {
    func=collapse_doorways,
    repeated=true,
    props = {
      -- Only collapse one doorway at a time, randomly.
      single_random_slave="true"
    }
  }
)

collapse_marker:add_triggerer(DgnTriggerer:new {
  type="turn",
  delay_min=50,
  delay_max=200
})

}}
KPROP:      RXZ12< = no_rtele_into
SUBST:      X = .
SUBST:      ZY = c.
SUBST:      R = defg$
:           fiery_guardians(_G)
:           lua_marker("M", Triggerable.synchronized_markers(collapse_marker))
:           volcano_setup(_G)
#           There are eight oportunities for loot! Seven single threat (1) plus two items,
#           and one triple threat (121), plus six items. items can be any of: 1 armour,
#           1 weapon, 1 potion, 1 any, 1 gold)
MAP
               cccc ccc
             ccc<XcccZcccccc
           cccZcccXRRX1ccZZccc
           c<XXZZccXXZccZ1X<cc
           ccc1RRZcZXccXRRXcccc
          cc<ccZXXccMcXZZXccZZcc
         ccZXZccZMcY.cMccccZ1X<c
        ccZ121ZcccY...ccMXXRRccc
       ccZXRRRRccY....Y.cccccc
       cZXXXXXccY..A<....ccZZccc
       ccZRRXXXM.....YcccMXRR1Zcc
        cccZXcccMY..YMc1ccZXXXX<c
          ccccXXccYcccZXXcccZZccc
           ccZXXZccccZXRRXZcccc
          ccZRRX1XX<cccZZXZcc
           ccZXZXZccc cccMcc
            ccccXcc     ccc
             ccccc
ENDMAP
###############################################################################

###############################################################################
# Zaba's village!
#
# These stupid humans have built their village right next to a dormant volcano.
# It has erupted! Most have fled, but some have stayed behind to guard their
# hard-earned loot. Idea kinda by dpeg, execution by Zaba.
NAME:       volcano_village
WEIGHT:     30
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
SUBST:      S = lw
SUBST:      W = wW.
SUBST:      L = ll.
SUBST:      R = lx
KFEAT:      # = open_sea
SHUFFLE:    MIN
SUBST:      I = $def
NSUBST:     M = 4:1 / 1:2 / *:.
NSUBST:     N = 6:1 / *:.
SUBST:      " = ..'
KFEAT:      ' = alarm trap
:           set_border_fill_type("open_sea")
:           fiery_humans(_G)
:           volcano_setup(_G)
:           place_chained_volcano(_G)
MAP
###########################################
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww#
#wwwwwwwwWwWwWwWwWwWwWwWwWwWwWwWwWwwwwwwww#
#wwwwwwwWWWWWWWWWWWWWWWWWWWWWWWWWWWwwwwwww#
#wwwwwwx...."""....."""....."""....xxwwwww#
#wwwxxxx...xx+xx...xxxxx...xx+xx...'xxwwww#
#wwxx.xx..xxMMMxx.xxIIIxx.xxNNNxx..x.xxxww#
#SSx.x.x..xMMMMMx.xIIIIIx.xNNNNNx..x.xAxSS#
xSSx<x.x..xMMMMMx.xIIIIIx.xNNNNNx..x.x<xSSx
xlRxxx.x..xxMMMxx.xxIIIxx.xxNNNxx..xx.xxRlx
xRlllxx....xxxxx...xx+xx...xxxxx...xxxxllRx
xlRlllxx...."""....."""....."""....xllllRlx
xRllllllLLLLLLLLLLLLLLLLLLLLLLLLLLLllllllRx
xlRllllllLlLlLlLlLlLlLlLlLlLlLlLlLllllllRlx
xRlllVllllllllllllllllllllllllllllllVllllRx
xlRlllllllllllVllllllVllllllllVlllllllllRlx
xRlRlllllllllllllllllllllllllllllllllllRlRx
xRlllRlllRlllRlllRlllRlllRlllRlllRlllRlllRx
xlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlx
xRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRx
xRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
###############################################################################

###############################################################################

###############################################################################
# Let's go, Overflow!
#
# You don't have much time to get the loot, as the Volcano is spitting out lava
# like there's no tomorrow! Of course, if you can levitate or fly, you've got a
# good chance of getting everything. If you get stuck, you can just wait it out.
#
# No monsters, only lava and loot. Original idea by dpeg.
#
# TODO: Come up with a better way to indicate to the player that the lava does
#       eventually recede.
NAME:       volcano_overflow
WEIGHT:     10
ORIENT:     encompass
TAGS:       volcano no_item_gen no_monster_gen no_rotate
MONS:       nothing, nothing, nothing
{{

function convert_lava (data, triggerable, triggerer, marker, ev)
  if triggerer.type ~= "turn" or triggerer.sub_type ~= "countdown" then
    return
  end

  data.lava_phase = data.lava_phase + 1
  local lp = data.lava_phase
  local my_slaves = {}

  -- So we don't have to duplicate code too much.
  local function convert_slaves_to_lava (mslaves, opposite)
   local yp = dgn.point(you.pos())
    for _, pos in ipairs(mslaves) do
      if pos ~= yp then
        if opposite then
          dgn.terrain_changed(pos.x, pos.y, "floor", false, false, false)
        else
          dgn.terrain_changed(pos.x, pos.y, "lava", false, false, false)
        end
      end
    end
  end

  if lp == 1 then
    crawl.mpr("The ground shudders ominously.", "warning")
  elseif lp == 2 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 2)
    crawl.mpr("In the distance, the volano explodes with a roar! Lava spreads "
               .. "onto the path.", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 3 then
    crawl.mpr("The air is thick with the scent of sulphur.", "warning")
  elseif lp == 4 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 4)
    crawl.mpr("There is another distant roar. More lava overflows!", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 5 then
    crawl.mpr("The ground moves violently!", "warning")
  elseif lp == 6 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 6)
    crawl.mpr("The volcano erupts again! A thin layer of lava overflows to " ..
              "fill the cavern.", "warning")
    convert_slaves_to_lava(my_slaves)
  elseif lp == 7 then
    my_slaves = dgn.find_marker_positions_by_prop("lava_phase", 6)
    crawl.mpr("The ground shudders. Some of the lava has hardened enough to walk " ..
              "over!", "warning")
    convert_slaves_to_lava(my_slaves, true)
  end
end

-- So we know what to convert.
lua_marker("1", portal_desc { lava_phase=2 })
lua_marker("2", portal_desc { lava_phase=4 })
lua_marker("3", portal_desc { lava_phase=6 })

-- And finally, let's convert it
local sink_marker = TriggerableFunction:new {
  func = convert_lava,
  repeated = true,
  data = {lava_phase=0}
}

sink_marker:add_triggerer(DgnTriggerer:new {
  type="turn",
  delay_min=50,
  delay_max=200, })

lua_marker("M", sink_marker)
}}
SUBST:      M = c
NSUBST:     123 = 8:d / 8:e / 8:f / 8:g / 8:h / *:.
:           volcano_setup(_G)
MAP
                xxxx         xxx xxx                   xxx
        xxxxx  xx33xxx     xxx3xxx3xxxx xxxxx xxx     xx3xx
       xx333xxxx32233xxx xxx3323332333xxxx33xxx3xxx xxx323xx
     xxx321133332112233xxx332211221121333322333233xxx332123xx
   xxx3321l122221ll11133333311ll111l111222212211223332211123xx
 xxx3321llll1111llllll111111lllllllllll11111111111222111123xx
xx3321llllllllllllllllllllllllllllllllllll11233321111ll123xx
 xx3321lllllllllllllllllllllllllllllllllll123xxx3321lll123xx
  xxx321lllllllllllllllllllllllllllllllll123xxAxxx321lll123xx
    xx321lllllllllllllllll111lllllllllll123xx<...xx3211ll123xx
     xx321lll11llllllll122333221lllllllll123xxx...xx321lll123x
      x321ll1221llllll1223xxx3211llllllll11233x....3321llll13xx
    xxx321l133321llll1233xx xx3221llllllll123xx...xx321ll1123xx
   xx3321133xxx33211123xxx   xx3321llll11233333.xxx322111233xx
   x332233xxx xxx33233xx      xxx332111233xxxxxxx xx332233xxx
   xxx33xxx     xxx3xxx    M    xxx33233xxx        xxx33xxx
     xxxx         xxx             xxx3xxx            xxxx
                                    xxx
ENDMAP
###############################################################################