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###
#
# "Wizard"-themed portals.
#
# Tukima's Studio
#    threat: 6 dancing weapons, dancing weapon machine generating up to 5 more
#    loot:   the weapons, tukima's book and a scroll of acquirement
#    xp:     14400 or so
#    layout: mirrors; grey and white
#
# Erinya's Formal Garden
#    crumbling stone walls.
#    threat: centaurs, oklobs
#    loot:   a staff and four spellbooks
#    xp:     10500 or so
#    layout: formal (French) garden, flowers, crumbling stone walls
#
# Doroklohe's Tomb
#    threat: either Tomb set or demons or golems
#    loot:   either scrolls or armours or random items
#    xp:     10000+
#    layout: lots of tombs with loot and monsters inside
#    colour: yellow tombs, rest is dark, floor is randomised
#
# Wucad Mu's Monastery
#    threat: "monks", OCS
#    loot:   books, staff of wucad mu
#    xp:     9000+
#    layout: temple-esque!
#    colour: dark walls, red and orangge.
#
# Cigotuvi's Fleshworks
#    threat: lumps, uglies, abominations
#    loot:   tmut. potions, books, rMut, ?oSumm, \oDeath
#    xp:     16000+
#    layout: organic, irregular, twisty, NO SQUARES, NO HARD CORNERS,
#            NOTHING THAT LOOKS PRETTY
#    colour: lightred walls, red doors, magenta floor, yellow 'glass'
#
###

##
#
# PLANNING AREA:
#
# From spells:
#
# Alistair's Brewery: mutated wizards, mephitic cloud generators,
#    cupboards full of potions, confused monsters. 
# Borgnjor's Mortuary: liches, miasma clouds, potions of decay, slaves that are
#    having their life forces drained, vampire (knights, mages).
# Iskenderun's Mystic Bastion: purple draconians, purple wizards with mystic
#    blast, naga mages with mystic blast, purple fog and smoke outside windows,
#    robes and cloaks of magic resistance as the loot.
# Lee's Rapid Deconstructor: golems and "monk" or otherwise unarmed creatures,
#    exploding features and exploding corpses. It's a timed vault, so you have
#    to get to the loot quickly and avoid the hordes of monsters.
# Lehudib's Crystal Spire:  crystal walls and crystal golems, crystal monsters,
#    spear throwers (statues with crystal spear), possibly the unrand as the
#    loot.
# Maxwell's Forge: Maxwell employs a bunch of angels to churn out weapons;
#    stashes of hammers, flame clouds, other "smithy" styled themes, with black
#    smoke.
# Olgreb's Toxic Laboratory: poisonous clouds, a toxic radiance effect,
#    poisonous monsters, possibly even a "poison" effect that bypasses rPois,
#    potions of poison and potions dropped converting into potions of poison.
# Ozocubu's Refrigerator: simulacra, refrigeration effect, a solid stone room
#    inside of an "ice cave", freezing clouds.
#
# From unrands:
#
# Cekugob's Oubliette: a randomised maze (though not a labyrinth) with skeletal
#    guards, and with occasionally hidden. Cekugob's amulet as the loot,
#    possibly.
# Zonguldrok's Mausoleum: regenerating zombie monsters, sword as the loot.
# Botono's Bayou: A bay-like area with small huts, wizards that cast negative
#    related spells, shadow dragons, rebranded swamp worms, wraiths, spectrals.
# Ukta's Hut: phantoms, other "ghosts", ogre mages and ogres, druidic style,
#    wooden walls set in a forest (more "earthy" than Erinya's Garden)
# The Alchemist's Tower: gold turned into things, things turned into gold.
#
# Random named Wizard portals.
#
# TO-DO:
#
# We've currently got working vaults for Tukima and Erinya and Doroklohe.
# The flavour messages for the portal vault require flavour, while the actual
# portals themselves could do with an overhaul and some new ones.
#
# *MUST* make these look awesome in tiles, too.
#
##

{{
function wizlab_portal (e)
    -- Flavour could use some improvement.
    local desc_long = "This portal has been left open by a careless wizard."  ..
                      "It might lead to their secret laboratory, but beware!" ..
                      " Surely it will be guarded by magical traps and "      ..
                      "terrible monsters."
    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} shimmers.",
                            "$F{The} vibrates and hums gently.",
                            "$F{The} is slightly opaque.",
                            "$F{The} is almost invisible now.")
    }

    e.lua_marker('O',
      timed_marker {
        disappear = "The portal disappears completely.",
        desc = "magical portal",
        desc_long = desc_long,
        entity = 'portal',
        dst = 'wizlab',
        dstname_abbrev = "WizLab",
        dstorigin = "in a Wizard's Laboratory",
        overmap = "magical portal",
        turns = timeout_turns,
        floor = "stone_arch",
        msg = messager })
    e.kfeat("O = enter_portal_vault")
end

function wizlab_feat_descs()
end

dgn.set_lt_callback("wizlab", "wizlab_feat_descs")

-- Destinations:
function wizlab_setup (e, wizlab_desc)
    e.kfeat("< = exit_portal_vault")
    -- This is so that the note shows up properly.
    dgn.set_level_type_origin("in " .. wizlab_desc)
    crawl.mark_milestone("br.enter", "entered " .. wizlab_desc .. ".")
    dgn.set_feature_desc_short("gate leading back to the Dungeon",
                               "portal leading out of here")
    if wizlab_desc ~= "Erinya's Formal Garden" then
      dgn.set_feature_desc_short("empty arch of ancient stone",
                               "empty arch of stone")
    end
end
}}

default-depth: Vault:2-7, Crypt, D:22-27

###############################################################################
# Portal entrances.
#
# Todo: more, and better.
NAME:       enter_wizlab_1
TAGS:       uniq_wizlab
ORIENT:     float
:           wizlab_portal(_G)
MAP
    wwwww
   wwwwwww
  wwxmxmxww
 wwxx...xxww
wwxm..O..mxww
 wwxx...xxww
  wwxx+xxww
   www.www
    w.@.w
ENDMAP

###############################################################################
# Basic Entrance 2 (by Mu.)
#
NAME:       enter_wizlab_2
TAGS:       uniq_wizlab no_item_gen no_monster_gen
ORIENT:     float
SUBST:      x = b
SHUFFLE:    tU
:           wizlab_portal(_G)
MAP
.................
.xxxxxxxmxxxxxxx.
.xx...x...x...xx.
.n..U...O...U..n.
.xx...x...x...xx.
.xxxxxxx+xxxxxxx.
..xx...x.x...xx..
..n..t.....t..n..
..xx...x.x...xx..
..xxxxxx+xxxxxx..
.................
......c...c......
.....ccc.ccc.....
.................
ENDMAP


###############################################################################
# Basic Entrance 3 (by Mu.)
#
NAME:       enter_wizlab_3
TAGS:       uniq_wizlab no_item_gen no_monster_gen
ORIENT:     float
:           wizlab_portal(_G)
MARKER:     ! = lua:fog_machine { \
                 pow_max = 10, delay_min = 10, delay_max = 40, \
                 size = 1, size_buildup_amnt = 5, \
                 size_buildup_time = 25, cloud_type = "flame" \
             }
MARKER:     ? = lua:fog_machine { \
                 pow_max = 10, delay_min = 10, delay_max = 40, \
                 size = 1, size_buildup_amnt = 5, \
                 size_buildup_time = 25, cloud_type = "freezing vapour" \
             }
SUBST:      n = cn
COLOUR:     . = red / blue
KPROP:      .?! = no_rtele_into
MAP
 ccccccccc
cc..!.?..cc
c?.......!c
c..nnnnn..c
c..n...n..c
c..n.O.n..c
c.?n...n!.c
c..nn.nn..c
c..nn.nn..c
cc!n.n.n?cc
 ccnn.nncc
  cc.n.cc
   cc.cc
    c@c
ENDMAP

###############################################################################
# Basic Entrance 4 (by Mu.)
#
NAME:       enter_wizlab_4
TAGS:       uniq_wizlab no_item_gen no_monster_gen
ORIENT:     float
:           wizlab_portal(_G)
MAP
    xxxxx
    w...x
   ww.O.x
  www...x
 www..www
www..www
ww..www
w..www
@.www
@www
ENDMAP

###############################################################################
# Basic Entrance 5 (by Mu.)
#
NAME:       enter_wizlab_5
TAGS:       uniq_wizlab no_item_gen no_monster_gen
ORIENT:     float
SUBST:      x = b
COLOUR:     U = random
COLOUR:     W = mutagenic
KFEAT:      o = granite_statue
:           wizlab_portal(_G)
MAP
xxxxxxxxxxx
xxxx...xxxx
xWWU.O.UWWx
xWxx...xxWx
xWWWW.WWWWx
xxxxW.Wxxxx
xxxxW.Wxxxx
xxxxW.Wxxxx
xxxxW.Wxxxx
xxxxo.oxxxx
xxxx...xxxx
     @
ENDMAP

###############################################################################
# Basic Entrance 6 (by Mu.)
#
NAME:       enter_wizlab_6
TAGS:       uniq_wizlab no_item_gen no_monster_gen
ORIENT:     float
SUBST:      x = mc.
:           wizlab_portal(_G)
MAP
c.c.ccccccc
x.x.x.x..Oc
.x.x.x.x..c
x.x.x.x.x.c
.x.x.x.x.xc
x.x.x.x.x.c
.x.x.x.x.xc
x.x.x.x.x..
.x.x.x.x.xc
x.x.x.x.x..
.x.x.x.x.xc
ENDMAP

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

default-depth:

###############################################################################
# And arrivals!
###############################################################################
# Firstly, we have Tukima's Dance Studio.
#
# Todo: clean up the code
NAME:       wizlab_tukima
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
MONS:       dancing weapon
KFEAT:      M = granite_statue
MARKER:     M = lua:props_marker {veto_fragmentation="veto", veto_disintegrate="veto", \
                                  slaved_to="tukima"}
{{
function tukima_machine (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 data.weapon_count >= 5 then
    if you.see_cell(x, y) then
      crawl.mpr("The machine makes a dull noise.")
    else
      crawl.mpr("You hear a distant, dull noise.")
    end
    return
  end

  if (you_x == x and you_y == y) then return end
  if dgn.mons_at(x, y) then return end

  dgn.apply_area_cloud(x, y, 1, 6, 1, 10, "black smoke", "other", -1)

  if (not dgn.create_monster(x, y, "generate_awake dancing weapon")) then
    return
  end

  data.weapon_count = data.weapon_count + 1

  if you.see_cell(x, y) then
    crawl.mpr("The machine hisses, and spits out a dancing weapon!")
  else
    crawl.mpr("You hear a distant hissing noise.")
  end
end

local tukima_marker = TriggerableFunction:new { 
    func = tukima_machine,
    repeated = true,
    data = {weapon_count=0},
}

tukima_marker:add_triggerer(DgnTriggerer:new {
    type="turn",
    delay_min=500,
    delay_max=800
})

lua_marker('?', tukima_marker)

if crawl.coinflip() then
  subst("Y = =")
  subst("y = .")
  subst("Rr = c")
else
  subst("Y = c")
  subst("y = m")
  subst("R = .")
  subst("r = =")
end

if crawl.coinflip() then
  subst("X = =")
  subst("x = .")
  subst("Ll = c")
else
  subst("X = c")
  subst("x = m")
  subst("L = .")
  subst("l = =")
end
}}
SUBST:      ? = .
COLOUR:     c = darkgrey
COLOUR:     = = darkgrey
COLOUR:     mMV = silver
KMONS:      8 = ice statue col:silver spells:blink_other;blink_other;blink_other;\
                    blink_other;blink_other;major_healing name:strange_machine \
                    name_replace name_descriptor hd:13 hp:120
KITEM:      8 = book of tukima
KMONS:      9 = ice statue col:silver spells:blink_other;blink_other;blink_other;\
                    blink_other;blink_other;major_healing name:strange_machine \
                    name_replace name_descriptor hd:13 hp:120
KITEM:      9 = scroll of acquirement
:           local mquote = '"The machine had stood there a long time. It was several '
:                  .. "hundred feet long and could run on a thimbleful of earth or"
:                  .. " water. It had been working seven and a half million years."
:                  .. '"\n  -Sweet Their Blood and Sticky, Albert Teichner'
MARKER:     8 = lua:MonPropsMarker:new {description="A glistening silver machine.\n",\
                   quote=mquote}
MARKER:     9 = lua:MonPropsMarker:new {description="A glistening silver machine.\n",\
                   quote=mquote}
:           dgn.set_feature_desc_short("translucent rock wall",
:                                      "crystal clear mirror")
:           dgn.set_feature_desc_long("translucent rock wall",
:                                     "A glistening mirror, reflecting everything around it.\n")
:           dgn.set_feature_desc_short("granite statue", "strange machine")
:           dgn.set_feature_desc_long("granite statue", "A mechanical contraption," ..
:                                     " all hisses and pops.\n")
:           dgn.set_feature_desc_short("dry fountain", "glistening fountain")
:           dgn.set_feature_desc_long("dry fountain", "A pristine fountain. " ..
:                                     "The only thing it lacks is water.\n")
:           dgn.set_feature_desc_short("stone wall", "black marble wall")
:           dgn.set_feature_desc_long("stone wall", "The marble glistens and shines. It certainly " ..
:                                     "is beautiful!\n")
:           dgn.set_feature_desc_short("Floor", "marble floor")
:           dgn.set_feature_desc_long("Floor", "Where the walls are black marble, the floor is " ..
:                                     "a white and silver, with shades of pink here and there.\n")
:           dgn.set_feature_quote("A granite statue", mquote)
:           wizlab_setup(_G, "Tukima's Studio")
MAP
                ccccccc
                ccmmmcc
            cccccm...mccccc
           cc...+.A.<.+...cc
          cc..cccm...mccc..cc
          cc+cccccm.mccccc+cc
          cc.cccccc+cccccc.cc
         cc...cccc...cccc...cc
         cm...mcm..1..mcm...mc
         cm...mcm.....mcm...mc
         cm.V.mcm.....mcm.V.mc
         cm...mcm.....mcm...mc
         cm...mcm..1..mcm...mc
         cc...cccc...cccc...cc
         ccc.cccccc+cccccc.ccc
          cc+ccccm...mcccc+cc
         ccm.mccm.....mccm.mcc
         cm.1..+...V...+..1.mc
        ccXm.mccm.....mccm.mYcc
      cccxccmlcccm...mcccrmccycc
      ccm.mcccLcccm.mcccRcccm.mcc
     ccm...mLLcccm...mcccRRm...mcc
    ccm..$..mcccm..?..mcccm..$..mcc
    cm..$8$..m+m...M...m+m..$9$..mc
    ccm..$..mcccm.....mcccm..$..mcc
     ccm...mcc ccm...mcc ccm...mcc
      ccmmmcc   ccmmmcc   ccmmmcc
       ccccc     ccccc     ccccc
ENDMAP

###############################################################################
# Erinya's Formal Garden
#
# Map was based on this image: http://upload.wikimedia.org/wikipedia/commons/5
#          /58/Plan_du_ch%C3%A2teau_et_des_jardins_de_Clagny_dessin%C3%A9_par_
#          Maraine_XVIIe_si%C3%A8cle.jpg (concat it back together to get the
#          full link).
NAME:       wizlab_erinya
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
MONS:       centaur col:green, centaur warrior col:lightgreen
MONS:       oklob plant
MONS:       stone golem name:vine_covered name_adjective col:lightgreen \
            tile:mons_vine_golem
MONS:       toadstool col:any name:flowers n_rpl n_des n_the
SUBST:      y = ct
COLOUR:     G = yellow
KFEAT:      / = stone_arch
KFEAT:      _ = altar_fedhas
MARKER:     A = feat:stone_arch
ITEM:       any fixed theme book, any fixed level book, any staff
{{

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

  local count = 0
  local flowdesc = "A rather pretty cluster of flowers."
  if you.can_smell then
    flowdesc = flowdesc .. " They smell sweet."
  end

  if crawl.one_chance_in(10) then
    -- Fruit!
    for spot in iter.adjacent_iterator() do
      if not feat.is_solid(spot:xy()) and not feat.has_solid_floor(spot:xy()) 
         and crawl.one_chance_in(3) then
        -- Do nothing.
        dgn.create_item(spot.x, spot.y, "pear / apple / choko / apricot / orange"
                          .. "/ banana / strawberry q:4 / lemon / rambutan "
                          .. "/ grape q:7 / sultana q:9 / lychee")
        count = count + 1
      end
    end
    if count > 0 then
      crawl.mpr("Fruit sprouts up around you!")
    end
  else
    -- Flowers!
    for spot in iter.adjacent_iterator() do
      if not feat.is_solid(spot:xy()) and not feat.has_solid_floor(spot:xy())
         and not crawl.one_chance_in(3) then
        dgn.create_monster(spot.x, spot.y, "toadstool col:any name:flowers " ..
                                 "name_replace name_descriptor name_definite")
        dgn.mons_at(spot.x, spot.y).set_prop("description", flowdesc .. "\n")
        count = count + 1
      end
    end
    if count > 0 then
      crawl.mpr("Flowers sprout up around you!")
    end
  end
end

local grow_marker = TriggerableFunction:new { func = grow, repeated = true }

grow_marker:add_triggerer(DgnTriggerer:new { type="turn", 
        delay_min=500, delay_max=800, })

lua_marker("_", grow_marker)
}}
:           set_border_fill_type("stone_wall")
:           wizlab_setup(_G, "Erinya's Formal Garden")
:           dgn.set_feature_desc_short("empty arch of ancient stone", 
:                                      "rose-covered archway")
:           dgn.set_feature_desc_long("empty arch of ancient stone",
:                                "The roses look beautiful!\n")
:           dgn.set_feature_desc_short("granite statue", "vine-covered statue")
:           dgn.set_feature_desc_long("granite statue", "It looks almost like a " ..
:                                     "monster made entirely from vines.\n")
:           dgn.set_feature_desc_short("stone wall", "crumbing stone wall")
:           dgn.set_feature_desc_long("stone wall", "It looks ancient.\n")
:           dgn.set_feature_desc_short("Floor", "grass-covered ground")
:           dgn.set_feature_desc_long("Floor", "Strewn with leaves and twigs that" ..
:                       "crunch loudly underfoot, the grass is crisp and fresh.\n")
MAP
ccccccccccccccccccccccccccccccccccccccccccccc
ctttttttttttttttttttttttttttttttttttttttttttc
ctttttttt...........................ttttttttc
ctttt.....tttttttttttt.tttttttttttt.....ttttc
cttt..tt.tttttttttt.......tttttttttt.tt..tttc
ct.1.tGt............<.T.A............tGt.1.tc
cttt..tt.tttttttttt.......tttttttttt.tt..tttc
ctttt.....tttttttttttt.tttttttttttt.....ttttc
ctttttttt...........................ttttttttc
cttttttttttttttttttttt.tttttttttttttttttttttc
ctttttttttyyyttttttty...ytttttttyyytttttttttc
ctttttttty...yttttty.....yttttty...yttttttttc
cttttttt..111.........T.........111..tttttttc
ctttttt...121.tttttc.....cttttt.121...ttttttc
cttttt.tty...yttttttcc=cctttttty...ytt.tttttc
ctttt.tttty.yttttttt.....ttttttty.ytttt.ttttc
cttt.tttttt.tttttttyd232eyttttttt.tttttt.tttc
cttt.tttttt..tttttttydefyttttttt..tttttt.tttc
ctttt.tttttt..tttttttytyttttttt..tttttt.ttttc
cttttt.tttttt..ttttttttttttttt..tttttt.tttttc
ctttttt.tttttt..tttttcccttttt..tttttt.ttttttc
cttttyyy/yyyttt..ttty...yttt..tttyyy/yyyttttc
cttty...1...yttt..ty..1..yt..ttty...1...ytttc
ctty...1T1...yttt....1T1....ttty...1T1...yttc
cttty...1...yttt..ty..2..yt..ttty...1...ytttc
cttttyyy/yyyttt..ttty...yttt..tttyyy/yyyttttc
ctttttt.tttttt..tttttcccttttt..tttttt.ttttttc
cttttt.tttttt..ttttttttttttttt..tttttt.tttttc
ctttt.tttttt..ttttt.wwWww.ttttt..tttttt.ttttc
cttt.tttttt..ttttt.wwG_Gww.ttttt..tttttt.tttc
cttt.ttttt..ttttt....4.4....ttttt..ttttt.tttc
ctttt.ttty/ytttt....cc=cc....tttty/yttt.ttttc
cttttt.ty...yttttttcc...cctttttty...yt.tttttc
ctttttt./.1./.ttttcc..2..cctttt./.1./.ttttttc
cttttttty...yt...../.1T1../....ty...ytttttttc
cttttttttyyyttttttty.....ytttttttyyyttttttttc
ctttttttttttttttttttyytyytttttttttttttttttttc
ccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

###############################################################################
# Doroklohe's Forbidden Tomb
#
# It seems as if he practised box casting. I wonder what that's good for.
# Vault by dpeg. Thanks to Enne for box_glyph and to Jude for triggers.
#
# A bleach sun settles in the smog-stained sky
# Dismembered bodies stray in disarray
# Breakfast is served in the Manchester Morgue
# The beginning of a horrifying day
#                                    Impetigo 1992
NAME:       wizlab_doroklohe
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
LROCKCOL:   yellow
KFEAT:      ! = x
{{
function make_box(cenx, ceny, gly)
  for ox = -1, 1 do
    for oy = -1, 1 do
      local x = cenx + ox
      local y = ceny + oy
      if (x >= 1 and y >= 1 and x <= width() and y <= height()) then
        if (ox ~= 0 or oy ~= 0) then
          mapgrd[x][y] = gly;
        end
      end
    end
  end
end

function box_glyph(findgly, boxgly)
  local glyphs = {gly_points(findgly)}
  for i = 1, #glyphs, 2 do
    -- This is ugly.  gly_points should return 1-indexed coordinates.
    -- No longer ugly, as mapgrd is 0-indexed, like gly points.
    make_box(glyphs[i], glyphs[i+1], boxgly)
  end
end
}}
#           There are two layouts: round and grid.
#           Round has 19 boxes: 12 % and 6 * and 1 |
#           Grid has 21 boxes: b-u and |
#           Layout for grid can be regular or random.
#
:           local layout = crawl.random2(13)
:           if layout < 3 then
#           Preparation for the rare regular grid layout.
SUBST:      b=., c=., d=., e=., f=., g=., h=., i=., j=., k=.
SUBST:      l=., m=., n=., o=., p=., q=., r=., s=., t=., u=.
SUBST:      B=b, C=c, D=d, E=e, F=f, G=g, H=h, I=i, J=j, K=k
SUBST:      L=l, M=m, N=n, O=o, P=p, Q=q, R=r, S=s, T=t, U=u
:           end
:           if layout > 9 then
#           First the round layout...
COLOUR:     _ = darkgrey
KFEAT:      _ = stone_wall
SUBST:      b=., c=., d=., e=., f=., g=., h=., i=., j=., k=.
SUBST:      l=., m=., n=., o=., p=., q=., r=., s=., t=., u=.
SUBST:      B=., C=., D=., E=., F=., G=., H=., I=., J=., K=.
SUBST:      L=., M=., N=., O=., P=., Q=., R=., S=., T=., U=.
:           else
#           ...and now the grid layout.
SUBST:      _ = .
SUBST:      *=., %=.
SUBST:      B=b, C=c, D=d, E=e, F=f, G=g, H=h, I=i, J=j, K=k
SUBST:      L=l, M=m, N=n, O=o, P=p, Q=q, R=r, S=s, T=t, U=u
NSUBST:     b = 1:b / *:.
NSUBST:     c = 1:c / *:.
NSUBST:     d = 1:d / *:.
NSUBST:     e = 1:e / *:.
NSUBST:     f = 1:f / *:.
NSUBST:     g = 1:g / *:.
NSUBST:     h = 1:h / *:.
NSUBST:     i = 1:i / *:.
NSUBST:     j = 1:j / *:.
NSUBST:     k = 1:k / *:.
NSUBST:     l = 1:l / *:.
NSUBST:     m = 1:m / *:.
NSUBST:     n = 1:n / *:.
NSUBST:     o = 1:o / *:.
NSUBST:     p = 1:p / *:.
NSUBST:     q = 1:q / *:.
NSUBST:     r = 1:r / *:.
NSUBST:     s = 1:s / *:.
NSUBST:     t = 1:t / *:.
NSUBST:     u = 1:u / *:.
#           Of the outer boxes, three are damaged.
SHUFFLE:    bcdefghijklm
:           box_glyph('b', 'X')
:           box_glyph('c', 'Y')
:           box_glyph('d', 'Z')
SUBST:      b = .
SUBST:      c = .
SUBST:      d = .
NSUBST:     X = 1=. / *=!:20 .:1
NSUBST:     Y = 1=. / *=!:30 .:1
NSUBST:     Z = 1=. / *=!:50 .:1
#           For the other boxes, prepare same setup as for the 
#           round layout (i.e. six *'s)
SHUFFLE:    nqru
SUBST:      e=%, f=%, g=%, h=%, i=%, j=%, k=%, l=%, m=%, n=%
SUBST:      o=*, p=*, q=%, r=*, s=*, t=*, u=*
:           end
#           Monsters
#            0 Tomb set: zombies, mummies
#            1 Demons (if demons are added or reclassified, please change!)
#            2 Golems
#            3 Holy set (for later)
:           local mrnd = crawl.random2(4)
:           if mrnd == 0 then
KMONS:      % = clay golem / wood golem / toenail golem w:2
KMONS:      * = stone golem / crystal golem / iron golem
KMONS:      | = electric golem
:           elseif mrnd == 1 then
KMONS:      % = blue devil / iron devil / ynoxinul / neqoxec / hellion /\
                / chaos spawn / demonic crawler / hellwing / orange demon /\
                shadow demon / tormentor
KMONS:      * = lorocyproca / reaper / soul eater / ice devil / sun demon
KMONS:      | = blue death / green death / pit fiend / fiend / shadow fiend /\
                ice fiend / executioner / balrug / cacodemon
:           else
KMONS:      % = place:D:15 zombie / guardian mummy w:2
KMONS:      * = place:D:27 zombie / greater mummy w:5
KMONS:      | = ancient lich
:           end
#           Loot.
#           0 = scrolls. 1 = armours. 2 = mixed.
:           local lrnd = crawl.random2(3)
:           if lrnd == 0 then
KITEM:      % = any scroll / any scroll q:2 w:3 / any scroll q:3 w:1
:           kitem("* = " .. dgn.good_scrolls)
KITEM:      | = scroll of acquirement / scroll of enchant weapon III q:2 /\
                scroll of blinking q:2, scroll of fog q:2, scroll of holy word q:2
:           elseif lrnd == 1 then
KITEM:      % = any armour 
KITEM:      * = any good_item armour
KITEM:      | = cursed robe ego:resistance / cursed gold dragon armour
:           else
KITEM:      % = any / star_item w:2
KITEM:      * = star_item / superb_item w:2
KITEM:      | = superb_item
:           end
#           Boxification:
:           box_glyph('%', '!')
:           box_glyph('*', '!')
:           box_glyph('|', '!')
#           Intentionally colouring the floor glyphs of the central room only.
#           The squares beneath the boxes are to remain uncoloured.
COLOUR:     ^ = darkgrey
COLOUR:     = = yellow
KFEAT:      ^ = stone_wall
COLOUR:     . = darkgrey / blue w:3 / cyan w:1
MARKER:     ! = lua:portal_desc {wall_drop=1}
MARKER:     = = lua:portal_desc {wall_drop=1}
{{

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

  if data.phase == 1 then
    data.phase = data.phase + 1
    if you.silenced() then
      crawl.mpr("The ground shakes.", "warning")
    else
      crawl.mpr("There is a faint hissing noise.", "warning")
    end
    return
  elseif data.phase == 2 then
    data.phase = data.phase + 1
    if you.silenced() then
      crawl.mpr("The ground shakes.", "warning")
    else
      crawl.mpr("There is a loud grinding noise.", "warning")
    end
    return
  elseif data.phase == 3 then
    data.phase = data.phase + 1
    crawl.mpr("The walls fall away. The entombed are set free!", "warning")
    for _, i in ipairs(dgn.find_marker_positions_by_prop("wall_drop", 1)) do
      dgn.terrain_changed(i.x, i.y, "floor", false, false, false)
      dgn.place_cloud(i.x, i.y, "black smoke", 2)
    end
    return
  else
    return
  end
end

local box_marker = TriggerableFunction:new {func=convert_boxes,
    repeated=true, data={phase=1} }

box_marker:add_triggerer(DgnTriggerer:new { type="turn",
    delay_min=500, delay_max=1000})

lua_marker("A", box_marker)
}}
:           dgn.set_feature_desc_short("rock wall", "strange rock wall")
:           dgn.set_feature_desc_long("rock wall", "It is decorated with "
:                                  .. "images you might see in a tomb.\n")
:           dgn.set_feature_desc_short("stone wall", "highly decorated stone wall")
:           dgn.set_feature_desc_long("stone wall", "It is covered with disturbing"
:                                  .. ", horrifying images.\n")
:           dgn.set_feature_desc_short("Floor", "rough-hewn floor")
:           dgn.set_feature_desc_long("Floor", "It is rough and uneven in places.\n")
:           wizlab_setup(_G, "Doroklohe's Tomb")
MAP
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^________________...........________________^
^____________...................____________^
^_________........................._________^
^_______b....cc......d%d......ee....f_______^
^_____bB.....cC%.....dDd.....%Ee.....Ff_____^
^____bb...............................ff____^
^___.....................................___^
^__........%......o*.....*p......%........__^
^__.......nnN....oO.......Pp....Qqq.......__^
^_........................................._^
^_...mm...............................gg..._^
^_...mM..%......*.....|.....*......%..Gg..._^
^_...mm...............................gg..._^
^_........................................._^
^__.......uuU....tT.......Ss....Rrr.......__^
^__........%......t*.....*s......%........__^
^___.....................................___^
^____ll...............................hh____^
^_____lL.....kK%.....jJj.....%Ii.....Hh_____^
^_______l....kk......j%j......ii....h_______^
^_________........................._________^
^____________...................____________^
^________________...........________________^
^^^^^^^^^^^^^^^^^^^^^^.^^^^^^^^^^^^^^^^^^^^^^
                ^____...____^
                ^__.......__^
                ^_...!=!..._^
                ^_.<.=A=.<._^
                ^_...!=!..._^
                ^__.......__^
                ^____...____^
                ^^^^^^^^^^^^^
ENDMAP

###############################################################################
# Alistair's Brewery
#
# Todo: work out what happens next???
NAME:       wizlab_alistair
ORIENT:     encompass
TAGS:       no_item_gen no_monster_gen no_rotate allow_dup 
# unfinished
:           wizlab_setup(_G, "Alistair's Brewery")
SHUFFLE:    CYHB
KFEAT:      CYHB = .
KPROP:      B = bloody / nothing
KMONS:      CYH = swamp drake name:mutated_drake n_des n_rpl col:magenta w:30 \
                spells:mephitic_cloud;mephitic_cloud;blink;mephitic_cloud;\
                mephitic_cloud;blink /  wizard name:mutated name_adjective \
                col:lightmagenta w:10 / nothing w:130
COLOUR:     =c = magenta, w = poison, n = blue
LFLOORCOL:  white
:           dgn.set_feature_desc_short("deep water", "toxic goo")
:           dgn.set_feature_desc_long("deep water",  "It stinks.  Drinking it "
:                    .. "might seem to be a good idea after a bottle or two.\n")
ITEM:       potion of confusion w:20 / any potion
MAP
          ccccccc
          c.....c
    ccccccc..A..ccccccc
    cCCCCC+.....cBBBBBc
    cCCCCCc..<..cBBBBBc
    cCCCCCc.....cBBBBBc
    cCCCCCcccncccBBBBBc
    cCCCCCc.....+BBBBBc
  ccccc+ccc.....ccccc+ccc
  c.....c...ccc..<c.....c
  c.www.c..ccdcc..c.www.c
  c.www.n..cdddc..n.www.c
  c.www.c..ccdcc..c.www.c
  c.....c...c+c...c.....c
  ccc+ccccc.....ccc+ccccc
    cYYYYYc.....cHHHHHc
    cYYYYYcccncccHHHHHc
    cYYYYY+.....cHHHHHc
    cYYYYYc.www.cHHHHHc
    cYYYYYc.www.+HHHHHc
    ccccccc.www.ccccccc
          c.....c
          ccccccc
ENDMAP

###############################################################################
# Borgnjor's Mortuary
#
#NAME:       wizlab_borgnjor
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Borgnjor's Mortuary")
#MAP
#ENDMAP

##############################################################################
# Cigotuvi's Fleshworks (by Mu.)
#
# Cigotuvi has mastered the art of manipulating flesh, and his lab is a
# living testament to this fact, seeming like the interior of some
# ghastly beast. The walls and floor are slick and membranous, pulsing to an
# unheard heartbeat and oozing thick, green ichor from every inch.
#
# The bulk of Cigotuvi's Fleshworks is devoted to cells that house test
# subjects in various stages of degeneration. Most are sickly humanoids; the
# others are ugly things, pulsating lumps and abominations.
#
# The central, circular chamber houses Cigotuvi's flesh golem.
# The Eastern half of his lab is dominated by a snaking passageway filled with
# pulsating lumps and the occasional ugly thing.
# The western half of his lab is full of abominations, including the terrible
# "Cigotuvi's Monster".
NAME:       wizlab_cigotuvi
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
KPROP:      . = w:1 bloody / w:15 nothing
KPROP:      ' = bloody / w:5 nothing
KMONS:      a = human name:sickly name_adjective tile:mons_deformed_human / \
            human name:monstrous name_adjective tile:mons_deformed_human  / \
            human name:deformed name_adjective tile:mons_deformed_human   / \
            human name:twisted name_adjective tile:mons_deformed_human    / \
            human name:grotesque name_adjective tile:mons_deformed_human  / \
            human name:hideous name_adjective tile:mons_deformed_human    / \
            human name:febrile name_adjective tile:mons_deformed_human
KMONS:      b = elf name:sickly name_adjective tile:mons_deformed_elf     / \
            elf name:monstrous name_adjective tile:mons_deformed_elf      / \
            elf name:deformed name_adjective tile:mons_deformed_elf       / \
            elf name:twisted name_adjective tile:mons_deformed_elf        / \
            elf name:grotesque name_adjective tile:mons_deformed_elf      / \
            elf name:hideous name_adjective tile:mons_deformed_elf        / \
            elf name:febrile name_adjective tile:mons_deformed_elf
KMONS:      d = orc name:sickly name_adjective tile:mons_deformed_orc     / \
            orc name:monstrous name_adjective tile:mons_deformed_orc      / \
            orc name:deformed name_adjective tile:mons_deformed_orc       / \
            orc name:twisted name_adjective tile:mons_deformed_orc        / \
            orc name:grotesque name_adjective tile:mons_deformed_orc      / \
            orc name:hideous name_adjective tile:mons_deformed_orc        / \
            orc name:febrile name_adjective tile:mons_deformed_orc
KMONS:      u = ugly thing / w:2 very ugly thing
KMONS:      J = pulsating lump
KMONS:      x = small abomination
KMONS:      X = large abomination
KMONS:      e = giant eyeball
SUBST:      " = J:1 / .:6
KMONS:      8 = col:red clay golem name:flesh_golem name_replace \
            tile:mons_flesh_golem name_descriptor
KMONS:      M = col:mutagenic tentacled monstrosity name:Cigotuvi's_Monster \
            name_replace
MARKER:     M = lua:MonPropsMarker:new {description="This terrifying creation " \
            .. "looks to have been constructed from the bodyparts of every monstrous " \
            .. "creature imaginable.\n", quote="\"I beheld the wretch -- the "    \
            .. "miserable monster whom I had created. He held up the curtain "    \
            .. "of the bed; and his eyes, if eyes they may be called, were "      \
            .. "fixed on me. His jaws opened, and he muttered some inarticulate " \
            .. "sounds, while a grin wrinkled his cheeks.\"\n  -Frankenstein, Mary Shelley."}
MARKER:     8 = lua:MonPropsMarker:new {description="An animated mound of misshapen flesh.\n"}
:           local sickdesc = "This poor creature looks hideously deformed.\n"
MARKER:     a = lua:MonPropsMarker:new {description=sickdesc, speech_key="Cigotuvi_creatures"}
MARKER:     b = lua:MonPropsMarker:new {description=sickdesc, speech_key="Cigotuvi_creatures"}
MARKER:     d = lua:MonPropsMarker:new {description=sickdesc, speech_key="Cigotuvi_creatures"}
MARKER:     ! = lua:fog_machine { \
                 pow_max = 15, delay_min = 10, delay_max = 40, \
                 size = 1, size_buildup_amnt = 20, \
                 size_buildup_time = 500, cloud_type = "mutagenic fog" \
             }
MARKER:     ? = lua:fog_machine { \
                 pow_max = 20, delay_min = 10, delay_max = 40, \
                 size = 5, size_buildup_amnt = 10, \
                 size_buildup_time = 25, cloud_type = "mutagenic fog" \
             }
LFLOORCOL:  magenta
LFLOORTILE: floor_nerves
LROCKTILE:  wall_flesh
TILE:       c = wall_flesh
TILE:       m = wall_transparent_flesh
TILE:       + = no_random dngn_fleshy_orifice
COLOUR:     m = yellow
COLOUR:     c+ = lightred
COLOUR:     W = green
:           dgn.set_feature_desc_short("Some shallow water", "Viscous fluid")
:           dgn.set_feature_desc_long("Some shallow water", "This sticky "
:            .. "fluid seems to be secreted by the nearby walls.\n")
:           dgn.set_feature_desc_short("stone wall", "sinewy wall")
:           dgn.set_feature_desc_long("stone wall", "These walls look"
:            .. " strangely organic, but incredibly tough and durable.\n")
:           dgn.set_feature_desc_short("translucent rock wall", "thin membrane")
:           dgn.set_feature_desc_long("translucent rock wall", "This strange"
:            .. " membrane is thin enough to see through.\n")
:           dgn.set_feature_desc_short("Floor", "pulsating floor")
:           dgn.set_feature_desc_long("Floor", "This slick floor seems to pulse"
:            .. " to an unknown beat.\n")
# Changing door descriptions like this currently doesn't work, needs fixing.
: lua_marker('+', props_marker {
:              door_description_noun="fleshy orifice",
:              door_berserk_verb_open="You part the %s%s",
:              door_berserk_adjective="with a squelch!",
:              door_berserk_verb_close="You squeeze the %s%s closed",
:              door_noisy_verb_open="You part the %s%s with a squelch!",
:              door_noisy_verb_close="You squeeze the %s%s closed with a squelch!",
:              door_airborne_verb_open="You reach down and part the %s%s.",
:              door_airborne_verb_close="You reach down and squeeze the %s%s closed.",
:              door_verb_open="You part the %s%s.",
:              door_verb_close="You squeeze the %s%s shut."
:            })
KITEM:      $ = potion of degeneration / potion of decay / \
            potion of mutation / w:3 potion of strong poison / \
            w:2 potion of poison / w:5 potion of healing / \
            w:3 potion of heal wounds / w:1 potion of cure mutation
KITEM:      * = gold
KITEM:      % = amulet of resist mutation
KITEM:      : = randbook disc:transmutation owner:Cigotuvi / any book / \
                acquire book
KITEM:      ^ = book of morphology / randbook disc:transmutation \
                owner:Cigotuvi spell:cigotuvi's_degeneration
KITEM:      | = staff of death
KITEM:      l = scroll of summoning
NSUBST:     L = 1:| / *:l
:           wizlab_setup(_G, "Cigotuvi's Fleshworks")
MAP
ccccccccccccccccccccccccccccccccccccccccccccc
ccLLLcccc.cccccccccccAccccccccccccWWWW.u:cccc
c.....c.....ccc...ccc+cccccccccccW......u^ccc
c.X.........cc.u...m...m..ccccccW........u:cc
c.M........cc...b..m.x.m.a.cccccW..........cc
c.X........cc...d..m...m.u..ccccW.........Wcc
c..........cc.cccccm...mc...ccccc........Wccc
c.....ccc+ccccc..cccc+cccccccccccc......Wcccc
ccLLLccc..ccccuuu.cm...m..d..ccccc+cccccccccc
cccccccc..ccc..!...m.x.m.a..cccccc""ccccccccc
cc$$cccc..ccc.uuu..m...m...ccccccc""cc**%**cc
c$$$$cc...cccc....cm...m.cccWccccc""c.e.c.e.c
c$$$$+...cccccc..cccc+cccc...Wcccc""c...c...c
c$$$$c...ccccccccc.m...m.xx...Wccc""cmm+c+mmc
cc$ccccc+cccccccc..m.x.m...u..Wccc""c.......c
ccccccc...cccc...a.m...m....x.cc.c""c.......c
cccc.........c..b..m...mc....cc..c""c...!...c
c.xJ...ccc...cc..cccc+cccc..cc...c""c......cc
c...ccccccc+cccccc.m.....ccccJJJJc""+.....ccc
cc...ccccc'''cccc..m.....uccJJJJJc""ccccccccc
cc...ccc''''''cc.!.m.....<uc.....+"""""""""cc
c..cccc''''''''cc.......cuccc....cc"""""""""c
c..ccc'''''''''cccccc+cccccccccccccccccccc""c
c..cc''''''''''ccccc...ccccccc""""""""""""""c
c..cc''''''''''ccc.......cccc""""""""""""""cc
c..c'''''''''''cc.........ccc""cccccccccccccc
c..c+c+c+c+c+ccc...........cc""""""""""""""cc
c..cXcXcXcXcXccc...........ccc""""""""""""""c
c..cccccccccccc.....c.c.....cccccccccccccc""c
c...xJ........+......?......+"""""ccc"""""""c
c...xJ........c.....c.c.....c""""""c"""""""cc
ccmmmccccmmmcccc...........cccccc""c""ccccccc
c.....cc.....cccWW.......WWcc""""""c""""""ccc
cc.JJccccuuucccccWW..8..WWcc""""""ccc""""""cc
ccJJ.cccc.a.ccccccWWWWWWWccc""ccccccccccc""cc
cc.dccccccuuccccccccWWWccccc"""""""""""""""cc
ccccccccccccccccccccccccccccc"""""""""""""ccc
ccccccccccccccccccccccccccccccccccccccccccccc 
ENDMAP

###############################################################################
# Iskenderun's Mystic Tower
#
NAME:       wizlab_iskenderun
ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
:           wizlab_setup(_G, "Iskenderun's Mystic Tower")
MAP
ENDMAP

###############################################################################
# Lee's Rapid Deconstructor
#
#NAME:       wizlab_lee
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Lee's Rapid Deconstructor")
#MAP
#ENDMAP

###############################################################################
# Lehudib's Crystal Spire
#
#NAME:       wizlab_lehudib
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Lehudib's Crystal Spire")
#MAP
#ENDMAP

###############################################################################
# Maxwell's Forge
#
#NAME:       wizlab_maxwell
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Maxwell's Forge")
#MAP
#ENDMAP

###############################################################################
# Olgreb's Toxic Laboratory
#
#NAME:       wizlab_olgreb
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Olgreb's Toxic Laboratory")
#MAP
#ENDMAP

###############################################################################
# Ozocubu's Refrigerator
#
NAME:       wizlab_ozocubu
ORIENT:     encompass
TAGS:       no_item_gen no_monster_gen no_rotate allow_dup
# unfinished
MONS:       skeletal warrior patrolling col:lightblue ; any weapon good_item \
            . ice dragon armour
MONS:       ice statue spells:ice_storm col:darkgrey name:black name_adjective
MONS:       polar bear, white imp / wraith / freezing wraith, ice beast
MONS:       ice dragon, nothing
SHUFFLE:    BC
:           local int = crawl.random2(3)
:           if int == 0 then
SUBST:      B = 3
SUBST:      C = 4
:           elseif int == 1 then
SUBST:      B = 4
SUBST:      C = 5
:           elseif int == 2 then
SUBST:      B = 3
SUBST:      C = 5
:           end
LROCKCOL:   white
LFLOORCOL:  lightblue
LROCKTILE:  wall_ice
LFLOORTILE: floor_ice
KFEAT:      XQ = rock_wall
KFEAT:      R = closed_door
COLOUR:     =c = darkgrey
MARKER:     U = lua:fog_machine { \
                 pow_max = 10, delay_min = 30, delay_max = 40, \
                 size = 6, cloud_type = "freezing vapour" \
             }
{{
-- Map prettyfication
smear_map({iterations=20, smear='x', onto='.xx', boxy=false})
smear_map({iterations=40, smear='x', onto='.xx', boxy=false})
--fill_disconnected({fill='x'})

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

  local loudlines = {'A voice screams, "Out, out, out!"',
                     'There is a horrible grinding noise.',
                     'There is a sudden noise, like that of ice cracking.',
                     'A voice screams, "Freeze!"'}

  local speechlines = {'You feel a sudden draft.',
                       'Snow coalesces in the air in front of you.',
                       'You feel a sudden chill.',
                       'The air becomes thick with cold.'}

  if not (you.silenced()) then
    speechlines = util.append(speechlines, loudlines)
  end
  crawl.mpr(util.random_from(speechlines), "warning")
  spells.refrigeration(crawl.random2avg(40, 6))
end

local fridge_marker = TriggerableFunction:new { func = fridge, repeated = true }

fridge_marker:add_triggerer(DgnTriggerer:new { type="turn", 
        delay_min=500, delay_max=800, })

lua_marker("Q", fridge_marker)
}}
validate {{ return glyphs_connected('A', 'R') and glyphs_connected('A', '<')}}
:           wizlab_setup(_G, "Ozocubu's Refrigerator")
MAP
       xxxx
     xxx..xxx
    xxx.....xx
   xx........xx   xxxx     xxx
  xx....A.....xx xx..xx  xxx.xx   xxx
  xx...<.......xxx....xxxx....xx xx.xx
   xx..........................xxx...xx
    xxx................c...........c..xx
      xx..............cccccccRccccccc..xx
       xx..............cBBBBc.cCCCCc....xx
        xx.............cBBBBc.cCCCCc.....xx
       xx..............cBBBBc.cCCCCc....xx
      xx.............c.cBBBBc.cCCCCc.c...xx
     xx.............2ccc=cccc+cccc=cccc.xx
      xx.....www.....c...c.......c...c.xx    cccc
      xxx...wwxww....c.1.c...<...c.1.c.xx   cccxxx
        xxx.xxxwxx...c...c.......c...c..xxcccxxx$xx
          xxxxwwwx...cc+ccccc+ccccc+cc...xccxx$$$$xx
           Qxxwwxx...c...c.......c...c..xxcccxx$$$$x
        xxxxxwwxx....c.1.c...U...c.1.c.xxccccxxx$$xx
       xx.xxwwwxxx..cc...c.......c...ccxccxxxx333xx
      xx...x.wwwxxccccc+ccccc+ccccc+cccccxx.....xx
      x..6..xwwwwxc.......c.....c.......cx.......xx
      xx...xxxwwww+.1.....+..1..+.....1.=.xxx.....xx
       xx.xxxxxwxxc.......c.....c.......cxx xxx.xxx
        xxxx xxxxxcccccccccccccccccccccccxx   xxx
ENDMAP

###############################################################################
# Cekugob's Oubliette
#
#NAME:       wizlab_cekugob
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Cekugob's Oubliette")
#MAP
#ENDMAP

###############################################################################
# Zonguldrok's Shrine
#
#NAME:       wizlab_zonguldrok
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Zonguldrok's Shrine")
#MAP
#ENDMAP

###############################################################################
# Wucad Mu's Monastery
#
# TODO: Rebrand everything properly!
NAME:       wizlab_wucad
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
SUBST:      T = t.
KMONS:      8 = orange crystal statue name:Statue_of_Wucad_Mu n_rpl n_the hd:20 hp:300
KITEM:      8 = quarterstaff unrand:staff_of_wucad_mu, book of enchantments
COLOUR:     =c = darkgrey
COLOUR:     t = lightred / red w:3
COLOUR:     AG = red
COLOUR:     < = lightred
KFEAT:      ' = open_door
KFEAT:      1234567 = .
KMONS:      1234567 = nothing
LROCKCOL:   darkgrey
ITEM:       potion of experience, manual of fighting / manual of armour / manual of \
            spellcasting, manual of staves / manual of fighting / manual of dodging,\
            potion of gain dexterity / potion of gain strength / potion of gain \
            intelligence
LFLOORCOL:  white
{{
local function msgfn (data, triggerable, triggerer, marker, ev)
  if data.trig == true then
    return
  end

  if crawl.one_chance_in(3) then
    return
  end

  if data.spot == 1 then
    crawl.mpr("Strange, shadowy figures dance through the air in front of you.")
    data.trig = true
  elseif data.spot == 2 then
    crawl.mpr("This room is filled with shadowy figures, quietly meditating.")
    data.trig = true
  elseif data.spot == 3 then
    crawl.mpr("Here, spectral monks perform complicated, martial routines; they fade quickly.")
    data.trig = true
  elseif data.spot == 4 then
    if you.silenced() then
      return
    end
    crawl.mpr("Faint laughter comes from somewhere. Too faint to be real.")
    data.trig = true
  elseif data.spot == 5 then
    if you.silenced() then
      return
    end
    crawl.mpr("There is a faint scream of pain from a crouched figure. This too fades quickly.")
    data.trig = true
  elseif data.spot == 6 then
    crawl.mpr("Grey monks gather around the fountain. They do not speak, nor look at each other.")
    data.trig = true
  elseif data.spot == 7 then
    crawl.mpr("A figure sits in silent meditation. It spots you, gestures wildly, and disappears.")
    data.trig = true
  end
end

local function trigfn (spot)
  return Triggerable.synchronized_markers(function_at_spot(msgfn,
            { spot=spot, trig = false}, true, { only_at_slave = true,
              listen_to_slaves = true }))
end

lua_marker('1', trigfn(1))
lua_marker('2', trigfn(2))
lua_marker('3', trigfn(3))
lua_marker('4', trigfn(4))
lua_marker('5', trigfn(5))
lua_marker('6', trigfn(6))
lua_marker('7', trigfn(7))

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

  local msp = "human name:monk n_suf col:white hd:10 dur:2 sum:shadow_creatures" ..
            " nas:old_memories tile:human_monk seen / rock troll name:monk n_suf"..
            " dur:2 seen sum:shadow_creatures nas:old_memories tile:rock_troll_monk" ..
            " / iron troll name:monk n_suf col:white dur:2 sum:shadow_creatures " ..
            " nas:old_memories seen tile:iron_troll_monk"

  local count = 0
  for point in iter.circle_iterator(3) do
    if crawl.one_chance_in(11) then
      if feat.is_solid(point.x, point.y) or not feat.has_solid_floor(point.x, point.y) then
      else
       local mon = dgn.create_monster(point.x, point.y, msp)
       mon.set_prop("description", "It seems a flimsy representation of a monk;"
                                .. " nothing more than a half-formed memory.\n")
       count = count + 1
      end
    end
  end

  crawl.redraw_view()

  if count == 1 then
    crawl.mpr("One of the shadowy figures appears more solid!")
  elseif count > 1 then
    crawl.mpr("Shadows coalesce into solid form.")
  end
end

local summon_marker = TriggerableFunction:new ({ func=summon_monks,
    repeated=true })

summon_marker:add_triggerer(DgnTriggerer:new {type="turn", delay_min=50,
    delay_max=290 })

lua_marker('A', summon_marker)

}}
:           wizlab_setup(_G, "Wucad Mu's Monastery")
:           set_border_fill_type("trees")
MAP
tttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
ttttttttttttttTTTTTTTttttttttttttttttttt
ttttttTTTTTTTT.......TTTTTTTTTTTTttttttt
tttttT.........ccccc.............Ttttttt
ttttT.........cc777cc.............Tttttt
tttT.......cccc77777cccc...........Ttttt
ttT.......cc..cc777cc..cc......ccc..Tttt
ttT......cc....cc+cc....cc....cc6cc..Ttt
ttT.....Tc....G.....G....cT..cc6U6cc.Ttt
ttT.....ccG.............Gcc...cc6cc..Ttt
ttT......+.......8.......+.....c+c...Ttt
ttT.....ccG.............Gcc..........Ttt
ttT.....Tc....G.....G....cT..........Ttt
ttT.c..cTcc.............cccT.........Ttt
ttTcc++ccccccc.......ccccccc+cc......Ttt
ttcc5555cccdeccc===cccfgccc444cc.....Ttt
ttc555555c....c.....c....c44444c....Tttt
ttc555555cc.............cc44444cc..ctttt
ttc555555ccccccccccccccccccc+cccc++ccttt
ttcc5555ccc.............ccc222cc3333cctt
tttccccccc...............+22222+33333ctt
ttttttttccc..ccc+++ccc..ccc222cc3333cctt
tttttttttcccccTT111Ttccccccccccccccccttt
ttttttttttttttT11111Tttttttttttttttttttt
tttttttttttT.........TTTTTTttttttttttttt
tttccccctttT.....G........Ttcccccttttttt
ttcc...cctT..............Ttcc...cctttttt
ttc..A..'..................'..<..ctttttt
ttcc...cctT.....TTTT.....Ttcc...cctttttt
tttccccctttT...TTttTT....Tttcccccttttttt
ttttttttttttTTTTttttTTTTTttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
ENDMAP

###############################################################################
# Boton's Bayou
#
#NAME:       wizlab_botono
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Botono's Bayou")
#MAP
#ENDMAP

###############################################################################
# Ukta's Hut
#
#NAME:       wizlab_ukta
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "Ukta's Hut")
#MAP
#ENDMAP

###############################################################################
# The Alchemist's Tower
#
#NAME:       wizlab_alchemist
#ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
#:           wizlab_setup(_G, "The Alchemist's Tower")
#MAP
#ENDMAP

###############################################################################
# Random and semi-random Wizard vaults
###############################################################################

###############################################################################
# Chambers of the Cloud Mage
#
# To-do: make it look as cool in tiles.
NAME:       wizlab_cloud
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
KMONS:      1 = col:silver patrolling wizard name:Cloud_Mage name_replace \
            name_definite spells:mephitic_cloud;freezing_cloud;poisonous_cloud;\
            airstrike;blink_range;blink_range hd:20 hp:150 ; \
            robe unrand:robe_of_clouds . quick blade ego:electrocution | \
            quick blade ego:freezing | dagger ego:speed | dagger ego:electrocution \
            | dagger ego:freezing
KMONS:      * = w:5 vapour / w:20 air elemental
SUBST:      . = .:120 *
MARKER:     ! = lua:fog_machine { \
                pow_max = 10, delay_min = 10, delay_max = 40, \
                size = 1, size_buildup_amnt = 5, \
                size_buildup_time = 25, cloud_type = "grey smoke", \
                colour = "white", name = "white fluffiness" \
            }
KITEM:      % = w:20 potion of levitation / w:20 potion of water / \
            potion of magic / potion of speed / potion of resistance / \
            gold / potion of agility / potion of brilliance
KITEM:      ? = randbook disc:air
KITEM:      $ = wand of lightning / staff of air / ring of levitation /\
            gold / scroll of silence / ring of teleport control / \
            amulet of controlled flight / quick blade / ring of evasion /\
            ring of see invisible
KFEAT:      # = deep_water
NSUBST:     $ = 1:? / *:$
SUBST:      $ = $%
COLOUR:     .+<co = white
COLOUR:     wW# = silver
:           set_border_fill_type('open_sea')
:           wizlab_setup(_G, "The Cloud Mage's Chambers")
MAP
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################oooooooooooooooooooooooooooooo##################
###################ooo............................ooo################
#################ooo...wwwwwwwwwwwwwwwwwwwwwwwwww...ooo##############
################oo...wwwwwwwccccccccccccccccccccwww...oo#############
################o..wwwwwwwccccccccccccccccccccccwwwww..o#############
###############oo.wwwwwwcccccccc..c..c..c..c..ccwwwwww.oo############
###############o..wwwwwcc.....c.!............!.cwwwwww..o############
##############oo.wwwwwwcc.$$$.c................cwwwwwww.oo###########
##############o..wwwwwccc.$$$.c................cWWWWWWW..o###########
##############o..wwwwwccc.$$$.+...1............+.........o###########
##############o..wwwwwccc.$$$.c................cWWWWWWW..o###########
##############oo.wwwwwwcc.$$$.c................cwwwwwww.oo###########
###############o..wwwwwcc.....c.!............!.cwwwwww..o############
###############oo.wwwwwwcccccccc..c..c..c..c..ccwwwwww.oo############
################o..wwwwwwwccccccccccccccccccccccwwwww..o#############
################oo...wwwwwwwccccccccccccccccccccwww...oo#############
#################oo....wwwwwwwwwwwwwwwwwwwwwwwwww...ooo##############
##################oooo............................ooo################
#####################ccc.......cccccccccccccccccccc##################
#####################oo.......oo#####ooo#############################
####################oo.......oo#####oo.oo############################
###################oo.......oo#####oo.!.oo###########################
###################o!.....!ooo####oo.....ooo#########################
###################ooo.......ooo#oo........oo########################
####################oooo.......ooo..........oo#######################
#######################ooo!.....ooo..........o#######################
########################o.....!ooocc+cc......oo######################
#######################ooo......occ...cc!.....o######################
########################o......occ.....cc.....oo#####################
#######################ooo......c.......c......o#####################
#######################o.!.....oc.<.A.<.c......o#####################
#######################o.c......c.......co...!oo#####################
#######################o.co.....cc.....cc......o#####################
#######################c+cccc....cc...cc!.....oo#####################
#######################o....co...!ccccc......oo######################
#######################o.%%.co.............ooc#######################
#######################o.%%.coo...........ccccccccc##################
#######################o....c#o..........!...+....o##################
#######################oooooc#oo........oooooc.%%.o##################
###############################oo......oo####c.%%.o##################
################################oo.!..oo#####c....o##################
#################################oooooo######cooooo##################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
#####################################################################
ENDMAP

###############################################################################
# Random wizlab (death theme) (by Mu.)
#
NAME:       wizlab_random1
ORIENT:     encompass
#TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
LFLOORCOL:  darkgrey
COLOUR:     =c = white
COLOUR:     " = red
KMONS:      a = slave
KMONS:      b = human
KMONS:      d = troll
NSUBST:     b = 3:d / *:b
KMONS:      p = vampire knight / w:5 vampire
KMONS:      V = vampire mage
KMONS:      L = patrolling lich / w:5 patrolling ancient lich
KMONS:      u = patrolling mummy / w:2 patrolling guardian mummy
KMONS:      M = patrolling mummy priest / w:2 patrolling greater mummy
MARKER:     u = lua:fog_machine { \
                 pow_max = 10, delay_min = 10, delay_max = 40, \
                 size = 1, size_buildup_amnt = 5, \
                 size_buildup_time = 25, cloud_type = "foul pestilence" \
             }
MARKER:     M = lua:fog_machine { \
                 pow_max = 10, delay_min = 10, delay_max = 40, \
                 size = 1, size_buildup_amnt = 5, \
                 size_buildup_time = 25, cloud_type = "foul pestilence" \
             }
KITEM:      $ = potion of healing / potion of heal wounds / potion of decay / \
            scroll of torment / potion of blood / w:20 gold
KITEM:      | = ring of regeneration / ring of life protection / amulet of warding / \
            wand of draining / wand of healing / any book / acquire book / \
            staff of death / potion of healing / potion of heal wounds / \
            potion of decay / potion of blood
SUBST:    | = |$
:           wizlab_setup(_G, "Random1")
MAP
cccccccccccccccccccccccccccccccccccccccccccccc
ccc....LccccccccccccucM.cucccccccccccccccccccc
ccc.....c...c$$$cccc.c..c.cccccccccccccc.....c
ccc.....+.<..$$$cccc.c..c.c..................c
ccc.....c...c$$$cccc+c++c+c.cccccccccccc.....c
ccc.....cccccccccccc......c+cccccccccccc.....c
cccc.ccccccccccc...c......c....ccccccccc....Lc
cccc.ccccccc.......+......+........ccccccc+ccc
cccc.ccccc.........c......c......p...cccc...cc
cccc.cccc....nnnnnncccccccc...........ccc.<.cc
cccc.ccc.p..nna.aaccc|||||ccc..........cc...cc
cccc.ccc....n..cccc...nnn...ccccnnnnn..ccc.ccc
cccc.cc....nnacc......nbn......ccaaan...c$$$cc
cccc.cc....n..c..nnn..nnn..nnn..c..an...c$$$cc
cccc.cc....nacc..nbn..."...nbn..cca.n...c$$$cc
cccc..+....n.c...nnn..."...nnn...cccc+cccccccc
ccccccccc+cccc......"..".."......cc......+..uc
ccu..+......c|......."V"V".......|c......ccccc
cccccc......c|.nnn...V"""V...nnn.|c......+..Mc
ccM..+......c|.nbn"""""Y"""""nbn.|c......+...c
cc...+......c|.nnn...V"""V...nnn.|c......ccccc
cccccc......c|.......".".".......|c......+..uc
ccu..+......cc......"..".."......cccc+cccccccc
ccccccccc+cccc...nnn..."...nnn...c.n....+...cc
cc...cc...n.acc..nbn..."...nbn..cc.n....ccc.cc
cc.A.cc...n.a.c..nnn..nnn..nnn..c.an....ccc.cc
cc...cc...na..cc......nbn......cc.nn....ccc.cc
ccc.cccc..nnnnncccc...nnn...cccc.an....cccc.cc
cc...ccc..........ccc.....ccca...nn....cccc.cc
cc.<.cccc...........ccc+ccccnnnnnn..p.ccccc.cc
cc...ccccc....p.....c......c.........cccccc.cc
ccc+cccccccc........c......+.......cccccccc.cc
c.....cccccccccc....c......c...cccccccccccc.cc
c.aaa.ccccccccccccc+c......ccccccccccccc.....c
c..p..ccccccccccccc.c+c++c+ccccc$$$c...c.....c
c..p................c.c..c.ccccc$$$..<.+.....c
c.....ccccccccccccccc.c..c.ccccc$$$c...c.....c
cccccccccccccccccccccuc.McucccccccccccccL....c
cccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

###############################################################################
# Halls of the Hellbinder (by Mu.)
#
NAME:       wizlab_demon
ORIENT:     encompass
TAGS:       wizlab no_item_gen no_monster_gen no_rotate allow_dup
LFLOORCOL:  red
LROCKCOL:   red
COLOUR:     c = darkgrey
COLOUR:     " = yellow
KPROP:      ' = bloody / nothing
KFEAT:      _ = altar_makhleb
KPROP:      _ = bloody
MARKER:     ! = lua:fog_machine { \
                pow_max = 10, delay_min = 10, delay_max = 40, \
                size = 1, size_buildup_amnt = 5, \
                size_buildup_time = 25, cloud_type = "flame" }
KMONS:      2 = w:1 Lorocyproca / w:20 soul eater / w:20 reaper /\
            w:20 ice devil / w:20 sun demon / hellion
KMONS:      3 = blue devil / iron devil / shadow demon / neqoxec /\
            w:5 tormentor / ynoxinul
KMONS:      4 = kobold demonologist / deep elf demonologist
KMONS:      5 = blue death / green death / cacodemon
KMONS:      1 = col:fire patrolling wizard name:Hellbinder name_replace \
                name_definite spells:call_imp;summon_demon;haste;\
                hellfire;blink_away;throw_flame hd:20 hp:150 ; demon blade \
                . robe
KITEM:      $ = gold / w:1 scroll of torment / w:1 scroll of summoning
KITEM:      | = rod of demonology / ring of fire / ring of protection from fire /\
            amulet of conservation / scroll of torment / scroll of summoning /\
            demon blade w:2 / demon whip w:2 / demon trident w:3 / gold / wand of fire /\
            wand of draining / staff of summoning / any book / any good_item
KITEM:      B = randbook disc:summoning
NSUBST:     | = 1:B / *:|
:           set_random_mon_list([[imp / shadow imp / lemure / manes / quasit / white imp / ]]
:                        .. [[ufetubus / midge / red devil / rotting devil / hairy devil / ]])
MAP
cccccccccccccccccccccccccccccccccccccccccccccc
ccccccc.cccccc...................cccccc.cccccc
ccccc.....cccc.cc+ccccc+ccccc+cc.cccc.....cccc
cccc.."""..ccc.c...cccc.cccc...c.ccc..."...ccc
ccc.."..."..cc.+.A.ccc...ccc.<.+.cc.."....."cc
ccc."...3.".cc.c...cc.....cc...c.cc.""".3.".cc
cc.."..3.."....ccccc..c.c..ccccc.....".3."...c
cc..".3..."....cccc..cc.cc..cccc......3."....c
ccc.".....".cc.ccc.....4.....ccc.cc...."""""cc
ccc.."..."..cc.cc..cccc.cccc..cc.cc...".....cc
cccc.."""..ccc.+...............+.ccc.".....ccc
ccccc.....cccc.ccccccccccccccccc.cccc.....cccc
ccccccc.cccccc...................cccccc.cccccc
ccccccc.cccccc.cccccccc.cccccccc.cccccc.cccccc
ccccccc.ccccccc.cccccc.c.cccccc.ccccccc.cccccc
ccccccc.cccccccc.cccc.ccc.cccc.cccccccc.cccccc
ccccccc.ccccccccc.cc.ccccc.cc.ccccccccc.cccccc
ccccccc.cccccccccc..ccccccc..cccccccccc.cccccc
ccccccc.cccc.5...................5.cccc.cccccc
ccccccc.cccc..ccccccccc.ccccccccc..cccc.cccccc
ccccccc.ccccc..cccc$$$c.c$$$cccc..ccccc.cccccc
ccccccc.cccccc..ccc$$$+.+$$$ccc..cccccc.cccccc
ccccccc.cc.cccc..cc$$$c.c$$$cc..cccc.cc.cccccc
ccccccc......ccc..ccccc.ccccc..ccc.."...cccccc
ccccccc..."...ccc..cccc.cccc..ccc.."..".cccccc
cccccc.."..."..ccc..ccc.ccc..ccc.."..""".ccccc
cccccc..."2"...cccc..cc.cc..cccc."2222"..ccccc
ccccc.."2"""2"..cccc.......cccc.".........cccc
cccccc..""2""...ccccc."4".ccccc""""""""""ccccc
cccccc..."."....ccccc.."..ccccc........".ccccc
ccccccc.."""....ccccc.."..ccccc.......".cccccc
cccccccc........ccccc.....ccccc......".ccccccc
cccccccccc......cccc..ccc..cccc......ccccccccc
ccccccccccc.....ccc..ccccc..ccc.....cccccccccc
cccccccccccc.....c...ccccc...c.....ccccccccccc
cccccccccccc.."."..cc.ccc.cc.."."..ccccccccccc
ccccccccccccc.."..cccc.c.cccc.."..cccccccccccc
ccccccccccccc."...ccccc!ccccc...".cccccccccccc
cccccccccccccc.....ccc.c.ccc.....ccccccccccccc
ccccccccccccccc.....c.ccc.c.....cccccccccccccc
ccccccccccccccccc.....ccc.....cccccccccccccccc
ccccccccccccccccccc.........cccccccccccccccccc
ccccccccccccccccccccc.....cccccccccccccccccccc
ccccccccccccccccccccccc+cccccccccccccccccccccc
ccccccccccccccccccccc.....cccccccccccccccccccc
ccccccccccccccccccc..."""...cccccccccccccccccc
ccccccccccccccccc...""...""...cccccccccccccccc
cccccccccccccccc.."".......""..ccccccccccccccc
ccccccccccccccc.."..".....".."..cccccccccccccc
ccccccccccccccc."....lllll....".cccccccccccccc
cccccccccccccc.."...ll"."ll..."..ccccccccccccc
cccccccccccccc.".".ll"..."ll.".".ccccccccccccc
ccccccccccccc.."...."..1.."...."..cccccccccccc
ccccccccccccc.."..."".'''.""..."..cccccccccccc
ccccccccccccc..".."xx"'_'"xx".."..cccccccccccc
cccccccccccc....""..xx"'"xx..""....ccccccccccc
cccccccccccc|..."..".xxxxx.".."...|ccccccccccc
cccccccccccc||..."".........""...||ccccccccccc
cccccccccccc|||.................|||ccccccccccc
cccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP