###
# 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.
###

{{
-- ####
-- # 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 trigger 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 /
                            firedrake / 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.

-- Currently unused
--function place_giant_volcano(e)
--    e.kfeat("V = l")
--    e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=0, pow_min=10,
--                                    pow_max=10, delay=1100, size=90000,
--                                    spread_rate=100 })
--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.")

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_medium_volcano(e)
    e.kfeat("V = l")
    e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
                                   delay = 300, size = 3000, spread_rate = 30,
                                   listener = small_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_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

function place_medium_flame_cloud (e, glyph, nolava)
    if not nolava then
        e.kfeat(glyph .. " = l")
    end
    e.lua_marker(glyph, fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80,
                                      start_clouds = 1, cloud_type = "flame"})
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
        weapon_string = weapon_string .. " / " .. wt .. " ego:flaming good_item"
    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, Michael; 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, firedrake, 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 michael = "Michael ; dagger ego:flaming . robe 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 .. " / " .. michael .. " / 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("firedrake / 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 = fog_machine { cloud_type = 'flame',
                            size = 3, pow_min=2,
                            pow_max = 5, delay_min = 22, delay_max = 120,
                          }
  lua_marker('m', lmark.synchronized_markers(fog, 'do_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 firedrake
#           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_medium_volcano(_G)
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............LlllllllllllllllllllllllliiilllllliL........yxxx
  xxy............LLllllllllVlllllllllllllliillliilliilllLLL......<x
  xy............LmmllllllllllllllllllllliillllllViilllllll.......yxx
  xxxy........LllllmmllllllllllllllllliillllllllllllllllllL.......yx
 xxy...........Llllllmmllllllllllllllilllllllllllllllllllll.....yxxx
  xxy.........LllllllllmmllLlLLllLLlillLLLllLllllllllllllLL......yx
   xxy.....LlllllllllllllmL..................LlllllllllllllL.....yxxxx
   xy......Lllllllllllllll.ccccccccccccccccc.lllllllllllllllL.......yx
   xy.......LlllllVllllllL.c....+.111.+....c.LllllllllllllllL......yxx
   xxy.....Lrrllllllllllll.c.<1.c.G_G.c.1<.c.llllllllllllllLL.......yx
   xy......LllrrlllllllllL.c....c..2..c....c.Lllllllllllluuu.......yxx
   xxy.....Lllllrrllllllll.ccc==ccc+ccc==ccc.LllllllllluullL......yxx
   xy.....LlllllllrllllllL.c......c.c......c.lllllllluullllL.....yxx
   xxy.....Llllllllrllllll.cccccc.c.c.cccccc.LllllluulllllllL.....yxx
   xy......LllllllllrrlllL.c.$f$c.c.c.cgd$.c.lllluullVllllllL......yxx
   xxy......LlllllVllrllll.c.$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.....LlllllllnnnllnnL.................LLllllllllllllL.....yxxx
    xxxy....LllllnnlllnnlllLllLlLllllLllLlLlzlllllllllllllL.......yxx
     xA.......nnnllllllllllLlllllllllllllllllzzllllllllllllL.......yxx
     xxxxy.....LllllllVllllllllllllllllllllllllzzlllVlllllllL.....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
#           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 = 1:1 / 1:2 / 1:d / 1:e / 2:$ / 2:f / 2:g
NSUBST:     Q = 1:1 / 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)
:           place_medium_flame_cloud(_G, 'J')
MAP
          xxx
         xxyxx
        xxyTyxx  xxx
       xxTTTTyxxxxxxxx
      xxlLTTTy.xx...yxx                                xxx
     xxlllTT<.y..yxx.xxx                              xxyxx
     xxllllL.Lxxxxxy.x.xx                    xxxxxxxxxxyQyxx
      xxJlllllxx  xxy..yxx                  xxy...xyQyQQ.LLxx
       xxxxllxx    xxxy..xx              xxxy..yxx.QQQQ.LllLxx
          xxxx       xxyy.x            xxxy..yxxxxlL.Q<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..yxx
      xxxxx..yx      xxxx xxxxxx.xxxxxx xxy..yxxxxxxx
     xxyxy.Lyxxxxx            xx.y<y.yx  xxyxxx
     xy.yy.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:       firedrake 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)
:           place_medium_flame_cloud(_G, "J")
:           place_medium_flame_cloud(_G, "K")
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)
:           place_medium_flame_cloud(_G, "J", true)
:           place_medium_flame_cloud(_G, "K")
# 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_medium_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 mytable = { total_doorways=8, total_collapsed=0, ac = {} }

local function collapse_doorways (point, mytable)
    local x, y = point:xy()
    local you_x, you_y = you.pos()
    if mytable.total_collapsed == mytable.total_doorways then
        return
    end

    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
    local ack = x .. "/" .. y
    if mytable.ac[ack] ~= true then
        mytable.ac[ack] = true
        if you.see_cell(x, y) 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
        mytable.total_collapsed = mytable.total_collapsed + 1
        dgn.terrain_changed(x, y, "stone_wall", false, false, false)
        dgn.colour_at(x, y, "lightred")
    end
end

local collapse_marker = function_machine {
  marker_type = "random",
  turns_min=30,
  turns_max=40,
  func=collapse_doorways,
  marker_params=mytable
}

}}
KPROP:      RXZ12< = no_rtele_into
SUBST:      X = .
SUBST:      ZY = c.
SUBST:      R = defg$
:           fiery_guardians(_G)
:           lua_marker("M", 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
                                  ccc                     ccccc
                                 ccXcc                  cccZZZcc
                 cccc    cccc   ccXZ<cc     cccc       ccXXRXX<cc
                ccZXccc ccXZccc cXXRR1c   cccZZccc      ccXR1Zcc
               cc<XRRYcccXR<ZXc ccXXccc cccX1RRX<cc      cccXcc      cccc
                cccX1XXZccXR1ccc ccMcc ccXXXXXXXcc        ccMc      cccZccc
            cccccccMccXcccccXXXccc.YYcccXXccccXZZcccccc ccc.cccc  cccZXXXZccc
          cccY..Yc.cYccc.cccMcccY.Y...YccMcYYccccc.cc.cccYY.YYYccccZXXXXXXXZccc
         ccY...c.....Y.....cYY....cc.Y.......Y.YYY..Y..Y......Y..cXXXX1RRXXXZZc
          ccAcccccYY..Y...Y.....YcccMcccY...Y...Y....Yc.cYY....ccMXXXX2RRXXXXZc
           ccc   cccYccc.ccccY.cccZXXXZccc.cccY....YcccMcccY..YcccZXXX1RRXXXZcc
                   ccc ccc cccccZXXRRXXX<ccc ccc..cccZXXRXccc<cc ccZXXXXXXZccc
                              cccZXX1XZccc     cccc ccZXR1XXccc   cccZXXZccc
                                cccZZccc             cccZcc<c       cc<ccc
                                  cccc                 cccccc        ccc
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
:           fiery_humans(_G)
:           volcano_setup(_G)
:           place_medium_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
###############################################################################