################################################################################
# hells.des: Maps that can be placed in multiple Hells. This includes a few
# vaults that had been previously been in dis.des and geh.des.
#
# For hell entry vaults and vaults related to the Vestibule of Hell, you'll want
# hell.des instead.
################################################################################

: crawl_require('dlua/vault.lua')

# Following the order at the top, the extra special special_room for hell
#
# Of course, since there are special_rooms already,
# a real dedication here has to step it up a little.
NAME:    hangedman_mysterious_dungeon_monster_house
TAGS:    no_monster_gen no_item_gen no_trap_gen no_pool_fixup allow_dup luniq
DEPTH:   Geh:2-, !Geh:$, Coc:2-, !Coc:$, Tar:2-, !Tar:$, Dis:2-, !Dis:$
ORIENT:  encompass
WEIGHT:  1
# Specific allotment of monsters, terrain, and items for this small box.
# Monsters are in three tiers: generic undead (1), specific fodder (09),
# bosses (2).
# Terrain includes zot traps, and per-hell clouds, liquid, statues.
NSUBST:  . = 2:1 / 1:0 / 2:9 / 4 = 0:3 1:1 / 1 = 9:6 / 2:1 / *:.
NSUBST:  . = 1:^ / 1:^~ / 1:F~ / 4 = F~~ / 1:{ / 1:} / *:.
KFEAT:   ^ = zot trap
: if you.in_branch("Geh") then
MONS:    zombie / skeleton
MONS:    brimstone fiend / hellephant
MARKER:  F = lua:fog_machine {cloud_type = "flame", \
             pow_min = 8, pow_max = 10, delay = 100, \
             size_min = 1, size_max = 1, start_clouds = 1, excl_rad = 0 }
SUBST:   ~ = l
FTILE:   F = floor_volcanic
COLOUR:  F = lightred
: elseif you.in_branch("Coc") then
MONS:    simulacrum
MONS:    ice fiend / shard shrike
MARKER:  F = lua:fog_machine {cloud_type = "freezing vapour", \
             pow_min = 8, pow_max = 10, delay = 100, \
             size_min = 1, size_max = 1, start_clouds = 1, excl_rad = 0 }
SUBST:   ~ = w
FTILE:   F = floor_nerves_blue
COLOUR:  F = lightblue
: elseif you.in_branch("Tar") then
MONS:    spectral thing
MONS:    tzitzimitl / tainted leviathan
MARKER:  F = lua:fog_machine {cloud_type = "foul pestilence", \
             pow_min = 8, pow_max = 10, delay = 100, \
             size_min = 1, size_max = 1, start_clouds = 1, excl_rad = 0 }
SUBST:   ~ = G
FTILE:   F = floor_crystal_squares
COLOUR:  F = lightmagenta
: elseif you.in_branch("Dis") then
MONS:    zombie / skeleton
MONS:    hell sentinel / iron giant
SUBST:   xc = v, F~ = G
COLOUR:  G = cyan
TILE:    G = dngn_statue_iron
: set_feature_name("granite_statue", "iron statue")
: end
KPROP:   lw = no_tele_into
MAP
cccccccccc
c........c
c........c
c........c
c........c
c........c
c........c
c........c
cccccccccc
ENDMAP

NAME:    hangedman_elemental_grid_stream
TAGS:    transparent no_monster_gen no_pool_fixup patrolling allow_dup
DEPTH:   Geh, Coc, Zot, !Zot:$
:  if you.in_branch("Geh") then
KMONS:   1 = brimstone fiend
KMONS:   2 = searing wretch / balrug
KMONS:   34 = fire giant / hellephant w:5
KMONS:   56 = ancient champion ; plate armour . broad axe ego:flaming | \
         halberd ego:flaming w:7 | morningstar ego:flaming
KMONS:   7 = hell hog
SUBST:   w = l, W = .
KPROP:   l = no_cloud_gen
:  elseif you.in_branch("Coc") then
KMONS:   1 = ice fiend
KMONS:   2 = wendigo band / nargun
KMONS:   34 = frost giant / shard shrike w:5
KMONS:   56 = reaper ; halberd itemname:scythe tile:wpn_scythe wtile:scythe \
         ego:freezing ident:type
KMONS:   7 = simulacrum
SUBST:   l = w, W = .
:  else -- Zot
KMONS:   1 = shard shrike
KMONS:   2 = seven-headed hydra simulacrum / eight-headed hydra simulacrum
KMONS:   3 = orb of fire / hellephant w:5
KMONS:   4 = draconian scorcher
KMONS:   5 = red draconian ; cloak . mace ego:freezing ident:type
KMONS:   6 = white draconian ; cloak . mace ego:flaming ident:type
KFEAT:   1 = w
KFEAT:   3 = l
NSUBST:  0 = 1:5 / 1:6
SUBST:   x : x:9 b:1, 7 = .
:  end
SHUFFLE: {` / `}
SUBST:   { : .:4 A:3 B:3, } : .:2 C:3, ` = .
NSUBST:  A = 1:{ / 1:} / *:., B = 1:{ / 1:< / *:., C = 1:} / 1:> / *:.
MAP
xxxx@@....
xllxxx......
x47llxxx........xxxx
xll0.ll..ll...xxxwwx
x1`ww..ww..ww..ww72x
xww5.ww{WwwW{ww.6wwx
x47ww..ww..ww..ll`3x
xwwxxx...ll..ll.0llx
xxxx........xxxll72x
        ......xxxllx
          ....@@xxxx
ENDMAP

NAME:    hangedman_elemental_corridor
TAGS:    no_monster_gen no_pool_fixup allow_dup
DEPTH:   Geh, Coc, Zot, !Geh:$, !Coc:$, !Zot:$, Abyss
SHUFFLE: 123456, }{ / **
:  if you.in_branch("Geh") then
MONS:    brimstone fiend / hellephant
MONS:    searing wretch / balrug / stoker w:5
SUBST:   w = l, f = F, %* = ., 2 = 1, 3456 = 2
:  elseif you.in_branch("Coc") then
MONS:    ice fiend / shard shrike
MONS:    wendigo band / simulacrum w:20
SUBST:   l = w, F = f, %* = ., 2 = 1, 3456 = 2
:  elseif you.in_branch("Abyss") then
MONS:    blizzard demon / frost giant / dancing weapon ; battleaxe ego:freezing ident:type w:5
MONS:    simulacrum w:12 / white draconian / water elemental w:5 / \
         white very ugly thing w:15 / ice devil w:8
MONS:    balrug / hellion / fire crab w:5 / hellephant w:5
MONS:    hell hound w:8 / red draconian / fire elemental w:5 / \
         red very ugly thing w:15 / efreet w:12
SUBST:   * = *||, {} = ***|, xc = xxxccb, 5 = 2, 6 = 4
:  else
KMONS:   123 = red draconian ; cloak . long sword ego:freezing ident:type
KMONS:   456 = white draconian ; cloak . long sword ego:flaming ident:type
KMONS:   789 = red draconian scorcher ; cloak . staff of fire ident:type
KMONS:   ABC = white draconian knight ; cloak . staff of cold ident:type
KMONS:   D = golden dragon
SUBST:   c : c:5 b:2 n:1
SHUFFLE: 123456 / 1784AB / 789ABC / 1D'4D'
:  end
KFEAT:   f = deep_water
KFEAT:   F = lava
KPROP:   lF = no_cloud_gen
SUBST:   % = $:2 %:5 *:2, G : G:6 c:2 b:1 .:1
# Clearly, they commissioned the deep dwarves.
MARKER:  f = lua:fog_machine {cloud_type = "freezing vapour", \
             pow_min = 3, pow_max = 3, delay = 75, size_min = 2, size_max = 2, \
             walk_dist = 1, start_clouds = 1, excl_rad = 0 }
MARKER:  F = lua:fog_machine {cloud_type = "flame", \
             pow_min = 3, pow_max = 3, delay = 100, size_min = 2, size_max = 2, \
             walk_dist = 1, start_clouds = 1, excl_rad = 0 }
MAP
  xx+++xxx
  xc...ccxx
 xxc...wccxxx
 xcc...cfcccxx
xxcc...ccwwccxxxxxx
xccc...ccccfccccccxx
xccl..1cccccwcccwccxx
xcFc...2%{%...6..wccx
xcFc.....G.G.....cfcx
xccl..3...%}%5...cfcx
xxcclccclccccc4..wccx
 xxccccccFcccc...cccx
  xxxxxxccllcc...ccxx
       xxcccFc...cxx
        xxxccl...cx
          xxcc...cx
           xxx+++xx
ENDMAP

# I know that Hell has been reducing its dependence on demons lately, but you
# gotta have a few demons here and there.
NAME:   nicolae_hells_demon_pit
TAGS:   transparent
DEPTH:  Dis, !Dis:$, Geh, !Geh:$, Coc, !Coc:$, Tar, !Tar:$
ORIENT: centre
: if you.in_branch("Dis") then
KMONS:  1 = hell sentinel
KMONS:  2 = hell beast / hellion / reaper / tormentor / shadow demon / cacodemon
: elseif you.in_branch("Geh") then
KMONS:  1 = brimstone fiend
KMONS:  2 = hell beast / hellion / reaper / tormentor / shadow demon / balrug
: elseif you.in_branch("Coc") then
KMONS:  1 = ice fiend
KMONS:  2 = hell beast / hellion / reaper / tormentor / shadow demon / \
            blizzard demon
: else
KMONS:  1 = tzitzimitl
KMONS:  2 = hell beast / hellion / reaper / tormentor / shadow demon / \
            green death / lorocyproca
: end
SUBST:  D = c.
MAP
  ...ccDD....
 ..cc...cc.c..
..Dc.cD2..DcD..
.Dc2c...cc.2c..
.c.c..D...c.cc.
c.D..cDcDD.c.c.
D.c.c....c..c.D
c.2.Dc1}.2c.D2c
.c..c....cD.c.c
Dc....cD.c..c.D
.cD.c...c..c.c.
.Dc2.DccD...2c.
..ccD..2..cDc..
 ..D.cccDcDc..
  ......cc...
ENDMAP

NAME:    nicolae_hells_fiendish_ambush
TAGS:    transparent no_pool_fixup
DEPTH:   Dis:2-, Geh:2-, Coc:2-, Tar:2-
KMONS:   1 = hell sentinel
KMONS:   2 = brimstone fiend
KMONS:   3 = ice fiend
KMONS:   4 = tzitzimitl
KFEAT:   ! = iron_grate
SHUFFLE: 1!/2l/3w/4m
MAP
    .....
   .!!!!!.
  ..!.1.!..
 ...........
.mm.......ll.
.m.........l.
.m4...{...2l.
.m.........l.
.mm.......ll.
 ...........
  ..w.3.w..
   .wwwww.
    .....
ENDMAP

NAME:    nicolae_hells_giants_party
TAGS:    transparent no_pool_fixup no_monster_gen
DEPTH:   Geh:2-, Coc:2-
ORIENT:  centre
KMONS:   1 = fire giant
KMONS:   2 = frost giant
NSUBST:  F = 4=1 / 4=2
SHUFFLE: lw
MAP
.....xxxxx.....
.lll..xxx..www.
.lll.F.x.F.www.
.lll.......www.
.......l.......
x.F..w...w..F.x
xx...........xx
xxx.l..{..l.xxx
xx...........xx
x.F..w...w..F.x
.......l.......
.www.......lll.
.www.F.x.F.lll.
.www..xxx..lll.
.....xxxxx.....
ENDMAP

NAME:  nicolae_hells_hurtin_island
TAGS:  transparent no_pool_fixup
DEPTH: Dis, !Dis:$, Geh, !Geh:$, Coc, !Coc:$, Tar, !Tar:$
KMONS: 1> = tormentor / hellion / nothing
KFEAT: ! = iron_grate
KFEAT: > = >
KMASK: 1> = opaque
KMASK: 1> = no_monster_gen
SUBST: l : lw!
MAP
.......
.clllc.
.l111l.
.l1>1l.
.l111l.
.clllc.
.......
ENDMAP

# Liches getting together in Hell to share news, tips, and the latest gossip
NAME:  nicolae_hells_leichenhalle
TAGS:  transparent no_pool_fixup
DEPTH: Dis, !Dis:$, Geh, !Geh:$, Coc, !Coc:$, Tar, !Tar:$
KMONS: 1 = ancient lich / dread lich / nothing
KFEAT: ! = iron_grate
: if you.in_branch("Dis") then
SUBST: D : !c, E : Gvb, F : G., c : v
TILE:  G = dngn_statue_iron
: set_feature_name("granite_statue", "iron statue")
: elseif you.in_branch("Geh") then
SUBST: D : xc., E : Glcx., F : ..Gl
: elseif you.in_branch("Coc") then
KFEAT: 1 = W
SUBST: D : wc, E : xw, F : .cw
: elseif you.in_branch("Tar") then
SUBST: D : cE, EF = ..G
TILE:  G = dngn_crumbled_column
: set_feature_name("granite_statue", "broken pillar")
: end
MAP
  ccccccccccc
  c1D1D1D1D1c
ccc.........ccc
cF...E...E...Fc
c}.E...E...E..+
cF...E...E...Fc
ccc.........ccc
  c1D1D1D1D1c
  ccccccccccc
ENDMAP

NAME:  nicolae_hells_seeping_fissure
TAGS:  transparent luniq allow_dup no_monster_gen
DEPTH: Dis, !Dis:$, Geh, !Geh:$, Coc, !Coc:$, Tar, !Tar:$
KFEAT: ^ = shaft trap
{{
  if is_validating() then return end
  local cloudtypes =
    { Dis={ "mutagenic fog", "calcifying dust", "acidic fog"   },
      Geh={ "mutagenic fog", "flame",           "flame"        },
      Coc={ "mutagenic fog", "freezing vapour", "thunder"      },
      Tar={ "mutagenic fog", "foul pestilence", "degeneration" } }
  local hellcloud = util.random_from( cloudtypes[ you.branch() ] )
  lua_marker( '^', fog_machine{ cloud_type = hellcloud, pow_min = 5,
    pow_max = 40, delay = 15, size = 1, walk_dist = 1, spread_rate = 5 } )
}}
MAP
.....
.....
..^..
.....
.....
ENDMAP

# The titans are leading their fellow giants on a charge, maybe to overthrow the
# rulers of the Hells, or maybe to escape from them. Whatever they're up to,
# their efforts have cracked the very earth beneath them.
NAME:   nicolae_hells_titanomachy
TAGS:   no_monster_gen no_pool_fixup patrolling
DEPTH:  Dis, !Dis:$, Geh, !Geh:$, Coc, !Coc:$, Tar, !Tar:$
ORIENT: encompass
WEIGHT: 5
KMONS:  }1 = titan
KFEAT:  } = }
SUBST:  ` = L., - = Lx, S = 12, Z = 23, 1 = 11., 2 = 22., 3 = 33.
: if you.in_branch("Dis") then
KMONS:  2 = iron giant / juggernaut w:15
KMONS:  3 = fire giant / frost giant / stone giant
SUBST:  L = l
: elseif you.in_branch("Geh") then
KMONS:  2 = juggernaut
KMONS:  3 = fire giant / frost giant skeleton / stone giant skeleton
SUBST:  L = l
: elseif you.in_branch("Coc") then
KMONS:  2 = juggernaut
KMONS:  3 = fire giant simulacrum / frost giant / stone giant simulacrum
SUBST:  L = w
: elseif you.in_branch("Tar") then
KMONS:  2 = tainted leviathan / spectral juggernaut
KMONS:  3 = fire giant zombie / frost giant zombie / stone giant
SUBST:  L = w
: end
MAP
                  xxxx
                 xx--xx               xxx
                xx-LL-xx             xx-xx
               xx-L``L-xx           xx-L-x
              xx-L`ZZ`L-xx        xxx-L`Lxx
             xx-L`3..3`L-xx      xx--L`.`-xx
            xx-L`..`...`L-xx    xx-LL`...L-xx
            x-L`...1`...`L-xx  xx-L``..1.`L-x
   xxxx    xxL`..S.`.S...`L-xxxx-L`......S`Lxx
  xx--xx  xx-`....`.......`L-xx-L`......3..`-xx
 xx-LL-xxxx-L...Z.2`2.Z..`.`Lx-L`...Z..`2...L-xx
xx-L``L--x-L`3.....``...`3`.`-L`.3....`L``..`L-xx
x-L`{.`LL-L`..3...`L...`3`...L`...3..`L-LL`.}`L-x
xx-L`..``L`....3.`L-`.`3`...``.....3`L-x--L``L-xx
 xx-L...2`..Z...`L-xL`.`..Z.2`2.Z...L-xxxx-LL-xx
  xx-`.3.......`L-xx-L`.......`....`-xx  xx--xx
   xxL`S......`L-xxxx-L`...S.`.S..`Lxx    xxxx
    x-L`.1..``L-xx  xx-L`...`1...`L-xx
    xx-L...`LL-xx    xx-L`...`..`L-xx
     xx-`.`L--xx      xx-L`3..3`L-xx
      xxL`L-xxx        xx-L`ZZ`L-xx
       x-L-xx           xx-L``L-xx
       xx-xx             xx-LL-xx
        xxx               xx--xx
                           xxxx
ENDMAP
