git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3218 c06c8d41-db1a-0410-9941-cceddc491573
YWT3IVJQ2NI6S47ZLGEHIW7C6YUFHUNQ5XMU6MVYRBWE4T3ALQWQC
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CSRWDG2SUGS4YR4PAFI574EGEXW65P6JDT4ZHWDICS2G2GZIGEUQC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
5BJPWUPLJFS34FUTFJVKA4A52YMIGV6EWDXLNSDCWBJWBGVSQFGQC
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AUXVWXWIFSTWFA6VZXN2FMG7FQEKRZVV6MD32VQQ7J2RKCXHAVGAC
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5TKGFHC6X2JYR3MVN5T2XU2VWG45V7HGEI45H3BZ4B55WPULZEFAC
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###########################################################################
# Small areas with translucent rock (glass) columns which you can duck
# behind, but still see the monster you're ducking from (and they can
# still see you
NAME: glass_columns_a
DEPTH:
MAP
.....
.m.m.
.....
.m.m.
.....
ENDMAP
NAME: glass_columns_b
DEPTH:
MAP
.......
.m.m.m.
.......
.m.m.m.
.......
.m.m.m.
.......
ENDMAP
NAME: glass_columns_c
DEPTH:
MAP
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
ENDMAP
##########################################################
# A feature encased in glass, for flavour.
NAME: feat_on_display
DEPTH:
SUBST: ? = TUl
TAGS: no_monster_gen no_item_gen
MAP
.....
.mmm.
.m?m.
.mmm.
.....
ENDMAP
#######################################################################
# An item encased in glass. If the player wants it, it can be dug out.
NAME: item_on_display_a
TAGS: no_monster_gen no_item_gen
MAP
.....
.mmm.
.m%m.
.mmm.
.....
ENDMAP
#####################################################################
NAME: item_on_display_b
TAGS: no_monster_gen no_item_gen
MAP
.....
.....
ENDMAP
#####################################################################
# An average monster in a cage of glass; can get out if it has the
# ability to dig or blink like a blink-frog. Also, the player can
# dig it out.
NAME: caged_monster_a
DEPTH: D, Elf, Snake, Vault
MAP
.....
.mmm.
.m0m.
.mmm.
.....
ENDMAP
############################################################################
# Entry vaults using translucent (glass) walls
# A spiral made entirely of glass
NAME: glass_entry_001
TAGS: entry
ORIENT: float
SHUFFLE: {[(<
SUBST: < = .
MAP
mmmmmmmmmmmmmmmmmm
m................m
m.mmmmmmmmmmmmmm.m
m.m............m.m
m.m.mmmmmmmmmm.m.m
m.m.m........m.m.m
m.m.m.mmmmmm.m.m.m
m.m.m.m....m.m.m.m
m.m.m.m.mm.m.m.m.m
m.m.m.m{[m.m.m.m.m
m.m.m.m(<m.m.m.m.m
m.m.m.mmmm.m.m.m.m
m.m.m......m.m.m.m
m.m.mmmmmmmm.m.m.m
m.m..........m.m.m
m.mmmmmmmmmmmm.m.m
m..............m.m
mmmmmmmmmmmmmmmm@m
ENDMAP
# A spiral made of rock, with lots of "windows".
NAME: glass_entry_002
TAGS: entry
ORIENT: float
SHUFFLE: {[(<
SUBST: < = .
MAP
mxmxmxmxmxmxxmxxmx
x................m
m.xmxmxmxmxmxmxm.x
x.m............x.m
m.x.mxmxmxmxmx.m.x
x.m.x........m.x.m
m.x.m.xmxmxx.x.m.x
x.m.x.m....x.m.x.m
m.x.m.x.mx.m.x.m.x
x.m.x.m{[m.x.m.x.m
m.x.m.x(<x.m.x.m.x
x.m.x.xmxx.x.m.x.m
m.x.m......m.x.m.x
x.m.xxmxmxmx.m.x.m
m.x..........x.m.x
x.xmxmxmxmxmxm.x.m
m..............m.x
xxmxmxmxmxmxmxmx@m
ENDMAP
.nnn.
.n*n.
.nnn.
CHANCE: 1
# A good item encased in transparent stone.
CHANCE: 9
ENDMAP
###########################################################################
# Small areas with translucent rock (glass) columns which you can duck
# behind, but still see the monster you're ducking from (and they can
# still see you
NAME: glass_columns_a
DEPTH:
MAP
.....
.m.m.
.....
.m.m.
.....
NAME: glass_columns_b
DEPTH:
MAP
.......
.m.m.m.
.......
.m.m.m.
.......
.m.m.m.
.......
ENDMAP
NAME: glass_columns_c
DEPTH:
MAP
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
.m.m.m.m.
.........
ENDMAP
##########################################################
# A feature encased in glass, for flavour.
NAME: feat_on_display
DEPTH:
SUBST: ? = TUl
TAGS: no_monster_gen no_item_gen
MAP
.....
.mmm.
.m?m.
.mmm.
.....
ENDMAP
#######################################################################
# An item encased in glass. If the player wants it, it can be dug out.
NAME: item_on_display_a
CHANCE: 9
TAGS: no_monster_gen no_item_gen
MAP
.....
.mmm.
.m%m.
.mmm.
.....
ENDMAP
#####################################################################
# A good item encased in transparent stone.
NAME: item_on_display_b
CHANCE: 1
TAGS: no_monster_gen no_item_gen
MAP
.....
.nnn.
.n*n.
.nnn.
.....
ENDMAP
#####################################################################
# An average monster in a cage of glass; can get out if it has the
# ability to dig or blink like a blink-frog. Also, the player can
# dig it out.
NAME: caged_monster_a
DEPTH: D, Elf, Snake, Vault
MAP
.....
.mmm.
.m0m.
.mmm.
.....
ENDMAP
############################################################################
# A spiral made entirely of glass
NAME: zelgadis_glass_entry_001
TAGS: entry
ORIENT: float
SHUFFLE: {[(<
SUBST: < = .
MAP
mmmmmmmmmmmmmmmmmm
m................m
m.mmmmmmmmmmmmmm.m
m.m............m.m
m.m.mmmmmmmmmm.m.m
m.m.m........m.m.m
m.m.m.mmmmmm.m.m.m
m.m.m.m....m.m.m.m
m.m.m.m.mm.m.m.m.m
m.m.m.m{[m.m.m.m.m
m.m.m.m(<m.m.m.m.m
m.m.m.mmmm.m.m.m.m
m.m.m......m.m.m.m
m.m.mmmmmmmm.m.m.m
m.m..........m.m.m
m.mmmmmmmmmmmm.m.m
m..............m.m
mmmmmmmmmmmmmmmm@m
ENDMAP
############################################################################
# A spiral made of rock, with lots of "windows".
NAME: zelgadis_glass_entry_002
TAGS: entry
ORIENT: float
SHUFFLE: {[(<
SUBST: < = .
MAP
mxmxmxmxmxmxxmxxmx
x................m
m.xmxmxmxmxmxmxm.x
x.m............x.m
m.x.mxmxmxmxmx.m.x
x.m.x........m.x.m
m.x.m.xmxmxx.x.m.x
x.m.x.m....x.m.x.m
m.x.m.x.mx.m.x.m.x
x.m.x.m{[m.x.m.x.m
m.x.m.x(<x.m.x.m.x
x.m.x.xmxx.x.m.x.m
m.x.m......m.x.m.x
x.m.xxmxmxmx.m.x.m
m.x..........x.m.x
x.xmxmxmxmxmxm.x.m
m..............m.x
xxmxmxmxmxmxmxmx@m
ENDMAP
##############################################################################