------------------------------------------------------------------------
--  HEXEN THEMES
------------------------------------------------------------------------
--
--  Copyright (C) 2006-2011 Andrew Apted
--  Copyright (C) 2011-2012 Jared Blackburn
--  Adapted to Oblige 7.7x by Dashodanger
--
--  This program is free software; you can redistribute it and/or
--  modify it under the terms of the GNU General Public License
--  as published by the Free Software Foundation; either version 2
--  of the License, or (at your option) any later version.
--
------------------------------------------------------------------------

HEXEN.SINKS =
{

  sky_plain =
  {
    mat   = "_SKY"
    dz    = 64
    light = 16
  }

  liquid_plain =
  {
    mat = "X_005"
    dz  = -12
  }

}

HEXEN.THEMES =
{
  DEFAULTS =
  {
    keys =
    {
      k_axe = 50
      k_cave = 50
      k_castle = 50
      k_dungeon = 50
      k_emerald = 50
      k_fire = 20
      k_horn = 50
      k_rusty = 50
      k_silver = 50
      k_swamp = 50
      k_steel = 50
    }

    skyboxes =
    {

    }

  }

    dungeon =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        CASTLE07=35
        CASTLE11=25
      }

      cage_mats =
      {
        CASTLE07=35
        CASTLE11=25
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {
        CASTLE07=35
        CASTLE11=25
        CAVE02=15
        MONK01=20
        MONK02=20
        MONK08=15
        PRTL02=10
        PRTL03=5
      }

      liquids =
      {
        water  = 50
        lava   = 10
        muck   = 20
      }

      steps_mat = "F_011"

    }

    fire =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {

      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    ice =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {

      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    steel =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {

      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    desert =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        FOREST01=10
        MONK16=25
      }

      cage_mats =
      {
        FOREST01=10
        MONK16=25
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {
        FOREST01=10
        MONK16=25
      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    cave =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {
        CAVE03=10
      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    swamp =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {

      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    forest =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {
        FOREST01=40
        FOREST02=10
        WINN01=30
      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

    village =
    {

      floor_sinks =
      {
        liquid_plain = 50
      }

      ceiling_sinks =
      {
        sky_plain = 50
      }

      sink_style =
      {
        sharp = 1
        curved = 0.1
      }

      fence_groups =
      {
        PLAIN = 50
      }

      beam_groups =
      {
        beam_metal = 50
      }

      fences =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      cage_mats =
      {
        STEEL01=40
        STEEL02=10
        STEEL05=10
        STEEL06=15
        STEEL07=5
        STEEL08=5
      }

      scenic_fences =
      {
        SEWER_BAR3 = 50
        SEWER_BAR4 = 50
      }

      fence_posts =
      {
        Post = 50
      }

      facades =
      {

      }

      liquids =
      {
        lava   = 10
      }

      steps_mat = "F_011"

    }

}



-- TODO / FIXME:  Split-off various special/novelty walls, further split many themes, and
-- remove many excessiv or poorly picked floor/cieling (and a few wall) textures, JB.
HEXEN.ROOM_THEMES =
{
  -- This is the monestary / palacial castle type dungeon

    dungeon_monktan =
  {
    env  = "building"
    prob = 50

    walls =
    {
      MONK02=40
      MONK03=15
      MONK16=15
    }

    floors =
    {
      F_011=20
      F_014=8
      F_025=15
      F_028=10
      F_029=10
      F_077=10
      F_089=12
    }

    ceilings =
    {
      F_011=20
      F_014=8
      F_025=15
      F_028=10
      F_029=10
      F_092=5
    }

  }

    dungeon_monktan_large =
  {
    env  = "building"
    prob = 50

    walls =
    {
      MONK14=35
      MONK15=15
      MONK16=5
      MONK17=3
      MONK18=2
    }

    floors =
    {
      F_011=20
      F_014=8
      F_025=15
      F_028=10
      F_029=10
      F_077=10
      F_089=12
    }

    ceilings =
    {
      F_011=20
      F_014=8
      F_025=15
      F_028=10
      F_029=10
      F_092=5
    }

  }

  dungeon_monkgray =
  {
   env  = "building"
   prob = 50

    walls =
    {
      MONK01=30
    }

    floors =
    {
      F_009=30
      F_012=40
      F_030=10
      F_031=15
      F_042=8
      F_043=4
      F_048=9
      F_057=5
      F_073=3
      F_089=12
    }

    ceilings =
    {
      F_009=30
      F_012=40
      F_031=25
      F_041=3
      F_042=8
      F_043=4
      F_048=9
      F_057=5
      F_089=12
      F_092=5
    }

  }

  dungeon_monkrosette =
  {

    walls =
    {
      MONK07=35
      MONK08=10
    }

    floors =
    {
      F_031=50
    }

    ceilings =
    {
      F_031=50
    }

    }

  dungeon_portals1 =
  {

    walls =
    {
      PRTL04=40
      PRTL05=25
    }

    floors =
    {
      F_010=25
      F_044=50
      F_089=10
    }

    ceilings =
    {
      F_010=25
      F_044=50
    }

  }

  dungeon_portals2 =
  {
    walls =
    {
      PRTL02=30
      PRTL03=5
        }

    floors =
    {
      F_010=25
      F_044=50
      F_089=10
    }

    ceilings =
    {
      F_010=25
      F_044=50
    }

  }

  -- This is the dark, dank dungeon type of crumbling castles, cemetaries,
  -- crypts, sewers, and of course, dungeons.

  dungeon_tomb1 =
  {
    walls =
    {
      TOMB04=15
      TOMB02=15
      TOMB01=5
      TOMB02=5
      --GRAVE01=2
    }

    floors =
    {
      F_009=10
      F_012=25
      F_013=25
      F_031=5
      F_042=5
      F_043=5
      F_045=5
      F_077=10
      F_089=5
    }

    ceilings =
    {
      F_009=10
      F_012=25
      F_013=25
      F_031=5
      F_042=5
      F_043=5
      F_045=5
      F_077=10
      F_089=5
    }

  }

  dungeon_tomb2 =
  {
    walls =
    {
      TOMB05=45
      TOMB06=5
  }

    floors =
  {
      F_046=5
      F_047=5
      F_059=70
      F_077=15
      F_089=5
    }

    ceilings =
    {
      F_046=5
      F_047=5
      F_059=70
      F_077=15
      F_089=5
    }

  }

  dungeon_tomb3 =
  {
    walls =
    {
      TOMB07=25
      TOMB11=10
      --GRAVE01=2
    }

    floors =
    {
      F_046=25
      F_047=15
      F_048=10
    }

    ceilings =
    {
      F_046=25
      F_047=15
      F_048=10
    }

  }

  dungeon_castle_gray =
  {

    walls =
    {
      CASTLE07=35
      CAVE02=15
      PRTL03=5
    }

    floors =
    {
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

    ceilings =
    {
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

  }

  dungeon_castle_gray_small =
  {

    walls =
    {
      CASTLE01=20
      CAVE07=5
      -- Next, some novelty patterns that should be used rarely
      --CASTLE02=1
      --CASTLE03=1
      --CASTLE06=1
    }

    floors =
    {
      F_008=25
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

    ceilings =
    {
      F_008=25
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

  }

  dungeon_castle_gray_chains =
  { -- These patterns are pretyy much the same as castle01 (but with chains) -- should the be separate?  JB

    walls =
    {
      CASTLE02=1
      CASTLE03=1
      CASTLE06=1
    }

    floors =
    {
      F_008=25
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

    ceilings =
    {
      F_008=25
      F_009=10
      F_012=10
      F_013=10
      F_015=10
      F_022=10
      F_076=5
    }

  }

  dungeon_castle_yellow =
  {
    walls =
    {
      CASTLE11=25
      CAVE01=10
      WINN01=5
    }

    floors =
    {
      F_011=5
      F_014=35
      F_025=15
      F_028=10
      F_029=10
    }

    ceilings =
  {
      F_011=5
      F_014=35
      F_025=15
      F_028=10
      F_029=10
    }

  }

  dungeon_library =
  {

    walls =
    { -- When/if prefab bookshelve are available, the walls should usuallty not be books, JB
      --MONK01=10
      --MONK02=10
      --CASTLE11=10
      --WOOD01=25
      --WOOD01=5
      BOOKS01=15
      BOOKS02=10
    }

    floors =
    {
      F_010=15
      F_024=15
      F_030=5
      F_054=15
      F_055=15
      F_089=5
      F_092=15
    }

    ceilings =
    {
      F_010=10
      F_024=10
      F_030=5
      F_054=20
      F_055=20
      F_089=5
      F_092=20
    }
  }

  dungeon_sewer1 =
  {
    walls =
    {
      SEWER01=25
      SEWER05=5
      SEWER06=5
      SEWER02=1
    }

    floors =
    {
      F_017=10
      F_018=10
      F_021=12
      F_022=15
      F_023=3
    }

    ceilings =
    {
      F_017=10
      F_018=10
      F_021=10
      F_022=10
      F_023=10
    }

  }

  dungeon_sewer2 =
  {

    walls =
    {
      SEWER07=15
      --SEWER08=15
      SEWER09=1
      SEWER10=1
      SEWER11=1
      SEWER12=1
    }

    floors =
    {
      F_017=10
      F_018=10
      F_021=12
      F_022=15
      F_023=3
    }

    ceilings =
    {
      F_017=10
      F_018=10
      F_021=10
      F_022=10
      F_023=10
    }

  }

  dungeon_sewer_metal =
  {

    walls =
    {
      STEEL01=25
      STEEL02=5
    }

    floors =
    {
      F_073=10
      F_074=50
      F_075=25
      F_021=5
    }

    ceilings =
    {
      F_073=10
      F_074=50
      F_075=25
      F_021=10
      F_023=10
    }

  }

  dungeon_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_024=75
      F_034=50
      F_001=10
      F_002=10
      F_004=10
      F_005=10
      F_006=10
      F_007=10
      F_010=2
      F_011=4
      F_025=3
      F_028=2
      F_029=2
      F_030=2
      F_031=2
      F_046=2
      F_047=2
      F_048=2
      F_057=1
      F_059=2
      F_077=2
      F_089=2
      F_012=2
      F_014=2
    }

    naturals =
    {
      WASTE02=50
      WASTE01=20
      CAVE05=40
    }

    porch_floors =
    {
      F_024=75
      F_034=50
      F_001=10
      F_002=10
      F_004=10
      F_005=10
      F_006=10
      F_007=10
      F_010=2
      F_011=4
      F_025=3
      F_028=2
      F_029=2
      F_030=2
      F_031=2
      F_046=2
      F_047=2
      F_048=2
      F_057=1
      F_059=2
      F_077=2
      F_089=2
      F_012=2
      F_014=2
    }

  }

  -- This is the element fire, as in "The Guardian or fire" in Raven's original wad.
  fire_room1 =
  {
    walls =
    {
      FIRE06=15
      FIRE07=15
      FIRE08=10
      FIRE09=10
      FIRE10=10
      FIRE11=10
      FIRE12=10
    }

    floors =
    {
      F_013=25
      F_032=5
      F_040=4
      F_044=1
      F_082=5
    }

    ceilings =
    {
      F_013=25
      F_032=5
      F_040=4
      F_044=1
      F_082=5
    }

  }

  fire_room2 =
  {

    walls =
    {
      FIRE01=30
      FIRE04=5
      FIRE05=10
    }

    floors =
    {
      F_032=25
      F_040=5
      F_082=5
    }

    ceilings =
    {
      F_032=25
      F_040=5
      F_082=5
    }

  }


  -- This is the element fire, as in "The Guardian or fire" in Raven's original wad.
  fire_lavawalls =
  { -- fire could be split up, but these textures were pretty mixed up in the
    -- original wads, and it looks good as it is, JB

    walls =
    {
      X_FIRE01=100
    }

    floors =
    {
      F_013=25
      F_032=25
      F_040=15
      F_044=5
      F_082=15
    }

    ceilings =
    {
      X_001=85
      F_013=25
      F_032=25
      F_040=15
      F_044=5
      F_082=15
    }

  }

  fire_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_013=5
      F_032=30
      F_040=25
      F_044=4
      F_082=20
    }

    naturals =
    {
      FIRE01=30
      FIRE04=5
      FIRE05=10
      FIRE06=15
      FIRE07=15
      FIRE08=10
      FIRE09=10
      FIRE10=10
      FIRE11=10
      FIRE12=10
    }

  }

  -- This is the "element" ice
  ice_room1 =
  {

    walls =
    {
      ICE02=30
      ICE03=5
      ICE06=25
    }

    floors =
    {
      F_013=40
      F_040=30
    }

    ceilings =
    {
      F_013=40
      F_040=30
    }


  }

  ice_room2 =
  { -- Not technically right, but works for what it does ;-) JB

    walls =
    {
      ICE01=15
      ICE02=30
      ICE03=5
      ICE06=25
    }

    floors =
    {
      F_013=20
      F_033=25
      F_040=15
    }

    ceilings =
    {
      F_013=40
      F_033=15
      F_040=30
    }

  }

  ice_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_013=15
      F_033=75
      F_040=30
    }

    naturals =
    {
      ICE01=45
      ICE02=30
      ICE03=5
      ICE06=25
    }

  }


  -- This is the "element" steel, as in "The Guardian or steel" in Raven's original wad.
  steel_room_mix =
  { -- Not technically right, but works for what it does ;-) JB

    walls =
    {
      STEEL01=40
      STEEL02=10
      STEEL05=1  -- This one should be rare, since also the door texture, JB
      STEEL06=15
      STEEL07=5
      STEEL08=5
    }

    floors =
    {
      F_065=10
      F_066=10
      F_067=10
      F_068=10
      F_069=15
      F_070=15
      F_074=40
      F_075=15
      F_078=10
    }

    ceilings =
    {
      F_065=10
      F_066=10
      F_067=10
      F_068=10
      F_069=15
      F_070=15
      F_074=40
      F_075=15
      F_078=10
    }

  }

  steel_room_gray =
  {

    walls =
  {
      STEEL06=35
      STEEL07=15
      STEEL08=5
    }

    floors =
    {
      F_065=10
      F_066=10
      F_067=10
      F_068=10
      F_069=15
      F_070=15
      F_078=10
    }

    ceilings =
    {
      F_065=10
      F_066=10
      F_067=10
      F_068=10
      F_069=15
      F_070=15
      F_078=10
    }

  }

  steel_room_rust =
  {

    walls =
    {
      STEEL01=40
      STEEL02=10
    }

    floors =
    {
      F_074=40
      F_075=15
    }

    ceilings =
    {
      F_074=40
      F_075=15
    }

  }

  -- This is the barren, deserty wildness, based on "The Wasteland" in Raven's original wad.
  desert_room_stone =
  {

    walls =
    {
      WASTE04=10
      FOREST01=10
      MONK16=25
    }

    floors =
    {
      F_002=10
      F_003=10
      F_004=5
      F_037=20
      F_029=20
      F_044=15
      F_082=10
    }

    ceilings =
    {
      F_037=20
      F_029=20
      F_044=15
      F_082=10
      D_END3=27
      D_END4=3
    }

  }

  desert_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_002=25
      F_003=25
      F_004=10
      F_005=5
      F_037=20
    }

    naturals =
    {
      WASTE01=35
      WASTE02=15
      WASTE04=10
      WASTE03=5
    }

  }

  -- This is the cave type wildness; also, many caves used elsewhere;
  -- most caves have floor, ceiling, and walls so that they can double
  -- in other cave-ish roles. JB
  cave_room =
  { -- These are built rooms for the cave level (the rest are naturals of some kind)
    walls =
    {
      CAVE01=30
      CAVE02=30
      CAVE07=25
    }

    floors =
    {
      F_039=75
      F_040=40
      F_073=10
      F_076=15
    }

    ceilings =
    {
      F_039=75
      F_040=40
      F_073=10
      F_076=15
    }

  }

  cave_gray =
  {

    walls =
    {
      CAVE03=10
      CAVE04=55
      WASTE02=15
    }

    floors =
    {
      F_039=75
      F_040=40
    }

    ceilings =
    {
      F_039=75
      F_040=40
    }

  }

  cave_stalag =
  {

    walls =
    {
      CAVE06=60
    }

    floors =
    {
      F_039=75
      F_040=40
    }

    ceilings =
    {
      F_039=75
      F_040=40
    }

  }

  cave_brown =
  {

    walls =
    {
      CAVE05=60
    }

    floors =
    {
      F_001=75
      F_002=40
    }

    ceilings =
    {
      F_001=75
      F_002=40
    }

  }

  cave_green =
  {

    walls =
    {
      FOREST02=25
    }

    floors =
    {
      F_001=15
      F_002=10
      F_038=75
    }

    ceilings =
    {
      F_001=15
      F_002=10
      F_038=75
    }

  }

  cave_swamp =
  {
    walls =
    {
      SWAMP01=20
      SWAMP03=20
    }

    floors =
    {
      F_019=75
      F_020=40
      F_039=25
      F_040=20
    }

    ceilings =
    {
      F_019=75
      F_020=40
      F_039=25
      F_040=20
    }

  }

  cave_desert_tan =
  {

    walls =
    {
      WASTE01=35
    }

    floors =
    {
      F_003=75
      F_002=40
      F_004=10
      F_037=25
    }

    ceilings =
    {
      F_003=75
      F_002=40
    }

  }

  cave_desert_gray =
  {

    walls =
    {
      WASTE02=30
    }

    floors =
    {
      F_039=75
      F_040=40
    }

    ceilings =
    {
      F_039=75
      F_040=40
    }

  }

  cave_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_007=10
      F_039=75
      F_040=40
      F_073=10
      F_076=10
    }

    naturals =
    {
      CAVE03=70
    }

  }


  -- This is the swamp-type wilderness
  swamp_castle =
  {
    walls =
    {
      SWAMP01=30
      SWAMP03=30
      SWAMP04=30
      -- This should probably be a separate theme, but seems to work best this way, JB
      FOREST07=10
    }

    floors =
    {
      F_017=10
      F_018=10
      F_019=20
      F_020=15
      F_054=5
      F_055=5
      F_092=5
    }

    ceilings =
    {
      F_017=10
      F_018=10
      F_019=20
      F_020=15
      F_054=5
      F_055=5
      F_092=5
    }

  }

  swamp_hut =
  {

    walls =
    {
      VILL01=5
      VILL04=25
      VILL05=25
      WOOD01=5
      WOOD02=5
      WOOD03=15
    }

    floors =
    {
      F_054=10
      F_055=10
      F_092=10
    }

    ceilings =
    {
      F_054=10
      F_055=10
      F_092=10
    }

  }

  swamp_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_017=5
      F_018=5
      F_019=10
      F_020=10
      F_054=1
      F_055=1
      F_092=1
      F_005=10
      F_006=10
      F_007=5
    }

    naturals =
    {
      SWAMP01=20
      SWAMP03=20
      SWAMP04=20
      FOREST07=10
      CAVE03=10
      CAVE04=10
      CAVE05=10
      CAVE06=10
      WASTE02=5
    }

  }


  -- This is the woodland wilderness found in The Shadow Wood and Winnowing Hall;
  forest_room1 =
  {

    walls =
    {
      FOREST01=40
    }

    floors =
    {
      F_010=25
      F_011=25
      F_030=15
      F_077=10
      F_089=25
    }

    ceilings =
    {
      F_010=25
      F_011=25
      F_030=15
      F_089=10
    }

  }

  forest_room2 =
  {

    walls =
    {
      FOREST02=40
      FOREST03=10
      FOREST04=10
    }

    floors =
    {
      F_038=25
      F_048=25
      F_089=25
    }

    ceilings =
    {
      F_038=25
    }

  }

  forest_room3 =
  {

    walls =
    {
      FOREST10=40
      WINN01=10
    }

    floors =
    {
      F_073=25
      F_077=20
      F_089=25
    }

    ceilings =
    {
      F_073=25
    }

  }

  forest_outdoors =
  {
    env  = "outdoor"
    prob = 50

    floors =
    {
      F_005=15
      F_006=25
      F_007=60
    }

    naturals =
    {
      FOREST01=25
      FOREST02=25
      FOREST07=35
      CAVE05=40
      CAVE03=50
    }

  }

  village_room =
  {

    walls =
    {
      WOOD01=5
      VILL04=10
      VILL05=10
    }

    floors =
    {
      F_002=10
      F_003=10
      F_004=5
      F_037=10
      F_028=20
      F_029=20
      F_054=20
      F_055=20
    }

    ceilings =
    {
      F_037=10
      F_028=20
      F_029=20
      F_054=20
      F_055=20
    }

  }

  village_brick =
  {

    walls =
    {
      VILL01=5
    }

    floors =
    {
      F_002=10
      F_003=10
      F_004=5
      F_030=30
      F_028=10
      F_029=10
      F_054=10
      F_055=10
    }

    ceilings =
    {
      F_030=30
      F_028=20
      F_029=20
      F_054=20
      F_055=20
    }

  }

  any_Cave =
  {
    env  = "cave"
    prob = 50

    walls =
    {
      CAVE01=30
      CAVE02=30
      CAVE07=25
    }

    floors =
    {
      F_039=75
      F_040=40
      F_073=10
      F_076=15
    }

  }

}

------------------------------------------------------------------------

HEXEN.ROOMS =
{

  GENERIC =
  {
    environment = "any"
  }

  OUTSIDE =
  {
    env = "outdoor"
    prob = 50
  }

}

--------------------------------------------------

OB_THEMES["dungeon"] =
{
  label = _("Dungeon")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 50
}

OB_THEMES["fire"] =
{
  label = _("Fire")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 50
}

OB_THEMES["ice"] =
{
  label = _("Ice")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 50
}

OB_THEMES["steel"] =
{
  label = _("Steel")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 20
}

OB_THEMES["desert"] =
{
  label = _("Desert")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 10
}

OB_THEMES["cave"] =
{
  label = _("Cave")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 20
}

OB_THEMES["swamp"] =
{
  label = _("Swamp")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 20
}

OB_THEMES["forest"] =
{
  label = _("Forest")
  game = "hexen"
  name_theme = "GOTHIC"
  mixed_prob = 20
}

OB_THEMES["village"] =
{
  label = _("Village")
  game = "hexen"
  name_theme = "URBAN"
  mixed_prob = 20
}

