# File: f_info.txt # This file is used to initialize the "lib/raw/f_info.raw" file, which is # used to initialize the "terrain feature" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/raw/f_info.raw" file. # Note that the terrain feature are grouped into very regular groups, # such that each of the bits in the feature type conveys information. # Note that terrain feature zero contains the "darkness" picture. # Version stamp (required) V:2.8.1 # 0x00 --> nothing N:0:nothing G: :w # 0x01 --> open floor N:1:open floor G:.:w # 0x02 --> invisible trap (drawn as open floor) N:2:invisible trap G:.:w M:1 # 0x03 --> glyph of warding N:3:glyph of warding G:;:y # 0x04 --> open door N:4:open door G:':U # 0x05 --> broken door N:5:broken door G:':U # 0x06 --> up stairs (perm) N:6:up staircase G:<:w # 0x07 --> down stairs (perm) N:7:down staircase G:>:w # 0x08 --> shop -- general store (perm) N:8:General Store G:1:U # 0x09 --> shop -- armoury (perm) N:9:Armoury G:2:s # 0x0A --> shop -- weapon shop (perm) N:10:Weapon Smiths G:3:w # 0x0B --> shop -- temple (perm) N:11:Temple G:4:g # 0x0C --> shop -- alchemist (perm) N:12:Alchemy Shop G:5:b # 0x0D --> shop -- magic shop (perm) N:13:Magic Shop G:6:r # 0x0E --> shop -- black market (perm) N:14:Black Market G:7:D # 0x0F --> shop -- home (perm) N:15:Home G:8:y # 0x10 --> visible trap -- trap door N:16:trap door G:^:w # 0x11 --> visible trap -- open pit N:17:pit G:^:s # 0x12 --> visible trap -- spiked pit N:18:pit G:^:s # 0x13 --> visible trap -- poison pit N:19:pit G:^:s # 0x14 --> visible trap -- rune -- summon N:20:strange rune G:^:o # 0x15 --> visible trap -- rune -- teleport N:21:strange rune G:^:o # 0x16 --> visible trap -- spot -- fire N:22:discolored spot G:^:u # 0x17 --> visible trap -- spot -- acid N:23:discolored spot G:^:u # 0x18 --> visible trap -- dart -- slow N:24:dart trap G:^:r # 0x19 --> visible trap -- dart -- lose str N:25:dart trap G:^:r # 0x1A --> visible trap -- dart -- lose dex N:26:dart trap G:^:r # 0x1B --> visible trap -- dart -- lose con N:27:dart trap G:^:r # 0x1C --> visible trap -- gas -- blind N:28:gas trap G:^:g # 0x1D --> visible trap -- gas -- confuse N:29:gas trap G:^:g # 0x1E --> visible trap -- gas -- poison N:30:gas trap G:^:g # 0x1F --> visible trap -- gas -- sleep N:31:gas trap G:^:g # 0x2x --> locked door (power 0) N:32:door G:+:U M:32 # 0x2x --> locked door (power 1) N:33:locked door G:+:U M:32 # 0x2x --> locked door (power 2) N:34:locked door G:+:U M:32 # 0x2x --> locked door (power 3) N:35:locked door G:+:U M:32 # 0x2x --> locked door (power 4) N:36:locked door G:+:U M:32 # 0x2x --> locked door (power 5) N:37:locked door G:+:U M:32 # 0x2x --> locked door (power 6) N:38:locked door G:+:U M:32 # 0x2x --> locked door (power 7) N:39:locked door G:+:U M:32 # 0x2x --> jammed door (power 0) N:40:jammed door G:+:U M:32 # 0x2x --> jammed door (power 1) N:41:jammed door G:+:U M:32 # 0x2x --> jammed door (power 2) N:42:jammed door G:+:U M:32 # 0x2x --> jammed door (power 3) N:43:jammed door G:+:U M:32 # 0x2x --> jammed door (power 4) N:44:jammed door G:+:U M:32 # 0x2x --> jammed door (power 5) N:45:jammed door G:+:U M:32 # 0x2x --> jammed door (power 6) N:46:jammed door G:+:U M:32 # 0x2x --> jammed door (power 7) N:47:jammed door G:+:U M:32 # 0x30 --> secret door N:48:secret door G:#:w M:56 # 0x31 --> rubble N:49:rubble G:::w # 0x32 --> magma vein N:50:magma vein G:%:s # 0x33 --> quartz vein N:51:quartz vein G:%:w # 0x34 --> magma vein + treasure N:52:magma vein G:%:s M:50 # 0x35 --> quartz vein + treasure N:53:quartz vein G:%:w M:51 # 0x36 --> magma vein + known treasure N:54:magma vein with treasure G:*:o # 0x37 --> quartz vein + known treasure N:55:quartz vein with treasure G:*:o # 0x38 --> granite wall -- basic N:56:granite wall G:#:w # 0x39 --> granite wall -- inner N:57:granite wall G:#:w M:56 # 0x3A --> granite wall -- outer N:58:granite wall G:#:w M:56 # 0x3B --> granite wall -- solid N:59:granite wall G:#:w M:56 # 0x3C --> permanent wall -- basic (perm) N:60:permanent wall G:#:w # 0x3D --> permanent wall -- inner (perm) N:61:permanent wall G:#:w M:60 # 0x3E --> permanent wall -- outer (perm) N:62:permanent wall G:#:w M:60 # 0x3F --> permanent wall -- solid (perm) N:63:permanent wall G:#:w M:60 N:64:explosive rune G:;:R