4 # This file is used to initialize the "lib/data/terrain.raw" file, which is
5 # used to initialize the "terrain feature" information for the Angband game.
7 # Do not modify this file unless you know exactly what you are doing,
8 # unless you wish to risk possible system crashes and broken savefiles.
9 # After modifying this file, delete the "lib/data/terrain.raw" file.
11 # Note that the terrain feature are grouped into very regular groups,
12 # such that each of the bits in the feature type conveys information.
14 # Note that terrain feature zero contains the "darkness" picture.
16 # === Understanding terrain.txt ===
18 # N : serial number : terrain name
20 # M : feature to mimic
22 # N' indicates the beginning of an entry. The serial number must
23 # increase for each new item.
25 # 'G' is for graphics - symbol and color. There are 16 colors, as
28 # D - Dark Gray w - White s - Gray o - Orange
29 # r - Red g - Green b - Blue u - Brown
30 # d - Black W - Light Gray v - Violet y - Yellow
31 # R - Light Red G - Light Green B - Light Blue U - Light Brown
33 # 'M' is the index of a feature to mimic.
36 # Version stamp (required)
52 # 0x02 --> invisible trap (drawn as open floor)
58 # 0x03 --> glyph of warding
68 # 0x05 --> broken door
73 # 0x06 --> up stairs (perm)
78 # 0x07 --> down stairs (perm)
83 # 0x08 --> shop -- general store (perm)
88 # 0x09 --> shop -- armoury (perm)
93 # 0x0A --> shop -- weapon shop (perm)
98 # 0x0B --> shop -- temple (perm)
103 # 0x0C --> shop -- alchemist (perm)
108 # 0x0D --> shop -- magic shop (perm)
113 # 0x0E --> shop -- black market (perm)
118 # 0x0F --> shop -- home (perm)
123 # 0x10 --> visible trap -- trap door
128 # 0x11 --> visible trap -- open pit
133 # 0x12 --> visible trap -- spiked pit
138 # 0x13 --> visible trap -- poison pit
143 # 0x14 --> visible trap -- rune -- summon
148 # 0x15 --> visible trap -- rune -- teleport
153 # 0x16 --> visible trap -- spot -- fire
158 # 0x17 --> visible trap -- spot -- acid
163 # 0x18 --> visible trap -- dart -- slow
168 # 0x19 --> visible trap -- dart -- lose str
173 # 0x1A --> visible trap -- dart -- lose dex
178 # 0x1B --> visible trap -- dart -- lose con
183 # 0x1C --> visible trap -- gas -- blind
188 # 0x1D --> visible trap -- gas -- confuse
193 # 0x1E --> visible trap -- gas -- poison
198 # 0x1F --> visible trap -- gas -- sleep
203 # 0x2x --> locked door (power 0)
209 # 0x2x --> locked door (power 1)
215 # 0x2x --> locked door (power 2)
221 # 0x2x --> locked door (power 3)
227 # 0x2x --> locked door (power 4)
233 # 0x2x --> locked door (power 5)
239 # 0x2x --> locked door (power 6)
245 # 0x2x --> locked door (power 7)
251 # 0x2x --> jammed door (power 0)
257 # 0x2x --> jammed door (power 1)
263 # 0x2x --> jammed door (power 2)
269 # 0x2x --> jammed door (power 3)
275 # 0x2x --> jammed door (power 4)
281 # 0x2x --> jammed door (power 5)
287 # 0x2x --> jammed door (power 6)
293 # 0x2x --> jammed door (power 7)
299 # 0x30 --> secret door
305 # 0x31 --> pile of rubble
310 # 0x32 --> magma vein
315 # 0x33 --> quartz vein
320 # 0x34 --> magma vein + treasure
326 # 0x35 --> quartz vein + treasure
332 # 0x36 --> magma vein + known treasure
334 N:54:magma vein with treasure
337 # 0x37 --> quartz vein + known treasure
339 N:55:quartz vein with treasure
342 # 0x38 --> granite wall -- basic
347 # 0x39 --> granite wall -- inner
353 # 0x3A --> granite wall -- outer
359 # 0x3B --> granite wall -- solid
365 # 0x3C --> permanent wall -- basic (perm)
370 # 0x3D --> permanent wall -- inner (perm)
376 # 0x3E --> permanent wall -- outer (perm)
382 # 0x3F --> permanent wall -- solid (perm)