# 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:2.9.9 # 0x00 --> nothing N:0:nothing G: :w # 0x01 --> open floor N:1:open floor G:.:w # 0x02 --> grass N:2:grass G:.:g # 0x03 --> packed dirt N:3:packed dirt G:.:u # 0x04 --> crops N:4:crops G:%:g # 0x05 --> loose dirt N:5:loose dirt G:%:u # 0x06 --> water N:6:water G:~:b # 0x07 --> mud N:7:mud G:~:u # 0x08 --> invisible trap (drawn as open floor) N:8:invisible trap G:.:w M:1 # 0x09 --> glyph of warding N:9:glyph of warding G:;:y # 0x0A --> open door N:10:open door G:':U # 0x0B --> broken door N:11:broken door G:':U # 0x0C --> up stairs (perm) N:12:up staircase G:<:w # 0x0D --> down stairs (perm) N:13:down staircase G:>:w # 0x0E --> open door to a home N:14:open door G:':U # 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 # 0x20 --> tree N:32:tree G:*:g # 0x21 --> evil tree N:33:dark tree G:*:D # 0x28 --> home door (strength 1) N:40:closed door G:+:U # 0x29 --> home door (strength 2) N:41:closed door G:+:U M:40 # 0x2A --> home door (strength 2) N:42:closed door G:+:U M:40 # 0x2B --> home door (strength 2) N:43:closed door G:+:U M:40 # 0x2C --> home door (strength 2) N:44:closed door G:+:U M:40 # 0x2D --> home door (strength 2) N:45:closed door G:+:U M:40 # 0x2E --> home door (strength 2) N:46:closed door G:+:U M:40 # 0x2F --> home door (strength 2) N:47:closed door G:+:U M:40 # used for the wilderness border N:48:permanent wall #G: :w G: :w # logs, used for log cabin N:49:logs G:=:u # drawbridge, used for moats N:64:drawbridge G:=:u # 0x48 --> shop -- general store (perm) N:72:General Store G:1:U # 0x49 --> shop -- armoury (perm) N:73:Armoury G:2:s # 0x4A --> shop -- weapon shop (perm) N:74:Weapon Smiths G:3:w # 0x4B --> shop -- temple (perm) N:75:Temple G:4:g # 0x4C --> shop -- alchemist (perm) N:76:Alchemy Shop G:5:b # 0x4D --> shop -- magic shop (perm) N:77:Magic Shop G:6:r # 0x4E --> shop -- black market (perm) N:78:Black Market G:7:D N:79:Tavern G:8:y # 0x50 --> shop - AUCTION House . woo hoo. -AD- N:80:Auction House G:9:B # 0x6x --> locked door (power 0) N:96:door G:+:U M:96 # 0x6x --> locked door (power 1) N:97:locked door G:+:U M:96 # 0x6x --> locked door (power 2) N:98:locked door G:+:U M:96 # 0x6x --> locked door (power 3) N:99:locked door G:+:U M:96 # 0x6x --> locked door (power 4) N:100:locked door G:+:U M:96 # 0x6x --> locked door (power 5) N:101:locked door G:+:U M:96 # 0x6x --> locked door (power 6) N:102:locked door G:+:U M:96 # 0x6x --> locked door (power 7) N:103:locked door G:+:U M:96 # 0x6x --> jammed door (power 0) N:104:jammed door G:+:U M:96 # 0x6x --> jammed door (power 1) N:105:jammed door G:+:U M:96 # 0x6x --> jammed door (power 2) N:106:jammed door G:+:U M:96 # 0x6x --> jammed door (power 3) N:107:jammed door G:+:U M:96 # 0x6x --> jammed door (power 4) N:108:jammed door G:+:U M:96 # 0x6x --> jammed door (power 5) N:109:jammed door G:+:U M:96 # 0x6x --> jammed door (power 6) N:110:jammed door G:+:U M:96 # 0x6x --> jammed door (power 7) N:111:jammed door G:+:U M:96 # 0x70 --> secret door N:112:secret door G:#:w M:120 # 0x71 --> rubble N:113:rubble G:::w # 0x72 --> magma vein N:114:magma vein G:%:s # 0x73 --> quartz vein N:115:quartz vein G:%:w # 0x74 --> magma vein + treasure N:116:magma vein G:%:s M:114 # 0x75 --> quartz vein + treasure N:117:quartz vein G:%:w M:115 # 0x76 --> magma vein + known treasure N:118:magma vein with treasure G:*:o # 0x77 --> quartz vein + known treasure N:119:quartz vein with treasure G:*:o # 0x78 --> granite wall -- basic N:120:granite wall G:#:w # 0x79 --> granite wall -- inner N:121:granite wall G:#:w M:120 # 0x7A --> granite wall -- outer N:122:granite wall G:#:w M:120 # 0x7B --> granite wall -- solid N:123:granite wall G:#:w M:120 # 0x7C --> permanent wall -- basic (perm) N:124:permanent wall G:#:w # 0x7D --> permanent wall -- inner (perm) N:125:permanent wall G:#:w M:124 # 0x7E --> permanent wall -- outer (perm) N:126:permanent wall G:#:w M:124 # 0x7F --> permanent wall -- solid (perm) N:127:permanent wall G:#:w M:124