# CVS: Last edit by $Author: rr9 $ on $Date: 2005/06/04 12:53:28 $
# 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.

# === Understanding f_info.txt ===

# N:serial number:terrain name
# G:symbol:color
# F: flag | flag | etc

# N' indicates the beginning of an entry. The serial number must
# increase for each new item.

# 'G' is for graphics - symbol and color. There are 16 colors, as
# follows:

# D - Dark Gray    w - White          s - Gray          o - Orange
# r - Red          g - Green          b - Blue          u - Brown
# d - Black        W - Light Gray     v - Violet        y - Yellow
# R - Light Red    G - Light Green    B - Light Blue    U - Light Brown

# 'F' is for flags. These are fairly self-explanatory. As many F:
# lines may be used as are needed to specify all the flags and flags
# are separated by the '|' symbol


# Version stamp (required)

V:2.7.5


# 0x00 --> nothing

N:0:nothing
G: :w


# 0x01 --> open floor

N:1:open floor
G:.:w
F:USE_TRANS

# 0x02 --> invisible trap (drawn as open floor)

N:2:invisible trap
G:.:w
F:USE_TRANS

# 0x03 --> glyph of warding

N:3:glyph of warding
G:;:y
F:USE_TRANS

# 0x04 --> open door

N:4:open door
G:':U
F:ICKY | OBJECT | MARK

# 0x05 --> broken door

N:5:broken door
G:':u
F:ICKY | OBJECT | MARK

# 0x06 --> up stairs

N:6:up staircase
G:<:w
F:USE_TRANS | ICKY | PERM | OBJECT | MARK

# 0x07 --> down stairs

N:7:down staircase
G:>:w
F:USE_TRANS | ICKY | PERM | OBJECT | MARK

N:8:sand
G:.:y
F:USE_TRANS

N:9:salt
G:.:W
F:USE_TRANS

N:10:wet mud
G:.:u
F:USE_TRANS

N:11:dry mud
G:.:D
F:USE_TRANS

N:12:tiled floor
G:.:r
F:USE_TRANS

N:13:wooden floor
G:.:s
F:USE_TRANS

N:14:pebbles
G:.:D
F:USE_TRANS

N:15:solidified lava
G:::D
F:USE_TRANS


# Gap for old traps


# 0x2x --> closed door

N:32:door
G:+:U
F:BLOCK | ICKY | OBJECT | MARK

# Pillar
N:33:pillar
G:#:D
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK


# 0x30 --> secret door

N:48:granite wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x31 --> rubble

N:49:pile of rubble
G:::w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x32 --> magma vein

N:50:magma vein
G:#:s
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x33 --> quartz vein

N:51:quartz vein
G:#:W
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x34 --> magma vein + treasure
# This terrain type may not actually be needed...
N:52:magma vein
G:#:s
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x35 --> quartz vein + treasure
# This terrain type may not actually be needed...
N:53:quartz vein
G:#:W
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x36 --> magma vein + known treasure

N:54:magma vein with treasure
G:*:o
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x37 --> quartz vein + known treasure

N:55:quartz vein with treasure
G:*:o
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x38 --> granite wall -- basic

N:56:granite wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x39 --> granite wall -- inner

N:57:granite wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x3A --> granite wall -- outer

N:58:granite wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x3B --> granite wall -- solid

N:59:granite wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK

# 0x3C --> permanent wall -- basic

N:60:permanent wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | PERM | OBJECT | MARK

# 0x3D --> permanent wall -- inner

N:61:permanent wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | PERM | OBJECT | MARK

# 0x3E --> permanent wall -- outer

N:62:permanent wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | PERM | OBJECT | MARK

# 0x3F --> permanent wall -- solid

N:63:permanent wall
G:#:w
F:BLOCK | USE_TRANS | ICKY | PERM | OBJECT | MARK

N:64:explosive rune
G:*:R
F:USE_TRANS | OBJECT | MARK

N:65:Pattern startpoint
G:*:w
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:66:section of the Pattern
G:*:B
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:67:section of the Pattern
G:*:b
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:68:section of the Pattern
G:*:B
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:69:section of the Pattern
G:*:b
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:70:section of the Pattern
G:*:W
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:71:section of the Pattern (discharged)
G:*:W
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:72:Pattern exit
G:*:w
F:ICKY | PERM | OBJECT | PATTERN | MARK

N:73:corrupted section of the Pattern
G:*:D
F:ICKY | PERM | OBJECT | PATTERN | MARK

# 0x53 --> terrain -- deep water

N:83:deep water
G:~:b
F:USE_TRANS | ICKY | MARK

N:84:shallow water
G:~:B
F:USE_TRANS | MARK

N:85:deep lava
G:~:R
F:USE_TRANS | ICKY | MARK

N:86:shallow lava
G:~:r
F:USE_TRANS | MARK

N:87:dark pit
G:#:D
F:USE_TRANS | ICKY | OBJECT | MARK

N:88:dirt
G:.:u
F:USE_TRANS

N:89:patch of grass
G:.:g
F:USE_TRANS | OBJECT

N:90:compact rune
G:^:D
F:USE_TRANS | OBJECT

N:91:invisible wall
G:.:w
F:USE_TRANS | ICKY

N:92:very deep water
G:~:D
F:USE_TRANS | ICKY | MARK

N:93:deep acid
G:~:g
F:USE_TRANS | ICKY | MARK

N:94:shallow acid
G:~:G
F:USE_TRANS | MARK

N:95:submerged tree
G:%:b
F:USE_TRANS | ICKY | OBJECT

N:96:tree
G:%:G
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:97:rock face
G:::u
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:98:snow covered rock face
G:::W
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:99:boulder
G:::y
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:100:pine tree
G:%:g
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:101:snow covered tree
G:%:w
F:HALF_LOS | USE_TRANS | ICKY | OBJECT

N:102:obelisk
G:;:b
F:HALF_LOS | USE_TRANS | ICKY | OBJECT | MARK

N:103:pillar
G:#:w
F:HALF_LOS | USE_TRANS | ICKY | OBJECT | MARK

N:112:stone fence
G:::b
F:HALF_LOS | USE_TRANS | ICKY | PERM | OBJECT | MARK

N:113:well
G:~:v
F:HALF_LOS | USE_TRANS | ICKY | PERM | OBJECT | MARK

N:114:fountain
G:~:U
F:HALF_LOS | USE_TRANS | ICKY | PERM | OBJECT | MARK

N:115:jungle
G:%:D
F:BLOCK | USE_TRANS | ICKY | OBJECT | MARK




N:128:bush
G:%:y
F:USE_TRANS | OBJECT

N:129:dead bush
G:%:s
F:USE_TRANS | OBJECT

N:130:long grass
G:;:U
F:USE_TRANS

#rock on general terrain

N:131:rock
G:::U
F:USE_TRANS | OBJECT

#rock on snow

N:132:rock
G:::U
F:USE_TRANS | OBJECT

# dead tree on general terrain

N:133:dead tree
G:%:u
F:USE_TRANS | ICKY | OBJECT

# dead tree on snow

N:134:dead tree
G:%:u
F:USE_TRANS | ICKY | OBJECT

N:135:snow
G:.:W
F:USE_TRANS

N:136:thick swamp
G:;:g
F:USE_TRANS | ICKY | MARK

N:137:swamp
G:;:G
F:USE_TRANS | MARK
