# File: terrain.txt
#
# This file is used to create the "lib/data/terrain.raw" file, which is
# used to initialize the "terrain feature" information for Sil.
#
# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
#
#
# === Understanding terrain.txt ===
#
# N : serial number : terrain name
# G : symbol : color
# M : feature to mimic
#
# '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
#
# 'M' is the index of a feature to mimic.
#
#
# === Important notes ===
#
# 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:1.0.2


# 0x00 --> <darkness>

N:0:<darkness>
G: :w


# 0x01 --> open floor

N:1:open floor
G:.:W

# 0x02 --> unused

N:2:unused
G:1:s

# 0x03 --> glyph of warding

N:3:glyph of warding
G:;:G1

# 0x04 --> open door

N:4:open door
G:':U

# 0x05 --> broken door

N:5:broken door
G:':u1

# 0x06 --> unused

N:6:unused
G:1:s

# 0x07 --> unused

N:7:unused
G:1:s

# 0x08 --> unused

N:8:unused
G:1:s

# 0x09 --> unused

N:9:unused
G:1:s

# 0x0A --> unused

N:10:unused
G:1:s

# 0x0B --> unused

N:11:unused
G:1:s

# 0x0C --> unused

N:12:unused
G:1:s

# 0x0D --> unused

N:13:unused
G:1:s

# 0x0E --> unused

N:14:unused
G:1:s

# 0x0F --> unused

N:15:unused
G:1:s

# 0x10 --> visible trap -- false floor

N:16:false floor
G:^:U

# 0x11 --> visible trap -- open pit

N:17:pit
G:^:s

# 0x12 --> visible trap -- spiked pit

N:18:spiked pit
G:^:W

# 0x13 --> visible trap -- dart

N:19:dart trap
G:^:v1

# 0x14 --> visible trap -- gas -- confusion

N:20:gas trap
G:^:G1

# 0x15 --> visible trap -- gas -- memory

N:21:gas trap
G:^:B1

# 0x16 --> visible trap -- alarm

N:22:alarm trap
G:^:U1

# 0x17 --> visible trap -- flash

N:23:flash trap
G:^:y

# 0x18 --> visible trap -- caltrops

N:24:caltrop field
G:^:w

# 0x19 --> visible trap -- roost

N:25:roost
G:^:D1

# 0x1A --> visible trap - web

N:26:web
G:^:D

# 0x1B --> visible trap -- deadfall

N:27:deadfall trap
G:^:r

# 0x1C --> visible trap -- acid

N:28:discoloured spot
G:^:u

# 0x1D --> unused

N:29: unused
G:1:s

# 0x1E --> unused

N:30:unused
G:1:s

# 0x1F --> unused

N:31:unused
G:1:s

# 0x20 --> locked door (power 0) -- aka a normal door

N:32:door
G:+:U
M:32

# 0x21 --> locked door (power 1)

N:33:locked door
G:+:U
M:32

# 0x22 --> locked door (power 2)

N:34:locked door
G:+:U
M:32

# 0x23 --> locked door (power 3)

N:35:locked door
G:+:U
M:32

# 0x24 --> locked door (power 4)

N:36:locked door
G:+:U
M:32

# 0x25 --> locked door (power 5)

N:37:locked door
G:+:U
M:32

# 0x26 --> locked door (power 6)

N:38:locked door
G:+:U
M:32

# 0x27 --> locked door (power 7)

N:39:locked door
G:+:U
M:32

# 0x28 --> jammed door (power 0)

N:40:jammed door
G:+:U1
M:32

# 0x29 --> jammed door (power 1)

N:41:jammed door
G:+:U1
M:32

# 0x2A --> jammed door (power 2)

N:42:jammed door
G:+:U1
M:32

# 0x2B --> jammed door (power 3)

N:43:jammed door
G:+:U1
M:32

# 0x2C --> jammed door (power 4)

N:44:jammed door
G:+:U1
M:32

# 0x2D --> jammed door (power 5)

N:45:jammed door
G:+:U1
M:32

# 0x2E --> jammed door (power 6)

N:46:jammed door
G:+:U1
M:32

# 0x2F --> jammed door (power 7)

N:47:jammed door
G:+:U1
M:32

# 0x30 --> secret door

N:48:secret door
G:#:W1
M:56

# 0x31 --> pile of rubble

N:49:pile of rubble
G:::s

# 0x32 --> unused

N:50:unused
G:1:s

# 0x33 --> quartz vein

N:51:quartz vein
G:%:w

# 0x34 --> unused

N:52:unused
G:1:s

# 0x35 --> unused

N:53:unused
G:1:s

# 0x36 --> unused

N:54:unused
G:1:s

# 0x37 --> unused

N:55:unused
G:1:s

# 0x38 --> granite wall -- basic

N:56:granite wall
G:#:W1

# 0x39 --> granite wall -- inner

N:57:granite wall
G:#:W1
M:56

# 0x3A --> granite wall -- outer

N:58:granite wall
G:#:W1
M:56

# 0x3B --> granite wall -- solid

N:59:granite wall
G:#:W1
M:56

# 0x3C --> iron wall -- basic (perm)

N:60:iron wall
G:#:s

# 0x3D --> iron wall -- inner (perm)

N:61:iron wall
G:#:s
M:60

# 0x3E --> iron wall -- outer (perm)

N:62:iron wall
G:#:s
M:60

# 0x3F --> iron wall -- solid (perm)

N:63:iron wall
G:#:s
M:60

# 0x40 --> forge -- 0 uses

N:64:forge (exhausted)
G:0:s

# 0x41 --> forge -- 1 use

N:65:forge (1 use remaining)
G:0:s

# 0x42 --> forge -- 2 uses

N:66:forge (2 uses remaining)
G:0:s

# 0x43 --> forge -- 3 uses

N:67:forge (3 uses remaining)
G:0:s

# 0x44 --> forge -- 4 uses

N:68:forge (4 uses remaining)
G:0:s

# 0x45 --> forge -- 5 uses

N:69:forge (5 uses remaining)
G:0:s

# 0x46 --> good forge -- 0 uses

N:70:enchanted forge (exhausted)
G:0:y1

# 0x47 --> good forge -- 1 use

N:71:enchanted forge (1 use remaining)
G:0:y1

# 0x48 --> good forge -- 2 uses

N:72:enchanted forge (2 uses remaining)
G:0:y1

# 0x49 --> good forge -- 3 uses

N:73:enchanted forge (3 uses remaining)
G:0:y1

# 0x4A --> good forge -- 4 uses

N:74:enchanted forge (4 uses remaining)
G:0:y1

# 0x4B --> good forge -- 5 uses

N:75:enchanted forge (5 uses remaining)
G:0:y1

# 0x4C --> unique forge -- 0 uses

N:76:forge 'Orodruth' (exhausted)
G:0:D

# 0x4D --> unique forge -- 1 use

N:77:forge 'Orodruth' (1 use remaining)
G:0:r

# 0x4E --> unique forge -- 2 uses

N:78:forge 'Orodruth' (2 uses remaining)
G:0:r

# 0x4F --> unique forge -- 3 uses

N:79:forge 'Orodruth' (3 uses remaining)
G:0:r

# 0x50 --> up stairs (perm)

N:80:up staircase
G:<:W

# 0x51 --> down stairs (perm)

N:81:down staircase
G:>:W

# 0x52 --> up shaft (perm)

N:82:up shaft
G:<:D

# 0x53 --> down shaft (perm)

N:83:down shaft
G:>:D
