S_kop: \032
S_land_mine: \032
S_lava: \032
+ S_lavawall: \032
S_leprechaun: \032
S_level_teleporter: \032
S_lich: \032
S_pool: \xf7 # meta-w, approx. equals
S_ice: \xfa # meta-z, centered dot
S_lava: \xf7 # meta-w, approx. equals
+ S_lavawall: \xf7 # meta-w, approx. equals
S_vodbridge: \xfa # meta-z, centered dot
S_hodbridge: \xfa # meta-z, centered dot
S_water: \xf7 # meta-w, approx. equals
S_pool: \xe0 # meta-\, diamond
S_ice: \xfe # meta-~, centered dot
S_lava: \xe0 # meta-\, diamond
+ S_lavawall: \xe0 # meta-\, diamond
S_vodbridge: \xfe # meta-~, centered dot
S_hodbridge: \xfe # meta-~, centered dot
S_water: \xe0 # meta-\, diamond
S_pool: U+224b # TRIPLE TILDE
S_ice: U+00b7 # MIDDLE DOT
S_lava: U+224b # TRIPLE TILDE
+ S_lavawall: U+2248 # ALMOST EQUAL TO
S_vodbridge: U+00b7 # MIDDLE DOT
S_hodbridge: U+00b7 # MIDDLE DOT
S_water: U+2248 # ALMOST EQUAL TO
| `"}"` | moat
| `"P"` | pool of water
| `"L"` | lava pool
+| `"Z"` | wall of lava
| `"I"` | ice
| `"W"` | water
| `"T"` | tree
PCHAR2(36, '}', S_pool, "pool", "water", CLR(CLR_BLUE))
PCHAR( 37, '.', S_ice, "ice", CLR(CLR_CYAN))
PCHAR( 38, '}', S_lava, "molten lava", CLR(CLR_RED))
- PCHAR2(39, '.', S_vodbridge, "vertical open drawbridge",
+ PCHAR( 39, '}', S_lavawall, "wall of lava", CLR(CLR_ORANGE))
+ PCHAR2(40, '.', S_vodbridge, "vertical open drawbridge",
"lowered drawbridge", CLR(CLR_BROWN))
- PCHAR2(40, '.', S_hodbridge, "horizontal open drawbridge",
+ PCHAR2(41, '.', S_hodbridge, "horizontal open drawbridge",
"lowered drawbridge", CLR(CLR_BROWN))
- PCHAR2(41, '#', S_vcdbridge, "vertical closed drawbridge",
+ PCHAR2(42, '#', S_vcdbridge, "vertical closed drawbridge",
"raised drawbridge", CLR(CLR_BROWN))
- PCHAR2(42, '#', S_hcdbridge, "horizontal closed drawbridge",
+ PCHAR2(43, '#', S_hcdbridge, "horizontal closed drawbridge",
"raised drawbridge", CLR(CLR_BROWN))
- PCHAR( 43, ' ', S_air, "air", CLR(CLR_CYAN))
- PCHAR( 44, '#', S_cloud, "cloud", CLR(CLR_GRAY))
- PCHAR( 45, '}', S_water, "water", CLR(CLR_BLUE))
+ PCHAR( 44, ' ', S_air, "air", CLR(CLR_CYAN))
+ PCHAR( 45, '#', S_cloud, "cloud", CLR(CLR_GRAY))
+ PCHAR( 46, '}', S_water, "water", CLR(CLR_BLUE))
/* end dungeon characters */
/* */
/* begin traps */
/* */
- PCHAR( 46, '^', S_arrow_trap, "arrow trap", CLR(HI_METAL))
- PCHAR( 47, '^', S_dart_trap, "dart trap", CLR(HI_METAL))
- PCHAR( 48, '^', S_falling_rock_trap, "falling rock trap", CLR(CLR_GRAY))
- PCHAR( 49, '^', S_squeaky_board, "squeaky board", CLR(CLR_BROWN))
- PCHAR( 50, '^', S_bear_trap, "bear trap", CLR(HI_METAL))
- PCHAR( 51, '^', S_land_mine, "land mine", CLR(CLR_RED))
- PCHAR( 52, '^', S_rolling_boulder_trap, "rolling boulder trap",
+ PCHAR( 47, '^', S_arrow_trap, "arrow trap", CLR(HI_METAL))
+ PCHAR( 48, '^', S_dart_trap, "dart trap", CLR(HI_METAL))
+ PCHAR( 49, '^', S_falling_rock_trap, "falling rock trap", CLR(CLR_GRAY))
+ PCHAR( 50, '^', S_squeaky_board, "squeaky board", CLR(CLR_BROWN))
+ PCHAR( 51, '^', S_bear_trap, "bear trap", CLR(HI_METAL))
+ PCHAR( 52, '^', S_land_mine, "land mine", CLR(CLR_RED))
+ PCHAR( 53, '^', S_rolling_boulder_trap, "rolling boulder trap",
CLR(CLR_GRAY))
- PCHAR( 53, '^', S_sleeping_gas_trap, "sleeping gas trap", CLR(HI_ZAP))
- PCHAR( 54, '^', S_rust_trap, "rust trap", CLR(CLR_BLUE))
- PCHAR( 55, '^', S_fire_trap, "fire trap", CLR(CLR_ORANGE))
- PCHAR( 56, '^', S_pit, "pit", CLR(CLR_BLACK))
- PCHAR( 57, '^', S_spiked_pit, "spiked pit", CLR(CLR_BLACK))
- PCHAR( 58, '^', S_hole, "hole", CLR(CLR_BROWN))
- PCHAR( 59, '^', S_trap_door, "trap door", CLR(CLR_BROWN))
- PCHAR( 60, '^', S_teleportation_trap, "teleportation trap",
+ PCHAR( 54, '^', S_sleeping_gas_trap, "sleeping gas trap", CLR(HI_ZAP))
+ PCHAR( 55, '^', S_rust_trap, "rust trap", CLR(CLR_BLUE))
+ PCHAR( 56, '^', S_fire_trap, "fire trap", CLR(CLR_ORANGE))
+ PCHAR( 57, '^', S_pit, "pit", CLR(CLR_BLACK))
+ PCHAR( 58, '^', S_spiked_pit, "spiked pit", CLR(CLR_BLACK))
+ PCHAR( 59, '^', S_hole, "hole", CLR(CLR_BROWN))
+ PCHAR( 60, '^', S_trap_door, "trap door", CLR(CLR_BROWN))
+ PCHAR( 61, '^', S_teleportation_trap, "teleportation trap",
CLR(CLR_MAGENTA))
- PCHAR( 61, '^', S_level_teleporter, "level teleporter", CLR(CLR_MAGENTA))
- PCHAR( 62, '^', S_magic_portal, "magic portal", CLR(CLR_BRIGHT_MAGENTA))
- PCHAR( 63, '"', S_web, "web", CLR(CLR_GRAY))
- PCHAR( 64, '^', S_statue_trap, "statue trap", CLR(CLR_GRAY))
- PCHAR( 65, '^', S_magic_trap, "magic trap", CLR(HI_ZAP))
- PCHAR2(66, '^', S_anti_magic_trap, "anti magic trap", "anti-magic field",
+ PCHAR( 62, '^', S_level_teleporter, "level teleporter", CLR(CLR_MAGENTA))
+ PCHAR( 63, '^', S_magic_portal, "magic portal", CLR(CLR_BRIGHT_MAGENTA))
+ PCHAR( 64, '"', S_web, "web", CLR(CLR_GRAY))
+ PCHAR( 65, '^', S_statue_trap, "statue trap", CLR(CLR_GRAY))
+ PCHAR( 66, '^', S_magic_trap, "magic trap", CLR(HI_ZAP))
+ PCHAR2(67, '^', S_anti_magic_trap, "anti magic trap", "anti-magic field",
CLR(HI_ZAP))
- PCHAR( 67, '^', S_polymorph_trap, "polymorph trap", CLR(CLR_BRIGHT_GREEN))
- PCHAR( 68, '~', S_vibrating_square, "vibrating square", CLR(CLR_MAGENTA))
- PCHAR( 69, '^', S_trapped_door, "trapped door", CLR(CLR_ORANGE))
- PCHAR( 70, '^', S_trapped_chest, "trapped chest", CLR(CLR_ORANGE))
+ PCHAR( 68, '^', S_polymorph_trap, "polymorph trap", CLR(CLR_BRIGHT_GREEN))
+ PCHAR( 69, '~', S_vibrating_square, "vibrating square", CLR(CLR_MAGENTA))
+ PCHAR( 70, '^', S_trapped_door, "trapped door", CLR(CLR_ORANGE))
+ PCHAR( 71, '^', S_trapped_chest, "trapped chest", CLR(CLR_ORANGE))
/* end traps */
/* end cmap B */
/* */
/* */
/* zap colors are changed by reset_glyphmap() to match type of beam */
/* */
- PCHAR2(71, '|', S_vbeam, "vertical beam", "", CLR(CLR_GRAY))
- PCHAR2(72, '-', S_hbeam, "horizontal beam", "", CLR(CLR_GRAY))
- PCHAR2(73, '\\', S_lslant, "left slant beam", "", CLR(CLR_GRAY))
- PCHAR2(74, '/', S_rslant, "right slant beam", "", CLR(CLR_GRAY))
+ PCHAR2(72, '|', S_vbeam, "vertical beam", "", CLR(CLR_GRAY))
+ PCHAR2(73, '-', S_hbeam, "horizontal beam", "", CLR(CLR_GRAY))
+ PCHAR2(74, '\\', S_lslant, "left slant beam", "", CLR(CLR_GRAY))
+ PCHAR2(75, '/', S_rslant, "right slant beam", "", CLR(CLR_GRAY))
/* start cmap C */
- PCHAR2(75, '*', S_digbeam, "dig beam", "", CLR(CLR_WHITE))
- PCHAR2(76, '!', S_flashbeam, "flash beam", "", CLR(CLR_WHITE))
- PCHAR2(77, ')', S_boomleft, "boom left", "", CLR(HI_WOOD))
- PCHAR2(78, '(', S_boomright, "boom right", "", CLR(HI_WOOD))
+ PCHAR2(76, '*', S_digbeam, "dig beam", "", CLR(CLR_WHITE))
+ PCHAR2(77, '!', S_flashbeam, "flash beam", "", CLR(CLR_WHITE))
+ PCHAR2(78, ')', S_boomleft, "boom left", "", CLR(HI_WOOD))
+ PCHAR2(79, '(', S_boomright, "boom right", "", CLR(HI_WOOD))
/* 4 magic shield symbols */
- PCHAR2(79, '0', S_ss1, "shield1", "", CLR(HI_ZAP))
- PCHAR2(80, '#', S_ss2, "shield2", "", CLR(HI_ZAP))
- PCHAR2(81, '@', S_ss3, "shield3", "", CLR(HI_ZAP))
- PCHAR2(82, '*', S_ss4, "shield4", "", CLR(HI_ZAP))
- PCHAR( 83, '#', S_poisoncloud, "poison cloud", CLR(CLR_BRIGHT_GREEN))
- PCHAR( 84, '?', S_goodpos, "valid position", CLR(CLR_BRIGHT_GREEN))
+ PCHAR2(80, '0', S_ss1, "shield1", "", CLR(HI_ZAP))
+ PCHAR2(81, '#', S_ss2, "shield2", "", CLR(HI_ZAP))
+ PCHAR2(82, '@', S_ss3, "shield3", "", CLR(HI_ZAP))
+ PCHAR2(83, '*', S_ss4, "shield4", "", CLR(HI_ZAP))
+ PCHAR( 84, '#', S_poisoncloud, "poison cloud", CLR(CLR_BRIGHT_GREEN))
+ PCHAR( 85, '?', S_goodpos, "valid position", CLR(CLR_BRIGHT_GREEN))
/* end cmap C */
/* */
/* The 8 swallow symbols. Do NOT separate. */
/* 4 5 6 */
/* 7 8 9 */
/* */
- PCHAR2(85, '/', S_sw_tl, "swallow top left", "", CLR(CLR_GREEN)) /*1*/
- PCHAR2(86, '-', S_sw_tc, "swallow top center", "", CLR(CLR_GREEN)) /*2*/
- PCHAR2(87, '\\', S_sw_tr, "swallow top right", "", CLR(CLR_GREEN)) /*3*/
- PCHAR2(88, '|', S_sw_ml, "swallow middle left", "", CLR(CLR_GREEN)) /*4*/
- PCHAR2(89, '|', S_sw_mr, "swallow middle right", "", CLR(CLR_GREEN)) /*6*/
- PCHAR2(90, '\\', S_sw_bl, "swallow bottom left", "", CLR(CLR_GREEN)) /*7*/
- PCHAR2(91, '-', S_sw_bc, "swallow bottom center", "", CLR(CLR_GREEN))/*8*/
- PCHAR2(92, '/', S_sw_br, "swallow bottom right", "", CLR(CLR_GREEN)) /*9*/
+ PCHAR2(86, '/', S_sw_tl, "swallow top left", "", CLR(CLR_GREEN)) /*1*/
+ PCHAR2(87, '-', S_sw_tc, "swallow top center", "", CLR(CLR_GREEN)) /*2*/
+ PCHAR2(88, '\\', S_sw_tr, "swallow top right", "", CLR(CLR_GREEN)) /*3*/
+ PCHAR2(89, '|', S_sw_ml, "swallow middle left", "", CLR(CLR_GREEN)) /*4*/
+ PCHAR2(90, '|', S_sw_mr, "swallow middle right", "", CLR(CLR_GREEN)) /*6*/
+ PCHAR2(91, '\\', S_sw_bl, "swallow bottom left", "", CLR(CLR_GREEN)) /*7*/
+ PCHAR2(92, '-', S_sw_bc, "swallow bottom center", "", CLR(CLR_GREEN))/*8*/
+ PCHAR2(93, '/', S_sw_br, "swallow bottom right", "", CLR(CLR_GREEN)) /*9*/
/* */
/* explosion colors are changed by reset_glyphmap() to match */
/* the type of expl. */
/* |@| */
/* \-/ */
/* */
- PCHAR2(93, '/', S_expl_tl, "explosion top left", "", CLR(CLR_ORANGE))
- PCHAR2(94, '-', S_expl_tc, "explosion top center", "", CLR(CLR_ORANGE))
- PCHAR2(95, '\\', S_expl_tr, "explosion top right", "", CLR(CLR_ORANGE))
- PCHAR2(96, '|', S_expl_ml, "explosion middle left", "", CLR(CLR_ORANGE))
- PCHAR2(97, ' ', S_expl_mc, "explosion middle center", "", CLR(CLR_ORANGE))
- PCHAR2(98, '|', S_expl_mr, "explosion middle right", "", CLR(CLR_ORANGE))
- PCHAR2(99, '\\', S_expl_bl, "explosion bottom left", "", CLR(CLR_ORANGE))
- PCHAR2(100, '-', S_expl_bc, "explosion bottom center", "", CLR(CLR_ORANGE))
- PCHAR2(101, '/', S_expl_br, "explosion bottom right", "", CLR(CLR_ORANGE))
+ PCHAR2(94, '/', S_expl_tl, "explosion top left", "", CLR(CLR_ORANGE))
+ PCHAR2(95, '-', S_expl_tc, "explosion top center", "", CLR(CLR_ORANGE))
+ PCHAR2(96, '\\', S_expl_tr, "explosion top right", "", CLR(CLR_ORANGE))
+ PCHAR2(97, '|', S_expl_ml, "explosion middle left", "", CLR(CLR_ORANGE))
+ PCHAR2(98, ' ', S_expl_mc, "explosion middle center", "", CLR(CLR_ORANGE))
+ PCHAR2(99, '|', S_expl_mr, "explosion middle right", "", CLR(CLR_ORANGE))
+ PCHAR2(100, '\\', S_expl_bl, "explosion bottom left", "", CLR(CLR_ORANGE))
+ PCHAR2(101, '-', S_expl_bc, "explosion bottom center", "", CLR(CLR_ORANGE))
+ PCHAR2(102, '/', S_expl_br, "explosion bottom right", "", CLR(CLR_ORANGE))
#undef PCHAR
#undef PCHAR2
#endif /* PCHAR_S_ENUM || PCHAR_PARSE || PCHAR_DRAWING || PCHAR_TILES */
* Incrementing EDITLEVEL can be used to force invalidation of old bones
* and save files.
*/
-#define EDITLEVEL 72
+#define EDITLEVEL 73
/*
* Development status possibilities.
WATER = 18,
DRAWBRIDGE_UP = 19,
LAVAPOOL = 20,
- IRONBARS = 21, /* KMH */
- DOOR = 22,
- CORR = 23,
- ROOM = 24,
- STAIRS = 25,
- LADDER = 26,
- FOUNTAIN = 27,
- THRONE = 28,
- SINK = 29,
- GRAVE = 30,
- ALTAR = 31,
- ICE = 32,
- DRAWBRIDGE_DOWN = 33,
- AIR = 34,
- CLOUD = 35,
-
- MAX_TYPE = 36,
- MATCH_WALL = 37,
+ LAVAWALL = 21,
+ IRONBARS = 22, /* KMH */
+ DOOR = 23,
+ CORR = 24,
+ ROOM = 25,
+ STAIRS = 26,
+ LADDER = 27,
+ FOUNTAIN = 28,
+ THRONE = 29,
+ SINK = 30,
+ GRAVE = 31,
+ ALTAR = 32,
+ ICE = 33,
+ DRAWBRIDGE_DOWN = 34,
+ AIR = 35,
+ CLOUD = 36,
+
+ MAX_TYPE = 37,
+ MATCH_WALL = 38,
INVALID_TYPE = 127
};
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
- if (ltyp == LAVAPOOL
+ if (ltyp == LAVAPOOL || ltyp == LAVAWALL
|| (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA))
return TRUE;
case LAVAPOOL:
idx = S_lava;
break;
+ case LAVAWALL:
+ idx = S_lavawall;
+ break;
case ICE:
idx = S_ice;
break;
case LAVAPOOL:
idx = S_lava;
break;
+ case LAVAWALL:
+ idx = S_lavawall;
+ break;
default:
idx = S_room;
break;
"STONE", "VWALL", "HWALL", "TLCORNER", "TRCORNER", "BLCORNER", "BRCORNER",
"CROSSWALL", "TUWALL", "TDWALL", "TLWALL", "TRWALL", "DBWALL", "TREE",
"SDOOR", "SCORR", "POOL", "MOAT", "WATER", "DRAWBRIDGE_UP", "LAVAPOOL",
+ "LAVAWALL",
"IRON_BARS", "DOOR", "CORR", "ROOM", "STAIRS", "LADDER", "FOUNTAIN",
"THRONE", "SINK", "GRAVE", "ALTAR", "ICE", "DRAWBRIDGE_DOWN", "AIR",
"CLOUD"
mptr->feat.water = count;
break;
case LAVAPOOL:
+ case LAVAWALL:
count = mptr->feat.lava + 1;
if (count <= 3)
mptr->feat.lava = count;
/* FIXME: should be using lastseentyp[x][y] rather than seen vector
*/
if ((levl[x][y].seenv && is_pool_or_lava(x, y)) /* known pool/lava */
- && (IS_WATERWALL(levl[x][y].typ) /* never enter wall of water */
+ && ((IS_WATERWALL(levl[x][y].typ) || levl[x][y].typ == LAVAWALL) /* never enter wall of liquid */
/* don't enter pool or lava (must be one of the two to
get here) unless flying or levitating or have known
water-walking for pool or known lava-walking and
if (is_waterwall(x, y))
return WATER; /* wall of water, fly/lev does not matter */
+ if (levl[x][y].typ == LAVAWALL)
+ return LAVAWALL; /* wall of lava, fly/lev does not matter */
if (!u_in_air) {
if (is_pool(x, y))
return POOL;
swim_move_danger(coordxy x, coordxy y)
{
schar newtyp = u_simple_floortyp(x, y);
- boolean liquid_wall = IS_WATERWALL(newtyp);
+ boolean liquid_wall = IS_WATERWALL(newtyp)
+ || newtyp == LAVAWALL;
if ((newtyp != u_simple_floortyp(u.ux, u.uy))
&& !Stunned && !Confusion && levl[x][y].seenv
|| gc.context.travel)
/* and you know you won't fall in */
&& (in_air || Known_lwalking || (is_pool(x, y) && Known_wwalking))
- && !IS_WATERWALL(levl[x][y].typ)) {
+ && !(IS_WATERWALL(levl[x][y].typ) || levl[x][y].typ == LAVAWALL)) {
/* XXX: should send 'is_clinger(gy.youmonst.data)' here once clinging
polyforms are allowed to move over water */
return FALSE; /* liquid is safe to traverse */
{
struct rm *lev = &levl[u.ux][u.uy];
boolean blocklev = (IS_ROCK(lev->typ) || closed_door(u.ux, u.uy)
- || IS_WATERWALL(lev->typ)),
+ || IS_WATERWALL(lev->typ)
+ || lev->typ == LAVAWALL),
was_levitating = !!Levitation, was_flying = !!Flying;
if (blocklev) {
case S_water:
typ = WATER;
break;
+ case S_lavawall:
+ typ = LAVAWALL;
+ break;
default:
break; /* not a cmap symbol? */
}
|| (m_at(x, ny) && m_at(nx, y) && worm_cross(x, y, nx, ny)
&& !m_at(nx, ny) && (nx != u.ux || ny != u.uy))))
continue;
+ if ((!lavaok || !(flag & ALLOW_WALL)) && ntyp == LAVAWALL)
+ continue;
if ((poolok || is_pool(nx, ny) == wantpool)
&& (lavaok || !is_lava(nx, ny))) {
int dispx, dispy;
{ '}', MOAT },
{ 'P', POOL },
{ 'L', LAVAPOOL },
+ { 'Z', LAVAWALL },
{ 'I', ICE },
{ 'W', WATER },
{ 'T', TREE },
madeterrain = TRUE;
/* also matches "molten lava" */
- } else if (!BSTRCMPI(bp, p - 4, "lava")) {
- lev->typ = LAVAPOOL;
+ } else if (!BSTRCMPI(bp, p - 4, "lava")
+ || !BSTRCMPI(bp, p - 12, "wall of lava")) {
+ lev->typ = !BSTRCMPI(bp, p - 12, "wall of lava") ? LAVAWALL : LAVAPOOL;
lev->flags = 0;
del_engr_at(x, y);
pline("A pool of molten lava.");
- if (!(Levitation || Flying))
+ if (!(Levitation || Flying) || lev->typ == LAVAWALL)
pooleffects(FALSE);
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 3, "ice")) {
return "limitless water"; /* even if hallucinating */
Snprintf(pooltype, sizeof pooltype, "wall of %s", hliquid("water"));
return pooltype;
+ } else if (ltyp == LAVAWALL) {
+ Snprintf(pooltype, sizeof pooltype, "wall of %s", hliquid("lava"));
+ return pooltype;
}
/* default; should be unreachable */
return "water"; /* don't hallucinate this as some other liquid */
if (gs.seethru != 1) {
#endif
if (lev->typ == CLOUD || IS_WATERWALL(lev->typ)
+ || lev->typ == LAVAWALL
|| (Underwater && is_moat(x, y)))
return 1;
#ifdef DEBUG
typ = levl[gb.bhitpos.x][gb.bhitpos.y].typ;
/* WATER aka "wall of water" stops items */
- if (IS_WATERWALL(typ)) {
+ if (IS_WATERWALL(typ) || typ == LAVAWALL) {
if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
break;
}
break; /* ZT_FIRE */
case ZT_COLD:
- if (is_pool(x, y) || is_lava(x, y)) {
- boolean lava = is_lava(x, y),
+ if (is_pool(x, y) || is_lava(x, y) || levl[x][y].typ == LAVAWALL) {
+ boolean lava = (is_lava(x, y) || levl[x][y].typ == LAVAWALL),
moat = is_moat(x, y);
if (IS_WATERWALL(lev->typ)) {
DDDDKKDDDDCDDDDD
DDDDDDDDDDDKDDDD
}
-# tile 43 (vertical open drawbridge)
+# tile 43 (wall of lava)
+{
+ DDDDDDCDDDDDDDDD
+ DDDDDCHKDDCDDDDD
+ DDCCDAKDHADCHCDD
+ DCHJADAADJAAJHKD
+ DCJAAJAAJAJAADKD
+ DDKKAAAAAAAJKHKD
+ DDAAAAAAAAAAJKDD
+ DHDJAAAAAAAJKADD
+ DCJAJAAAAAAAAKHD
+ DDKAAAAAAAAAKCDD
+ DHDJAAAAAAKAKHDC
+ DDAAKAKAKAAJADDD
+ DCDCAAJAAJKAKCDD
+ CDHAJAKJKAJADJDD
+ DDDDHKDHCDCDHDDD
+ DDDDDDDDDDDKDDDD
+}
+# tile 44 (vertical open drawbridge)
{
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
}
-# tile 44 (horizontal open drawbridge)
+# tile 45 (horizontal open drawbridge)
{
EEEEEEEEEEEEEEEE
JEJKJEJKJEJKJEJK
AAAAAAAAAAAAAAAA
AAAEAAAEAAAEAAAE
}
-# tile 45 (vertical closed drawbridge)
+# tile 46 (vertical closed drawbridge)
{
................
..JKJ.JKJ.JKJ...
...AAA.AAA.AAA..
................
}
-# tile 46 (horizontal closed drawbridge)
+# tile 47 (horizontal closed drawbridge)
{
................
..JJJJJJJJJJJ...
...AAAAAAAAAAA..
................
}
-# tile 47 (air)
+# tile 48 (air)
{
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBB
}
-# tile 48 (cloud)
+# tile 49 (cloud)
{
BBBBBBBBBBBBBBBB
BBBBBNNNNNNNBBBB
BBBBBBOOOOBBBBBB
BBBBBBBBBBBBBBBB
}
-# tile 49 (water)
+# tile 50 (water)
{
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEE
}
-# tile 50 (arrow trap)
+# tile 51 (arrow trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 51 (dart trap)
+# tile 52 (dart trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 52 (falling rock trap)
+# tile 53 (falling rock trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 53 (squeaky board)
+# tile 54 (squeaky board)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 54 (bear trap)
+# tile 55 (bear trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 55 (land mine)
+# tile 56 (land mine)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 56 (rolling boulder trap)
+# tile 57 (rolling boulder trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 57 (sleeping gas trap)
+# tile 58 (sleeping gas trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 58 (rust trap)
+# tile 59 (rust trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 59 (fire trap)
+# tile 60 (fire trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 60 (pit)
+# tile 61 (pit)
{
AAAAAAAAAAAAAAAA
A.AAAAAAAAAAAABA
A.PPPPPPPPPPPPPA
AAAAAAAAAAAAAAAA
}
-# tile 61 (spiked pit)
+# tile 62 (spiked pit)
{
AAAAAAAAAAAAAAAA
A.AAAAAAAAAAAABA
A.PPPPPPPPPPPPPA
AAAAAAAAAAAAAAAA
}
-# tile 62 (hole)
+# tile 63 (hole)
{
................
......AAAA......
................
................
}
-# tile 63 (trap door)
+# tile 64 (trap door)
{
AAAAAAAAAAAAAAAA
A.AAAAAAAAAAAABA
A.PPPPPPPPPPPPPA
AAAAAAAAAAAAAAAA
}
-# tile 64 (teleportation trap)
+# tile 65 (teleportation trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 65 (level teleporter)
+# tile 66 (level teleporter)
{
................
.....DDADD......
......AAAAA.....
................
}
-# tile 66 (magic portal)
+# tile 67 (magic portal)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 67 (web)
+# tile 68 (web)
{
OAOA.OA...O....O
.O.NNNN.NOA..OOA
.OA.............
OA..............
}
-# tile 68 (statue trap)
+# tile 69 (statue trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 69 (magic trap)
+# tile 70 (magic trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 70 (anti-magic field)
+# tile 71 (anti-magic field)
{
................
......DDDDD.....
.....AAAAA......
................
}
-# tile 71 (polymorph trap)
+# tile 72 (polymorph trap)
{
................
.....DDDDD......
......AAAAA.....
................
}
-# tile 72 (vibrating square)
+# tile 73 (vibrating square)
{
................
................
................
................
}
-# tile 73 (trapped door)
+# tile 74 (trapped door)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 74 (trapped chest)
+# tile 75 (trapped chest)
{
................
................
CKKKKKKKKKKJAA..
.NAAAAAAAAAAA...
}
-# tile 75 (missile zap 1 0)
+# tile 76 (missile zap 1 0)
{
.......II.......
......IIII......
......IIII......
.......II.......
}
-# tile 76 (missile zap 1 1)
+# tile 77 (missile zap 1 1)
{
................
................
................
................
}
-# tile 77 (missile zap 1 2)
+# tile 78 (missile zap 1 2)
{
III.............
IIII............
............IIII
.............III
}
-# tile 78 (missile zap 1 3)
+# tile 79 (missile zap 1 3)
{
.............III
............IIII
IIII............
III.............
}
-# tile 79 (fire zap 2 0)
+# tile 80 (fire zap 2 0)
{
.......CC.......
......CCCC......
......CCCC......
.......CC.......
}
-# tile 80 (fire zap 2 1)
+# tile 81 (fire zap 2 1)
{
................
................
................
................
}
-# tile 81 (fire zap 2 2)
+# tile 82 (fire zap 2 2)
{
CCC.............
CCCC............
............CCCC
.............CCC
}
-# tile 82 (fire zap 2 3)
+# tile 83 (fire zap 2 3)
{
.............CCC
............CCCC
CCCC............
CCC.............
}
-# tile 83 (frost zap 3 0)
+# tile 84 (frost zap 3 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
-# tile 84 (frost zap 3 1)
+# tile 85 (frost zap 3 1)
{
................
................
................
................
}
-# tile 85 (frost zap 3 2)
+# tile 86 (frost zap 3 2)
{
NNN.............
NNNN............
............NNNN
.............NNN
}
-# tile 86 (frost zap 3 3)
+# tile 87 (frost zap 3 3)
{
.............NNN
............NNNN
NNNN............
NNN.............
}
-# tile 87 (sleep zap 4 0)
+# tile 88 (sleep zap 4 0)
{
.......BB.......
......BBBB......
......BBBB......
.......BB.......
}
-# tile 88 (sleep zap 4 1)
+# tile 89 (sleep zap 4 1)
{
................
................
................
................
}
-# tile 89 (sleep zap 4 2)
+# tile 90 (sleep zap 4 2)
{
BBB.............
BBBB............
............BBBB
.............BBB
}
-# tile 90 (sleep zap 4 3)
+# tile 91 (sleep zap 4 3)
{
.............BBB
............BBBB
BBBB............
BBB.............
}
-# tile 91 (death zap 5 0)
+# tile 92 (death zap 5 0)
{
.......AA.......
......AAAA......
......AAAA......
.......AA.......
}
-# tile 92 (death zap 5 1)
+# tile 93 (death zap 5 1)
{
................
................
................
................
}
-# tile 93 (death zap 5 2)
+# tile 94 (death zap 5 2)
{
AAA.............
AAAA............
............AAAA
.............AAA
}
-# tile 94 (death zap 5 3)
+# tile 95 (death zap 5 3)
{
.............AAA
............AAAA
AAAA............
AAA.............
}
-# tile 95 (lightning zap 6 0)
+# tile 96 (lightning zap 6 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
-# tile 96 (lightning zap 6 1)
+# tile 97 (lightning zap 6 1)
{
................
................
................
................
}
-# tile 97 (lightning zap 6 2)
+# tile 98 (lightning zap 6 2)
{
NNN.............
NNNN............
............NNNN
.............NNN
}
-# tile 98 (lightning zap 6 3)
+# tile 99 (lightning zap 6 3)
{
.............NNN
............NNNN
NNNN............
NNN.............
}
-# tile 99 (poison gas zap 7 0)
+# tile 100 (poison gas zap 7 0)
{
.......FF.......
......FFFF......
......FFFF......
.......FF.......
}
-# tile 100 (poison gas zap 7 1)
+# tile 101 (poison gas zap 7 1)
{
................
................
................
................
}
-# tile 101 (poison gas zap 7 2)
+# tile 102 (poison gas zap 7 2)
{
FFF.............
FFFF............
............FFFF
.............FFF
}
-# tile 102 (poison gas zap 7 3)
+# tile 103 (poison gas zap 7 3)
{
.............FFF
............FFFF
FFFF............
FFF.............
}
-# tile 103 (acid zap 8 0)
+# tile 104 (acid zap 8 0)
{
.......GG.......
......GGGG......
......GGGG......
.......GG.......
}
-# tile 104 (acid zap 8 1)
+# tile 105 (acid zap 8 1)
{
................
................
................
................
}
-# tile 105 (acid zap 8 2)
+# tile 106 (acid zap 8 2)
{
GGG.............
GGGG............
............GGGG
.............GGG
}
-# tile 106 (acid zap 8 3)
+# tile 107 (acid zap 8 3)
{
.............GGG
............GGGG
GGGG............
GGG.............
}
-# tile 107 (dig beam)
+# tile 108 (dig beam)
{
....AAAA........
..A....AA..AA...
....AA....AAA...
................
}
-# tile 108 (flash beam)
+# tile 109 (flash beam)
{
................
.....NNNNNN.....
.....NNNNNN.....
................
}
-# tile 109 (boom left)
+# tile 110 (boom left)
{
................
................
................
................
}
-# tile 110 (boom right)
+# tile 111 (boom right)
{
................
................
................
................
}
-# tile 111 (shield1)
+# tile 112 (shield1)
{
................
.....I....I.....
.....I....I.....
................
}
-# tile 112 (shield2)
+# tile 113 (shield2)
{
................
.CCCCCCCCCCCCCCC
.CCCCCCCCCCCCCC.
................
}
-# tile 113 (shield3)
+# tile 114 (shield3)
{
.......HH.......
.......HH.......
.......HH.......
.......HH.......
}
-# tile 114 (shield4)
+# tile 115 (shield4)
{
................
......NNNNN.....
.....NNNNN......
................
}
-# tile 115 (poison cloud)
+# tile 116 (poison cloud)
{
BBBBBBBBBBBBBBBB
BBBBBFFFFFFFBBBB
BBBBBBGGGGBBBBBB
BBBBBBBBBBBBBBBB
}
-# tile 116 (valid position)
+# tile 117 (valid position)
{
................
................
.......FF.......
................
}
-# tile 117 (swallow top left)
+# tile 118 (swallow top left)
{
AAAAAAADDDDDDAAA
AAAAADDDDDDDDDDD
AAAADDDDDD......
AAAADDDDDD......
}
-# tile 118 (swallow top center)
+# tile 119 (swallow top center)
{
AAAAAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
................
................
}
-# tile 119 (swallow top right)
+# tile 120 (swallow top right)
{
AAAAAAAAAAAAAAAA
AAADDDDDAAAAAAAA
....DDDDDDDDDDDD
....DDDDDDDDDDDA
}
-# tile 120 (swallow middle left)
+# tile 121 (swallow middle left)
{
AAAADDDDDD......
AAAADDDDDDD.....
DDDDDDD.........
DDCCDDD.........
}
-# tile 121 (swallow middle right)
+# tile 122 (swallow middle right)
{
....DDDDDDDDDDDA
....DDDDDDDDDDDA
......DDDDDDDDAA
.......DDDDDDDAA
}
-# tile 122 (swallow bottom left)
+# tile 123 (swallow bottom left)
{
DDDCDDD.........
DDDCDDD.........
AAAAAAAAAAAADDDD
AAAAAAAAAAAAAADD
}
-# tile 123 (swallow bottom center)
+# tile 124 (swallow bottom center)
{
................
................
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDAA
}
-# tile 124 (swallow bottom right)
+# tile 125 (swallow bottom right)
{
......DDDDDDDDAA
......DDDDDDDDDA
DDAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 125 (explosion dark top left)
+# tile 126 (explosion dark top left)
{
................
................
..AAAA..AAAA....
..AAA..AAAAA....
}
-# tile 126 (explosion dark top center)
+# tile 127 (explosion dark top center)
{
................
................
........A.A.APAA
.PA...APAAAAAAAA
}
-# tile 127 (explosion dark top right)
+# tile 128 (explosion dark top right)
{
................
................
AA.A..A.AAAA....
A.AA..A.AAAAA...
}
-# tile 128 (explosion dark middle left)
+# tile 129 (explosion dark middle left)
{
..AAA.A.AAA.....
..AAA.AAAAA.AP..
..A.A...AAP...PA
....A.........PA
}
-# tile 129 (explosion dark middle center)
+# tile 130 (explosion dark middle center)
{
APAAA..PPAPAAAAA
.APA..A.AAAPAAA.
AAAAAAAAAAAAA.AA
AAAAAAAAAAA.HH..
}
-# tile 130 (explosion dark middle right)
+# tile 131 (explosion dark middle right)
{
..AAA.A.A.AAAA..
..AAAAA.A.AAAA..
AAA...AAAAAAA...
....PPAAAAAAAA..
}
-# tile 131 (explosion dark bottom left)
+# tile 132 (explosion dark bottom left)
{
....A.......A..P
....A.......AA..
................
................
}
-# tile 132 (explosion dark bottom center)
+# tile 133 (explosion dark bottom center)
{
PPPAAAAAPAAA.A..
AAPPAAPPPPA.A...
................
................
}
-# tile 133 (explosion dark bottom right)
+# tile 134 (explosion dark bottom right)
{
....P..AAAAAAA..
..A..A.AA.A.AA..
................
................
}
-# tile 134 (explosion noxious top left)
+# tile 135 (explosion noxious top left)
{
................
................
..FFFF..FFFF....
..FFF..FFFFF....
}
-# tile 135 (explosion noxious top center)
+# tile 136 (explosion noxious top center)
{
................
................
........F.F.FGFF
.GH...HGHHFFFFFF
}
-# tile 136 (explosion noxious top right)
+# tile 137 (explosion noxious top right)
{
................
................
FF.F..F.FFFF....
F.FF..F.FFFFF...
}
-# tile 137 (explosion noxious middle left)
+# tile 138 (explosion noxious middle left)
{
..FFF.F.FFF.....
..FFF.FFFFF.FG..
..F.F...FHG...GH
....F.........GH
}
-# tile 138 (explosion noxious middle center)
+# tile 139 (explosion noxious middle center)
{
FGHFF..GGFGHFFFF
.HGH..F.FFHGFHF.
HHHHNHNHN.GGG.GF
GGGGNHHHGGG.HH..
}
-# tile 139 (explosion noxious middle right)
+# tile 140 (explosion noxious middle right)
{
..FFF.F.F.FFFF..
..FFFFF.F.FFFF..
HFH...FFFFFFF...
....GGFFFFFFFF..
}
-# tile 140 (explosion noxious bottom left)
+# tile 141 (explosion noxious bottom left)
{
....F.......H..G
....F.......FH..
................
................
}
-# tile 141 (explosion noxious bottom center)
+# tile 142 (explosion noxious bottom center)
{
GGGHHHHHGHHH.H..
HHGGHHGGGGH.F...
................
................
}
-# tile 142 (explosion noxious bottom right)
+# tile 143 (explosion noxious bottom right)
{
....G..FFFFFFF..
..F..F.FF.F.FF..
................
................
}
-# tile 143 (explosion muddy top left)
+# tile 144 (explosion muddy top left)
{
................
................
..JJJJKKJJJJKKKK
..JJJKKJJJJJKKKK
}
-# tile 144 (explosion muddy top center)
+# tile 145 (explosion muddy top center)
{
................
................
KKKKKKKKJKJKJCJJ
KCLKKKLCLLJJJJJJ
}
-# tile 145 (explosion muddy top right)
+# tile 146 (explosion muddy top right)
{
................
................
JJKJKKJKJJJJ....
JKJJKKJKJJJJJ...
}
-# tile 146 (explosion muddy middle left)
+# tile 147 (explosion muddy middle left)
{
..JJJKJKJJJKKKKK
..JJJKJJJJJKJCKK
..J.JKKKJLCKKKCL
....JKKKKKKKKKCL
}
-# tile 147 (explosion muddy middle center)
+# tile 148 (explosion muddy middle center)
{
JCLJJKKCCJCLJJJJ
KLCLKKJKJJLCJLJK
LLLLCLCLCKCCCKCJ
CCCCCLLLCCCKLLKK
}
-# tile 148 (explosion muddy middle right)
+# tile 149 (explosion muddy middle right)
{
KKJJJKJKJKJJJJ..
KKJJJJJKJKJJJJ..
LJLKKKJJJJJJJ...
KKKKCCJJJJJJJJ..
}
-# tile 149 (explosion muddy bottom left)
+# tile 150 (explosion muddy bottom left)
{
....JKKKKKKKLKKC
....JKKKKKKKJLKK
................
................
}
-# tile 150 (explosion muddy bottom center)
+# tile 151 (explosion muddy bottom center)
{
CCCLLLLLCLLLKLKK
LLCCLLCCCCLKJKKK
................
................
}
-# tile 151 (explosion muddy bottom right)
+# tile 152 (explosion muddy bottom right)
{
KKKKCKKJJJJJJJ..
KKJKKJKJJKJKJJ..
................
................
}
-# tile 152 (explosion wet top left)
+# tile 153 (explosion wet top left)
{
................
................
..EEEEPPEEEEPPPP
..EEEPPEEEEEPPPP
}
-# tile 153 (explosion wet top center)
+# tile 154 (explosion wet top center)
{
................
................
PPPPPPPPEPEPEBEE
PBNPPPNBEEEEEEEE
}
-# tile 154 (explosion wet top right)
+# tile 155 (explosion wet top right)
{
................
................
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
-# tile 155 (explosion wet middle left)
+# tile 156 (explosion wet middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
..E.EPPPENBPPPBE
....EPPPPPPPPPBE
}
-# tile 156 (explosion wet middle center)
+# tile 157 (explosion wet middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEEEBENEP
EEEEEEEEEPBBBPBE
BBBBEEEEBBBPNNPP
}
-# tile 157 (explosion wet middle right)
+# tile 158 (explosion wet middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
-# tile 158 (explosion wet bottom left)
+# tile 159 (explosion wet bottom left)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
................
................
}
-# tile 159 (explosion wet bottom center)
+# tile 160 (explosion wet bottom center)
{
BBBEEEEEBEEEPEPP
EEBBEEBBBBEPEPPP
................
................
}
-# tile 160 (explosion wet bottom right)
+# tile 161 (explosion wet bottom right)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
................
................
}
-# tile 161 (explosion magical top left)
+# tile 162 (explosion magical top left)
{
................
................
..EEEEIIEEEEIIII
..EEEIIEEEEEIIII
}
-# tile 162 (explosion magical top center)
+# tile 163 (explosion magical top center)
{
................
................
IIIIIIIIEIEIELEE
ILHIIIHLHHEEEEEE
}
-# tile 163 (explosion magical top right)
+# tile 164 (explosion magical top right)
{
................
................
EEIEIIEIEEEE....
EIEEIIEIEEEEE...
}
-# tile 164 (explosion magical middle left)
+# tile 165 (explosion magical middle left)
{
..EEEIEIEEEIIIII
..EEEIEEEEEIEIII
..E.EIIIENIIIIIN
....EIIIIIIIIIIN
}
-# tile 165 (explosion magical middle center)
+# tile 166 (explosion magical middle center)
{
EINEEIIIIEINEEEE
ININIIEIEENIENEI
NNNNNNNNNIIIIIIE
IIIINNNNIIIINNII
}
-# tile 166 (explosion magical middle right)
+# tile 167 (explosion magical middle right)
{
IIEEEIEIEIEEEE..
IIEEEEEIEIEEEE..
NENIIIEEEEEEE...
IIIIIIEEEEEEEE..
}
-# tile 167 (explosion magical bottom left)
+# tile 168 (explosion magical bottom left)
{
....EIIIIIIIHIII
....EIIIIIIIEHII
................
................
}
-# tile 168 (explosion magical bottom center)
+# tile 169 (explosion magical bottom center)
{
IIINNNNNINNNINII
NNIINNIIIINIEIII
................
................
}
-# tile 169 (explosion magical bottom right)
+# tile 170 (explosion magical bottom right)
{
IIIIIIIEEEEEEE..
IIEIIEIEEIEIEE..
................
................
}
-# tile 170 (explosion fiery top left)
+# tile 171 (explosion fiery top left)
{
................
................
..DDDDCCDDDDCCCC
..DDDCCDDDDDCCCC
}
-# tile 171 (explosion fiery top center)
+# tile 172 (explosion fiery top center)
{
................
................
CCCCCCCCDCDCDLDD
CLHCCCHLHHDDDDDD
}
-# tile 172 (explosion fiery top right)
+# tile 173 (explosion fiery top right)
{
................
................
DDCDCCDCDDDD....
DCDDCCDCDDDDD...
}
-# tile 173 (explosion fiery middle left)
+# tile 174 (explosion fiery middle left)
{
..DDDCDCDDDCCCCC
..DDDCDDDDDCDLCC
..D.DCCCDHLCCCLH
....DCCCCCCCCCLH
}
-# tile 174 (explosion fiery middle center)
+# tile 175 (explosion fiery middle center)
{
DLHDDCCLLDLHDDDD
CHLHCCDCDDHLDHDC
HHHHNHNHNCLLLCLD
LLLLNHHHLLLCHHCC
}
-# tile 175 (explosion fiery middle right)
+# tile 176 (explosion fiery middle right)
{
CCDDDCDCDCDDDD..
CCDDDDDCDCDDDD..
HDHCCCDDDDDDD...
CCCCLLDDDDDDDD..
}
-# tile 176 (explosion fiery bottom left)
+# tile 177 (explosion fiery bottom left)
{
....DCCCCCCCHCCL
....DCCCCCCCDHCC
................
................
}
-# tile 177 (explosion fiery bottom center)
+# tile 178 (explosion fiery bottom center)
{
LLLHHHHHLHHHCHCC
HHLLHHLLLLHCDCCC
................
................
}
-# tile 178 (explosion fiery bottom right)
+# tile 179 (explosion fiery bottom right)
{
CCCCLCCDDDDDDD..
CCDCCDCDDCDCDD..
................
................
}
-# tile 179 (explosion frosty top left)
+# tile 180 (explosion frosty top left)
{
................
................
..EEEEPPNBEEPPPP
..EEEPPEEEEEPPPP
}
-# tile 180 (explosion frosty top center)
+# tile 181 (explosion frosty top center)
{
................
................
PPPPPPPPEPEPEBEE
PBNPPPNBNNEEEEEE
}
-# tile 181 (explosion frosty top right)
+# tile 182 (explosion frosty top right)
{
................
................
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
-# tile 182 (explosion frosty middle left)
+# tile 183 (explosion frosty middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
..E.EPPPENBPPPBN
....EPPPPPPPPPBN
}
-# tile 183 (explosion frosty middle center)
+# tile 184 (explosion frosty middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEENBENEP
NNNNNNNNNPBBBPBE
BBBBNNNNBBBPNNPP
}
-# tile 184 (explosion frosty middle right)
+# tile 185 (explosion frosty middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
-# tile 185 (explosion frosty bottom left)
+# tile 186 (explosion frosty bottom left)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
................
................
}
-# tile 186 (explosion frosty bottom center)
+# tile 187 (explosion frosty bottom center)
{
BBBNNNNNBNNNPNPP
NNBBNNBBBBNPEPPP
................
................
}
-# tile 187 (explosion frosty bottom right)
+# tile 188 (explosion frosty bottom right)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
...........N....
................
}
-# tile 188 (warning 0)
+# tile 189 (warning 0)
{
................
................
.......AA.......
................
}
-# tile 189 (warning 1)
+# tile 190 (warning 1)
{
................
................
.......AA.......
................
}
-# tile 190 (warning 2)
+# tile 191 (warning 2)
{
................
................
.......AA.......
................
}
-# tile 191 (warning 3)
+# tile 192 (warning 3)
{
................
................
.......AA.......
................
}
-# tile 192 (warning 4)
+# tile 193 (warning 4)
{
................
................
.......AA.......
................
}
-# tile 193 (warning 5)
+# tile 194 (warning 5)
{
................
................
.......AA.......
................
}
-# tile 194 (unexplored)
+# tile 195 (unexplored)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 195 (nothing)
+# tile 196 (nothing)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 196 (mines walls vertical)
+# tile 197 (mines walls vertical)
{
AJJKKKACJAAJJJAA
AJKKKACLJJAJJJJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 197 (mines walls horizontal)
+# tile 198 (mines walls horizontal)
{
AJAAAAAAJJAAAJAA
JJJAAAJJJJJAAAAJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 198 (mines walls tlcorn)
+# tile 199 (mines walls tlcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 199 (mines walls trcorn)
+# tile 200 (mines walls trcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 200 (mines walls blcorn)
+# tile 201 (mines walls blcorn)
{
AKKKAAKKKKAAJJJA
AKKAAKCCCJJJAAJA
AJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 201 (mines walls brcorn)
+# tile 202 (mines walls brcorn)
{
AKKAAAKKAAAAJJJA
AKAAKKLCKAAAAAJA
JJJJJJJJJJJJJJJA
AAAAAAAAAAAAAAAA
}
-# tile 202 (mines walls cross wall)
+# tile 203 (mines walls cross wall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 203 (mines walls tuwall)
+# tile 204 (mines walls tuwall)
{
AKKAAAKKKKAAJJJA
AKAAKKLCCJJJAAJA
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 204 (mines walls tdwall)
+# tile 205 (mines walls tdwall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 205 (mines walls tlwall)
+# tile 206 (mines walls tlwall)
{
AKKAACKCCKKJAJJA
AKACKKKLLJKJJAJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 206 (mines walls trwall)
+# tile 207 (mines walls trwall)
{
AKKAACKCCKKJAJJA
AKACKKCLCJKJJAJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 207 (gehennom walls vertical)
+# tile 208 (gehennom walls vertical)
{
ALLDAJ11111JLLDA
ADDDAJ1J11JJDDDA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 208 (gehennom walls horizontal)
+# tile 209 (gehennom walls horizontal)
{
AAALDDAAAAALDDAA
DDDLDDAJDDDLDDAJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 209 (gehennom walls tlcorn)
+# tile 210 (gehennom walls tlcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 210 (gehennom walls trcorn)
+# tile 211 (gehennom walls trcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 211 (gehennom walls blcorn)
+# tile 212 (gehennom walls blcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 212 (gehennom walls brcorn)
+# tile 213 (gehennom walls brcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 213 (gehennom walls cross wall)
+# tile 214 (gehennom walls cross wall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 214 (gehennom walls tuwall)
+# tile 215 (gehennom walls tuwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 215 (gehennom walls tdwall)
+# tile 216 (gehennom walls tdwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 216 (gehennom walls tlwall)
+# tile 217 (gehennom walls tlwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 217 (gehennom walls trwall)
+# tile 218 (gehennom walls trwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 218 (knox walls vertical)
+# tile 219 (knox walls vertical)
{
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 219 (knox walls horizontal)
+# tile 220 (knox walls horizontal)
{
AJAAAJAAAJAAAJAA
JJJAAAJAJJJAAAJA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 220 (knox walls tlcorn)
+# tile 221 (knox walls tlcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 221 (knox walls trcorn)
+# tile 222 (knox walls trcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 222 (knox walls blcorn)
+# tile 223 (knox walls blcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 223 (knox walls brcorn)
+# tile 224 (knox walls brcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 224 (knox walls cross wall)
+# tile 225 (knox walls cross wall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 225 (knox walls tuwall)
+# tile 226 (knox walls tuwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 226 (knox walls tdwall)
+# tile 227 (knox walls tdwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 227 (knox walls tlwall)
+# tile 228 (knox walls tlwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 228 (knox walls trwall)
+# tile 229 (knox walls trwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 229 (sokoban walls vertical)
+# tile 230 (sokoban walls vertical)
{
ANNBA1EEEEE1NNBA
ABBBA1E1EE11BBBA
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 230 (sokoban walls horizontal)
+# tile 231 (sokoban walls horizontal)
{
AAANBBAAAAANBBAA
BBBNBBA1BBBNBBA1
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 231 (sokoban walls tlcorn)
+# tile 232 (sokoban walls tlcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 232 (sokoban walls trcorn)
+# tile 233 (sokoban walls trcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 233 (sokoban walls blcorn)
+# tile 234 (sokoban walls blcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 234 (sokoban walls brcorn)
+# tile 235 (sokoban walls brcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 235 (sokoban walls cross wall)
+# tile 236 (sokoban walls cross wall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 236 (sokoban walls tuwall)
+# tile 237 (sokoban walls tuwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 237 (sokoban walls tdwall)
+# tile 238 (sokoban walls tdwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 238 (sokoban walls tlwall)
+# tile 239 (sokoban walls tlwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 239 (sokoban walls trwall)
+# tile 240 (sokoban walls trwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111