per map cell via display code
explosion types are mapped and can vary between dark, noxious, muddy, wet,
magical, fiery and frosty; tile interfaces already had unique tiles
- for each and tty was altering the color on the fly via per map cell
+ for each and tty was altering the color on the fly via per map cell
via display code
expand glyphs to uniquely represent things that are at the top of a pile of
objects (piletops); some window ports were already doing that on the