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", CLR(CLR_GRAY))
+ PCHAR( 52, '^', 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( 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", CLR(CLR_MAGENTA))
+ PCHAR( 60, '^', 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", CLR(HI_ZAP))
+ PCHAR2(66, '^', 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))
/* end traps */
/* end cmap B */
/* */
/* */
/* zap colors are changed by reset_glyphmap() to match type of beam */
/* */
- PCHAR2(69, '|', S_vbeam, "vertical beam", "", CLR(CLR_GRAY))
- PCHAR2(70, '-', S_hbeam, "horizontal beam", "", CLR(CLR_GRAY))
- PCHAR2(71, '\\', S_lslant, "left slant beam", "", CLR(CLR_GRAY))
- PCHAR2(72, '/', S_rslant, "right slant beam", "", CLR(CLR_GRAY))
+ 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))
/* start cmap C */
- PCHAR2(73, '*', S_digbeam, "dig beam", "", CLR(CLR_WHITE))
- PCHAR2(74, '!', S_flashbeam, "flash beam", "", CLR(CLR_WHITE))
- PCHAR2(75, ')', S_boomleft, "boom left", "", CLR(HI_WOOD))
- PCHAR2(76, '(', S_boomright, "boom right", "", CLR(HI_WOOD))
+ 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))
/* 4 magic shield symbols */
- PCHAR2(77, '0', S_ss1, "shield1", "", CLR(HI_ZAP))
- PCHAR2(78, '#', S_ss2, "shield2", "", CLR(HI_ZAP))
- PCHAR2(79, '@', S_ss3, "shield3", "", CLR(HI_ZAP))
- PCHAR2(80, '*', S_ss4, "shield4", "", CLR(HI_ZAP))
- PCHAR( 81, '#', S_poisoncloud, "poison cloud", CLR(CLR_BRIGHT_GREEN))
- PCHAR( 82, '?', S_goodpos, "valid position", CLR(CLR_BRIGHT_GREEN))
+ 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))
/* end cmap C */
/* */
/* The 8 swallow symbols. Do NOT separate. */
/* 4 5 6 */
/* 7 8 9 */
/* */
- PCHAR2(83, '/', S_sw_tl, "swallow top left", "", CLR(CLR_GREEN)) /* 1 */
- PCHAR2(84, '-', S_sw_tc, "swallow top center", "", CLR(CLR_GREEN)) /* 2 */
- PCHAR2(85, '\\', S_sw_tr, "swallow top right", "", CLR(CLR_GREEN)) /* 3 */
- PCHAR2(86, '|', S_sw_ml, "swallow middle left", "", CLR(CLR_GREEN)) /* 4 */
- PCHAR2(87, '|', S_sw_mr, "swallow middle right", "", CLR(CLR_GREEN)) /* 6 */
- PCHAR2(88, '\\', S_sw_bl, "swallow bottom left", "", CLR(CLR_GREEN)) /* 7 */
- PCHAR2(89, '-', S_sw_bc, "swallow bottom center", "", CLR(CLR_GREEN)) /* 8 */
- PCHAR2(90, '/', S_sw_br, "swallow bottom right", "", CLR(CLR_GREEN)) /* 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*/
/* */
/* explosion colors are changed by reset_glyphmap() to match */
/* the type of expl. */
/* |@| */
/* \-/ */
/* */
- PCHAR2(91, '/', S_expl_tl, "explosion top left", "", CLR(CLR_ORANGE))
- PCHAR2(92, '-', S_expl_tc, "explosion top center", "", CLR(CLR_ORANGE))
- PCHAR2(93, '\\', S_expl_tr, "explosion top right", "", CLR(CLR_ORANGE))
- PCHAR2(94, '|', S_expl_ml, "explosion middle left", "", CLR(CLR_ORANGE))
- PCHAR2(95, ' ', S_expl_mc, "explosion middle center", "", CLR(CLR_ORANGE))
- PCHAR2(96, '|', S_expl_mr, "explosion middle right", "", CLR(CLR_ORANGE))
- PCHAR2(97, '\\', S_expl_bl, "explosion bottom left", "", CLR(CLR_ORANGE))
- PCHAR2(98, '-', S_expl_bc, "explosion bottom center", "", CLR(CLR_ORANGE))
- PCHAR2(99, '/', S_expl_br, "explosion bottom right", "", CLR(CLR_ORANGE))
+ 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))
#undef PCHAR
#undef PCHAR2
#endif /* PCHAR_S_ENUM || PCHAR_PARSE || PCHAR_DRAWING || PCHAR_TILES */
* Altars Altar (unaligned, chaotic, neutral, lawful, other)
* Count: 5
*
- * cmap B S_grave through S_vibrating_square
- * Count: (S_vibrating_square - S_grave) + 1 = 37
+ * cmap B S_grave through S_arrow_trap + TRAPNUM - 1
+ * Count: (S_arrow_trap + (TRAPNUM - 1) - S_grave) = 39
*
* zap beams set of four (there are four directions) HI_ZAP.
* Count: 4 * NUM_ZAP
GLYPH_CMAP_A_OFF = (((S_trwall - S_vwall) + 1) + GLYPH_CMAP_SOKO_OFF),
GLYPH_ALTAR_OFF = (((S_brdnladder - S_ndoor) + 1) + GLYPH_CMAP_A_OFF),
GLYPH_CMAP_B_OFF = (5 + GLYPH_ALTAR_OFF),
- GLYPH_ZAP_OFF = (((S_vibrating_square - S_grave) + 1) + GLYPH_CMAP_B_OFF),
+ /* (46 + (26 - 1)- 32 ) == 39 */
+ GLYPH_ZAP_OFF = ((S_arrow_trap + MAXTCHARS - S_grave)
+ + GLYPH_CMAP_B_OFF),
GLYPH_CMAP_C_OFF = ((NUM_ZAP << 2) + GLYPH_ZAP_OFF),
GLYPH_SWALLOW_OFF = (((S_goodpos - S_digbeam) + 1) + GLYPH_CMAP_C_OFF),
GLYPH_EXPLODE_OFF = ((NUMMONS << 3) + GLYPH_SWALLOW_OFF),
(GLYPH_CMAP_B_OFF + (S_arrow_trap - S_grave))
#define glyph_is_trap(glyph) \
((glyph) >= (GLYPH_TRAP_OFF) && \
- (glyph) < ((GLYPH_TRAP_OFF) + (TRAPNUM - 1)))
+ (glyph) < ((GLYPH_TRAP_OFF) + MAXTCHARS))
#define glyph_is_warning(glyph) \
((glyph) >= GLYPH_WARNING_OFF \
&& (glyph) < (GLYPH_WARNING_OFF + WARNCOUNT))
#include "rect.h"
#include "region.h"
+#include "trap.h"
#include "display.h"
#include "decl.h"
#include "timeout.h"
typedef uint32_t mmflags_nht; /* makemon MM_ flags */
-#include "trap.h"
#include "flag.h"
#include "vision.h"
#include "engrave.h"
* Incrementing EDITLEVEL can be used to force invalidation of old bones
* and save files.
*/
-#define EDITLEVEL 54
+#define EDITLEVEL 55
/*
* Development status possibilities.
*/
#define MAXDCHARS (S_water - S_stone + 1) /* mapped dungeon characters */
-#define MAXTCHARS (S_vibrating_square - S_arrow_trap + 1) /* trap chars */
+#define MAXTCHARS (TRAPNUM - 1) /* trap chars */
#define MAXECHARS (S_expl_br - S_vbeam + 1) /* mapped effects characters */
#define MAXEXPCHARS 9 /* number of explosion characters */
#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
-#define is_cmap_trap(i) ((i) >= S_arrow_trap && (i) <= S_polymorph_trap)
+#define is_cmap_trap(i) ((i) >= S_arrow_trap && (i) < S_arrow_trap + MAXTCHARS)
#define is_cmap_drawbridge(i) ((i) >= S_vodbridge && (i) <= S_hcdbridge)
#define is_cmap_door(i) ((i) >= S_vodoor && (i) <= S_hcdoor)
#define is_cmap_wall(i) ((i) >= S_stone && (i) <= S_trwall)
MAGIC_TRAP = 20,
ANTI_MAGIC = 21,
POLY_TRAP = 22,
- VIBRATING_SQUARE = 23,
+ VIBRATING_SQUARE = 23, /* not a trap but shown/remembered as if one
+ * once it has been discovered */
- TRAPNUM = 24
+ /* trapped door and trapped chest aren't traps on the map, but they
+ might be shown/remembered as such after trap detection until hero
+ comes in view of them and sees the feature or object;
+ key-using or door-busting monsters who survive a door trap learn
+ to avoid other such doors [not implemented] */
+ TRAPPED_DOOR = 24, /* part of door; not present on map as a trap */
+ TRAPPED_CHEST = 25, /* part of object; not on map */
+
+ TRAPNUM = 26
};
/* some trap-related function return results */
|| c == (int) g.showsyms[sidx]
/* have '^' match webs and vibrating square or any
other trap that uses something other than '^' */
- || (c == '^' && (is_cmap_trap(sidx)
- || sidx == S_vibrating_square)))
+ || (c == '^' && is_cmap_trap(sidx)))
matching[sidx] = (char) ++k;
}
if (k) {
/* 14..16: trap door, teleport, level-teleport */
"Vlad was here", "ad aerarium", "ad aerarium", (char *) 0, (char *) 0,
(char *) 0, (char *) 0, (char *) 0, (char *) 0, (char *) 0,
+ /* 24..25 */
+ (char *) 0, (char *) 0,
};
static void
if (tm && is_pool(tm->x, tm->y))
return;
- if (num > 0 && num < TRAPNUM) {
+ if (num > NO_TRAP && num < TRAPNUM) {
kind = num;
} else if (Is_rogue_level(&u.uz)) {
switch (rn2(7)) {
kind = rnd(TRAPNUM - 1);
/* reject "too hard" traps */
switch (kind) {
+ /* these are controlled by the feature or object they guard,
+ not by the map so mustn't be created on it */
+ case TRAPPED_DOOR:
+ case TRAPPED_CHEST:
+ kind = NO_TRAP;
+ break;
+ /* these can have a random location but can't be generated
+ randomly */
case MAGIC_PORTAL:
case VIBRATING_SQUARE:
kind = NO_TRAP;
static boolean stuff_prevents_passage(struct monst *);
static int vamp_shift(struct monst *, struct permonst *, boolean);
-/* True if mtmp died */
+/* monster has triggered trapped door lock or was present when it got
+ triggered remotely (at door spot, door hit by zap);
+ returns True if mtmp dies */
boolean
mb_trapped(struct monst *mtmp, boolean canseeit)
{
return TRUE;
/* will get here if lifesaved */
}
+ mtmp->mtrapseen |= (1 << (TRAPPED_DOOR - 1));
return FALSE;
}
if (!found) {
/* this is the first match */
- if (is_cmap_trap(idx)) {
+ if (is_cmap_trap(idx) && idx != S_vibrating_square) {
Sprintf(out_str, "%sa trap", prefix);
*hit_trap = TRUE;
} else {
found += append_str(out_str, (article == 2) ? the(x_str)
: (article == 1) ? an(x_str)
: x_str);
- if (is_cmap_trap(idx))
+ if (is_cmap_trap(idx) && idx != S_vibrating_square)
*hit_trap = TRUE;
}
return found;
struct trap *ttmp;
struct rm *lev = &levl[x][y];
+ if (typ == TRAPPED_DOOR || typ == TRAPPED_CHEST)
+ return (struct trap *) 0;
+
if ((ttmp = t_at(x, y)) != 0) {
if (undestroyable_trap(ttmp->ttyp))
return (struct trap *) 0;
................
................
}
-# tile 73 (missile zap 1 0)
+# tile 73 (trapped door)
+{
+ AAAAAAAAAAAAAAAA
+ AAAAAAAAAAAAAAAA
+ AACCKKKKKKKKJJAA
+ ACKJJJJJJJJJJKJA
+ APJJPKJJKJJJJJJA
+ A.PP.PPPPP.BPPJA
+ A.........BPP.JA
+ A.JJ.JJJJJDAPADA
+ AJJJJKJJJJ.D.DJA
+ APKJPKJJJJJADAJA
+ A.PP.PPPPPPD.DJA
+ A.........D...DA
+ A.JJ.JJJJJJJJJJA
+ AJKJJKJJKJJJNJNA
+ AAAAAAAAAAAAAAAA
+ AAAAAAAAAAAAAAAA
+}
+# tile 74 (trapped chest)
+{
+ ................
+ ................
+ ................
+ ...CJKKKCJKKKC..
+ .CKJKKCKJKKCJJK.
+ .KJKKKKJKKKKJJJ.
+ CJKDKCJKDKCJJJJ.
+ CJKKDCJDKKCJJJJ.
+ CCCCCDHCCCCJJJJ.
+ CJJJHQQHJJJJJJJ.
+ CJKKDHHDKKCJJJJN
+ CJKDKHHKDKCJJJJA
+ CJKKKCJKKKCJJJAA
+ CJCCCCJCCCCJJAA.
+ CKKKKKKKKKKJAA..
+ .NAAAAAAAAAAA...
+}
+# tile 75 (missile zap 1 0)
{
.......II.......
......IIII......
......IIII......
.......II.......
}
-# tile 74 (missile zap 1 1)
+# tile 76 (missile zap 1 1)
{
................
................
................
................
}
-# tile 75 (missile zap 1 2)
+# tile 77 (missile zap 1 2)
{
III.............
IIII............
............IIII
.............III
}
-# tile 76 (missile zap 1 3)
+# tile 78 (missile zap 1 3)
{
.............III
............IIII
IIII............
III.............
}
-# tile 77 (fire zap 2 0)
+# tile 79 (fire zap 2 0)
{
.......CC.......
......CCCC......
......CCCC......
.......CC.......
}
-# tile 78 (fire zap 2 1)
+# tile 80 (fire zap 2 1)
{
................
................
................
................
}
-# tile 79 (fire zap 2 2)
+# tile 81 (fire zap 2 2)
{
CCC.............
CCCC............
............CCCC
.............CCC
}
-# tile 80 (fire zap 2 3)
+# tile 82 (fire zap 2 3)
{
.............CCC
............CCCC
CCCC............
CCC.............
}
-# tile 81 (frost zap 3 0)
+# tile 83 (frost zap 3 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
-# tile 82 (frost zap 3 1)
+# tile 84 (frost zap 3 1)
{
................
................
................
................
}
-# tile 83 (frost zap 3 2)
+# tile 85 (frost zap 3 2)
{
NNN.............
NNNN............
............NNNN
.............NNN
}
-# tile 84 (frost zap 3 3)
+# tile 86 (frost zap 3 3)
{
.............NNN
............NNNN
NNNN............
NNN.............
}
-# tile 85 (sleep zap 4 0)
+# tile 87 (sleep zap 4 0)
{
.......BB.......
......BBBB......
......BBBB......
.......BB.......
}
-# tile 86 (sleep zap 4 1)
+# tile 88 (sleep zap 4 1)
{
................
................
................
................
}
-# tile 87 (sleep zap 4 2)
+# tile 89 (sleep zap 4 2)
{
BBB.............
BBBB............
............BBBB
.............BBB
}
-# tile 88 (sleep zap 4 3)
+# tile 90 (sleep zap 4 3)
{
.............BBB
............BBBB
BBBB............
BBB.............
}
-# tile 89 (death zap 5 0)
+# tile 91 (death zap 5 0)
{
.......AA.......
......AAAA......
......AAAA......
.......AA.......
}
-# tile 90 (death zap 5 1)
+# tile 92 (death zap 5 1)
{
................
................
................
................
}
-# tile 91 (death zap 5 2)
+# tile 93 (death zap 5 2)
{
AAA.............
AAAA............
............AAAA
.............AAA
}
-# tile 92 (death zap 5 3)
+# tile 94 (death zap 5 3)
{
.............AAA
............AAAA
AAAA............
AAA.............
}
-# tile 93 (lightning zap 6 0)
+# tile 95 (lightning zap 6 0)
{
.......NN.......
......NNNN......
......NNNN......
.......NN.......
}
-# tile 94 (lightning zap 6 1)
+# tile 96 (lightning zap 6 1)
{
................
................
................
................
}
-# tile 95 (lightning zap 6 2)
+# tile 97 (lightning zap 6 2)
{
NNN.............
NNNN............
............NNNN
.............NNN
}
-# tile 96 (lightning zap 6 3)
+# tile 98 (lightning zap 6 3)
{
.............NNN
............NNNN
NNNN............
NNN.............
}
-# tile 97 (poison gas zap 7 0)
+# tile 99 (poison gas zap 7 0)
{
.......FF.......
......FFFF......
......FFFF......
.......FF.......
}
-# tile 98 (poison gas zap 7 1)
+# tile 100 (poison gas zap 7 1)
{
................
................
................
................
}
-# tile 99 (poison gas zap 7 2)
+# tile 101 (poison gas zap 7 2)
{
FFF.............
FFFF............
............FFFF
.............FFF
}
-# tile 100 (poison gas zap 7 3)
+# tile 102 (poison gas zap 7 3)
{
.............FFF
............FFFF
FFFF............
FFF.............
}
-# tile 101 (acid zap 8 0)
+# tile 103 (acid zap 8 0)
{
.......GG.......
......GGGG......
......GGGG......
.......GG.......
}
-# tile 102 (acid zap 8 1)
+# tile 104 (acid zap 8 1)
{
................
................
................
................
}
-# tile 103 (acid zap 8 2)
+# tile 105 (acid zap 8 2)
{
GGG.............
GGGG............
............GGGG
.............GGG
}
-# tile 104 (acid zap 8 3)
+# tile 106 (acid zap 8 3)
{
.............GGG
............GGGG
GGGG............
GGG.............
}
-# tile 105 (dig beam)
+# tile 107 (dig beam)
{
....AAAA........
..A....AA..AA...
....AA....AAA...
................
}
-# tile 106 (flash beam)
+# tile 108 (flash beam)
{
................
.....NNNNNN.....
.....NNNNNN.....
................
}
-# tile 107 (boom left)
+# tile 109 (boom left)
{
................
................
................
................
}
-# tile 108 (boom right)
+# tile 110 (boom right)
{
................
................
................
................
}
-# tile 109 (shield1)
+# tile 111 (shield1)
{
................
.....I....I.....
.....I....I.....
................
}
-# tile 110 (shield2)
+# tile 112 (shield2)
{
................
.CCCCCCCCCCCCCCC
.CCCCCCCCCCCCCC.
................
}
-# tile 111 (shield3)
+# tile 113 (shield3)
{
.......HH.......
.......HH.......
.......HH.......
.......HH.......
}
-# tile 112 (shield4)
+# tile 114 (shield4)
{
................
......NNNNN.....
.....NNNNN......
................
}
-# tile 113 (poison cloud)
+# tile 115 (poison cloud)
{
BBBBBBBBBBBBBBBB
BBBBBFFFFFFFBBBB
BBBBBBGGGGBBBBBB
BBBBBBBBBBBBBBBB
}
-# tile 114 (valid position)
+# tile 116 (valid position)
{
................
................
.......FF.......
................
}
-# tile 115 (swallow top left)
+# tile 117 (swallow top left)
{
AAAAAAADDDDDDAAA
AAAAADDDDDDDDDDD
AAAADDDDDD......
AAAADDDDDD......
}
-# tile 116 (swallow top center)
+# tile 118 (swallow top center)
{
AAAAAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
................
................
}
-# tile 117 (swallow top right)
+# tile 119 (swallow top right)
{
AAAAAAAAAAAAAAAA
AAADDDDDAAAAAAAA
....DDDDDDDDDDDD
....DDDDDDDDDDDA
}
-# tile 118 (swallow middle left)
+# tile 120 (swallow middle left)
{
AAAADDDDDD......
AAAADDDDDDD.....
DDDDDDD.........
DDCCDDD.........
}
-# tile 119 (swallow middle right)
+# tile 121 (swallow middle right)
{
....DDDDDDDDDDDA
....DDDDDDDDDDDA
......DDDDDDDDAA
.......DDDDDDDAA
}
-# tile 120 (swallow bottom left)
+# tile 122 (swallow bottom left)
{
DDDCDDD.........
DDDCDDD.........
AAAAAAAAAAAADDDD
AAAAAAAAAAAAAADD
}
-# tile 121 (swallow bottom center)
+# tile 123 (swallow bottom center)
{
................
................
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDAA
}
-# tile 122 (swallow bottom right)
+# tile 124 (swallow bottom right)
{
......DDDDDDDDAA
......DDDDDDDDDA
DDAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 123 (explosion dark top left)
+# tile 125 (explosion dark top left)
{
................
................
..AAAA..AAAA....
..AAA..AAAAA....
}
-# tile 124 (explosion dark top center)
+# tile 126 (explosion dark top center)
{
................
................
........A.A.APAA
.PA...APAAAAAAAA
}
-# tile 125 (explosion dark top right)
+# tile 127 (explosion dark top right)
{
................
................
AA.A..A.AAAA....
A.AA..A.AAAAA...
}
-# tile 126 (explosion dark middle left)
+# tile 128 (explosion dark middle left)
{
..AAA.A.AAA.....
..AAA.AAAAA.AP..
..A.A...AAP...PA
....A.........PA
}
-# tile 127 (explosion dark middle center)
+# tile 129 (explosion dark middle center)
{
APAAA..PPAPAAAAA
.APA..A.AAAPAAA.
AAAAAAAAAAAAA.AA
AAAAAAAAAAA.HH..
}
-# tile 128 (explosion dark middle right)
+# tile 130 (explosion dark middle right)
{
..AAA.A.A.AAAA..
..AAAAA.A.AAAA..
AAA...AAAAAAA...
....PPAAAAAAAA..
}
-# tile 129 (explosion dark bottom left)
+# tile 131 (explosion dark bottom left)
{
....A.......A..P
....A.......AA..
................
................
}
-# tile 130 (explosion dark bottom center)
+# tile 132 (explosion dark bottom center)
{
PPPAAAAAPAAA.A..
AAPPAAPPPPA.A...
................
................
}
-# tile 131 (explosion dark bottom right)
+# tile 133 (explosion dark bottom right)
{
....P..AAAAAAA..
..A..A.AA.A.AA..
................
................
}
-# tile 132 (explosion noxious top left)
+# tile 134 (explosion noxious top left)
{
................
................
..FFFF..FFFF....
..FFF..FFFFF....
}
-# tile 133 (explosion noxious top center)
+# tile 135 (explosion noxious top center)
{
................
................
........F.F.FGFF
.GH...HGHHFFFFFF
}
-# tile 134 (explosion noxious top right)
+# tile 136 (explosion noxious top right)
{
................
................
FF.F..F.FFFF....
F.FF..F.FFFFF...
}
-# tile 135 (explosion noxious middle left)
+# tile 137 (explosion noxious middle left)
{
..FFF.F.FFF.....
..FFF.FFFFF.FG..
..F.F...FHG...GH
....F.........GH
}
-# tile 136 (explosion noxious middle center)
+# tile 138 (explosion noxious middle center)
{
FGHFF..GGFGHFFFF
.HGH..F.FFHGFHF.
HHHHNHNHN.GGG.GF
GGGGNHHHGGG.HH..
}
-# tile 137 (explosion noxious middle right)
+# tile 139 (explosion noxious middle right)
{
..FFF.F.F.FFFF..
..FFFFF.F.FFFF..
HFH...FFFFFFF...
....GGFFFFFFFF..
}
-# tile 138 (explosion noxious bottom left)
+# tile 140 (explosion noxious bottom left)
{
....F.......H..G
....F.......FH..
................
................
}
-# tile 139 (explosion noxious bottom center)
+# tile 141 (explosion noxious bottom center)
{
GGGHHHHHGHHH.H..
HHGGHHGGGGH.F...
................
................
}
-# tile 140 (explosion noxious bottom right)
+# tile 142 (explosion noxious bottom right)
{
....G..FFFFFFF..
..F..F.FF.F.FF..
................
................
}
-# tile 141 (explosion muddy top left)
+# tile 143 (explosion muddy top left)
{
................
................
..JJJJKKJJJJKKKK
..JJJKKJJJJJKKKK
}
-# tile 142 (explosion muddy top center)
+# tile 144 (explosion muddy top center)
{
................
................
KKKKKKKKJKJKJCJJ
KCLKKKLCLLJJJJJJ
}
-# tile 143 (explosion muddy top right)
+# tile 145 (explosion muddy top right)
{
................
................
JJKJKKJKJJJJ....
JKJJKKJKJJJJJ...
}
-# tile 144 (explosion muddy middle left)
+# tile 146 (explosion muddy middle left)
{
..JJJKJKJJJKKKKK
..JJJKJJJJJKJCKK
..J.JKKKJLCKKKCL
....JKKKKKKKKKCL
}
-# tile 145 (explosion muddy middle center)
+# tile 147 (explosion muddy middle center)
{
JCLJJKKCCJCLJJJJ
KLCLKKJKJJLCJLJK
LLLLCLCLCKCCCKCJ
CCCCCLLLCCCKLLKK
}
-# tile 146 (explosion muddy middle right)
+# tile 148 (explosion muddy middle right)
{
KKJJJKJKJKJJJJ..
KKJJJJJKJKJJJJ..
LJLKKKJJJJJJJ...
KKKKCCJJJJJJJJ..
}
-# tile 147 (explosion muddy bottom left)
+# tile 149 (explosion muddy bottom left)
{
....JKKKKKKKLKKC
....JKKKKKKKJLKK
................
................
}
-# tile 148 (explosion muddy bottom center)
+# tile 150 (explosion muddy bottom center)
{
CCCLLLLLCLLLKLKK
LLCCLLCCCCLKJKKK
................
................
}
-# tile 149 (explosion muddy bottom right)
+# tile 151 (explosion muddy bottom right)
{
KKKKCKKJJJJJJJ..
KKJKKJKJJKJKJJ..
................
................
}
-# tile 150 (explosion wet top left)
+# tile 152 (explosion wet top left)
{
................
................
..EEEEPPEEEEPPPP
..EEEPPEEEEEPPPP
}
-# tile 151 (explosion wet top center)
+# tile 153 (explosion wet top center)
{
................
................
PPPPPPPPEPEPEBEE
PBNPPPNBEEEEEEEE
}
-# tile 152 (explosion wet top right)
+# tile 154 (explosion wet top right)
{
................
................
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
-# tile 153 (explosion wet middle left)
+# tile 155 (explosion wet middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
..E.EPPPENBPPPBE
....EPPPPPPPPPBE
}
-# tile 154 (explosion wet middle center)
+# tile 156 (explosion wet middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEEEBENEP
EEEEEEEEEPBBBPBE
BBBBEEEEBBBPNNPP
}
-# tile 155 (explosion wet middle right)
+# tile 157 (explosion wet middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
-# tile 156 (explosion wet bottom left)
+# tile 158 (explosion wet bottom left)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
................
................
}
-# tile 157 (explosion wet bottom center)
+# tile 159 (explosion wet bottom center)
{
BBBEEEEEBEEEPEPP
EEBBEEBBBBEPEPPP
................
................
}
-# tile 158 (explosion wet bottom right)
+# tile 160 (explosion wet bottom right)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
................
................
}
-# tile 159 (explosion magical top left)
+# tile 161 (explosion magical top left)
{
................
................
..EEEEIIEEEEIIII
..EEEIIEEEEEIIII
}
-# tile 160 (explosion magical top center)
+# tile 162 (explosion magical top center)
{
................
................
IIIIIIIIEIEIELEE
ILHIIIHLHHEEEEEE
}
-# tile 161 (explosion magical top right)
+# tile 163 (explosion magical top right)
{
................
................
EEIEIIEIEEEE....
EIEEIIEIEEEEE...
}
-# tile 162 (explosion magical middle left)
+# tile 164 (explosion magical middle left)
{
..EEEIEIEEEIIIII
..EEEIEEEEEIEIII
..E.EIIIENIIIIIN
....EIIIIIIIIIIN
}
-# tile 163 (explosion magical middle center)
+# tile 165 (explosion magical middle center)
{
EINEEIIIIEINEEEE
ININIIEIEENIENEI
NNNNNNNNNIIIIIIE
IIIINNNNIIIINNII
}
-# tile 164 (explosion magical middle right)
+# tile 166 (explosion magical middle right)
{
IIEEEIEIEIEEEE..
IIEEEEEIEIEEEE..
NENIIIEEEEEEE...
IIIIIIEEEEEEEE..
}
-# tile 165 (explosion magical bottom left)
+# tile 167 (explosion magical bottom left)
{
....EIIIIIIIHIII
....EIIIIIIIEHII
................
................
}
-# tile 166 (explosion magical bottom center)
+# tile 168 (explosion magical bottom center)
{
IIINNNNNINNNINII
NNIINNIIIINIEIII
................
................
}
-# tile 167 (explosion magical bottom right)
+# tile 169 (explosion magical bottom right)
{
IIIIIIIEEEEEEE..
IIEIIEIEEIEIEE..
................
................
}
-# tile 168 (explosion fiery top left)
+# tile 170 (explosion fiery top left)
{
................
................
..DDDDCCDDDDCCCC
..DDDCCDDDDDCCCC
}
-# tile 169 (explosion fiery top center)
+# tile 171 (explosion fiery top center)
{
................
................
CCCCCCCCDCDCDLDD
CLHCCCHLHHDDDDDD
}
-# tile 170 (explosion fiery top right)
+# tile 172 (explosion fiery top right)
{
................
................
DDCDCCDCDDDD....
DCDDCCDCDDDDD...
}
-# tile 171 (explosion fiery middle left)
+# tile 173 (explosion fiery middle left)
{
..DDDCDCDDDCCCCC
..DDDCDDDDDCDLCC
..D.DCCCDHLCCCLH
....DCCCCCCCCCLH
}
-# tile 172 (explosion fiery middle center)
+# tile 174 (explosion fiery middle center)
{
DLHDDCCLLDLHDDDD
CHLHCCDCDDHLDHDC
HHHHNHNHNCLLLCLD
LLLLNHHHLLLCHHCC
}
-# tile 173 (explosion fiery middle right)
+# tile 175 (explosion fiery middle right)
{
CCDDDCDCDCDDDD..
CCDDDDDCDCDDDD..
HDHCCCDDDDDDD...
CCCCLLDDDDDDDD..
}
-# tile 174 (explosion fiery bottom left)
+# tile 176 (explosion fiery bottom left)
{
....DCCCCCCCHCCL
....DCCCCCCCDHCC
................
................
}
-# tile 175 (explosion fiery bottom center)
+# tile 177 (explosion fiery bottom center)
{
LLLHHHHHLHHHCHCC
HHLLHHLLLLHCDCCC
................
................
}
-# tile 176 (explosion fiery bottom right)
+# tile 178 (explosion fiery bottom right)
{
CCCCLCCDDDDDDD..
CCDCCDCDDCDCDD..
................
................
}
-# tile 177 (explosion frosty top left)
+# tile 179 (explosion frosty top left)
{
................
................
..EEEEPPNBEEPPPP
..EEEPPEEEEEPPPP
}
-# tile 178 (explosion frosty top center)
+# tile 180 (explosion frosty top center)
{
................
................
PPPPPPPPEPEPEBEE
PBNPPPNBNNEEEEEE
}
-# tile 179 (explosion frosty top right)
+# tile 181 (explosion frosty top right)
{
................
................
EEPEPPEPEEEE....
EPEEPPEPEEEEE...
}
-# tile 180 (explosion frosty middle left)
+# tile 182 (explosion frosty middle left)
{
..EEEPEPEEEPPPPP
..EEEPEEEEEPEBPP
..E.EPPPENBPPPBN
....EPPPPPPPPPBN
}
-# tile 181 (explosion frosty middle center)
+# tile 183 (explosion frosty middle center)
{
EBNEEPPBBEBNEEEE
PNBNPPEPEENBENEP
NNNNNNNNNPBBBPBE
BBBBNNNNBBBPNNPP
}
-# tile 182 (explosion frosty middle right)
+# tile 184 (explosion frosty middle right)
{
PPEEEPEPEPEEEE..
PPEEEEEPEPEEEE..
NENPPPEEEEEEE...
PPPPBBEEEEEEEE..
}
-# tile 183 (explosion frosty bottom left)
+# tile 185 (explosion frosty bottom left)
{
....EPPPPPPPNPPB
....EPPPPPPPENPP
................
................
}
-# tile 184 (explosion frosty bottom center)
+# tile 186 (explosion frosty bottom center)
{
BBBNNNNNBNNNPNPP
NNBBNNBBBBNPEPPP
................
................
}
-# tile 185 (explosion frosty bottom right)
+# tile 187 (explosion frosty bottom right)
{
PPPPBPPEEEEEEE..
PPEPPEPEEPEPEE..
...........N....
................
}
-# tile 186 (warning 0)
+# tile 188 (warning 0)
{
................
................
.......AA.......
................
}
-# tile 187 (warning 1)
+# tile 189 (warning 1)
{
................
................
.......AA.......
................
}
-# tile 188 (warning 2)
+# tile 190 (warning 2)
{
................
................
.......AA.......
................
}
-# tile 189 (warning 3)
+# tile 191 (warning 3)
{
................
................
.......AA.......
................
}
-# tile 190 (warning 4)
+# tile 192 (warning 4)
{
................
................
.......AA.......
................
}
-# tile 191 (warning 5)
+# tile 193 (warning 5)
{
................
................
.......AA.......
................
}
-# tile 192 (unexplored)
+# tile 194 (unexplored)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 193 (nothing)
+# tile 195 (nothing)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
-# tile 194 (mines walls vertical)
+# tile 196 (mines walls vertical)
{
AJJKKKACJAAJJJAA
AJKKKACLJJAJJJJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 195 (mines walls horizontal)
+# tile 197 (mines walls horizontal)
{
AJAAAAAAJJAAAJAA
JJJAAAJJJJJAAAAJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 196 (mines walls tlcorn)
+# tile 198 (mines walls tlcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 197 (mines walls trcorn)
+# tile 199 (mines walls trcorn)
{
AAAAAAKCCKKJAAAA
AAAAKKCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 198 (mines walls blcorn)
+# tile 200 (mines walls blcorn)
{
AKKKAAKKKKAAJJJA
AKKAAKCCCJJJAAJA
AJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 199 (mines walls brcorn)
+# tile 201 (mines walls brcorn)
{
AKKAAAKKAAAAJJJA
AKAAKKLCKAAAAAJA
JJJJJJJJJJJJJJJA
AAAAAAAAAAAAAAAA
}
-# tile 200 (mines walls cross wall)
+# tile 202 (mines walls cross wall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 201 (mines walls tuwall)
+# tile 203 (mines walls tuwall)
{
AKKAAAKKKKAAJJJA
AKAAKKLCCJJJAAJA
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 202 (mines walls tdwall)
+# tile 204 (mines walls tdwall)
{
AAAAAAKCCKKJAAAA
AAAAKCCLCJKJJAAA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 203 (mines walls tlwall)
+# tile 205 (mines walls tlwall)
{
AKKAACKCCKKJAJJA
AKACKKKLLJKJJAJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 204 (mines walls trwall)
+# tile 206 (mines walls trwall)
{
AKKAACKCCKKJAJJA
AKACKKCLCJKJJAJA
AAJACKCKKJJJAJAA
AAJCKKJAAAJJJJJA
}
-# tile 205 (gehennom walls vertical)
+# tile 207 (gehennom walls vertical)
{
ALLDAJ11111JLLDA
ADDDAJ1J11JJDDDA
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 206 (gehennom walls horizontal)
+# tile 208 (gehennom walls horizontal)
{
AAALDDAAAAALDDAA
DDDLDDAJDDDLDDAJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 207 (gehennom walls tlcorn)
+# tile 209 (gehennom walls tlcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 208 (gehennom walls trcorn)
+# tile 210 (gehennom walls trcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 209 (gehennom walls blcorn)
+# tile 211 (gehennom walls blcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 210 (gehennom walls brcorn)
+# tile 212 (gehennom walls brcorn)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 211 (gehennom walls cross wall)
+# tile 213 (gehennom walls cross wall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 212 (gehennom walls tuwall)
+# tile 214 (gehennom walls tuwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
JJJJJJJJJJJJJJJJ
AAAAAAAAAAAAAAAA
}
-# tile 213 (gehennom walls tdwall)
+# tile 215 (gehennom walls tdwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 214 (gehennom walls tlwall)
+# tile 216 (gehennom walls tlwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 215 (gehennom walls trwall)
+# tile 217 (gehennom walls trwall)
{
AAALLLLDDDDDDAAA
LLLLAAJJ1111DJJJ
AJJJAJJ1111JJJJA
AD11AJJ1111JD1JA
}
-# tile 216 (knox walls vertical)
+# tile 218 (knox walls vertical)
{
AJJJAAACJAAAJJJA
AJJJAACLJJAAJJJA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 217 (knox walls horizontal)
+# tile 219 (knox walls horizontal)
{
AJAAAJAAAJAAAJAA
JJJAAAJAJJJAAAJA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 218 (knox walls tlcorn)
+# tile 220 (knox walls tlcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 219 (knox walls trcorn)
+# tile 221 (knox walls trcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 220 (knox walls blcorn)
+# tile 222 (knox walls blcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 221 (knox walls brcorn)
+# tile 223 (knox walls brcorn)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 222 (knox walls cross wall)
+# tile 224 (knox walls cross wall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 223 (knox walls tuwall)
+# tile 225 (knox walls tuwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
KJJACJJAKJJACJJA
AAAAAAAAAAAAAAAA
}
-# tile 224 (knox walls tdwall)
+# tile 226 (knox walls tdwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 225 (knox walls tlwall)
+# tile 227 (knox walls tlwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 226 (knox walls trwall)
+# tile 228 (knox walls trwall)
{
AAAAAAKCJKAAAAAA
AAAAKKCLKJKKAAAA
AAJAAACKKJAAAJAA
ACJJAAAAAAAACJJA
}
-# tile 227 (sokoban walls vertical)
+# tile 229 (sokoban walls vertical)
{
ANNBA1EEEEE1NNBA
ABBBA1E1EE11BBBA
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 228 (sokoban walls horizontal)
+# tile 230 (sokoban walls horizontal)
{
AAANBBAAAAANBBAA
BBBNBBA1BBBNBBA1
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 229 (sokoban walls tlcorn)
+# tile 231 (sokoban walls tlcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 230 (sokoban walls trcorn)
+# tile 232 (sokoban walls trcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 231 (sokoban walls blcorn)
+# tile 233 (sokoban walls blcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 232 (sokoban walls brcorn)
+# tile 234 (sokoban walls brcorn)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 233 (sokoban walls cross wall)
+# tile 235 (sokoban walls cross wall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 234 (sokoban walls tuwall)
+# tile 236 (sokoban walls tuwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
1111111111111111
AAAAAAAAAAAAAAAA
}
-# tile 235 (sokoban walls tdwall)
+# tile 237 (sokoban walls tdwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 236 (sokoban walls tlwall)
+# tile 238 (sokoban walls tlwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
A111A11EEEE1111A
ABEEA11EEEE1BE1A
}
-# tile 237 (sokoban walls trwall)
+# tile 239 (sokoban walls trwall)
{
AAANNNNBBBBBBAAA
NNNNAA11EEEEB111
}
/* cmap B */
- for (cmap = S_grave; cmap <= S_vibrating_square; cmap++) {
+ for (cmap = S_grave; cmap < S_arrow_trap + MAXTCHARS; cmap++) {
i = cmap - S_grave;
if (tilenum == file_entry) {
if (*defsyms[cmap].explanation) {
}
}
#else
- i = file_entry - tilenum;
- if (i < (NUM_ZAP << 2)) {
- Sprintf(buf, "%s zap %d %d", zap_texts[i / 4], (i / 4) + 1, i % 4);
- return buf;
- }
- tilenum += (NUM_ZAP << 2);
+ i = file_entry - tilenum;
+ if (i < (NUM_ZAP << 2)) {
+ Sprintf(buf, "%s zap %d %d", zap_texts[i / 4], (i / 4) + 1, i % 4);
+ return buf;
+ }
+ tilenum += (NUM_ZAP << 2);
#endif
/* cmap C */
((S_trwall - S_vwall) + 1) + /* main walls */
((S_brdnladder - S_ndoor) + 1) + /* cmap A */
5 + /* 5 altar tiles */
- ((S_vibrating_square - S_grave) + 1) + /* cmap B */
+ (S_arrow_trap + MAXTCHARS - S_grave) + /* cmap B */
(NUM_ZAP << 2) + /* zaps */
((S_goodpos - S_digbeam) + 1); /* cmap C */
- /* add number compiled out */
+ /* add number compiled out */
for (i = 0; conditionals[i].sequence != TERMINATOR; i++) {
switch (conditionals[i].sequence) {
case MON_GLYPH:
}
/* cmap B */
- for (cmap = S_grave; cmap <= S_vibrating_square; cmap++) {
+ for (cmap = S_grave; cmap < S_arrow_trap + MAXTCHARS; cmap++) {
i = cmap - S_grave;
precheck((GLYPH_CMAP_B_OFF + i), "cmap B");
tilemap[GLYPH_CMAP_B_OFF + i].tilenum = tilenum;