From: Pasi Kallinen Date: Mon, 6 Feb 2023 17:23:39 +0000 (+0200) Subject: Walls of lava X-Git-Url: https://granicus.if.org/sourcecode?a=commitdiff_plain;h=7401b44fa1cf4cf1d0e352e9a9704fcaef8a7052;p=nethack Walls of lava Add "walls of lava", basically lava which blocks vision and require a bit more than just levitation or flight to move through. No levels use this yet, as testing isn't thorough enough. --- diff --git a/dat/symbols b/dat/symbols index 3d85685a7..c131d6bdc 100644 --- a/dat/symbols +++ b/dat/symbols @@ -133,6 +133,7 @@ start: Blank S_kop: \032 S_land_mine: \032 S_lava: \032 + S_lavawall: \032 S_leprechaun: \032 S_level_teleporter: \032 S_lich: \032 @@ -260,6 +261,7 @@ start: IBMgraphics 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 @@ -519,6 +521,7 @@ start: DECgraphics 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 @@ -591,6 +594,7 @@ start: Enhanced1 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 diff --git a/doc/lua.adoc b/doc/lua.adoc index 7fc5ea467..cd08d5ebd 100644 --- a/doc/lua.adoc +++ b/doc/lua.adoc @@ -1407,6 +1407,7 @@ Example: | `"}"` | moat | `"P"` | pool of water | `"L"` | lava pool +| `"Z"` | wall of lava | `"I"` | ice | `"W"` | water | `"T"` | tree diff --git a/include/defsym.h b/include/defsym.h index aa63c72bc..e18884f55 100644 --- a/include/defsym.h +++ b/include/defsym.h @@ -133,49 +133,50 @@ 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 */ /* */ @@ -183,22 +184,22 @@ /* */ /* 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. */ @@ -212,14 +213,14 @@ /* 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. */ @@ -230,15 +231,15 @@ /* |@| */ /* \-/ */ /* */ - 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 */ diff --git a/include/patchlevel.h b/include/patchlevel.h index 83269bd64..e6cc97786 100644 --- a/include/patchlevel.h +++ b/include/patchlevel.h @@ -17,7 +17,7 @@ * Incrementing EDITLEVEL can be used to force invalidation of old bones * and save files. */ -#define EDITLEVEL 72 +#define EDITLEVEL 73 /* * Development status possibilities. diff --git a/include/rm.h b/include/rm.h index f3945149f..86ba94c05 100644 --- a/include/rm.h +++ b/include/rm.h @@ -57,24 +57,25 @@ enum levl_typ_types { 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 }; diff --git a/src/dbridge.c b/src/dbridge.c index 05062fdcf..bf39ec9b9 100644 --- a/src/dbridge.c +++ b/src/dbridge.c @@ -65,7 +65,7 @@ is_lava(coordxy x, coordxy y) 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; diff --git a/src/display.c b/src/display.c index e67417793..041aaab37 100644 --- a/src/display.c +++ b/src/display.c @@ -2153,6 +2153,9 @@ back_to_glyph(coordxy x, coordxy y) case LAVAPOOL: idx = S_lava; break; + case LAVAWALL: + idx = S_lavawall; + break; case ICE: idx = S_ice; break; @@ -2316,6 +2319,9 @@ get_bkglyph_and_framecolor(coordxy x, coordxy y, int *bkglyph, uint32 *framecolo case LAVAPOOL: idx = S_lava; break; + case LAVAWALL: + idx = S_lavawall; + break; default: idx = S_room; break; @@ -2889,6 +2895,7 @@ static const char *const type_names[MAX_TYPE] = { "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" diff --git a/src/dungeon.c b/src/dungeon.c index 7c3f10f4a..0ef3aa6be 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -2931,6 +2931,7 @@ recalc_mapseen(void) mptr->feat.water = count; break; case LAVAPOOL: + case LAVAWALL: count = mptr->feat.lava + 1; if (count <= 3) mptr->feat.lava = count; diff --git a/src/hack.c b/src/hack.c index bdf85aea1..47f213fad 100644 --- a/src/hack.c +++ b/src/hack.c @@ -1078,7 +1078,7 @@ test_move( /* 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 @@ -1630,6 +1630,8 @@ u_simple_floortyp(coordxy x, coordxy y) 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; @@ -1644,7 +1646,8 @@ static boolean 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 @@ -2164,7 +2167,7 @@ avoid_moving_on_liquid( || 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 */ @@ -2679,7 +2682,8 @@ switch_terrain(void) { 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) { diff --git a/src/mkroom.c b/src/mkroom.c index f59284bda..229ff97a2 100644 --- a/src/mkroom.c +++ b/src/mkroom.c @@ -1012,6 +1012,9 @@ cmap_to_type(int sym) case S_water: typ = WATER; break; + case S_lavawall: + typ = LAVAWALL; + break; default: break; /* not a cmap symbol? */ } diff --git a/src/mon.c b/src/mon.c index 6f29aa651..7871587d8 100644 --- a/src/mon.c +++ b/src/mon.c @@ -1989,6 +1989,8 @@ mfndpos( || (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; diff --git a/src/nhlua.c b/src/nhlua.c index 0c192ac38..8f14238b2 100644 --- a/src/nhlua.c +++ b/src/nhlua.c @@ -338,6 +338,7 @@ const struct { { '}', MOAT }, { 'P', POOL }, { 'L', LAVAPOOL }, + { 'Z', LAVAWALL }, { 'I', ICE }, { 'W', WATER }, { 'T', TREE }, diff --git a/src/objnam.c b/src/objnam.c index 185314c4f..3199f87db 100644 --- a/src/objnam.c +++ b/src/objnam.c @@ -3291,12 +3291,13 @@ wizterrainwish(struct _readobjnam_data *d) 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")) { diff --git a/src/pager.c b/src/pager.c index 3da66038e..784f4d442 100644 --- a/src/pager.c +++ b/src/pager.c @@ -519,6 +519,9 @@ waterbody_name(coordxy x, coordxy y) 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 */ diff --git a/src/vision.c b/src/vision.c index f48461f9d..341ef9c57 100644 --- a/src/vision.c +++ b/src/vision.c @@ -161,6 +161,7 @@ does_block(int x, int y, struct rm *lev) 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 diff --git a/src/zap.c b/src/zap.c index 58b0bef75..8bc5bcaac 100644 --- a/src/zap.c +++ b/src/zap.c @@ -3524,7 +3524,7 @@ bhit(coordxy ddx, coordxy ddy, int range, /* direction and range */ 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; } @@ -4780,8 +4780,8 @@ zap_over_floor( 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)) { diff --git a/win/share/other.txt b/win/share/other.txt index 550795899..4f04ed718 100644 --- a/win/share/other.txt +++ b/win/share/other.txt @@ -847,7 +847,26 @@ Z = (195, 195, 195) 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 @@ -866,7 +885,7 @@ Z = (195, 195, 195) EEJJJJJJJJJJJAAA EJKKKKKKKKKKKJAA } -# tile 44 (horizontal open drawbridge) +# tile 45 (horizontal open drawbridge) { EEEEEEEEEEEEEEEE JEJKJEJKJEJKJEJK @@ -885,7 +904,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA AAAEAAAEAAAEAAAE } -# tile 45 (vertical closed drawbridge) +# tile 46 (vertical closed drawbridge) { ................ ..JKJ.JKJ.JKJ... @@ -904,7 +923,7 @@ Z = (195, 195, 195) ...AAA.AAA.AAA.. ................ } -# tile 46 (horizontal closed drawbridge) +# tile 47 (horizontal closed drawbridge) { ................ ..JJJJJJJJJJJ... @@ -923,7 +942,7 @@ Z = (195, 195, 195) ...AAAAAAAAAAA.. ................ } -# tile 47 (air) +# tile 48 (air) { BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB @@ -942,7 +961,7 @@ Z = (195, 195, 195) BBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBB } -# tile 48 (cloud) +# tile 49 (cloud) { BBBBBBBBBBBBBBBB BBBBBNNNNNNNBBBB @@ -961,7 +980,7 @@ Z = (195, 195, 195) BBBBBBOOOOBBBBBB BBBBBBBBBBBBBBBB } -# tile 49 (water) +# tile 50 (water) { EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE @@ -980,7 +999,7 @@ Z = (195, 195, 195) EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEE } -# tile 50 (arrow trap) +# tile 51 (arrow trap) { ................ .....DDDDD...... @@ -999,7 +1018,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 51 (dart trap) +# tile 52 (dart trap) { ................ .....DDDDD...... @@ -1018,7 +1037,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 52 (falling rock trap) +# tile 53 (falling rock trap) { ................ .....DDDDD...... @@ -1037,7 +1056,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 53 (squeaky board) +# tile 54 (squeaky board) { ................ .....DDDDD...... @@ -1056,7 +1075,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 54 (bear trap) +# tile 55 (bear trap) { ................ .....DDDDD...... @@ -1075,7 +1094,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 55 (land mine) +# tile 56 (land mine) { ................ .....DDDDD...... @@ -1094,7 +1113,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 56 (rolling boulder trap) +# tile 57 (rolling boulder trap) { ................ .....DDDDD...... @@ -1113,7 +1132,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 57 (sleeping gas trap) +# tile 58 (sleeping gas trap) { ................ .....DDDDD...... @@ -1132,7 +1151,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 58 (rust trap) +# tile 59 (rust trap) { ................ .....DDDDD...... @@ -1151,7 +1170,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 59 (fire trap) +# tile 60 (fire trap) { ................ .....DDDDD...... @@ -1170,7 +1189,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 60 (pit) +# tile 61 (pit) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA @@ -1189,7 +1208,7 @@ Z = (195, 195, 195) A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } -# tile 61 (spiked pit) +# tile 62 (spiked pit) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA @@ -1208,7 +1227,7 @@ Z = (195, 195, 195) A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } -# tile 62 (hole) +# tile 63 (hole) { ................ ......AAAA...... @@ -1227,7 +1246,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 63 (trap door) +# tile 64 (trap door) { AAAAAAAAAAAAAAAA A.AAAAAAAAAAAABA @@ -1246,7 +1265,7 @@ Z = (195, 195, 195) A.PPPPPPPPPPPPPA AAAAAAAAAAAAAAAA } -# tile 64 (teleportation trap) +# tile 65 (teleportation trap) { ................ .....DDDDD...... @@ -1265,7 +1284,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 65 (level teleporter) +# tile 66 (level teleporter) { ................ .....DDADD...... @@ -1284,7 +1303,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 66 (magic portal) +# tile 67 (magic portal) { ................ .....DDDDD...... @@ -1303,7 +1322,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 67 (web) +# tile 68 (web) { OAOA.OA...O....O .O.NNNN.NOA..OOA @@ -1322,7 +1341,7 @@ Z = (195, 195, 195) .OA............. OA.............. } -# tile 68 (statue trap) +# tile 69 (statue trap) { ................ .....DDDDD...... @@ -1341,7 +1360,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 69 (magic trap) +# tile 70 (magic trap) { ................ .....DDDDD...... @@ -1360,7 +1379,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 70 (anti-magic field) +# tile 71 (anti-magic field) { ................ ......DDDDD..... @@ -1379,7 +1398,7 @@ Z = (195, 195, 195) .....AAAAA...... ................ } -# tile 71 (polymorph trap) +# tile 72 (polymorph trap) { ................ .....DDDDD...... @@ -1398,7 +1417,7 @@ Z = (195, 195, 195) ......AAAAA..... ................ } -# tile 72 (vibrating square) +# tile 73 (vibrating square) { ................ ................ @@ -1417,7 +1436,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 73 (trapped door) +# tile 74 (trapped door) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA @@ -1436,7 +1455,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } -# tile 74 (trapped chest) +# tile 75 (trapped chest) { ................ ................ @@ -1455,7 +1474,7 @@ Z = (195, 195, 195) CKKKKKKKKKKJAA.. .NAAAAAAAAAAA... } -# tile 75 (missile zap 1 0) +# tile 76 (missile zap 1 0) { .......II....... ......IIII...... @@ -1474,7 +1493,7 @@ Z = (195, 195, 195) ......IIII...... .......II....... } -# tile 76 (missile zap 1 1) +# tile 77 (missile zap 1 1) { ................ ................ @@ -1493,7 +1512,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 77 (missile zap 1 2) +# tile 78 (missile zap 1 2) { III............. IIII............ @@ -1512,7 +1531,7 @@ Z = (195, 195, 195) ............IIII .............III } -# tile 78 (missile zap 1 3) +# tile 79 (missile zap 1 3) { .............III ............IIII @@ -1531,7 +1550,7 @@ Z = (195, 195, 195) IIII............ III............. } -# tile 79 (fire zap 2 0) +# tile 80 (fire zap 2 0) { .......CC....... ......CCCC...... @@ -1550,7 +1569,7 @@ Z = (195, 195, 195) ......CCCC...... .......CC....... } -# tile 80 (fire zap 2 1) +# tile 81 (fire zap 2 1) { ................ ................ @@ -1569,7 +1588,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 81 (fire zap 2 2) +# tile 82 (fire zap 2 2) { CCC............. CCCC............ @@ -1588,7 +1607,7 @@ Z = (195, 195, 195) ............CCCC .............CCC } -# tile 82 (fire zap 2 3) +# tile 83 (fire zap 2 3) { .............CCC ............CCCC @@ -1607,7 +1626,7 @@ Z = (195, 195, 195) CCCC............ CCC............. } -# tile 83 (frost zap 3 0) +# tile 84 (frost zap 3 0) { .......NN....... ......NNNN...... @@ -1626,7 +1645,7 @@ Z = (195, 195, 195) ......NNNN...... .......NN....... } -# tile 84 (frost zap 3 1) +# tile 85 (frost zap 3 1) { ................ ................ @@ -1645,7 +1664,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 85 (frost zap 3 2) +# tile 86 (frost zap 3 2) { NNN............. NNNN............ @@ -1664,7 +1683,7 @@ Z = (195, 195, 195) ............NNNN .............NNN } -# tile 86 (frost zap 3 3) +# tile 87 (frost zap 3 3) { .............NNN ............NNNN @@ -1683,7 +1702,7 @@ Z = (195, 195, 195) NNNN............ NNN............. } -# tile 87 (sleep zap 4 0) +# tile 88 (sleep zap 4 0) { .......BB....... ......BBBB...... @@ -1702,7 +1721,7 @@ Z = (195, 195, 195) ......BBBB...... .......BB....... } -# tile 88 (sleep zap 4 1) +# tile 89 (sleep zap 4 1) { ................ ................ @@ -1721,7 +1740,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 89 (sleep zap 4 2) +# tile 90 (sleep zap 4 2) { BBB............. BBBB............ @@ -1740,7 +1759,7 @@ Z = (195, 195, 195) ............BBBB .............BBB } -# tile 90 (sleep zap 4 3) +# tile 91 (sleep zap 4 3) { .............BBB ............BBBB @@ -1759,7 +1778,7 @@ Z = (195, 195, 195) BBBB............ BBB............. } -# tile 91 (death zap 5 0) +# tile 92 (death zap 5 0) { .......AA....... ......AAAA...... @@ -1778,7 +1797,7 @@ Z = (195, 195, 195) ......AAAA...... .......AA....... } -# tile 92 (death zap 5 1) +# tile 93 (death zap 5 1) { ................ ................ @@ -1797,7 +1816,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 93 (death zap 5 2) +# tile 94 (death zap 5 2) { AAA............. AAAA............ @@ -1816,7 +1835,7 @@ Z = (195, 195, 195) ............AAAA .............AAA } -# tile 94 (death zap 5 3) +# tile 95 (death zap 5 3) { .............AAA ............AAAA @@ -1835,7 +1854,7 @@ Z = (195, 195, 195) AAAA............ AAA............. } -# tile 95 (lightning zap 6 0) +# tile 96 (lightning zap 6 0) { .......NN....... ......NNNN...... @@ -1854,7 +1873,7 @@ Z = (195, 195, 195) ......NNNN...... .......NN....... } -# tile 96 (lightning zap 6 1) +# tile 97 (lightning zap 6 1) { ................ ................ @@ -1873,7 +1892,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 97 (lightning zap 6 2) +# tile 98 (lightning zap 6 2) { NNN............. NNNN............ @@ -1892,7 +1911,7 @@ Z = (195, 195, 195) ............NNNN .............NNN } -# tile 98 (lightning zap 6 3) +# tile 99 (lightning zap 6 3) { .............NNN ............NNNN @@ -1911,7 +1930,7 @@ Z = (195, 195, 195) NNNN............ NNN............. } -# tile 99 (poison gas zap 7 0) +# tile 100 (poison gas zap 7 0) { .......FF....... ......FFFF...... @@ -1930,7 +1949,7 @@ Z = (195, 195, 195) ......FFFF...... .......FF....... } -# tile 100 (poison gas zap 7 1) +# tile 101 (poison gas zap 7 1) { ................ ................ @@ -1949,7 +1968,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 101 (poison gas zap 7 2) +# tile 102 (poison gas zap 7 2) { FFF............. FFFF............ @@ -1968,7 +1987,7 @@ Z = (195, 195, 195) ............FFFF .............FFF } -# tile 102 (poison gas zap 7 3) +# tile 103 (poison gas zap 7 3) { .............FFF ............FFFF @@ -1987,7 +2006,7 @@ Z = (195, 195, 195) FFFF............ FFF............. } -# tile 103 (acid zap 8 0) +# tile 104 (acid zap 8 0) { .......GG....... ......GGGG...... @@ -2006,7 +2025,7 @@ Z = (195, 195, 195) ......GGGG...... .......GG....... } -# tile 104 (acid zap 8 1) +# tile 105 (acid zap 8 1) { ................ ................ @@ -2025,7 +2044,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 105 (acid zap 8 2) +# tile 106 (acid zap 8 2) { GGG............. GGGG............ @@ -2044,7 +2063,7 @@ Z = (195, 195, 195) ............GGGG .............GGG } -# tile 106 (acid zap 8 3) +# tile 107 (acid zap 8 3) { .............GGG ............GGGG @@ -2063,7 +2082,7 @@ Z = (195, 195, 195) GGGG............ GGG............. } -# tile 107 (dig beam) +# tile 108 (dig beam) { ....AAAA........ ..A....AA..AA... @@ -2082,7 +2101,7 @@ Z = (195, 195, 195) ....AA....AAA... ................ } -# tile 108 (flash beam) +# tile 109 (flash beam) { ................ .....NNNNNN..... @@ -2101,7 +2120,7 @@ Z = (195, 195, 195) .....NNNNNN..... ................ } -# tile 109 (boom left) +# tile 110 (boom left) { ................ ................ @@ -2120,7 +2139,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 110 (boom right) +# tile 111 (boom right) { ................ ................ @@ -2139,7 +2158,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 111 (shield1) +# tile 112 (shield1) { ................ .....I....I..... @@ -2158,7 +2177,7 @@ Z = (195, 195, 195) .....I....I..... ................ } -# tile 112 (shield2) +# tile 113 (shield2) { ................ .CCCCCCCCCCCCCCC @@ -2177,7 +2196,7 @@ Z = (195, 195, 195) .CCCCCCCCCCCCCC. ................ } -# tile 113 (shield3) +# tile 114 (shield3) { .......HH....... .......HH....... @@ -2196,7 +2215,7 @@ Z = (195, 195, 195) .......HH....... .......HH....... } -# tile 114 (shield4) +# tile 115 (shield4) { ................ ......NNNNN..... @@ -2215,7 +2234,7 @@ Z = (195, 195, 195) .....NNNNN...... ................ } -# tile 115 (poison cloud) +# tile 116 (poison cloud) { BBBBBBBBBBBBBBBB BBBBBFFFFFFFBBBB @@ -2234,7 +2253,7 @@ Z = (195, 195, 195) BBBBBBGGGGBBBBBB BBBBBBBBBBBBBBBB } -# tile 116 (valid position) +# tile 117 (valid position) { ................ ................ @@ -2253,7 +2272,7 @@ Z = (195, 195, 195) .......FF....... ................ } -# tile 117 (swallow top left) +# tile 118 (swallow top left) { AAAAAAADDDDDDAAA AAAAADDDDDDDDDDD @@ -2272,7 +2291,7 @@ Z = (195, 195, 195) AAAADDDDDD...... AAAADDDDDD...... } -# tile 118 (swallow top center) +# tile 119 (swallow top center) { AAAAAAAAAAAAAAAA DDAAAAAAAAAAAAAA @@ -2291,7 +2310,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 119 (swallow top right) +# tile 120 (swallow top right) { AAAAAAAAAAAAAAAA AAADDDDDAAAAAAAA @@ -2310,7 +2329,7 @@ Z = (195, 195, 195) ....DDDDDDDDDDDD ....DDDDDDDDDDDA } -# tile 120 (swallow middle left) +# tile 121 (swallow middle left) { AAAADDDDDD...... AAAADDDDDDD..... @@ -2329,7 +2348,7 @@ Z = (195, 195, 195) DDDDDDD......... DDCCDDD......... } -# tile 121 (swallow middle right) +# tile 122 (swallow middle right) { ....DDDDDDDDDDDA ....DDDDDDDDDDDA @@ -2348,7 +2367,7 @@ Z = (195, 195, 195) ......DDDDDDDDAA .......DDDDDDDAA } -# tile 122 (swallow bottom left) +# tile 123 (swallow bottom left) { DDDCDDD......... DDDCDDD......... @@ -2367,7 +2386,7 @@ Z = (195, 195, 195) AAAAAAAAAAAADDDD AAAAAAAAAAAAAADD } -# tile 123 (swallow bottom center) +# tile 124 (swallow bottom center) { ................ ................ @@ -2386,7 +2405,7 @@ Z = (195, 195, 195) DDDDDDDDDDDDDDDD DDDDDDDDDDDDDDAA } -# tile 124 (swallow bottom right) +# tile 125 (swallow bottom right) { ......DDDDDDDDAA ......DDDDDDDDDA @@ -2405,7 +2424,7 @@ Z = (195, 195, 195) DDAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } -# tile 125 (explosion dark top left) +# tile 126 (explosion dark top left) { ................ ................ @@ -2424,7 +2443,7 @@ Z = (195, 195, 195) ..AAAA..AAAA.... ..AAA..AAAAA.... } -# tile 126 (explosion dark top center) +# tile 127 (explosion dark top center) { ................ ................ @@ -2443,7 +2462,7 @@ Z = (195, 195, 195) ........A.A.APAA .PA...APAAAAAAAA } -# tile 127 (explosion dark top right) +# tile 128 (explosion dark top right) { ................ ................ @@ -2462,7 +2481,7 @@ Z = (195, 195, 195) 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.. @@ -2481,7 +2500,7 @@ Z = (195, 195, 195) ..A.A...AAP...PA ....A.........PA } -# tile 129 (explosion dark middle center) +# tile 130 (explosion dark middle center) { APAAA..PPAPAAAAA .APA..A.AAAPAAA. @@ -2500,7 +2519,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAA.AA AAAAAAAAAAA.HH.. } -# tile 130 (explosion dark middle right) +# tile 131 (explosion dark middle right) { ..AAA.A.A.AAAA.. ..AAAAA.A.AAAA.. @@ -2519,7 +2538,7 @@ Z = (195, 195, 195) AAA...AAAAAAA... ....PPAAAAAAAA.. } -# tile 131 (explosion dark bottom left) +# tile 132 (explosion dark bottom left) { ....A.......A..P ....A.......AA.. @@ -2538,7 +2557,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 132 (explosion dark bottom center) +# tile 133 (explosion dark bottom center) { PPPAAAAAPAAA.A.. AAPPAAPPPPA.A... @@ -2557,7 +2576,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 133 (explosion dark bottom right) +# tile 134 (explosion dark bottom right) { ....P..AAAAAAA.. ..A..A.AA.A.AA.. @@ -2576,7 +2595,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 134 (explosion noxious top left) +# tile 135 (explosion noxious top left) { ................ ................ @@ -2595,7 +2614,7 @@ Z = (195, 195, 195) ..FFFF..FFFF.... ..FFF..FFFFF.... } -# tile 135 (explosion noxious top center) +# tile 136 (explosion noxious top center) { ................ ................ @@ -2614,7 +2633,7 @@ Z = (195, 195, 195) ........F.F.FGFF .GH...HGHHFFFFFF } -# tile 136 (explosion noxious top right) +# tile 137 (explosion noxious top right) { ................ ................ @@ -2633,7 +2652,7 @@ Z = (195, 195, 195) 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.. @@ -2652,7 +2671,7 @@ Z = (195, 195, 195) ..F.F...FHG...GH ....F.........GH } -# tile 138 (explosion noxious middle center) +# tile 139 (explosion noxious middle center) { FGHFF..GGFGHFFFF .HGH..F.FFHGFHF. @@ -2671,7 +2690,7 @@ Z = (195, 195, 195) HHHHNHNHN.GGG.GF GGGGNHHHGGG.HH.. } -# tile 139 (explosion noxious middle right) +# tile 140 (explosion noxious middle right) { ..FFF.F.F.FFFF.. ..FFFFF.F.FFFF.. @@ -2690,7 +2709,7 @@ Z = (195, 195, 195) HFH...FFFFFFF... ....GGFFFFFFFF.. } -# tile 140 (explosion noxious bottom left) +# tile 141 (explosion noxious bottom left) { ....F.......H..G ....F.......FH.. @@ -2709,7 +2728,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 141 (explosion noxious bottom center) +# tile 142 (explosion noxious bottom center) { GGGHHHHHGHHH.H.. HHGGHHGGGGH.F... @@ -2728,7 +2747,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 142 (explosion noxious bottom right) +# tile 143 (explosion noxious bottom right) { ....G..FFFFFFF.. ..F..F.FF.F.FF.. @@ -2747,7 +2766,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 143 (explosion muddy top left) +# tile 144 (explosion muddy top left) { ................ ................ @@ -2766,7 +2785,7 @@ Z = (195, 195, 195) ..JJJJKKJJJJKKKK ..JJJKKJJJJJKKKK } -# tile 144 (explosion muddy top center) +# tile 145 (explosion muddy top center) { ................ ................ @@ -2785,7 +2804,7 @@ Z = (195, 195, 195) KKKKKKKKJKJKJCJJ KCLKKKLCLLJJJJJJ } -# tile 145 (explosion muddy top right) +# tile 146 (explosion muddy top right) { ................ ................ @@ -2804,7 +2823,7 @@ Z = (195, 195, 195) JJKJKKJKJJJJ.... JKJJKKJKJJJJJ... } -# tile 146 (explosion muddy middle left) +# tile 147 (explosion muddy middle left) { ..JJJKJKJJJKKKKK ..JJJKJJJJJKJCKK @@ -2823,7 +2842,7 @@ Z = (195, 195, 195) ..J.JKKKJLCKKKCL ....JKKKKKKKKKCL } -# tile 147 (explosion muddy middle center) +# tile 148 (explosion muddy middle center) { JCLJJKKCCJCLJJJJ KLCLKKJKJJLCJLJK @@ -2842,7 +2861,7 @@ Z = (195, 195, 195) LLLLCLCLCKCCCKCJ CCCCCLLLCCCKLLKK } -# tile 148 (explosion muddy middle right) +# tile 149 (explosion muddy middle right) { KKJJJKJKJKJJJJ.. KKJJJJJKJKJJJJ.. @@ -2861,7 +2880,7 @@ Z = (195, 195, 195) LJLKKKJJJJJJJ... KKKKCCJJJJJJJJ.. } -# tile 149 (explosion muddy bottom left) +# tile 150 (explosion muddy bottom left) { ....JKKKKKKKLKKC ....JKKKKKKKJLKK @@ -2880,7 +2899,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 150 (explosion muddy bottom center) +# tile 151 (explosion muddy bottom center) { CCCLLLLLCLLLKLKK LLCCLLCCCCLKJKKK @@ -2899,7 +2918,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 151 (explosion muddy bottom right) +# tile 152 (explosion muddy bottom right) { KKKKCKKJJJJJJJ.. KKJKKJKJJKJKJJ.. @@ -2918,7 +2937,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 152 (explosion wet top left) +# tile 153 (explosion wet top left) { ................ ................ @@ -2937,7 +2956,7 @@ Z = (195, 195, 195) ..EEEEPPEEEEPPPP ..EEEPPEEEEEPPPP } -# tile 153 (explosion wet top center) +# tile 154 (explosion wet top center) { ................ ................ @@ -2956,7 +2975,7 @@ Z = (195, 195, 195) PPPPPPPPEPEPEBEE PBNPPPNBEEEEEEEE } -# tile 154 (explosion wet top right) +# tile 155 (explosion wet top right) { ................ ................ @@ -2975,7 +2994,7 @@ Z = (195, 195, 195) EEPEPPEPEEEE.... EPEEPPEPEEEEE... } -# tile 155 (explosion wet middle left) +# tile 156 (explosion wet middle left) { ..EEEPEPEEEPPPPP ..EEEPEEEEEPEBPP @@ -2994,7 +3013,7 @@ Z = (195, 195, 195) ..E.EPPPENBPPPBE ....EPPPPPPPPPBE } -# tile 156 (explosion wet middle center) +# tile 157 (explosion wet middle center) { EBNEEPPBBEBNEEEE PNBNPPEPEEEBENEP @@ -3013,7 +3032,7 @@ Z = (195, 195, 195) EEEEEEEEEPBBBPBE BBBBEEEEBBBPNNPP } -# tile 157 (explosion wet middle right) +# tile 158 (explosion wet middle right) { PPEEEPEPEPEEEE.. PPEEEEEPEPEEEE.. @@ -3032,7 +3051,7 @@ Z = (195, 195, 195) NENPPPEEEEEEE... PPPPBBEEEEEEEE.. } -# tile 158 (explosion wet bottom left) +# tile 159 (explosion wet bottom left) { ....EPPPPPPPNPPB ....EPPPPPPPENPP @@ -3051,7 +3070,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 159 (explosion wet bottom center) +# tile 160 (explosion wet bottom center) { BBBEEEEEBEEEPEPP EEBBEEBBBBEPEPPP @@ -3070,7 +3089,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 160 (explosion wet bottom right) +# tile 161 (explosion wet bottom right) { PPPPBPPEEEEEEE.. PPEPPEPEEPEPEE.. @@ -3089,7 +3108,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 161 (explosion magical top left) +# tile 162 (explosion magical top left) { ................ ................ @@ -3108,7 +3127,7 @@ Z = (195, 195, 195) ..EEEEIIEEEEIIII ..EEEIIEEEEEIIII } -# tile 162 (explosion magical top center) +# tile 163 (explosion magical top center) { ................ ................ @@ -3127,7 +3146,7 @@ Z = (195, 195, 195) IIIIIIIIEIEIELEE ILHIIIHLHHEEEEEE } -# tile 163 (explosion magical top right) +# tile 164 (explosion magical top right) { ................ ................ @@ -3146,7 +3165,7 @@ Z = (195, 195, 195) EEIEIIEIEEEE.... EIEEIIEIEEEEE... } -# tile 164 (explosion magical middle left) +# tile 165 (explosion magical middle left) { ..EEEIEIEEEIIIII ..EEEIEEEEEIEIII @@ -3165,7 +3184,7 @@ Z = (195, 195, 195) ..E.EIIIENIIIIIN ....EIIIIIIIIIIN } -# tile 165 (explosion magical middle center) +# tile 166 (explosion magical middle center) { EINEEIIIIEINEEEE ININIIEIEENIENEI @@ -3184,7 +3203,7 @@ Z = (195, 195, 195) NNNNNNNNNIIIIIIE IIIINNNNIIIINNII } -# tile 166 (explosion magical middle right) +# tile 167 (explosion magical middle right) { IIEEEIEIEIEEEE.. IIEEEEEIEIEEEE.. @@ -3203,7 +3222,7 @@ Z = (195, 195, 195) NENIIIEEEEEEE... IIIIIIEEEEEEEE.. } -# tile 167 (explosion magical bottom left) +# tile 168 (explosion magical bottom left) { ....EIIIIIIIHIII ....EIIIIIIIEHII @@ -3222,7 +3241,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 168 (explosion magical bottom center) +# tile 169 (explosion magical bottom center) { IIINNNNNINNNINII NNIINNIIIINIEIII @@ -3241,7 +3260,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 169 (explosion magical bottom right) +# tile 170 (explosion magical bottom right) { IIIIIIIEEEEEEE.. IIEIIEIEEIEIEE.. @@ -3260,7 +3279,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 170 (explosion fiery top left) +# tile 171 (explosion fiery top left) { ................ ................ @@ -3279,7 +3298,7 @@ Z = (195, 195, 195) ..DDDDCCDDDDCCCC ..DDDCCDDDDDCCCC } -# tile 171 (explosion fiery top center) +# tile 172 (explosion fiery top center) { ................ ................ @@ -3298,7 +3317,7 @@ Z = (195, 195, 195) CCCCCCCCDCDCDLDD CLHCCCHLHHDDDDDD } -# tile 172 (explosion fiery top right) +# tile 173 (explosion fiery top right) { ................ ................ @@ -3317,7 +3336,7 @@ Z = (195, 195, 195) DDCDCCDCDDDD.... DCDDCCDCDDDDD... } -# tile 173 (explosion fiery middle left) +# tile 174 (explosion fiery middle left) { ..DDDCDCDDDCCCCC ..DDDCDDDDDCDLCC @@ -3336,7 +3355,7 @@ Z = (195, 195, 195) ..D.DCCCDHLCCCLH ....DCCCCCCCCCLH } -# tile 174 (explosion fiery middle center) +# tile 175 (explosion fiery middle center) { DLHDDCCLLDLHDDDD CHLHCCDCDDHLDHDC @@ -3355,7 +3374,7 @@ Z = (195, 195, 195) HHHHNHNHNCLLLCLD LLLLNHHHLLLCHHCC } -# tile 175 (explosion fiery middle right) +# tile 176 (explosion fiery middle right) { CCDDDCDCDCDDDD.. CCDDDDDCDCDDDD.. @@ -3374,7 +3393,7 @@ Z = (195, 195, 195) HDHCCCDDDDDDD... CCCCLLDDDDDDDD.. } -# tile 176 (explosion fiery bottom left) +# tile 177 (explosion fiery bottom left) { ....DCCCCCCCHCCL ....DCCCCCCCDHCC @@ -3393,7 +3412,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 177 (explosion fiery bottom center) +# tile 178 (explosion fiery bottom center) { LLLHHHHHLHHHCHCC HHLLHHLLLLHCDCCC @@ -3412,7 +3431,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 178 (explosion fiery bottom right) +# tile 179 (explosion fiery bottom right) { CCCCLCCDDDDDDD.. CCDCCDCDDCDCDD.. @@ -3431,7 +3450,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 179 (explosion frosty top left) +# tile 180 (explosion frosty top left) { ................ ................ @@ -3450,7 +3469,7 @@ Z = (195, 195, 195) ..EEEEPPNBEEPPPP ..EEEPPEEEEEPPPP } -# tile 180 (explosion frosty top center) +# tile 181 (explosion frosty top center) { ................ ................ @@ -3469,7 +3488,7 @@ Z = (195, 195, 195) PPPPPPPPEPEPEBEE PBNPPPNBNNEEEEEE } -# tile 181 (explosion frosty top right) +# tile 182 (explosion frosty top right) { ................ ................ @@ -3488,7 +3507,7 @@ Z = (195, 195, 195) EEPEPPEPEEEE.... EPEEPPEPEEEEE... } -# tile 182 (explosion frosty middle left) +# tile 183 (explosion frosty middle left) { ..EEEPEPEEEPPPPP ..EEEPEEEEEPEBPP @@ -3507,7 +3526,7 @@ Z = (195, 195, 195) ..E.EPPPENBPPPBN ....EPPPPPPPPPBN } -# tile 183 (explosion frosty middle center) +# tile 184 (explosion frosty middle center) { EBNEEPPBBEBNEEEE PNBNPPEPEENBENEP @@ -3526,7 +3545,7 @@ Z = (195, 195, 195) NNNNNNNNNPBBBPBE BBBBNNNNBBBPNNPP } -# tile 184 (explosion frosty middle right) +# tile 185 (explosion frosty middle right) { PPEEEPEPEPEEEE.. PPEEEEEPEPEEEE.. @@ -3545,7 +3564,7 @@ Z = (195, 195, 195) NENPPPEEEEEEE... PPPPBBEEEEEEEE.. } -# tile 185 (explosion frosty bottom left) +# tile 186 (explosion frosty bottom left) { ....EPPPPPPPNPPB ....EPPPPPPPENPP @@ -3564,7 +3583,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 186 (explosion frosty bottom center) +# tile 187 (explosion frosty bottom center) { BBBNNNNNBNNNPNPP NNBBNNBBBBNPEPPP @@ -3583,7 +3602,7 @@ Z = (195, 195, 195) ................ ................ } -# tile 187 (explosion frosty bottom right) +# tile 188 (explosion frosty bottom right) { PPPPBPPEEEEEEE.. PPEPPEPEEPEPEE.. @@ -3602,7 +3621,7 @@ Z = (195, 195, 195) ...........N.... ................ } -# tile 188 (warning 0) +# tile 189 (warning 0) { ................ ................ @@ -3621,7 +3640,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 189 (warning 1) +# tile 190 (warning 1) { ................ ................ @@ -3640,7 +3659,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 190 (warning 2) +# tile 191 (warning 2) { ................ ................ @@ -3659,7 +3678,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 191 (warning 3) +# tile 192 (warning 3) { ................ ................ @@ -3678,7 +3697,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 192 (warning 4) +# tile 193 (warning 4) { ................ ................ @@ -3697,7 +3716,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 193 (warning 5) +# tile 194 (warning 5) { ................ ................ @@ -3716,7 +3735,7 @@ Z = (195, 195, 195) .......AA....... ................ } -# tile 194 (unexplored) +# tile 195 (unexplored) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA @@ -3735,7 +3754,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } -# tile 195 (nothing) +# tile 196 (nothing) { AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA @@ -3754,7 +3773,7 @@ Z = (195, 195, 195) AAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA } -# tile 196 (mines walls vertical) +# tile 197 (mines walls vertical) { AJJKKKACJAAJJJAA AJKKKACLJJAJJJJA @@ -3773,7 +3792,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 197 (mines walls horizontal) +# tile 198 (mines walls horizontal) { AJAAAAAAJJAAAJAA JJJAAAJJJJJAAAAJ @@ -3792,7 +3811,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 198 (mines walls tlcorn) +# tile 199 (mines walls tlcorn) { AAAAAAKCCKKJAAAA AAAAKKCLCJKJJAAA @@ -3811,7 +3830,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 199 (mines walls trcorn) +# tile 200 (mines walls trcorn) { AAAAAAKCCKKJAAAA AAAAKKCLCJKJJAAA @@ -3830,7 +3849,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 200 (mines walls blcorn) +# tile 201 (mines walls blcorn) { AKKKAAKKKKAAJJJA AKKAAKCCCJJJAAJA @@ -3849,7 +3868,7 @@ Z = (195, 195, 195) AJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 201 (mines walls brcorn) +# tile 202 (mines walls brcorn) { AKKAAAKKAAAAJJJA AKAAKKLCKAAAAAJA @@ -3868,7 +3887,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJA AAAAAAAAAAAAAAAA } -# tile 202 (mines walls cross wall) +# tile 203 (mines walls cross wall) { AAAAAAKCCKKJAAAA AAAAKCCLCJKJJAAA @@ -3887,7 +3906,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 203 (mines walls tuwall) +# tile 204 (mines walls tuwall) { AKKAAAKKKKAAJJJA AKAAKKLCCJJJAAJA @@ -3906,7 +3925,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 204 (mines walls tdwall) +# tile 205 (mines walls tdwall) { AAAAAAKCCKKJAAAA AAAAKCCLCJKJJAAA @@ -3925,7 +3944,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 205 (mines walls tlwall) +# tile 206 (mines walls tlwall) { AKKAACKCCKKJAJJA AKACKKKLLJKJJAJA @@ -3944,7 +3963,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 206 (mines walls trwall) +# tile 207 (mines walls trwall) { AKKAACKCCKKJAJJA AKACKKCLCJKJJAJA @@ -3963,7 +3982,7 @@ Z = (195, 195, 195) AAJACKCKKJJJAJAA AAJCKKJAAAJJJJJA } -# tile 207 (gehennom walls vertical) +# tile 208 (gehennom walls vertical) { ALLDAJ11111JLLDA ADDDAJ1J11JJDDDA @@ -3982,7 +4001,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 208 (gehennom walls horizontal) +# tile 209 (gehennom walls horizontal) { AAALDDAAAAALDDAA DDDLDDAJDDDLDDAJ @@ -4001,7 +4020,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 209 (gehennom walls tlcorn) +# tile 210 (gehennom walls tlcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4020,7 +4039,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 210 (gehennom walls trcorn) +# tile 211 (gehennom walls trcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4039,7 +4058,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 211 (gehennom walls blcorn) +# tile 212 (gehennom walls blcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4058,7 +4077,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 212 (gehennom walls brcorn) +# tile 213 (gehennom walls brcorn) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4077,7 +4096,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 213 (gehennom walls cross wall) +# tile 214 (gehennom walls cross wall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4096,7 +4115,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 214 (gehennom walls tuwall) +# tile 215 (gehennom walls tuwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4115,7 +4134,7 @@ Z = (195, 195, 195) JJJJJJJJJJJJJJJJ AAAAAAAAAAAAAAAA } -# tile 215 (gehennom walls tdwall) +# tile 216 (gehennom walls tdwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4134,7 +4153,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 216 (gehennom walls tlwall) +# tile 217 (gehennom walls tlwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4153,7 +4172,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 217 (gehennom walls trwall) +# tile 218 (gehennom walls trwall) { AAALLLLDDDDDDAAA LLLLAAJJ1111DJJJ @@ -4172,7 +4191,7 @@ Z = (195, 195, 195) AJJJAJJ1111JJJJA AD11AJJ1111JD1JA } -# tile 218 (knox walls vertical) +# tile 219 (knox walls vertical) { AJJJAAACJAAAJJJA AJJJAACLJJAAJJJA @@ -4191,7 +4210,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 219 (knox walls horizontal) +# tile 220 (knox walls horizontal) { AJAAAJAAAJAAAJAA JJJAAAJAJJJAAAJA @@ -4210,7 +4229,7 @@ Z = (195, 195, 195) KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } -# tile 220 (knox walls tlcorn) +# tile 221 (knox walls tlcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4229,7 +4248,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 221 (knox walls trcorn) +# tile 222 (knox walls trcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4248,7 +4267,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 222 (knox walls blcorn) +# tile 223 (knox walls blcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4267,7 +4286,7 @@ Z = (195, 195, 195) KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } -# tile 223 (knox walls brcorn) +# tile 224 (knox walls brcorn) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4286,7 +4305,7 @@ Z = (195, 195, 195) KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } -# tile 224 (knox walls cross wall) +# tile 225 (knox walls cross wall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4305,7 +4324,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 225 (knox walls tuwall) +# tile 226 (knox walls tuwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4324,7 +4343,7 @@ Z = (195, 195, 195) KJJACJJAKJJACJJA AAAAAAAAAAAAAAAA } -# tile 226 (knox walls tdwall) +# tile 227 (knox walls tdwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4343,7 +4362,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 227 (knox walls tlwall) +# tile 228 (knox walls tlwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4362,7 +4381,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 228 (knox walls trwall) +# tile 229 (knox walls trwall) { AAAAAAKCJKAAAAAA AAAAKKCLKJKKAAAA @@ -4381,7 +4400,7 @@ Z = (195, 195, 195) AAJAAACKKJAAAJAA ACJJAAAAAAAACJJA } -# tile 229 (sokoban walls vertical) +# tile 230 (sokoban walls vertical) { ANNBA1EEEEE1NNBA ABBBA1E1EE11BBBA @@ -4400,7 +4419,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 230 (sokoban walls horizontal) +# tile 231 (sokoban walls horizontal) { AAANBBAAAAANBBAA BBBNBBA1BBBNBBA1 @@ -4419,7 +4438,7 @@ Z = (195, 195, 195) 1111111111111111 AAAAAAAAAAAAAAAA } -# tile 231 (sokoban walls tlcorn) +# tile 232 (sokoban walls tlcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4438,7 +4457,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 232 (sokoban walls trcorn) +# tile 233 (sokoban walls trcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4457,7 +4476,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 233 (sokoban walls blcorn) +# tile 234 (sokoban walls blcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4476,7 +4495,7 @@ Z = (195, 195, 195) 1111111111111111 AAAAAAAAAAAAAAAA } -# tile 234 (sokoban walls brcorn) +# tile 235 (sokoban walls brcorn) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4495,7 +4514,7 @@ Z = (195, 195, 195) 1111111111111111 AAAAAAAAAAAAAAAA } -# tile 235 (sokoban walls cross wall) +# tile 236 (sokoban walls cross wall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4514,7 +4533,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 236 (sokoban walls tuwall) +# tile 237 (sokoban walls tuwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4533,7 +4552,7 @@ Z = (195, 195, 195) 1111111111111111 AAAAAAAAAAAAAAAA } -# tile 237 (sokoban walls tdwall) +# tile 238 (sokoban walls tdwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4552,7 +4571,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 238 (sokoban walls tlwall) +# tile 239 (sokoban walls tlwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111 @@ -4571,7 +4590,7 @@ Z = (195, 195, 195) A111A11EEEE1111A ABEEA11EEEE1BE1A } -# tile 239 (sokoban walls trwall) +# tile 240 (sokoban walls trwall) { AAANNNNBBBBBBAAA NNNNAA11EEEEB111