tile names in other.txt

Changes to be committed:
	modified:   win/share/other.txt
	modified:   win/share/tilemap.c
	modified:   win/share/tiletext.c

On 2/2/2016 7:27 AM, paxed wrote:
> https://www.reddit.com/r/nethack/comments/43n8i2/can_anyone_tell_me_what_these_zigzag_tiles_are/
>
> Looks like the tiles in question have been labeled as "wall" since
> 3.4.3 at least
>

Put better labels on the 'other' tileset and accept those
labels in the tile processing utilities.
This commit is contained in:
nhmall
2016-02-02 21:00:26 -05:00
parent 64112c8464
commit 207ad50ae8
3 changed files with 182 additions and 62 deletions

View File

@@ -46,7 +46,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 1 (wall)
# tile 1 (vertical wall)
{
ANNOA1PPPPP1NNOA
AOOOA1P1PP11OOOA
@@ -65,7 +65,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 2 (wall)
# tile 2 (horizontal wall)
{
AAANOOAAAAANOOAA
OOONOOA1OOONOOA1
@@ -84,7 +84,7 @@ Z = (195, 195, 195)
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 3 (wall)
# tile 3 (top left corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -103,7 +103,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 4 (wall)
# tile 4 (top right corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -122,7 +122,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 5 (wall)
# tile 5 (bottom left corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -141,7 +141,7 @@ Z = (195, 195, 195)
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 6 (wall)
# tile 6 (bottom right corner wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -160,7 +160,7 @@ Z = (195, 195, 195)
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 7 (wall)
# tile 7 (cross wall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -179,7 +179,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 8 (wall)
# tile 8 (tuwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -198,7 +198,7 @@ Z = (195, 195, 195)
1111111111111111
AAAAAAAAAAAAAAAA
}
# tile 9 (wall)
# tile 9 (tdwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -217,7 +217,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 10 (wall)
# tile 10 (tlwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -236,7 +236,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 11 (wall)
# tile 11 (trwall)
{
AAANNNNOOOOOOAAA
NNNNAA11PPPPO111
@@ -255,7 +255,7 @@ Z = (195, 195, 195)
A111A11PPPP1111A
AOPPA11PPPP1OP1A
}
# tile 12 (doorway)
# tile 12 (no door)
{
AAAAAAAAAAAAAAAA
AA............AA
@@ -274,7 +274,7 @@ Z = (195, 195, 195)
AA............AA
AAAAAAAAAAAAAAAA
}
# tile 13 (open door)
# tile 13 (vertical open door)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
@@ -293,7 +293,7 @@ Z = (195, 195, 195)
A..............A
AAAAAAAAAAAAAAAA
}
# tile 14 (open door)
# tile 14 (horizontal open door)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
@@ -312,7 +312,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 15 (closed door)
# tile 15 (vertical closed door)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
@@ -331,7 +331,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 16 (closed door)
# tile 16 (horizontal closed door)
{
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
@@ -388,7 +388,7 @@ Z = (195, 195, 195)
...JJJJ.J.JJJA..
................
}
# tile 19 (floor of a room)
# tile 19 (room)
{
................
................
@@ -407,7 +407,7 @@ Z = (195, 195, 195)
................
................
}
# tile 20 (dark part of a room)
# tile 20 (darkroom)
{
.A.A.A.A.A.A.A.A
A.A.A.A.A.A.A.A.
@@ -464,7 +464,7 @@ Z = (195, 195, 195)
................
................
}
# tile 23 (staircase up)
# tile 23 (up stairs)
{
AAAAAAAAAAAAAA.A
AADJJJJJJJJJDA.A
@@ -483,7 +483,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAA.A
AAAAAAAAAAAAAAAA
}
# tile 24 (staircase down)
# tile 24 (down stairs)
{
AAAAAAAAAAAAAA.A
AADJJJJJJJJJDA.A
@@ -502,7 +502,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAA.A
AAAAAAAAAAAAAAAA
}
# tile 25 (ladder up)
# tile 25 (up ladder)
{
ADAAAAAAAAAAAD.A
AADAAAANAAAADA.A
@@ -521,7 +521,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAA.A
AAAAAAAAAAAAAAAA
}
# tile 26 (ladder down)
# tile 26 (down ladder)
{
ADAAAAAAAAAAAD.A
AADAAAANAAAADA.A
@@ -578,7 +578,7 @@ Z = (195, 195, 195)
FFFFFFFFFFFFFFF.
................
}
# tile 29 (opulent throne)
# tile 29 (throne)
{
................
.....HHHHH......
@@ -635,7 +635,7 @@ Z = (195, 195, 195)
....AAAAAAAAA...
................
}
# tile 32 (water)
# tile 32 (pool)
{
..........NNN...
.EEEE....NE.EN..
@@ -673,7 +673,7 @@ Z = (195, 195, 195)
NNNNNNNNNNNNNNNN
NNNNNNNNNNNNNNNN
}
# tile 34 (molten lava)
# tile 34 (lava)
{
DDDDDDCDDDDDDDDD
DDDDDCDKDDDDDDDD
@@ -692,7 +692,7 @@ Z = (195, 195, 195)
DDDDKKDDDDCDDDDD
DDDDDDDDDDDKDDDD
}
# tile 35 (lowered drawbridge)
# tile 35 (vertical open drawbridge)
{
EKKAKKKKKKKAKKAE
EJKKKKKKKKKKKJAA
@@ -711,7 +711,7 @@ Z = (195, 195, 195)
EEJJJJJJJJJJJAAA
EJKKKKKKKKKKKJAA
}
# tile 36 (lowered drawbridge)
# tile 36 (horizontal open drawbridge)
{
EEEEEEEEEEEEEEEE
JEJKJEJKJEJKJEJK
@@ -730,7 +730,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAAAAA
AAAEAAAEAAAEAAAE
}
# tile 37 (raised drawbridge)
# tile 37 (vertical closed drawbridge)
{
................
..JKJ.JKJ.JKJ...
@@ -749,7 +749,7 @@ Z = (195, 195, 195)
...AAA.AAA.AAA..
................
}
# tile 38 (raised drawbridge)
# tile 38 (horizontal closed drawbridge)
{
................
..JJJJJJJJJJJ...
@@ -1205,7 +1205,7 @@ Z = (195, 195, 195)
......AAAAA.....
................
}
# tile 62 (anti-magic field)
# tile 62 (anti magic trap)
{
................
......DDDDD.....
@@ -1262,7 +1262,7 @@ Z = (195, 195, 195)
................
................
}
# tile 65 (wall)
# tile 65 (vertical beam)
{
.......NN.......
......NN........
@@ -1281,7 +1281,7 @@ Z = (195, 195, 195)
.........NN.....
........NN......
}
# tile 66 (wall)
# tile 66 (horizontal beam)
{
................
................
@@ -1300,7 +1300,7 @@ Z = (195, 195, 195)
................
................
}
# tile 67 (wall)
# tile 67 (left slant beam)
{
NNNNN...........
....N...........
@@ -1319,7 +1319,7 @@ Z = (195, 195, 195)
............N...
............NNNN
}
# tile 68 (wall)
# tile 68 (right slant beam)
{
............NNNN
............N...
@@ -1338,7 +1338,7 @@ Z = (195, 195, 195)
....N...........
NNNNN...........
}
# tile 69 (cmap 69)
# tile 69 (dig beam)
{
....AAAA........
..A....AA..AA...
@@ -1357,7 +1357,7 @@ Z = (195, 195, 195)
....AA....AAA...
................
}
# tile 70 (cmap 70)
# tile 70 (flash beam)
{
................
.....NNNNNN.....
@@ -1376,7 +1376,7 @@ Z = (195, 195, 195)
.....NNNNNN.....
................
}
# tile 71 (cmap 71)
# tile 71 (boom left)
{
................
................
@@ -1395,7 +1395,7 @@ Z = (195, 195, 195)
................
................
}
# tile 72 (cmap 72)
# tile 72 (boom right)
{
................
................
@@ -1414,7 +1414,7 @@ Z = (195, 195, 195)
................
................
}
# tile 73 (cmap 73)
# tile 73 (shield1)
{
................
.....I....I.....
@@ -1433,7 +1433,7 @@ Z = (195, 195, 195)
.....I....I.....
................
}
# tile 74 (cmap 74)
# tile 74 (shield2)
{
................
.CCCCCCCCCCCCCCC
@@ -1452,7 +1452,7 @@ Z = (195, 195, 195)
.CCCCCCCCCCCCCC.
................
}
# tile 75 (cmap 75)
# tile 75 (shield3)
{
.......HH.......
.......HH.......
@@ -1471,7 +1471,7 @@ Z = (195, 195, 195)
.......HH.......
.......HH.......
}
# tile 76 (cmap 76)
# tile 76 (shield4)
{
................
......NNNNN.....
@@ -1528,7 +1528,7 @@ Z = (195, 195, 195)
.......FF.......
................
}
# tile 79 (cmap 79)
# tile 79 (swallow top left)
{
AAAAAAADDDDDDAAA
AAAAADDDDDDDDDDD
@@ -1547,7 +1547,7 @@ Z = (195, 195, 195)
AAAADDDDDD......
AAAADDDDDD......
}
# tile 80 (cmap 80)
# tile 80 (swallow top center)
{
AAAAAAAAAAAAAAAA
DDAAAAAAAAAAAAAA
@@ -1566,7 +1566,7 @@ Z = (195, 195, 195)
................
................
}
# tile 81 (cmap 81)
# tile 81 (swallow top right)
{
AAAAAAAAAAAAAAAA
AAADDDDDAAAAAAAA
@@ -1585,7 +1585,7 @@ Z = (195, 195, 195)
....DDDDDDDDDDDD
....DDDDDDDDDDDA
}
# tile 82 (cmap 82)
# tile 82 (swallow middle left)
{
AAAADDDDDD......
AAAADDDDDDD.....
@@ -1604,7 +1604,7 @@ Z = (195, 195, 195)
DDDDDDD.........
DDCCDDD.........
}
# tile 83 (cmap 83)
# tile 83 (swallow middle right)
{
....DDDDDDDDDDDA
....DDDDDDDDDDDA
@@ -1623,7 +1623,7 @@ Z = (195, 195, 195)
......DDDDDDDDAA
.......DDDDDDDAA
}
# tile 84 (cmap 84)
# tile 84 (swallow bottom left )
{
DDDCDDD.........
DDDCDDD.........
@@ -1642,7 +1642,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAADDDD
AAAAAAAAAAAAAADD
}
# tile 85 (cmap 85)
# tile 85 (swallow bottom center)
{
................
................
@@ -1661,7 +1661,7 @@ Z = (195, 195, 195)
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDAA
}
# tile 86 (cmap 86)
# tile 86 (swallow bottom right)
{
......DDDDDDDDAA
......DDDDDDDDDA
@@ -1680,7 +1680,7 @@ Z = (195, 195, 195)
DDAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
}
# tile 87 (explosion dark 0)
# tile 87 (explosion top left)
{
................
................
@@ -1699,7 +1699,7 @@ Z = (195, 195, 195)
..AAAA..AAAA....
..AAA..AAAAA....
}
# tile 88 (explosion dark 1)
# tile 88 (explosion top centre)
{
................
................
@@ -1718,7 +1718,7 @@ Z = (195, 195, 195)
........A.A.APAA
.PA...APAAAAAAAA
}
# tile 89 (explosion dark 2)
# tile 89 (explosion top right)
{
................
................
@@ -1737,7 +1737,7 @@ Z = (195, 195, 195)
AA.A..A.AAAA....
A.AA..A.AAAAA...
}
# tile 90 (explosion dark 3)
# tile 90 (explosion middle left)
{
..AAA.A.AAA.....
..AAA.AAAAA.AP..
@@ -1756,7 +1756,7 @@ Z = (195, 195, 195)
..A.A...AAP...PA
....A.........PA
}
# tile 91 (explosion dark 4)
# tile 91 (explosion middle center)
{
APAAA..PPAPAAAAA
.APA..A.AAAPAAA.
@@ -1775,7 +1775,7 @@ Z = (195, 195, 195)
AAAAAAAAAAAAA.AA
AAAAAAAAAAA.HH..
}
# tile 92 (explosion dark 5)
# tile 92 (explosion middle right)
{
..AAA.A.A.AAAA..
..AAAAA.A.AAAA..
@@ -1794,7 +1794,7 @@ Z = (195, 195, 195)
AAA...AAAAAAA...
....PPAAAAAAAA..
}
# tile 93 (explosion dark 6)
# tile 93 (explosion bottom left)
{
....A.......A..P
....A.......AA..
@@ -1813,7 +1813,7 @@ Z = (195, 195, 195)
................
................
}
# tile 94 (explosion dark 7)
# tile 94 (explosion bottom center)
{
PPPAAAAAPAAA.A..
AAPPAAPPPPA.A...
@@ -1832,7 +1832,7 @@ Z = (195, 195, 195)
................
................
}
# tile 95 (explosion dark 8)
# tile 95 (explosion bottom right)
{
....P..AAAAAAA..
..A..A.AA.A.AA..

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 tilemap.c $NHDT-Date: 1447306925 2015/11/12 05:42:05 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $ */
/* NetHack 3.6 tilemap.c $NHDT-Date: 1454464776 2016/02/03 01:59:36 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.26 $ */
/* NetHack may be freely redistributed. See license for details. */
/*
@@ -12,6 +12,7 @@
const char *FDECL(tilename, (int, int));
void NDECL(init_tilemap);
void FDECL(process_substitutions, (FILE *));
boolean FDECL(acceptable_tilename, (int, const char *, const char *));
#if defined(MICRO) || defined(WIN32)
#undef exit
@@ -509,3 +510,121 @@ main()
}
#endif /* TILETEXT */
struct {
int idx;
const char *betterlabel;
const char *expectedlabel;
} altlabels[] = {
{0, "dark part of a room", "dark part of a room"},
{1, "vertical wall", "wall"},
{2, "horizontal wall", "wall"},
{3, "top left corner wall", "wall"},
{4, "top right corner wall", "wall"},
{5, "bottom left corner wall", "wall"},
{6, "bottom right corner wall", "wall"},
{7, "cross wall", "wall"},
{8, "tuwall", "wall"},
{9, "tdwall", "wall"},
{10, "tlwall", "wall"},
{11, "trwall", "wall"},
{12, "no door", "doorway"},
{13, "vertical open door", "open door"},
{14, "horizontal open door", "open door"},
{15, "vertical closed door", "closed door"},
{16, "horizontal closed door", "closed door"},
{17, "iron bars", "iron bars"},
{18, "tree", "tree"},
{19, "room", "floor of a room"},
{20, "darkroom", "dark part of a room"},
{21, "corridor", "corridor"},
{22, "lit corridor", "lit corridor"},
{23, "up stairs", "staircase up"},
{24, "down stairs", "staircase down"},
{25, "up ladder", "ladder up"},
{26, "down ladder", "ladder down"},
{27, "altar", "altar"},
{28, "grave", "grave"},
{29, "throne", "opulent throne"},
{30, "sink", "sink"},
{31, "fountain", "fountain"},
{32, "pool", "water"},
{33, "ice", "ice"},
{34, "lava", "molten lava"},
{35, "vertical open drawbridge", "lowered drawbridge"},
{36, "horizontal open drawbridge", "lowered drawbridge"},
{37, "vertical closed drawbridge", "raised drawbridge"},
{38, "horizontal closed drawbridge", "raised drawbridge"},
{39, "air", "air"},
{40, "cloud", "cloud"},
{41, "water", "water"},
{42, "arrow trap", "arrow trap"},
{43, "dart trap", "dart trap"},
{44, "falling rock trap", "falling rock trap"},
{45, "squeaky board", "squeaky board"},
{46, "bear trap", "bear trap"},
{47, "land mine", "land mine"},
{48, "rolling boulder trap", "rolling boulder trap"},
{49, "sleeping gas trap", "sleeping gas trap"},
{50, "rust trap", "rust trap"},
{51, "fire trap", "fire trap"},
{52, "pit", "pit"},
{53, "spiked pit", "spiked pit"},
{54, "hole", "hole"},
{55, "trap door", "trap door"},
{56, "teleportation trap", "teleportation trap"},
{57, "level teleporter", "level teleporter"},
{58, "magic portal", "magic portal"},
{59, "web", "web"},
{60, "statue trap", "statue trap"},
{61, "magic trap", "magic trap"},
{62, "anti magic trap", "anti-magic field"},
{63, "polymorph trap", "polymorph trap"},
{64, "vibrating square", "vibrating square"},
{65, "vertical beam", "wall"},
{66, "horizontal beam", "wall"},
{67, "left slant beam", "wall"},
{68, "right slant beam", "wall"},
{69, "dig beam", "cmap 69"},
{70, "flash beam", "cmap 70"},
{71, "boom left", "cmap 71"},
{72, "boom right", "cmap 72"},
{73, "shield1", "cmap 73"},
{74, "shield2", "cmap 74"},
{75, "shield3", "cmap 75"},
{76, "shield4", "cmap 76"},
{77, "poison cloud", "poison cloud"},
{78, "valid position", "valid position"},
{79, "swallow top left", "cmap 79"},
{80, "swallow top center", "cmap 80"},
{81, "swallow top right", "cmap 81"},
{82, "swallow middle left", "cmap 82"},
{83, "swallow middle right", "cmap 83"},
{84, "swallow bottom left ", "cmap 84"},
{85, "swallow bottom center", "cmap 85"},
{86, "swallow bottom right", "cmap 86"},
{87, "explosion top left", "explosion dark 0"},
{88, "explosion top centre", "explosion dark 1"},
{89, "explosion top right", "explosion dark 2"},
{90, "explosion middle left", "explosion dark 3"},
{91, "explosion middle center", "explosion dark 4"},
{92, "explosion middle right", "explosion dark 5"},
{93, "explosion bottom left", "explosion dark 6"},
{94, "explosion bottom center", "explosion dark 7"},
{95, "explosion bottom right", "explosion dark 8"},
};
boolean
acceptable_tilename(idx, encountered, expected)
int idx;
const char *encountered, *expected;
{
if (idx >= 0 && idx < SIZE(altlabels)) {
if (!strcmpi(altlabels[idx].expectedlabel, expected)) {
if (!strcmpi(altlabels[idx].betterlabel, encountered))
return TRUE;
}
}
return FALSE;
}

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 tiletext.c $NHDT-Date: 1432512803 2015/05/25 00:13:23 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
/* NetHack 3.6 tiletext.c $NHDT-Date: 1454464783 2016/02/03 01:59:43 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.12 $ */
/* NetHack may be freely redistributed. See license for details. */
#include "config.h"
@@ -26,6 +26,7 @@ static const char *text_sets[] = { "monsters.txt", "objects.txt",
#endif
extern const char *FDECL(tilename, (int, int));
extern boolean FDECL(acceptable_tilename, (int, const char *, const char *));
static void FDECL(read_text_colormap, (FILE *));
static boolean FDECL(write_text_colormap, (FILE *));
static boolean FDECL(read_txttile, (FILE *, pixel (*)[TILE_X]));
@@ -110,7 +111,7 @@ pixel (*pixels)[TILE_X];
* change when tiles are added
*/
p = tilename(tile_set, tile_set_indx);
if (p && strcmp(p, buf)) {
if (p && strcmp(p, buf) && !acceptable_tilename(tile_set_indx,buf,p)) {
Fprintf(stderr, "warning: for tile %d (numbered %d) of %s,\n",
tile_set_indx, i, text_sets[tile_set - 1]);
Fprintf(stderr, "\tfound '%s' while expecting '%s'\n", buf, p);