Add completely blank symbol set
The blank symbol set can be used with screen reader software to prevent it from reading the map symbols. Prevent a segfault when looking at the map and many symbols share the same character. Don't list too many symbols when looking at those, if many share the same character.
This commit is contained in:
170
dat/symbols
170
dat/symbols
@@ -386,6 +386,176 @@ start: NHAccess
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S_explode9: \047
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finish
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# All symbols are spaces
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start: Blank
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Description: Completely blank symbols
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S_air: \032
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S_altar: \032
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S_amulet: \032
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S_angel: \032
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S_ant: \032
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S_anti_magic_trap: \032
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S_armor: \032
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S_armour: \032
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S_arrow_trap: \032
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S_ball: \032
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S_bars: \032
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S_bat: \032
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S_bear_trap: \032
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S_blcorn: \032
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S_blob: \032
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S_book: \032
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S_boomleft: \032
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S_boomright: \032
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S_boulder: \032
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S_brcorn: \032
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S_centaur: \032
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S_chain: \032
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S_cloud: \032
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S_cockatrice: \032
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S_coin: \032
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S_corr: \032
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S_crwall: \032
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S_dart_trap: \032
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S_demon: \032
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S_digbeam: \032
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S_dnladder: \032
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S_dnstair: \032
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S_dog: \032
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S_dragon: \032
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S_eel: \032
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S_elemental: \032
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S_explode1: \032
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S_explode2: \032
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S_explode3: \032
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S_explode4: \032
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S_explode5: \032
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S_explode6: \032
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S_explode7: \032
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S_explode8: \032
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S_explode9: \032
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S_eye: \032
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S_falling_rock_trap: \032
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S_feline: \032
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S_fire_trap: \032
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S_flashbeam: \032
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S_food: \032
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S_fountain: \032
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S_fungus: \032
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S_gem: \032
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S_ghost: \032
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S_giant: \032
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S_gnome: \032
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S_golem: \032
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S_grave: \032
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S_gremlin: \032
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S_hbeam: \032
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S_hcdbridge: \032
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S_hcdoor: \032
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S_hodoor: \032
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S_hole: \032
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S_human: \032
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S_humanoid: \032
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S_hwall: \032
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S_imp: \032
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S_jabberwock: \032
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S_jelly: \032
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S_kobold: \032
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S_kop: \032
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S_land_mine: \032
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S_lava: \032
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S_leprechaun: \032
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S_level_teleporter: \032
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S_lich: \032
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S_light: \032
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S_litcorr: \032
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S_lizard: \032
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S_lslant: \032
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S_magic_portal: \032
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S_magic_trap: \032
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S_mimic: \032
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S_mimic_def: \032
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S_mummy: \032
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S_naga: \032
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S_nymph: \032
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S_ogre: \032
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S_orc: \032
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S_piercer: \032
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S_pit: \032
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S_poisoncloud: \032
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S_polymorph_trap: \032
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S_pool: \032
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S_potion: \032
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S_pudding: \032
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S_quadruped: \032
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S_quantmech: \032
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S_ring: \032
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S_rock: \032
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S_rodent: \032
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S_rolling_boulder_trap: \032
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S_rslant: \032
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S_rust_trap: \032
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S_rustmonst: \032
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S_scroll: \032
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S_sink: \032
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S_sleeping_gas_trap: \032
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S_snake: \032
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S_spider: \032
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S_spiked_pit: \032
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S_squeaky_board: \032
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S_ss1: \032
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S_ss2: \032
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S_ss3: \032
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S_ss4: \032
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S_statue_trap: \032
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S_stone: \032
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S_sw_bc: \032
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S_sw_bl: \032
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S_sw_br: \032
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S_sw_ml: \032
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S_sw_mr: \032
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S_sw_tc: \032
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S_sw_tl: \032
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S_sw_tr: \032
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S_tdwall: \032
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S_teleportation_trap: \032
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S_throne: \032
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S_tlcorn: \032
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S_tlwall: \032
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S_tool: \032
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S_trap_door: \032
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S_trapper: \032
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S_trcorn: \032
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S_tree: \032
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S_troll: \032
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S_trwall: \032
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S_tuwall: \032
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S_umber: \032
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S_unicorn: \032
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S_upladder: \032
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S_upstair: \032
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S_vampire: \032
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S_vbeam: \032
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S_vcdbridge: \032
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S_vcdoor: \032
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S_vibrating_square: \032
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S_vodoor: \032
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S_vortex: \032
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S_vwall: \032
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S_wand: \032
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S_water: \032
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S_weapon: \032
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S_web: \032
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S_worm: \032
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S_worm_tail: \032
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S_wraith: \032
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S_xan: \032
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S_xorn: \032
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S_yeti: \032
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S_zombie: \032
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S_zruty: \032
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finish
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start: plain
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Description: Same as Default symbols, except '+' for corner walls
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S_tlcorn: '+'
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@@ -53,6 +53,8 @@ const char *new_str;
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return 0;
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space_left = BUFSZ - strlen(buf) - 1;
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if (space_left < 1)
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return 0;
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(void) strncat(buf, " or ", space_left);
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(void) strncat(buf, new_str, space_left - 4);
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return 1;
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@@ -918,6 +920,10 @@ const char **firstmatch;
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* If we are looking at the screen, follow multiple possibilities or
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* an ambiguous explanation by something more detailed.
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*/
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if (found > 4)
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Sprintf(out_str, "%s", "That can be many things");
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didlook:
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if (looked) {
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if (found > 1 || need_to_look) {
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