I don't know whether this fixes #H4335 but it does eliminate a bunch of duplicate symbol entries. And the two whose duplicates had different values are suspicious ones: using linefeed and tab as the character for object class symbol, which could easily confuse the tty interface's cursor position tracking. But those should have been overridden by the later entries which specified the default object class characters--I couldn't find anything in symbol processing which would cause it to keep the first value instead of replacing that with the second one. The report had a link to screen shot which showed a door (I think an open one despite the '+' shape) in the corner inside a room, something like --+----------- | | | = | ..## | .+# ----+--------- where the '+#' in the lower right looks like it belongs two rows up and one column over, the upper left of the three '#' is white and the other two gray (lit corridor or empty dooryway or what?), the '=' is actually three horizontal bars in green, and the lower '.' has the cursor on it. There aren't any object class symbols shown (unless the triple-barred = is one), so linefeed and tab don't look like likely culprits.
401 lines
10 KiB
Plaintext
401 lines
10 KiB
Plaintext
# Symbol sets for use in NetHack's text-based display.
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#
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# IBMgraphics works by specifying special characters which reside
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# outside the range of normal printable characters. It has subsets
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# for use where the internal code page is different than the one
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# used by US ASCII (437) and has some different special characters.
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#
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# DECgraphics works by switching back and forth between two fonts,
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# where the alternate one substitutes special characters in place
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# of ordinary printable characters in the lowercase letter range.
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# NetHack encodes the request to use the alternate font here by
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# having the high bit set (in hexadecimal, \x80 is combined with
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# a character code between \x60 and \x7f).
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start: DECgraphics
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Handling: DEC
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S_vwall: \xf8 # meta-x, vertical rule
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S_hwall: \xf1 # meta-q, horizontal rule
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S_tlcorn: \xec # meta-l, top left corner
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S_trcorn: \xeb # meta-k, top right corner
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S_blcorn: \xed # meta-m, bottom left
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S_brcorn: \xea # meta-j, bottom right
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S_crwall: \xee # meta-n, cross
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S_tuwall: \xf6 # meta-v, T up
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S_tdwall: \xf7 # meta-w, T down
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S_tlwall: \xf5 # meta-u, T left
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S_trwall: \xf4 # meta-t, T right
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S_ndoor: \xfe # meta-~, centered dot
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S_vodoor: \xe1 # meta-a, solid block
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S_hodoor: \xe1 # meta-a, solid block
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S_bars: \xfb # meta-{, small pi
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S_tree: \xe7 # meta-g, plus-or-minus
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S_room: \xfe # meta-~, centered dot
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S_upladder: \xf9 # meta-y, greater-than-or-equals
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S_dnladder: \xfa # meta-z, less-than-or-equals
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S_pool: \xe0 # meta-\, diamond
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S_ice: \xfe # meta-~, centered dot
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S_lava: \xe0 # meta-\, diamond
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S_vodbridge: \xfe # meta-~, centered dot
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S_hodbridge: \xfe # meta-~, centered dot
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S_water: \xe0 # meta-\, diamond
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S_vbeam: \xf8 # meta-x, vertical rule
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S_hbeam: \xf1 # meta-q, horizontal rule
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S_sw_tc: \xef # meta-o, high horizontal line
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S_sw_ml: \xf8 # meta-x, vertical rule
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S_sw_mr: \xf8 # meta-x, vertical rule
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S_sw_bc: \xf3 # meta-s, low horizontal line
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S_explode2: \xef # meta-o, high horizontal line
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S_explode4: \xf8 # meta-x, vertical rule
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S_explode6: \xf8 # meta-x, vertical rule
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S_explode8: \xf3 # meta-s, low horizontal line
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finish
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start: IBMgraphics
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Handling: IBM
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S_vwall: \xb3 # meta-3, vertical rule
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S_hwall: \xc4 # meta-D, horizontal rule
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S_tlcorn: \xda # meta-Z, top left corner
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S_trcorn: \xbf # meta-?, top right corner
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S_blcorn: \xc0 # meta-@, bottom left
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S_brcorn: \xd9 # meta-Y, bottom right
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S_crwall: \xc5 # meta-E, cross
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S_tuwall: \xc1 # meta-A, T up
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S_tdwall: \xc2 # meta-B, T down
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S_tlwall: \xb4 # meta-4, T left
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S_trwall: \xc3 # meta-C, T right
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S_ndoor: \xfa # meta-z, centered dot
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S_vodoor: \xfe # meta-~, small centered square
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S_hodoor: \xfe # meta-~, small centered square
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S_bars: \xf0 # equivalence symbol
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S_tree: \xf1 # plus or minus symbol
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S_room: \xfa # meta-z, centered dot
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S_corr: \xb0 # meta-0, light shading
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S_litcorr: \xb1 # meta-1, medium shading
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S_fountain: \xf4 # meta-t, integral top half
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S_pool: \xf7 # meta-w, approx. equals
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S_ice: \xfa # meta-z, centered dot
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S_lava: \xf7 # meta-w, approx. equals
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S_vodbridge: \xfa # meta-z, centered dot
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S_hodbridge: \xfa # meta-z, centered dot
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S_water: \xf7 # meta-w, approx. equals
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S_vbeam: \xb3 # meta-3, vertical rule
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S_hbeam: \xc4 # meta-D, horizontal rule
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S_sw_ml: \xb3 # meta-3, vertical rule
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S_sw_mr: \xb3 # meta-3, vertical rule
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S_explode4: \xb3 # meta-3, vertical rule
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S_explode6: \xb3 # meta-3, vertical rule
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finish
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start: IBMGraphics_1
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Handling: IBM
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S_vwall: \xb3 # meta-3, vertical rule
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S_hwall: \xc4 # meta-D, horizontal rule
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S_tlcorn: \xda # meta-Z, top left corner
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S_trcorn: \xbf # meta-?, top right corner
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S_blcorn: \xc0 # meta-@, bottom left
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S_brcorn: \xd9 # meta-Y, bottom right
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S_crwall: \xc5 # meta-E, cross
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S_tuwall: \xc1 # meta-A, T up
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S_tdwall: \xc2 # meta-B, T down
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S_tlwall: \xb4 # meta-4, T left
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S_trwall: \xc3 # meta-C, T right
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S_vbeam: \xb3 # meta-3, vertical rule
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S_hbeam: \xc4 # meta-D, horizontal rule
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S_sw_ml: \xb3 # meta-3, vertical rule
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S_sw_mr: \xb3 # meta-3, vertical rule
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S_explode4: \xb3 # meta-3, vertical rule
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S_explode6: \xb3 # meta-3, vertical rule
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finish
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start: IBMGraphics_2
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Handling: IBM
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S_vwall: \xb3 # meta-3, vertical rule
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S_hwall: \xc4 # meta-D, horizontal rule
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S_tlcorn: \xda # meta-Z, top left corner
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S_trcorn: \xbf # meta-?, top right corner
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S_blcorn: \xc0 # meta-@, bottom left
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S_brcorn: \xd9 # meta-Y, bottom right
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S_crwall: \xc5 # meta-E, cross
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S_tuwall: \xc1 # meta-A, T up
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S_tdwall: \xc2 # meta-B, T down
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S_tlwall: \xb4 # meta-4, T left
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S_trwall: \xc3 # meta-C, T right
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S_vodoor: \xfe # meta-~, small centered square
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S_hodoor: \xfe # meta-~, small centered square
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S_corr: \xb0 # meta-0, light shading
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S_litcorr: \xb1 # meta-1, medium shading
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S_vbeam: \xb3 # meta-3, vertical rule
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S_hbeam: \xc4 # meta-D, horizontal rule
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S_sw_ml: \xb3 # meta-3, vertical rule
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S_sw_mr: \xb3 # meta-3, vertical rule
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S_explode4: \xb3 # meta-3, vertical rule
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S_explode6: \xb3 # meta-3, vertical rule
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finish
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start: MACgraphics
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Handling: MAC
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S_vwall: \xba
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S_hwall: \xcd
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S_tlcorn: \xc9
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S_trcorn: \xbb
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S_blcorn: \xc8
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S_brcorn: \xbc
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S_crwall: \xce
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S_tuwall: \xca
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S_tdwall: \xcb
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S_tlwall: \xb9
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S_trwall: \xcc
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S_ndoor: \xb0
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S_vodoor: \xee
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S_hodoor: \xee
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S_vcdoor: \xef
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S_hcdoor: \xef
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S_bars: \xf0 # equivalency symbol
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S_tree: \xf1 # plus-or-minus
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S_corr: \xb0
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S_grave: \xef # same as open door
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S_pool: \xe0
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finish
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start: RogueIBM
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Handling: IBM
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Restrictions: rogue
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S_weapon: \x29
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S_amulet: \x2c
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S_food: \x3a
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S_potion: \xad
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S_scroll: \x3f
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S_book: \x2b
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S_wand: \xe7
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S_vwall: \xba # all walls now use
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S_hwall: \xcd # double line graphics
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S_tlcorn: \xc9
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S_trcorn: \xbb
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S_blcorn: \xc8
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S_brcorn: \xbc
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S_crwall: \xce
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S_tuwall: \xca
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S_tdwall: \xcb
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S_tlwall: \xb9
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S_trwall: \xcc
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S_ndoor: \xce
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S_vodoor: \xce
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S_hodoor: \xce
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S_room: \xfa # centered dot
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S_corr: \xb1
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S_litcorr: \xb2
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S_upstair: \xf0 # Greek Xi
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S_dnstair: \xf0
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finish
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start: RogueEpyx
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Description: Rogue level color symbol set like Epyx Rogue
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Restrictions: rogue
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Handling: IBM
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Color: Yes
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S_vwall: \xba # all walls now use
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S_hwall: \xcd # double line graphics
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S_tlcorn: \xc9
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S_trcorn: \xbb
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S_blcorn: \xc8
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S_brcorn: \xbc
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S_crwall: \xce
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S_tuwall: \xca
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S_tdwall: \xcb
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S_tlwall: \xb9
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S_trwall: \xcc
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S_ndoor: \xce
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S_vodoor: \xce
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S_hodoor: \xce
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S_room: \xfa # centered dot
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S_corr: \xb1
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S_litcorr: \xb2
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S_upstair: \xf0 # Greek Xi
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S_dnstair: \xf0
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S_arrow_trap: \x04 # diamond (cards)
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S_dart_trap: \x04
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S_falling_rock_trap: \x04
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S_squeaky_board: \x04
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S_bear_trap: \x04
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S_land_mine: \x04
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S_rolling_boulder_trap: \x04
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S_sleeping_gas_trap: \x04
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S_rust_trap: \x04
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S_fire_trap: \x04
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S_pit: \x04
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S_spiked_pit: \x04
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S_hole: \x04
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S_trap_door: \x04
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S_teleportation_trap: \x04
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S_level_teleporter: \x04
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S_magic_portal: \x04
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S_web: \x04
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S_statue_trap: \x04
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S_magic_trap: \x04
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S_anti_magic_trap: \x04
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S_polymorph_trap: \x04
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S_weapon: \x18 # up arrow
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# ^J S_armor: \x0a # Vert rect with o
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S_armor: \x5b # default: '['
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# ^I S_ring: \x09 # circle with arrow
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S_ring: \x3d # default: '='
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S_amulet: \x0c # "female" symbol
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S_tool: \x28 # default: '('
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S_food: \x05 # club (as in cards)
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S_potion: \xad # upside down '!'
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S_scroll: \x0e # musical note
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S_book: \x2b # default: '+'
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S_wand: \xe7 # greek tau
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S_coin: \x0f # yes it's the same as gems
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S_gem: \x0f # fancy '*'
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S_rock: \x60
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S_ball: \x30
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S_chain: \x5f
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S_venom: \x2e
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S_rock: \x60
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S_ball: \x30
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S_chain: \x5f
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S_venom: \x2e
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S_human: \x01
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finish
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start: RogueWindows
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Restrictions: rogue
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Handling: IBM
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S_weapon: \x29
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S_amulet: \x2c
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S_food: \x3a
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S_potion: \xad
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S_scroll: \x3f
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S_book: \x2b
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S_wand: \xe7
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S_vwall: \xba # all walls now use
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S_hwall: \xcd # double line graphics
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S_tlcorn: \xc9
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S_trcorn: \xbb
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S_blcorn: \xc8
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S_brcorn: \xbc
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S_crwall: \xce
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S_tuwall: \xca
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S_tdwall: \xcb
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S_tlwall: \xb9
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S_trwall: \xcc
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S_ndoor: \xce
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S_vodoor: \xce
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S_hodoor: \xce
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S_room: \xfa # centered dot
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S_corr: \xb1
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S_litcorr: \xb2
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S_upstair: \xf0 # Greek Xi
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S_dnstair: \xf0
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finish
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# Recommended symset for blind players
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# courtesy Michael Feir
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start: NHAccess
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Description: Recommended for blind players
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S_stone: \032
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S_vwall: \124
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S_hwall: \045
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S_tlcorn: \124
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S_trcorn: \124
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S_blcorn: \124
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S_brcorn: \124
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S_crwall: \045
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S_tuwall: \045
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S_tdwall: \045
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S_tlwall: \124
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S_trwall: \124
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S_ndoor: \046
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S_vodoor: \045
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S_hodoor: \124
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S_vcdoor: \043
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S_hcdoor: \043
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S_bars: \046
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S_tree: \035
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S_room: \035
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S_corr: \060
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S_litcorr: \062
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S_upstair: \060
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S_dnstair: \062
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S_upladder: \095
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S_dnladder: \092
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S_altar: \035
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S_grave: \126
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S_throne: \126
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S_sink: \126
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S_fountain: \126
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S_pool: \042
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S_ice: \042
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S_lava: \035
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S_vodbridge: \035
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S_hodbridge: \032
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S_vcdbridge: \035
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S_hcdbridge: \126
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S_arrow_trap: \094
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S_dart_trap: \094
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S_falling_rock_trap: \094
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S_squeaky_board: \094
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S_bear_trap: \094
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S_land_mine: \094
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S_rolling_boulder_trap: \094
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S_sleeping_gas_trap: \094
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S_rust_trap: \094
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S_fire_trap: \094
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S_pit: \094
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S_spiked_pit: \094
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S_hole: \094
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S_trap_door: \094
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S_teleportation_trap: \094
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S_level_teleporter: \094
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S_magic_portal: \094
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S_web: \094
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S_statue_trap: \094
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S_magic_trap: \094
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S_anti_magic_trap: \094
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S_polymorph_trap: \094
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S_vbeam: \124
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S_hbeam: \095
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S_lslant: \092
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S_rslant: \047
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S_digbeam: \042
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S_flashbeam: \033
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S_boomleft: \041
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S_boomright: \040
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S_ss1: \048
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S_ss2: \035
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S_ss3: \064
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S_ss4: \042
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S_sw_tl: \047
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S_sw_tc: \045
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S_sw_tr: \092
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S_sw_ml: \058
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S_sw_mr: \058
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S_sw_bl: \092
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S_sw_bc: \045
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S_sw_br: \047
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S_explode1: \047
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S_explode2: \045
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S_explode3: \092
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S_explode4: \058
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S_explode5: \032
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S_explode6: \058
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S_explode7: \092
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S_explode8: \045
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S_explode9: \047
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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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S_trcorn: '+'
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S_blcorn: '+'
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S_brcorn: '+'
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S_crwall: '+'
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S_tuwall: '+'
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S_tdwall: '+'
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S_tlwall: '+'
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S_trwall: '+'
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finish #plain -- other symbols implicitly retain their default values
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