This set is the same as the default ascii symbols except that corner walls are represented with '+' instead of '-' or '|' so that wall joins are clearer. The baalz level looks a little better this way, although not a lot. Unfortunately, most levels look a bit cluttered with this, so I imagine it won't get a lot of use. At least it serves as an example of being able to use "'c'" instead of "\123". Originally I specified every terrain symbol explicitly, which was how I noticed that S_darkroom and S_vibrating_square weren't being handled. This has cut it down to just the wall symbols, serving as explicit example of accepting default symbols for unspecified ones.
409 lines
10 KiB
Plaintext
409 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_weapon: \x18 # up arrow
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S_armor: \x0a # Vert rect with o
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S_ring: \x09 # circle with arrow
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S_amulet: \x0c # "female" symbol
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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_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_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
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S_armor: \x5b
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S_ring: \x3d
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S_amulet: \xc
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S_tool: \x28
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S_food: \x5
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S_potion: \xad
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S_scroll: \xe
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S_book: \x2b
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S_wand: \xe7
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S_coin: \xf
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S_gem: \xf
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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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