# NetHack 3.6  symbols       $NHDT-Date: 1572892906 2019/11/04 18:41:46 $  $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.21 $
# Copyright (c) 2006 by Michael Allison
# NetHack may be freely redistributed.  See license for details.
#
# Symbol sets for use in NetHack's text-based display.
#
# IBMgraphics works by specifying special characters which reside
# outside the range of normal printable characters.  It has subsets
# for use where the internal code page is different than the one
# used by US ASCII (437) and has some different special characters.
#
# DECgraphics works by switching back and forth between two fonts,
# where the alternate one substitutes special characters in place
# of ordinary printable characters in the lowercase letter range.
# NetHack encodes the request to use the alternate font here by
# having the high bit set (in hexadecimal, \x80 is combined with
# a character code between \x5f and \x7e) (not 0x60 to 0x7f as was
# previously claimed).
#
# curses is an approximation of IBMgraphics which relies on DEC
# mode of operation, with a few characters missing.  It is based
# on an old graphics mode for the Curses interface and is the default
# on that windowport if no symset is specified.  The Curses interface
# can also use DECgraphics as-is; IBMgraphics probably won't work.

# plain looks decent for room+corridor levels where there aren't a lot
# of wall corners and ones present tend to be spread out, but it looks
# awful for wallified mazes
start: plain
	Description: same as default symbols, except '+' for corner walls
	S_tlcorn: '+'
	S_trcorn: '+'
	S_blcorn: '+'
	S_brcorn: '+'
	S_crwall: '+'
	S_tuwall: '+'
	S_tdwall: '+'
	S_tlwall: '+'
	S_trwall: '+'
finish #plain -- other symbols implicitly retain their default values

# Recommended symset for blind players
# courtesy Michael Feir
start: NHAccess
	Description: recommended for blind players
	S_stone: \032
	S_vwall: \124
	S_hwall: \045
	S_tlcorn: \124
	S_trcorn: \124
	S_blcorn: \124
	S_brcorn: \124
	S_crwall: \045
	S_tuwall: \045
	S_tdwall: \045
	S_tlwall: \124
	S_trwall: \124
	S_ndoor: \046
	S_vodoor: \045
	S_hodoor: \124
	S_vcdoor: \043
	S_hcdoor: \043
	S_bars: \046
	S_tree: \035
	S_room: \035
	S_corr: \060
	S_litcorr: \062
	S_upstair: \060
	S_dnstair: \062
	S_upladder: \095
	S_dnladder: \092
	S_altar: \035
	S_grave: \126
	S_throne: \126
	S_sink: \126
	S_fountain: \126
	S_pool: \042
	S_ice: \042
	S_lava: \035
	S_vodbridge: \035
	S_hodbridge: \032
	S_vcdbridge: \035
	S_hcdbridge: \126
	S_arrow_trap: \094
	S_dart_trap: \094
	S_falling_rock_trap: \094
	S_squeaky_board: \094
	S_bear_trap: \094
	S_land_mine: \094
	S_rolling_boulder_trap: \094
	S_sleeping_gas_trap: \094
	S_rust_trap: \094
	S_fire_trap: \094
	S_pit: \094
	S_spiked_pit: \094
	S_hole: \094
	S_trap_door: \094
	S_teleportation_trap: \094
	S_level_teleporter: \094
	S_magic_portal: \094
	S_web: \094
	S_statue_trap: \094
	S_magic_trap: \094
	S_anti_magic_trap: \094
	S_polymorph_trap: \094
	S_vbeam: \124
	S_hbeam: \095
	S_lslant: \092
	S_rslant: \047
	S_digbeam: \042
	S_flashbeam: \033
	S_boomleft: \041
	S_boomright: \040
	S_ss1: \048
	S_ss2: \035
	S_ss3: \064
	S_ss4: \042
	S_sw_tl: \047
	S_sw_tc: \045
	S_sw_tr: \092
	S_sw_ml: \058
	S_sw_mr: \058
	S_sw_bl: \092
	S_sw_bc: \045
	S_sw_br: \047
	S_explode1: \047
	S_explode2: \045
	S_explode3: \092
	S_explode4: \058
	S_explode5: \032
	S_explode6: \058
	S_explode7: \092
	S_explode8: \045
	S_explode9: \047
finish

# All symbols are spaces
start: Blank
	Description: completely blank symbols
        S_air: \032
        S_altar: \032
        S_amulet: \032
        S_angel: \032
        S_ant: \032
        S_anti_magic_trap: \032
        S_armor: \032
        S_armour: \032
        S_arrow_trap: \032
        S_ball: \032
        S_bars: \032
        S_bat: \032
        S_bear_trap: \032
        S_blcorn: \032
        S_blob: \032
        S_book: \032
        S_boomleft: \032
        S_boomright: \032
        S_boulder: \032
        S_brcorn: \032
        S_centaur: \032
        S_chain: \032
        S_cloud: \032
        S_cockatrice: \032
        S_coin: \032
        S_corr: \032
        S_crwall: \032
        S_darkroom: \032
        S_dart_trap: \032
        S_demon: \032
        S_digbeam: \032
        S_dnladder: \032
        S_dnstair: \032
        S_dog: \032
        S_dragon: \032
        S_eel: \032
        S_elemental: \032
        S_explode1: \032
        S_explode2: \032
        S_explode3: \032
        S_explode4: \032
        S_explode5: \032
        S_explode6: \032
        S_explode7: \032
        S_explode8: \032
        S_explode9: \032
        S_eye: \032
        S_falling_rock_trap: \032
        S_feline: \032
        S_fire_trap: \032
        S_flashbeam: \032
        S_food: \032
        S_fountain: \032
        S_fungus: \032
        S_gem: \032
        S_ghost: \032
        S_giant: \032
        S_gnome: \032
        S_golem: \032
        S_grave: \032
        S_gremlin: \032
        S_hbeam: \032
        S_hcdbridge: \032
        S_hcdoor: \032
        S_hodbridge: \032
        S_hodoor: \032
        S_hole: \032
        S_human: \032
        S_humanoid: \032
        S_hwall: \032
        S_ice: \032
        S_imp: \032
        S_invisible: \032
        S_jabberwock: \032
        S_jelly: \032
        S_kobold: \032
        S_kop: \032
        S_land_mine: \032
        S_lava: \032
        S_leprechaun: \032
        S_level_teleporter: \032
        S_lich: \032
        S_light: \032
        S_litcorr: \032
        S_lizard: \032
        S_lslant: \032
        S_magic_portal: \032
        S_magic_trap: \032
        S_mimic: \032
        S_mimic_def: \032
        S_mummy: \032
        S_naga: \032
        S_ndoor: \032
        S_nymph: \032
        S_ogre: \032
        S_orc: \032
        S_piercer: \032
        S_pit: \032
        S_poisoncloud: \032
        S_polymorph_trap: \032
        S_pool: \032
        S_potion: \032
        S_pudding: \032
        S_quadruped: \032
        S_quantmech: \032
        S_ring: \032
        S_rock: \032
        S_rodent: \032
        S_rolling_boulder_trap: \032
        S_room: \032
        S_rslant: \032
        S_rust_trap: \032
        S_rustmonst: \032
        S_scroll: \032
        S_sink: \032
        S_sleeping_gas_trap: \032
        S_snake: \032
        S_spider: \032
        S_spiked_pit: \032
        S_squeaky_board: \032
        S_ss1: \032
        S_ss2: \032
        S_ss3: \032
        S_ss4: \032
        S_statue_trap: \032
        S_stone: \032
        S_strange_obj: \032
        S_sw_bc: \032
        S_sw_bl: \032
        S_sw_br: \032
        S_sw_ml: \032
        S_sw_mr: \032
        S_sw_tc: \032
        S_sw_tl: \032
        S_sw_tr: \032
        S_tdwall: \032
        S_teleportation_trap: \032
        S_throne: \032
        S_tlcorn: \032
        S_tlwall: \032
        S_tool: \032
        S_trap_door: \032
        S_trapper: \032
        S_trcorn: \032
        S_tree: \032
        S_troll: \032
        S_trwall: \032
        S_tuwall: \032
        S_umber: \032
        S_unicorn: \032
        S_upladder: \032
        S_upstair: \032
        S_vampire: \032
        S_vbeam: \032
        S_vcdbridge: \032
        S_vcdoor: \032
        S_venom: \032
        S_vibrating_square: \032
        S_vodbridge: \032
        S_vodoor: \032
        S_vortex: \032
        S_vwall: \032
        S_wand: \032
        S_water: \032
        S_weapon: \032
        S_web: \032
        S_worm: \032
        S_worm_tail: \032
        S_wraith: \032
        S_xan: \032
        S_xorn: \032
        S_yeti: \032
        S_zombie: \032
        S_zruty: \032
finish

start: IBMgraphics
	Description: special line-drawing characters used for walls
#	Restrictions: primary
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
	S_tlcorn: \xda			# meta-Z, top left corner
	S_trcorn: \xbf			# meta-?, top right corner
	S_blcorn: \xc0			# meta-@, bottom left
	S_brcorn: \xd9			# meta-Y, bottom right
	S_crwall: \xc5			# meta-E, cross
	S_tuwall: \xc1			# meta-A, T up
	S_tdwall: \xc2			# meta-B, T down
	S_tlwall: \xb4			# meta-4, T left
	S_trwall: \xc3			# meta-C, T right
	S_ndoor: \xfa			# meta-z, centered dot
	S_vodoor: \xfe			# meta-~, small centered square
	S_hodoor: \xfe			# meta-~, small centered square
	S_bars: \xf0			# equivalence symbol
	S_tree: \xf1			# plus or minus symbol
	S_room: \xfa			# meta-z, centered dot
	S_corr: \xb0			# meta-0, light shading
	S_litcorr: \xb1			# meta-1, medium shading
	S_fountain: \xf4		# meta-t, integral top half
	S_pool: \xf7			# meta-w, approx. equals
	S_ice: \xfa			# meta-z, centered dot
	S_lava: \xf7			# meta-w, approx. equals
	S_vodbridge: \xfa		# meta-z, centered dot
	S_hodbridge: \xfa		# meta-z, centered dot
	S_water: \xf7			# meta-w, approx. equals
	S_vbeam: \xb3			# meta-3, vertical rule
	S_hbeam: \xc4			# meta-D, horizontal rule
	S_sw_ml: \xb3			# meta-3, vertical rule
	S_sw_mr: \xb3			# meta-3, vertical rule
	S_explode4: \xb3		# meta-3, vertical rule
	S_explode6: \xb3		# meta-3, vertical rule
finish

start: IBMGraphics_1
#	Restrictions: primary
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
	S_tlcorn: \xda			# meta-Z, top left corner
	S_trcorn: \xbf			# meta-?, top right corner
	S_blcorn: \xc0			# meta-@, bottom left
	S_brcorn: \xd9			# meta-Y, bottom right
	S_crwall: \xc5			# meta-E, cross
	S_tuwall: \xc1			# meta-A, T up
	S_tdwall: \xc2			# meta-B, T down
	S_tlwall: \xb4			# meta-4, T left
	S_trwall: \xc3			# meta-C, T right
	S_vbeam: \xb3			# meta-3, vertical rule
	S_hbeam: \xc4			# meta-D, horizontal rule
	S_sw_ml: \xb3			# meta-3, vertical rule
	S_sw_mr: \xb3			# meta-3, vertical rule
	S_explode4: \xb3		# meta-3, vertical rule
	S_explode6: \xb3		# meta-3, vertical rule
finish

start: IBMGraphics_2
#	Restrictions: primary
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
	S_tlcorn: \xda			# meta-Z, top left corner
	S_trcorn: \xbf			# meta-?, top right corner
	S_blcorn: \xc0			# meta-@, bottom left
	S_brcorn: \xd9			# meta-Y, bottom right
	S_crwall: \xc5			# meta-E, cross
	S_tuwall: \xc1			# meta-A, T up
	S_tdwall: \xc2			# meta-B, T down
	S_tlwall: \xb4			# meta-4, T left
	S_trwall: \xc3			# meta-C, T right
	S_vodoor: \xfe			# meta-~, small centered square
	S_hodoor: \xfe			# meta-~, small centered square
	S_corr: \xb0			# meta-0, light shading
	S_litcorr: \xb1			# meta-1, medium shading
	S_vbeam: \xb3			# meta-3, vertical rule
	S_hbeam: \xc4			# meta-D, horizontal rule
	S_sw_ml: \xb3			# meta-3, vertical rule
	S_sw_mr: \xb3			# meta-3, vertical rule
	S_explode4: \xb3		# meta-3, vertical rule
	S_explode6: \xb3		# meta-3, vertical rule
finish

start: RogueIBM
	Handling: IBM
	Restrictions: rogue
	S_weapon: \x29
	S_amulet: \x2c
	S_food: \x3a
	S_potion: \xad
	S_scroll: \x3f
	S_book: \x2b
	S_wand: \xe7
	S_vwall: \xba			# all walls now use
	S_hwall: \xcd			# double line graphics
	S_tlcorn: \xc9
	S_trcorn: \xbb
	S_blcorn: \xc8
	S_brcorn: \xbc
	S_crwall: \xce
	S_tuwall: \xca
	S_tdwall: \xcb
	S_tlwall: \xb9
	S_trwall: \xcc
	S_ndoor: \xce
	S_vodoor: \xce
	S_hodoor: \xce
	S_room: \xfa			# centered dot
	S_corr: \xb1
	S_litcorr: \xb2
	S_upstair: \xf0			# Greek Xi
	S_dnstair: \xf0
finish

start: RogueEpyx
	Description: rogue level color symbol set like Epyx Rogue
	Restrictions: rogue
	Handling: IBM
	Color: Yes
	S_vwall: \xba			# all walls now use
	S_hwall: \xcd			# double line graphics
	S_tlcorn: \xc9
	S_trcorn: \xbb
	S_blcorn: \xc8
	S_brcorn: \xbc
	S_crwall: \xce
	S_tuwall: \xca
	S_tdwall: \xcb
	S_tlwall: \xb9
	S_trwall: \xcc
	S_ndoor: \xce
	S_vodoor: \xce
	S_hodoor: \xce
	S_room: \xfa			# centered dot
	S_corr: \xb1
	S_litcorr: \xb2
	S_upstair: \xf0			# Greek Xi
	S_dnstair: \xf0
	S_arrow_trap: \x04		# diamond (cards)
	S_dart_trap: \x04
	S_falling_rock_trap: \x04
	S_squeaky_board: \x04
	S_bear_trap: \x04
	S_land_mine: \x04
	S_rolling_boulder_trap: \x04
	S_sleeping_gas_trap: \x04
	S_rust_trap: \x04
	S_fire_trap: \x04
	S_pit: \x04
	S_spiked_pit: \x04
	S_hole: \x04
	S_trap_door: \x04
	S_teleportation_trap: \x04
	S_level_teleporter: \x04
	S_magic_portal: \x04
	S_web: \x04
	S_statue_trap: \x04
	S_magic_trap: \x04
	S_anti_magic_trap: \x04
	S_polymorph_trap: \x04
	S_weapon: \x18			# up arrow
# ^J	S_armor: \x0a			# Vert rect with o
	S_armor: \x5b			# default: '['
# ^I	S_ring: \x09			# circle with arrow
	S_ring: \x3d			# default: '='
	S_amulet: \x0c			# "female" symbol
	S_tool: \x28			# default: '('
	S_food: \x05			# club (as in cards)
	S_potion: \xad			# upside down '!'
	S_scroll: \x0e			# musical note
	S_book: \x2b			# default: '+'
	S_wand: \xe7			# greek tau
	S_coin: \x0f			# yes it's the same as gems
	S_gem: \x0f			# fancy '*'
	S_rock: \x60
	S_ball: \x30
	S_chain: \x5f
	S_venom: \x2e
	S_rock: \x60
	S_ball: \x30
	S_chain: \x5f
	S_venom: \x2e
	S_human: \x01
finish

start: RogueWindows
	Restrictions: rogue
	Handling: IBM
	S_weapon: \x29
	S_amulet: \x2c
	S_food: \x3a
	S_potion: \xad
	S_scroll: \x3f
	S_book: \x2b
	S_wand: \xe7
	S_vwall: \xba			# all walls now use
	S_hwall: \xcd			# double line graphics
	S_tlcorn: \xc9
	S_trcorn: \xbb
	S_blcorn: \xc8
	S_brcorn: \xbc
	S_crwall: \xce
	S_tuwall: \xca
	S_tdwall: \xcb
	S_tlwall: \xb9
	S_trwall: \xcc
	S_ndoor: \xce
	S_vodoor: \xce
	S_hodoor: \xce
	S_room: \xfa			# centered dot
	S_corr: \xb1
	S_litcorr: \xb2
	S_upstair: \xf0			# Greek Xi
	S_dnstair: \xf0
finish

start: curses
	Description: approximation of IBMgraphics using DECgraphics
	Restrictions: primary
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
	S_tlcorn: \xec			# meta-l, top left corner
	S_trcorn: \xeb			# meta-k, top right corner
	S_blcorn: \xed			# meta-m, bottom left
	S_brcorn: \xea			# meta-j, bottom right
	S_crwall: \xee			# meta-n, cross
	S_tuwall: \xf6			# meta-v, T up
	S_tdwall: \xf7			# meta-w, T down
	S_tlwall: \xf5			# meta-u, T left
	S_trwall: \xf4			# meta-t, T right
	S_ndoor: \xfe			# meta-z, centered dot
	S_bars: \xfc			# meta-|, not-equals sign (was '#')
	S_tree: \xe7			# meta-g, plus or minus sign
	S_room: \xfe			# meta-z, centered dot
	S_corr: \xe1			# meta-a, solid block
	S_litcorr: \xe1			# meta-a, solid block
	S_ice: \xfe			# meta-z, centered dot
	S_vodbridge: \xfe		# meta-z, centered dot
	S_hodbridge: \xfe		# meta-z, centered dot
	S_vbeam: \xf8			# meta-3, vertical rule
	S_hbeam: \xf1			# meta-D, horizontal rule
	S_sw_ml: \xf8			# meta-3, vertical rule
	S_sw_mr: \xf8			# meta-3, vertical rule
	S_explode4: \xf8		# meta-3, vertical rule
	S_explode6: \xf8		# meta-3, vertical rule
finish

start: DECgraphics
	Description: special line-drawing characters used for walls
	Restrictions: primary
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
	S_tlcorn: \xec			# meta-l, top left corner
	S_trcorn: \xeb			# meta-k, top right corner
	S_blcorn: \xed			# meta-m, bottom left
	S_brcorn: \xea			# meta-j, bottom right
	S_crwall: \xee			# meta-n, cross
	S_tuwall: \xf6			# meta-v, T up
	S_tdwall: \xf7			# meta-w, T down
	S_tlwall: \xf5			# meta-u, T left
	S_trwall: \xf4			# meta-t, T right
	S_ndoor: \xfe			# meta-~, centered dot
	S_vodoor: \xe1			# meta-a, solid block
	S_hodoor: \xe1			# meta-a, solid block
	S_bars: \xfc			# meta-|, not-equals (used to be pi)
	S_tree: \xe7			# meta-g, plus-or-minus
	S_room: \xfe			# meta-~, centered dot
	S_upladder: \xf9		# meta-y, less-than-or-equals
	S_dnladder: \xfa		# meta-z, greater-than-or-equals
	S_altar: \xfb			# meta-{, pi (used to default to '_')
	S_pool: \xe0			# meta-\, diamond
	S_ice: \xfe			# meta-~, centered dot
	S_lava: \xe0			# meta-\, diamond
	S_vodbridge: \xfe		# meta-~, centered dot
	S_hodbridge: \xfe		# meta-~, centered dot
	S_water: \xe0			# meta-\, diamond
	S_vbeam: \xf8			# meta-x, vertical rule
	S_hbeam: \xf1			# meta-q, horizontal rule
	S_sw_tc: \xef			# meta-o, high horizontal line
	S_sw_ml: \xf8			# meta-x, vertical rule
	S_sw_mr: \xf8			# meta-x, vertical rule
	S_sw_bc: \xf3			# meta-s, low horizontal line
	S_explode2: \xef		# meta-o, high horizontal line
	S_explode4: \xf8		# meta-x, vertical rule
	S_explode6: \xf8		# meta-x, vertical rule
	S_explode8: \xf3		# meta-s, low horizontal line
finish

start: MACgraphics
#	Description: (pre-OSX: obsolete?)
#	Restrictions: primary
	Handling: MAC
	S_vwall: \xba
	S_hwall: \xcd
	S_tlcorn: \xc9
	S_trcorn: \xbb
	S_blcorn: \xc8
	S_brcorn: \xbc
	S_crwall: \xce
	S_tuwall: \xca
	S_tdwall: \xcb
	S_tlwall: \xb9
	S_trwall: \xcc
	S_ndoor: \xb0
	S_vodoor: \xee
	S_hodoor: \xee
	S_vcdoor: \xef
	S_hcdoor: \xef
	S_bars: \xf0			# equivalency symbol
	S_tree: \xf1			# plus-or-minus
	S_corr: \xb0
	S_grave: \xef			# same as open door
	S_pool: \xe0
finish

# symbols EOF
