Source:NetHack 3.6.0/dat/symbols

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Below is the full text to symbols from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/symbols#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 # 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 \x60 and \x7f).
 
 start: DECgraphics
 	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: \xfb			# meta-{, small pi
 	S_tree: \xe7			# meta-g, plus-or-minus
 	S_room: \xfe			# meta-~, centered dot
 	S_upladder: \xf9		# meta-y, greater-than-or-equals
 	S_dnladder: \xfa		# meta-z, less-than-or-equals
 	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: IBMgraphics
 	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
 	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
 	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: MACgraphics
 	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
 
 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_weapon: \x18			# up arrow
 	S_armor: \x0a			# Vert rect with o
 	S_ring: \x09			# circle with arrow
 	S_amulet: \x0c			# "female" symbol
 	S_food: \x05			# club (as in cards)			
 	S_potion: \xad			# upside down '!'
 	S_scroll: \x0e			# musical note
 	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_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
 	S_armor: \x5b
 	S_ring: \x3d
 	S_amulet: \xc
 	S_tool: \x28
 	S_food: \x5
 	S_potion: \xad
 	S_scroll: \xe
 	S_book: \x2b
 	S_wand: \xe7
 	S_coin: \xf
 	S_gem: \xf
 	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
 
 # 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