# 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

start: default
finish
