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authorAdam Borowski <kilobyte@angband.pl>2013-11-10 23:47:01 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-11-10 23:47:01 +0100
commite66dd7be216277a4e2f182dddd094fd2ed9c7c34 (patch)
tree17bc35cb2e20e84faf57dde61831840b97e30152 /crawl-ref/source/viewchar.cc
parentec8329839514fc504383d42e3e4ac559d22de14d (diff)
downloadcrawl-ref-e66dd7be216277a4e2f182dddd094fd2ed9c7c34.tar.gz
crawl-ref-e66dd7be216277a4e2f182dddd094fd2ed9c7c34.zip
Give permarock a different default glyph.
In some cases it appears somewhat goofy, but at least marks places that masquerade as regular rock. An alternative would be reserving a colour for permarock and not using it anywhere else.
Diffstat (limited to 'crawl-ref/source/viewchar.cc')
-rw-r--r--crawl-ref/source/viewchar.cc21
1 files changed, 11 insertions, 10 deletions
diff --git a/crawl-ref/source/viewchar.cc b/crawl-ref/source/viewchar.cc
index b6b5eae5c8..0b244bb640 100644
--- a/crawl-ref/source/viewchar.cc
+++ b/crawl-ref/source/viewchar.cc
@@ -12,7 +12,8 @@ static const ucs_t dchar_table[ NUM_CSET ][ NUM_DCHAR_TYPES ] =
// CSET_DEFAULT
// It must be limited to stuff present both in CP437 and WGL4.
{
- '#', '*', '.', ',', '\'', '+', '^', '>', '<',
+ // ▓
+ '#', 0x2593, '*', '.', ',', '\'', '+', '^', '>', '<',
// ∩ ⌠ ≈
'#', '_', 0x2229, 0x2320, 0x2248, '8', '{',
#if defined(TARGET_OS_WINDOWS) && !defined(USE_TILE_LOCAL)
@@ -34,7 +35,7 @@ static const ucs_t dchar_table[ NUM_CSET ][ NUM_DCHAR_TYPES ] =
},
// CSET_ASCII
{
- '#', '*', '.', ',', '\'', '+', '^', '>', '<', // wall .. stairs up
+ '#', '#', '*', '.', ',', '\'', '+', '^', '>', '<', // wall .. stairs up
'#', '_', '\\', '}', '~', '8', '{', '{', // grate .. item detect
'{', '}', ')', '[', '/', '%', '?', '=', '!', '(', // orb .. missile
':', '|', '}', '%', '$', '"', '0', '7', '^', // book .. teleporter
@@ -45,12 +46,12 @@ static const ucs_t dchar_table[ NUM_CSET ][ NUM_DCHAR_TYPES ] =
// CSET_IBM - this is ANSI 437
{
- // ▒ ░ ∙ · ' ■
- 0x2592, 0x2591, 0x2219, 0xb7, '\'', 0x25a0, '^', '>', '<', // wall .. stairs up
+ // ▒ ▓ ░ ∙ · ' ■ // wall .. stairs up
+ 0x2592, 0x2593, 0x2591, 0x2219, 0xb7, '\'', 0x25a0, '^', '>', '<',
// ▄ ∩ ⌠ ≈
'#', 0x2584, 0x2229, 0x2320, 0x2248, '8', '{', '{', // grate .. item detect
// φ
- '0', 0x03C6, ')', '[', '/', '%', '?', '=', '!', '(', // orb .. missile
+ '0', 0x03C6, ')', '[', '/', '%', '?', '=', '!', '(', // orb .. missile
// ∞ \ ♣ Ω
0x221e, '\\', '}', '%', '$', '"', '#', 0x2663, 0x3a9, // book .. teleporter
' ', '!', '#', '%', '+', ')', '*', 0xF7, // space .. fired_burst
@@ -62,8 +63,8 @@ static const ucs_t dchar_table[ NUM_CSET ][ NUM_DCHAR_TYPES ] =
// CSET_DEC
// It's better known as "vt100 line drawing characters".
{
- // ▒ ♦ · ' ┼
- 0x2592, 0x2666, 0xb7, ':', '\'', 0x253c, '^', '>', '<', // wall .. stairs up
+ // ▒ █ ♦ · ' ┼ // wall .. stairs up
+ 0x2592, 0x2588, 0x2666, 0xb7, ':', '\'', 0x253c, '^', '>', '<',
// π ¶ § » → ¨
'#', 0x3c0, 0xb6, 0xa7, 0xbb, '8', 0x2192, 0xa8, // grate .. item detect
'0', '}', ')', '[', '/', '%', '?', '=', '!', '(', // orb .. missile
@@ -83,8 +84,8 @@ static const ucs_t dchar_table[ NUM_CSET ][ NUM_DCHAR_TYPES ] =
for clouds), but that would require decoupling encoding from charset.
*/
{
- // ▒ ░ · ◦ ' ◼
- 0x2592, 0x2591, 0xB7, 0x25E6, '\'', 0x25FC, '^', '>', '<',
+ // ▒ ▓ ░ · ◦ ' ◼
+ 0x2592, 0x2593, 0x2591, 0xB7, 0x25E6, '\'', 0x25FC, '^', '>', '<',
// ∩ ⌠ ≈ ∆
'#', '_', 0x2229, 0x2320, 0x2248, '8', '{', 0x2206,
'0', '}', ')', '[', '/', '%', '?', '=', '!', '(',
@@ -102,7 +103,7 @@ dungeon_char_type dchar_by_name(const string &name)
{
const char *dchar_names[] =
{
- "wall", "wall_magic", "floor", "floor_magic", "door_open",
+ "wall", "permawall", "wall_magic", "floor", "floor_magic", "door_open",
"door_closed", "trap", "stairs_down", "stairs_up",
"grate", "altar", "arch", "fountain", "wavy", "statue",
"invis_exposed", "item_detected",