The blank symbol set can be used with screen reader software
to prevent it from reading the map symbols.
Prevent a segfault when looking at the map and many symbols
share the same character. Don't list too many symbols when
looking at those, if many share the same character.
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_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_hodoor: \032
+ S_hole: \032
+ S_human: \032
+ S_humanoid: \032
+ S_hwall: \032
+ S_imp: \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_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_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_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_vibrating_square: \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: plain
Description: Same as Default symbols, except '+' for corner walls
S_tlcorn: '+'
return 0;
space_left = BUFSZ - strlen(buf) - 1;
+ if (space_left < 1)
+ return 0;
(void) strncat(buf, " or ", space_left);
(void) strncat(buf, new_str, space_left - 4);
return 1;
* If we are looking at the screen, follow multiple possibilities or
* an ambiguous explanation by something more detailed.
*/
+
+ if (found > 4)
+ Sprintf(out_str, "%s", "That can be many things");
+
didlook:
if (looked) {
if (found > 1 || need_to_look) {