Use even more enums

This commit is contained in:
Pasi Kallinen
2016-10-10 21:55:23 +03:00
parent 552647fb36
commit ecf1500b6c

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@@ -111,120 +111,122 @@ enum levl_typ_types {
*/
/* begin dungeon characters */
#define S_stone 0
#define S_vwall 1
#define S_hwall 2
#define S_tlcorn 3
#define S_trcorn 4
#define S_blcorn 5
#define S_brcorn 6
#define S_crwall 7
#define S_tuwall 8
#define S_tdwall 9
#define S_tlwall 10
#define S_trwall 11
#define S_ndoor 12
#define S_vodoor 13
#define S_hodoor 14
#define S_vcdoor 15 /* closed door, vertical wall */
#define S_hcdoor 16 /* closed door, horizontal wall */
#define S_bars 17 /* KMH -- iron bars */
#define S_tree 18 /* KMH */
#define S_room 19
#define S_darkroom 20
#define S_corr 21
#define S_litcorr 22
#define S_upstair 23
#define S_dnstair 24
#define S_upladder 25
#define S_dnladder 26
#define S_altar 27
#define S_grave 28
#define S_throne 29
#define S_sink 30
#define S_fountain 31
#define S_pool 32
#define S_ice 33
#define S_lava 34
#define S_vodbridge 35
#define S_hodbridge 36
#define S_vcdbridge 37 /* closed drawbridge, vertical wall */
#define S_hcdbridge 38 /* closed drawbridge, horizontal wall */
#define S_air 39
#define S_cloud 40
#define S_water 41
enum screen_symbols {
S_stone = 0,
S_vwall,
S_hwall,
S_tlcorn,
S_trcorn,
S_blcorn,
S_brcorn,
S_crwall,
S_tuwall,
S_tdwall,
S_tlwall,
S_trwall,
S_ndoor,
S_vodoor,
S_hodoor,
S_vcdoor, /* closed door, vertical wall */
S_hcdoor, /* closed door, horizontal wall */
S_bars, /* KMH -- iron bars */
S_tree, /* KMH */
S_room,
S_darkroom,
S_corr,
S_litcorr,
S_upstair,
S_dnstair,
S_upladder,
S_dnladder,
S_altar,
S_grave,
S_throne,
S_sink,
S_fountain,
S_pool,
S_ice,
S_lava,
S_vodbridge,
S_hodbridge,
S_vcdbridge, /* closed drawbridge, vertical wall */
S_hcdbridge, /* closed drawbridge, horizontal wall */
S_air,
S_cloud,
S_water,
/* end dungeon characters, begin traps */
#define S_arrow_trap 42
#define S_dart_trap 43
#define S_falling_rock_trap 44
#define S_squeaky_board 45
#define S_bear_trap 46
#define S_land_mine 47
#define S_rolling_boulder_trap 48
#define S_sleeping_gas_trap 49
#define S_rust_trap 50
#define S_fire_trap 51
#define S_pit 52
#define S_spiked_pit 53
#define S_hole 54
#define S_trap_door 55
#define S_teleportation_trap 56
#define S_level_teleporter 57
#define S_magic_portal 58
#define S_web 59
#define S_statue_trap 60
#define S_magic_trap 61
#define S_anti_magic_trap 62
#define S_polymorph_trap 63
#define S_vibrating_square 64
S_arrow_trap,
S_dart_trap,
S_falling_rock_trap,
S_squeaky_board,
S_bear_trap,
S_land_mine,
S_rolling_boulder_trap,
S_sleeping_gas_trap,
S_rust_trap,
S_fire_trap,
S_pit,
S_spiked_pit,
S_hole,
S_trap_door,
S_teleportation_trap,
S_level_teleporter,
S_magic_portal,
S_web,
S_statue_trap,
S_magic_trap,
S_anti_magic_trap,
S_polymorph_trap,
S_vibrating_square,
/* end traps, begin special effects */
#define S_vbeam 65 /* The 4 zap beam symbols. Do NOT separate. */
#define S_hbeam 66 /* To change order or add, see function */
#define S_lslant 67 /* zapdir_to_glyph() in display.c. */
#define S_rslant 68
#define S_digbeam 69 /* dig beam symbol */
#define S_flashbeam 70 /* camera flash symbol */
#define S_boomleft 71 /* thrown boomerang, open left, e.g ')' */
#define S_boomright 72 /* thrown boomerang, open right, e.g. '(' */
#define S_ss1 73 /* 4 magic shield glyphs */
#define S_ss2 74
#define S_ss3 75
#define S_ss4 76
#define S_poisoncloud 77
#define S_goodpos 78 /* valid position for targeting */
S_vbeam, /* The 4 zap beam symbols. Do NOT separate. */
S_hbeam, /* To change order or add, see function */
S_lslant, /* zapdir_to_glyph() in display.c. */
S_rslant,
S_digbeam, /* dig beam symbol */
S_flashbeam, /* camera flash symbol */
S_boomleft, /* thrown boomerang, open left, e.g ')' */
S_boomright, /* thrown boomerang, open right, e.g. '(' */
S_ss1, /* 4 magic shield glyphs */
S_ss2,
S_ss3,
S_ss4,
S_poisoncloud,
S_goodpos, /* valid position for targeting */
/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
/* the function swallow_to_glyph() in display.c. */
#define S_sw_tl 79 /* swallow top left [1] */
#define S_sw_tc 80 /* swallow top center [2] Order: */
#define S_sw_tr 81 /* swallow top right [3] */
#define S_sw_ml 82 /* swallow middle left [4] 1 2 3 */
#define S_sw_mr 83 /* swallow middle right [6] 4 5 6 */
#define S_sw_bl 84 /* swallow bottom left [7] 7 8 9 */
#define S_sw_bc 85 /* swallow bottom center [8] */
#define S_sw_br 86 /* swallow bottom right [9] */
S_sw_tl, /* swallow top left [1] */
S_sw_tc, /* swallow top center [2] Order: */
S_sw_tr, /* swallow top right [3] */
S_sw_ml, /* swallow middle left [4] 1 2 3 */
S_sw_mr, /* swallow middle right [6] 4 5 6 */
S_sw_bl, /* swallow bottom left [7] 7 8 9 */
S_sw_bc, /* swallow bottom center [8] */
S_sw_br, /* swallow bottom right [9] */
#define S_explode1 87 /* explosion top left */
#define S_explode2 88 /* explosion top center */
#define S_explode3 89 /* explosion top right Ex. */
#define S_explode4 90 /* explosion middle left */
#define S_explode5 91 /* explosion middle center /-\ */
#define S_explode6 92 /* explosion middle right |@| */
#define S_explode7 93 /* explosion bottom left \-/ */
#define S_explode8 94 /* explosion bottom center */
#define S_explode9 95 /* explosion bottom right */
S_explode1, /* explosion top left */
S_explode2, /* explosion top center */
S_explode3, /* explosion top right Ex. */
S_explode4, /* explosion middle left */
S_explode5, /* explosion middle center /-\ */
S_explode6, /* explosion middle right |@| */
S_explode7, /* explosion bottom left \-/ */
S_explode8, /* explosion bottom center */
S_explode9, /* explosion bottom right */
/* end effects */
#define MAXPCHARS 96 /* maximum number of mapped characters */
#define MAXDCHARS 42 /* maximum of mapped dungeon characters */
#define MAXTCHARS 22 /* maximum of mapped trap characters */
#define MAXECHARS 31 /* maximum of mapped effects characters */
MAXPCHARS /* maximum number of mapped characters */
};
#define MAXDCHARS (S_water - S_stone + 1) /* maximum of mapped dungeon characters */
#define MAXTCHARS (S_vibrating_square - S_arrow_trap + 1) /* maximum of mapped trap characters */
#define MAXECHARS (S_explode9 - S_vbeam + 1) /* maximum of mapped effects characters */
#define MAXEXPCHARS 9 /* number of explosion characters */
#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)