Use even more enums
This commit is contained in:
204
include/rm.h
204
include/rm.h
@@ -111,120 +111,122 @@ enum levl_typ_types {
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*/
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/* begin dungeon characters */
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#define S_stone 0
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#define S_vwall 1
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#define S_hwall 2
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#define S_tlcorn 3
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#define S_trcorn 4
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#define S_blcorn 5
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#define S_brcorn 6
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#define S_crwall 7
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#define S_tuwall 8
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#define S_tdwall 9
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#define S_tlwall 10
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#define S_trwall 11
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#define S_ndoor 12
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#define S_vodoor 13
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#define S_hodoor 14
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#define S_vcdoor 15 /* closed door, vertical wall */
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#define S_hcdoor 16 /* closed door, horizontal wall */
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#define S_bars 17 /* KMH -- iron bars */
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#define S_tree 18 /* KMH */
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#define S_room 19
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#define S_darkroom 20
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#define S_corr 21
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#define S_litcorr 22
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#define S_upstair 23
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#define S_dnstair 24
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#define S_upladder 25
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#define S_dnladder 26
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#define S_altar 27
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#define S_grave 28
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#define S_throne 29
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#define S_sink 30
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#define S_fountain 31
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#define S_pool 32
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#define S_ice 33
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#define S_lava 34
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#define S_vodbridge 35
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#define S_hodbridge 36
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#define S_vcdbridge 37 /* closed drawbridge, vertical wall */
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#define S_hcdbridge 38 /* closed drawbridge, horizontal wall */
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#define S_air 39
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#define S_cloud 40
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#define S_water 41
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enum screen_symbols {
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S_stone = 0,
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S_vwall,
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S_hwall,
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S_tlcorn,
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S_trcorn,
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S_blcorn,
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S_brcorn,
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S_crwall,
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S_tuwall,
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S_tdwall,
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S_tlwall,
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S_trwall,
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S_ndoor,
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S_vodoor,
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S_hodoor,
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S_vcdoor, /* closed door, vertical wall */
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S_hcdoor, /* closed door, horizontal wall */
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S_bars, /* KMH -- iron bars */
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S_tree, /* KMH */
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S_room,
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S_darkroom,
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S_corr,
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S_litcorr,
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S_upstair,
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S_dnstair,
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S_upladder,
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S_dnladder,
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S_altar,
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S_grave,
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S_throne,
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S_sink,
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S_fountain,
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S_pool,
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S_ice,
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S_lava,
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S_vodbridge,
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S_hodbridge,
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S_vcdbridge, /* closed drawbridge, vertical wall */
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S_hcdbridge, /* closed drawbridge, horizontal wall */
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S_air,
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S_cloud,
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S_water,
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/* end dungeon characters, begin traps */
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#define S_arrow_trap 42
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#define S_dart_trap 43
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#define S_falling_rock_trap 44
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#define S_squeaky_board 45
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#define S_bear_trap 46
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#define S_land_mine 47
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#define S_rolling_boulder_trap 48
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#define S_sleeping_gas_trap 49
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#define S_rust_trap 50
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#define S_fire_trap 51
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#define S_pit 52
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#define S_spiked_pit 53
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#define S_hole 54
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#define S_trap_door 55
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#define S_teleportation_trap 56
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#define S_level_teleporter 57
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#define S_magic_portal 58
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#define S_web 59
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#define S_statue_trap 60
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#define S_magic_trap 61
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#define S_anti_magic_trap 62
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#define S_polymorph_trap 63
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#define S_vibrating_square 64
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S_arrow_trap,
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S_dart_trap,
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S_falling_rock_trap,
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S_squeaky_board,
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S_bear_trap,
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S_land_mine,
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S_rolling_boulder_trap,
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S_sleeping_gas_trap,
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S_rust_trap,
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S_fire_trap,
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S_pit,
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S_spiked_pit,
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S_hole,
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S_trap_door,
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S_teleportation_trap,
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S_level_teleporter,
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S_magic_portal,
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S_web,
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S_statue_trap,
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S_magic_trap,
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S_anti_magic_trap,
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S_polymorph_trap,
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S_vibrating_square,
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/* end traps, begin special effects */
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#define S_vbeam 65 /* The 4 zap beam symbols. Do NOT separate. */
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#define S_hbeam 66 /* To change order or add, see function */
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#define S_lslant 67 /* zapdir_to_glyph() in display.c. */
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#define S_rslant 68
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#define S_digbeam 69 /* dig beam symbol */
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#define S_flashbeam 70 /* camera flash symbol */
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#define S_boomleft 71 /* thrown boomerang, open left, e.g ')' */
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#define S_boomright 72 /* thrown boomerang, open right, e.g. '(' */
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#define S_ss1 73 /* 4 magic shield glyphs */
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#define S_ss2 74
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#define S_ss3 75
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#define S_ss4 76
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#define S_poisoncloud 77
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#define S_goodpos 78 /* valid position for targeting */
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S_vbeam, /* The 4 zap beam symbols. Do NOT separate. */
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S_hbeam, /* To change order or add, see function */
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S_lslant, /* zapdir_to_glyph() in display.c. */
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S_rslant,
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S_digbeam, /* dig beam symbol */
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S_flashbeam, /* camera flash symbol */
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S_boomleft, /* thrown boomerang, open left, e.g ')' */
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S_boomright, /* thrown boomerang, open right, e.g. '(' */
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S_ss1, /* 4 magic shield glyphs */
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S_ss2,
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S_ss3,
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S_ss4,
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S_poisoncloud,
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S_goodpos, /* valid position for targeting */
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/* The 8 swallow symbols. Do NOT separate. To change order or add, see */
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/* the function swallow_to_glyph() in display.c. */
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#define S_sw_tl 79 /* swallow top left [1] */
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#define S_sw_tc 80 /* swallow top center [2] Order: */
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#define S_sw_tr 81 /* swallow top right [3] */
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#define S_sw_ml 82 /* swallow middle left [4] 1 2 3 */
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#define S_sw_mr 83 /* swallow middle right [6] 4 5 6 */
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#define S_sw_bl 84 /* swallow bottom left [7] 7 8 9 */
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#define S_sw_bc 85 /* swallow bottom center [8] */
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#define S_sw_br 86 /* swallow bottom right [9] */
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S_sw_tl, /* swallow top left [1] */
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S_sw_tc, /* swallow top center [2] Order: */
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S_sw_tr, /* swallow top right [3] */
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S_sw_ml, /* swallow middle left [4] 1 2 3 */
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S_sw_mr, /* swallow middle right [6] 4 5 6 */
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S_sw_bl, /* swallow bottom left [7] 7 8 9 */
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S_sw_bc, /* swallow bottom center [8] */
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S_sw_br, /* swallow bottom right [9] */
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#define S_explode1 87 /* explosion top left */
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#define S_explode2 88 /* explosion top center */
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#define S_explode3 89 /* explosion top right Ex. */
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#define S_explode4 90 /* explosion middle left */
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#define S_explode5 91 /* explosion middle center /-\ */
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#define S_explode6 92 /* explosion middle right |@| */
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#define S_explode7 93 /* explosion bottom left \-/ */
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#define S_explode8 94 /* explosion bottom center */
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#define S_explode9 95 /* explosion bottom right */
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S_explode1, /* explosion top left */
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S_explode2, /* explosion top center */
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S_explode3, /* explosion top right Ex. */
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S_explode4, /* explosion middle left */
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S_explode5, /* explosion middle center /-\ */
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S_explode6, /* explosion middle right |@| */
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S_explode7, /* explosion bottom left \-/ */
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S_explode8, /* explosion bottom center */
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S_explode9, /* explosion bottom right */
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/* end effects */
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#define MAXPCHARS 96 /* maximum number of mapped characters */
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#define MAXDCHARS 42 /* maximum of mapped dungeon characters */
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#define MAXTCHARS 22 /* maximum of mapped trap characters */
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#define MAXECHARS 31 /* maximum of mapped effects characters */
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MAXPCHARS /* maximum number of mapped characters */
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};
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#define MAXDCHARS (S_water - S_stone + 1) /* maximum of mapped dungeon characters */
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#define MAXTCHARS (S_vibrating_square - S_arrow_trap + 1) /* maximum of mapped trap characters */
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#define MAXECHARS (S_explode9 - S_vbeam + 1) /* maximum of mapped effects characters */
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#define MAXEXPCHARS 9 /* number of explosion characters */
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#define DARKROOMSYM (Is_rogue_level(&u.uz) ? S_stone : S_darkroom)
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