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#pragma once
// NOTE: The order of these is very important to their usage!
// [dshaligram] If adding/removing from this list, also update viewchar.cc!
enum dungeon_char_type
{
DCHAR_WALL,
DCHAR_PERMAWALL,
DCHAR_WALL_MAGIC,
DCHAR_FLOOR,
DCHAR_FLOOR_MAGIC,
DCHAR_DOOR_OPEN,
DCHAR_DOOR_CLOSED,
DCHAR_TRAP,
DCHAR_STAIRS_DOWN,
DCHAR_STAIRS_UP,
DCHAR_GRATE,
DCHAR_ALTAR,
DCHAR_ARCH,
DCHAR_FOUNTAIN,
DCHAR_WAVY,
DCHAR_STATUE,
DCHAR_INVIS_EXPOSED,
DCHAR_ITEM_DETECTED,
DCHAR_ITEM_ORB,
DCHAR_ITEM_RUNE,
DCHAR_ITEM_WEAPON,
DCHAR_ITEM_ARMOUR,
DCHAR_ITEM_WAND,
DCHAR_ITEM_FOOD,
DCHAR_ITEM_SCROLL,
DCHAR_ITEM_RING,
DCHAR_ITEM_POTION,
DCHAR_ITEM_MISSILE,
DCHAR_ITEM_BOOK,
DCHAR_ITEM_STAFF,
#if TAG_MAJOR_VERSION == 34
DCHAR_ITEM_ROD,
#endif
DCHAR_ITEM_MISCELLANY,
DCHAR_ITEM_CORPSE,
DCHAR_ITEM_SKELETON,
DCHAR_ITEM_GOLD,
DCHAR_ITEM_AMULET,
DCHAR_CLOUD,
DCHAR_CLOUD_WEAK,
DCHAR_CLOUD_FADING,
DCHAR_CLOUD_TERMINAL,
DCHAR_TREE,
#if TAG_MAJOR_VERSION == 34
DCHAR_TELEPORTER,
#endif
DCHAR_TRANSPORTER,
DCHAR_TRANSPORTER_LANDING,
DCHAR_SPACE,
DCHAR_FIRED_BOLT,
DCHAR_FIRED_ZAP,
DCHAR_FIRED_BURST,
DCHAR_FIRED_DEBUG,
DCHAR_FIRED_MISSILE,
DCHAR_EXPLOSION,
DCHAR_FRAME_HORIZ,
DCHAR_FRAME_VERT,
DCHAR_FRAME_TL,
DCHAR_FRAME_TR,
DCHAR_FRAME_BL,
DCHAR_FRAME_BR,
DCHAR_DRAW_HORIZ,
DCHAR_DRAW_VERT,
DCHAR_DRAW_SLASH,
DCHAR_DRAW_BACKSLASH,
DCHAR_DRAW_TL,
DCHAR_DRAW_TR,
DCHAR_DRAW_BL,
DCHAR_DRAW_BR,
DCHAR_DRAW_DOWN,
DCHAR_DRAW_UP,
DCHAR_DRAW_RIGHT,
DCHAR_DRAW_LEFT,
NUM_DCHAR_TYPES
};
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