text: #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
  };
  