Replace 4-character constants with enums
This covers only the places where they were used to indicate a preset selection in constructors. The usage in qdpict where they're actually passed to the Resource Manager, as well as the 4-character constants representing file types and creator codes, are still present.
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@@ -127,9 +127,9 @@ cItem::cItem(){
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cursed = concealed = enchanted = unsellable = false;
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}
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cItem::cItem(long preset) : cItem() {
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cItem::cItem(eItemPreset preset) : cItem() {
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switch(preset){
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case 'nife':
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case ITEM_KNIFE:
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variety = eItemType::ONE_HANDED;
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item_level = 4;
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bonus = 1;
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@@ -141,7 +141,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Knife";
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ident = true;
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break;
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case 'buck':
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case ITEM_BUCKLER:
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variety = eItemType::SHIELD;
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item_level = 1;
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awkward = 1;
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@@ -152,7 +152,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Buckler";
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ident = true;
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break;
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case 'bow ':
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case ITEM_BOW:
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variety = eItemType::BOW;
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weap_type = eSkill::ARCHERY;
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graphic_num = 10;
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@@ -162,7 +162,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Bow";
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ident = true;
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break;
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case 'arrw':
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case ITEM_ARROW:
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variety = eItemType::ARROW;
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item_level = 12;
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charges = 12;
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@@ -174,7 +174,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Arrows";
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ident = true;
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break;
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case 'pole':
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case ITEM_POLEARM:
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variety = eItemType::TWO_HANDED;
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item_level = 9;
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weap_type = eSkill::POLE_WEAPONS;
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@@ -185,7 +185,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Spear";
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ident = true;
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break;
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case 'helm':
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case ITEM_HELM:
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variety = eItemType::HELM;
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item_level = 1;
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weap_type = eSkill::INVALID;
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@@ -196,7 +196,7 @@ cItem::cItem(long preset) : cItem() {
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name = "Helm";
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ident = true;
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break;
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case 'rdsk':
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case ITEM_RAZORDISK:
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variety = eItemType::THROWN_MISSILE;
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item_level = 9;
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bonus = 1;
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@@ -210,17 +210,17 @@ cItem::cItem(long preset) : cItem() {
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name = "Razordisks";
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ident = true;
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break;
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case 'food':
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case ITEM_FOOD:
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variety = eItemType::FOOD;
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graphic_num = 72;
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full_name = "Food";
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name = "Food";
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break;
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case 'spel':
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case ITEM_SPELL:
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variety = eItemType::NON_USE_OBJECT;
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graphic_num = 63;
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break;
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case 'alch':
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case ITEM_POTION:
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variety = eItemType::POTION;
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charges = 1;
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graphic_num = 60;
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@@ -229,16 +229,16 @@ cItem::cItem(long preset) : cItem() {
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name = "Potion";
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magic = true;
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break;
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case 'spec':
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case ITEM_SPECIAL:
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item_level = -1;
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full_name = "Call Special Node";
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case 'shop':
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case ITEM_SHOP:
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graphic_num = 105; // The blank graphic
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break;
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}
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}
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cItem::cItem(eAlchemy recipe) : cItem('alch') {
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cItem::cItem(eAlchemy recipe) : cItem(ITEM_POTION) {
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full_name = get_str("magic-names", int(recipe) + 200);
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switch(recipe) {
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case eAlchemy::NONE: break;
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