improved smooth movement animation for BD engine (complete rewrite)
[rocksndiamonds.git] / src / game_bd / bd_elements.h
index 8d670430010ff06fb12f595f3deef766b87f939b..446dfc2d385c029ba2202b843a30ab6ad020d14b 100644 (file)
@@ -18,7 +18,7 @@
 #define BD_ELEMENTS_H
 
 
-/* These are the objects in caves. */
+// These are the objects in caves.
 typedef enum _element
 {
   O_SPACE,
@@ -190,9 +190,16 @@ typedef enum _element
   O_PRE_PL_3,
   O_PLAYER,
   O_PLAYER_BOMB,
+  O_PLAYER_ROCKET_LAUNCHER,
   O_PLAYER_GLUED,
   O_PLAYER_STIRRING,
 
+  O_ROCKET_LAUNCHER,
+  O_ROCKET_1,
+  O_ROCKET_2,
+  O_ROCKET_3,
+  O_ROCKET_4,
+
   O_BOMB,
   O_BOMB_TICK_1,
   O_BOMB_TICK_2,
@@ -249,21 +256,21 @@ typedef enum _element
   O_NUT_EXPL_3,
   O_NUT_EXPL_4,
 
-  /* these are used internally for the pneumatic hammer, and should not be used in the editor! */
-  /* (not even as an effect destination or something like that) */
+  // these are used internally for the pneumatic hammer, and should not be used in the editor!
+  // (not even as an effect destination or something like that)
   O_PLAYER_PNEUMATIC_LEFT,
   O_PLAYER_PNEUMATIC_RIGHT,
   O_PNEUMATIC_ACTIVE_LEFT,
   O_PNEUMATIC_ACTIVE_RIGHT,
 
-  O_UNKNOWN,   /* unknown element imported or read from bdcff */
-  O_NONE,      /* do not draw this element when creating cave; can be used,
-                  for example, to skip drawing a maze's path */
+  O_UNKNOWN,   // unknown element imported or read from bdcff
+  O_NONE,      // do not draw this element when creating cave; can be used,
+               // for example, to skip drawing a maze's path
 
-  O_MAX,       /* remembering last index: this should get an integer value
-                  which is 1 more than the one above. */
+  O_MAX,       // remembering last index: this should get an integer value
+               // which is 1 more than the one above.
 
-  /* fake elements to help drawing */
+  // fake elements to help drawing
   O_FAKE_BONUS,
   O_INBOX_CLOSED,
   O_INBOX_OPEN,
@@ -272,9 +279,13 @@ typedef enum _element
   O_COVERED,
   O_PLAYER_LEFT,
   O_PLAYER_RIGHT,
+  O_PLAYER_UP,
+  O_PLAYER_DOWN,
   O_PLAYER_TAP,
   O_PLAYER_BLINK,
   O_PLAYER_TAP_BLINK,
+  O_PLAYER_PUSH_LEFT,
+  O_PLAYER_PUSH_RIGHT,
   O_CREATURE_SWITCH_ON,
   O_EXPANDING_WALL_SWITCH_HORIZ,
   O_EXPANDING_WALL_SWITCH_VERT,
@@ -306,10 +317,10 @@ typedef enum _element
 
   O_MAX_ALL,
 
-  SCANNED=0x100,
-  COVERED=0x200,
+  SCANNED = 0x100,
+  COVERED = 0x200,
 
-  /* binary AND this to elements to get rid of properties above. */
+  // binary AND this to elements to get rid of properties above.
   O_MASK = ~(SCANNED | COVERED)
 } GdElement;
 
@@ -343,7 +354,7 @@ typedef enum _sound
   GD_S_FALLING_WALL_IMPACT,
   GD_S_EXPANDING_WALL,
   GD_S_WALL_REAPPEARING,
-  GD_S_DIAMOND_FALLING_RANDOM,         /* randomly select a diamond falling sound */
+  GD_S_DIAMOND_FALLING_RANDOM,         // randomly select a diamond falling sound
   GD_S_DIAMOND_FALLING_1,
   GD_S_DIAMOND_FALLING_2,
   GD_S_DIAMOND_FALLING_3,
@@ -352,7 +363,7 @@ typedef enum _sound
   GD_S_DIAMOND_FALLING_6,
   GD_S_DIAMOND_FALLING_7,
   GD_S_DIAMOND_FALLING_8,
-  GD_S_DIAMOND_IMPACT_RANDOM,          /* randomly select a diamond impact sound */
+  GD_S_DIAMOND_IMPACT_RANDOM,          // randomly select a diamond impact sound
   GD_S_DIAMOND_IMPACT_1,
   GD_S_DIAMOND_IMPACT_2,
   GD_S_DIAMOND_IMPACT_3,
@@ -361,7 +372,7 @@ typedef enum _sound
   GD_S_DIAMOND_IMPACT_6,
   GD_S_DIAMOND_IMPACT_7,
   GD_S_DIAMOND_IMPACT_8,
-  GD_S_FLYING_DIAMOND_FALLING_RANDOM,  /* randomly select a flying diamond falling sound */
+  GD_S_FLYING_DIAMOND_FALLING_RANDOM,  // randomly select a flying diamond falling sound
   GD_S_FLYING_DIAMOND_FALLING_1,
   GD_S_FLYING_DIAMOND_FALLING_2,
   GD_S_FLYING_DIAMOND_FALLING_3,
@@ -370,7 +381,7 @@ typedef enum _sound
   GD_S_FLYING_DIAMOND_FALLING_6,
   GD_S_FLYING_DIAMOND_FALLING_7,
   GD_S_FLYING_DIAMOND_FALLING_8,
-  GD_S_FLYING_DIAMOND_IMPACT_RANDOM,   /* randomly select a flying diamond impact sound */
+  GD_S_FLYING_DIAMOND_IMPACT_RANDOM,   // randomly select a flying diamond impact sound
   GD_S_FLYING_DIAMOND_IMPACT_1,
   GD_S_FLYING_DIAMOND_IMPACT_2,
   GD_S_FLYING_DIAMOND_IMPACT_3,
@@ -421,7 +432,7 @@ typedef enum _sound
   GD_S_VOODOO_EXPLODING,
   GD_S_NITRO_PACK_EXPLODING,
   GD_S_BOMB_PLACING,
-  GD_S_FINISHED,               /* loop */
+  GD_S_FINISHED,               // loop
   GD_S_SWITCH_BITER,
   GD_S_SWITCH_CREATURES,
   GD_S_SWITCH_GRAVITY,
@@ -429,12 +440,12 @@ typedef enum _sound
   GD_S_SWITCH_CONVEYOR,
   GD_S_SWITCH_REPLICATOR,
 
-  GD_S_AMOEBA,                 /* loop */
-  GD_S_AMOEBA_MAGIC,           /* loop */
-  GD_S_MAGIC_WALL,             /* loop */
-  GD_S_COVERING,               /* loop */
-  GD_S_PNEUMATIC_HAMMER,       /* loop */
-  GD_S_WATER,                  /* loop */
+  GD_S_AMOEBA,                 // loop
+  GD_S_AMOEBA_MAGIC,           // loop
+  GD_S_MAGIC_WALL,             // loop
+  GD_S_COVERING,               // loop
+  GD_S_PNEUMATIC_HAMMER,       // loop
+  GD_S_WATER,                  // loop
 
   GD_S_CRACKING,
   GD_S_GRAVITY_CHANGING,