#define BD_ELEMENTS_H
-/* These are the objects in caves. */
+// These are the objects in caves.
typedef enum _element
{
O_SPACE,
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,
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,
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,
SCANNED = 0x100,
COVERED = 0x200,
+ SKIPPED = 0x400,
- /* binary AND this to elements to get rid of properties above. */
- O_MASK = ~(SCANNED | COVERED)
+ // binary AND this to elements to get rid of properties above.
+ O_MASK = ~(SCANNED | COVERED | SKIPPED)
} GdElement;
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,
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,
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,
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,
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,
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,