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defines.h

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00001 /* ########## active / inactive ######## */ 00002 00003 #define INACTIVE 0 00004 #define ACTIVE 1 00005 00006 /* ########## mias ######## */ 00007 00008 #define MIA_NORMAL 0 00009 #define MIA_AQUA 1 00010 00011 /* ########## objectives ########## */ 00012 00013 #define OBJ_OPTIONAL 0 00014 #define OBJ_REQUIRED 1 00015 00016 /* ########## switch defs ######### */ 00017 00018 #define SWT_NORMAL 0 00019 #define SWT_TOGGLE 1 00020 #define SWT_TIMED 2 00021 #define SWT_PRESSURE 3 00022 #define SWT_RESET 4 00023 #define SWT_WATERLEVEL 5 00024 #define SWT_USED 6 00025 00026 /* ########### trains and doors ######### */ 00027 00028 #define TR_TRAIN 0 00029 00030 #define TR_DOOR 1 00031 #define TR_LOCKED_DOOR 2 00032 #define TR_GOLD_DOOR 3 00033 #define TR_SILVER_DOOR 4 00034 #define TR_BRONZE_DOOR 5 00035 00036 #define TR_SLIDEDOOR 6 00037 #define TR_LOCKED_SLIDEDOOR 7 00038 #define TR_GOLD_SLIDEDOOR 8 00039 #define TR_SILVER_SLIDEDOOR 9 00040 #define TR_BRONZE_SLIDEDOOR 10 00041 00042 #define TR_AT_END 0 00043 #define TR_AT_START 1 00044 00045 #define TR_DOOR_CLOSED 0 00046 #define TR_DOOR_OPEN 1 00047 00048 /* ########### spawn point types ######## */ 00049 00050 #define SPW_HAZARD 0 00051 #define HAZARD_LAVABALL 0 00052 #define HAZARD_ROCKFALL 1 00053 #define HAZARD_BOMBS 2 00054 #define HAZARD_EXPLOSION 3 00055 #define HAZARD_POWERBULLETS 4 00056 #define HAZARD_STALAGTITES 5 00057 00058 #define SPW_ENEMY 1 00059 00060 #define SPW_ITEM 2 00061 00062 #define SPW_BOSSBULLET 3 00063 #define BOSSBULLET1 1 00064 #define BOSSBULLET2 2 00065 #define BOSSBULLET3 3 00066 #define BOSSBULLET4 4 00067 #define BOSSBULLET5 5 00068 00069 #define SPW_NOSUBTYPE -1 00070 00071 /* ########### traps ################ */ 00072 00073 #define TRAP_FIRSTACTION 0 00074 #define TRAP_WAIT1 1 00075 #define TRAP_SECONDACTION 2 00076 #define TRAP_WAIT2 3 00077 00078 #define TRAP_TYPE_SPIKE 0 00079 #define TRAP_TYPE_MINE 1 00080 #define TRAP_TYPE_SWING 2 00081 #define TRAP_TYPE_CRUSHER 3 00082 #define TRAP_TYPE_BARRIER 4 00083 #define TRAP_TYPE_FLAME 5 00084 00085 /* ########### entity flags ######### */ 00086 00087 #define ENT_NONE 0 00088 #define ENT_INANIMATE 1 00089 #define ENT_MULTIEXPLODE ( 2 << 0 ) 00090 #define ENT_DYING ( 2 << 1 ) 00091 #define ENT_WEIGHTLESS ( 2 << 2 ) 00092 #define ENT_NOCOLLISIONS ( 2 << 3 ) 00093 #define ENT_BOUNCES ( 2 << 4 ) 00094 #define ENT_AIMS ( 2 << 5 ) 00095 #define ENT_SPAWNED ( 2 << 6 ) 00096 #define ENT_ALWAYSFIRES ( 2 << 7 ) 00097 #define ENT_FLIES ( 2 << 8 ) 00098 #define ENT_COLLECTABLE ( 2 << 9 ) 00099 #define ENT_EXPLODES ( 2 << 10 ) 00100 #define ENT_FIRETRAIL ( 2 << 11 ) 00101 #define ENT_SPARKS ( 2 << 12 ) 00102 #define ENT_PUFFS ( 2 << 13 ) 00103 #define ENT_ONFIRE ( 2 << 14 ) 00104 #define ENT_JUMPS ( 2 << 15 ) 00105 #define ENT_NOMOVE ( 2 << 16 ) 00106 #define ENT_SWIMS ( 2 << 17 ) 00107 #define ENT_BULLET ( 2 << 18 ) 00108 #define ENT_TELEPORTING ( 2 << 19 ) 00109 #define ENT_IMMUNE ( 2 << 20 ) 00110 #define ENT_STATIC ( 2 << 21 ) 00111 #define ENT_SLIDES ( 2 << 22 ) 00112 #define ENT_RAPIDFIRE ( 2 << 23 ) 00113 #define ENT_IMMUNEEXPLODE ( 2 << 24 ) 00114 #define ENT_ALWAYSCHASE ( 2 << 25 ) 00115 #define ENT_NOJUMP ( 2 << 26 ) 00116 #define ENT_GALDOV ( 2 << 27 ) 00117 #define ENT_PARTICLETRAIL ( 2 << 28 ) 00118 #define ENT_BOSS ( 2 << 29 ) 00119 #define ENT_GALDOVFINAL ( 2 << 30 )

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