changed most comments from C to C++ style for BD engine code
[rocksndiamonds.git] / src / game_bd / bd_elements.h
index bf4bd5a84089f73b75a12bcd3cd335ba682c46bf..ab5d5fc5800163eeb2f38da4d454357b504931fa 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,
@@ -249,21 +249,21 @@ 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,
@@ -306,56 +306,104 @@ typedef enum _element
 
   O_MAX_ALL,
 
-  SCANNED=0x100,
-  COVERED=0x200,
+  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_NONE,
 
-  GD_S_STONE,
-  GD_S_NUT,
-  GD_S_NUT_CRACK,
-  GD_S_DIRT_BALL,
-  GD_S_NITRO,
-  GD_S_FALLING_WALL,
+  GD_S_STONE_PUSHING,
+  GD_S_STONE_FALLING,
+  GD_S_STONE_IMPACT,
+  GD_S_MEGA_STONE_PUSHING,
+  GD_S_MEGA_STONE_FALLING,
+  GD_S_MEGA_STONE_IMPACT,
+  GD_S_FLYING_STONE_PUSHING,
+  GD_S_FLYING_STONE_FALLING,
+  GD_S_FLYING_STONE_IMPACT,
+  GD_S_WAITING_STONE_PUSHING,
+  GD_S_CHASING_STONE_PUSHING,
+  GD_S_NUT_PUSHING,
+  GD_S_NUT_FALLING,
+  GD_S_NUT_IMPACT,
+  GD_S_NUT_CRACKING,
+  GD_S_DIRT_BALL_FALLING,
+  GD_S_DIRT_BALL_IMPACT,
+  GD_S_DIRT_LOOSE_FALLING,
+  GD_S_DIRT_LOOSE_IMPACT,
+  GD_S_NITRO_PACK_PUSHING,
+  GD_S_NITRO_PACK_FALLING,
+  GD_S_NITRO_PACK_IMPACT,
+  GD_S_FALLING_WALL_FALLING,
+  GD_S_FALLING_WALL_IMPACT,
   GD_S_EXPANDING_WALL,
-  GD_S_WALL_REAPPEAR,
-  GD_S_DIAMOND_RANDOM,    /* randomly select a diamond sound */
-  GD_S_DIAMOND_1,
-  GD_S_DIAMOND_2,
-  GD_S_DIAMOND_3,
-  GD_S_DIAMOND_4,
-  GD_S_DIAMOND_5,
-  GD_S_DIAMOND_6,
-  GD_S_DIAMOND_7,
-  GD_S_DIAMOND_8,
-  GD_S_DIAMOND_COLLECT,
-  GD_S_SKELETON_COLLECT,
-  GD_S_PNEUMATIC_COLLECT,
-  GD_S_BOMB_COLLECT,
-  GD_S_CLOCK_COLLECT,
-  GD_S_SWEET_COLLECT,
-  GD_S_KEY_COLLECT,
-  GD_S_DIAMOND_KEY_COLLECT,
+  GD_S_WALL_REAPPEARING,
+  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_4,
+  GD_S_DIAMOND_FALLING_5,
+  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_1,
+  GD_S_DIAMOND_IMPACT_2,
+  GD_S_DIAMOND_IMPACT_3,
+  GD_S_DIAMOND_IMPACT_4,
+  GD_S_DIAMOND_IMPACT_5,
+  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_1,
+  GD_S_FLYING_DIAMOND_FALLING_2,
+  GD_S_FLYING_DIAMOND_FALLING_3,
+  GD_S_FLYING_DIAMOND_FALLING_4,
+  GD_S_FLYING_DIAMOND_FALLING_5,
+  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_1,
+  GD_S_FLYING_DIAMOND_IMPACT_2,
+  GD_S_FLYING_DIAMOND_IMPACT_3,
+  GD_S_FLYING_DIAMOND_IMPACT_4,
+  GD_S_FLYING_DIAMOND_IMPACT_5,
+  GD_S_FLYING_DIAMOND_IMPACT_6,
+  GD_S_FLYING_DIAMOND_IMPACT_7,
+  GD_S_FLYING_DIAMOND_IMPACT_8,
+  GD_S_DIAMOND_COLLECTING,
+  GD_S_FLYING_DIAMOND_COLLECTING,
+  GD_S_SKELETON_COLLECTING,
+  GD_S_PNEUMATIC_COLLECTING,
+  GD_S_BOMB_COLLECTING,
+  GD_S_CLOCK_COLLECTING,
+  GD_S_SWEET_COLLECTING,
+  GD_S_KEY_COLLECTING,
+  GD_S_DIAMOND_KEY_COLLECTING,
   GD_S_SLIME,
   GD_S_LAVA,
   GD_S_REPLICATOR,
-  GD_S_ACID_SPREAD,
-  GD_S_BLADDER_MOVE,
-  GD_S_BLADDER_CONVERT,
+  GD_S_ACID_SPREADING,
+  GD_S_BLADDER_MOVING,
+  GD_S_BLADDER_PUSHING,
+  GD_S_BLADDER_CONVERTING,
   GD_S_BLADDER_SPENDER,
-  GD_S_BITER_EAT,
+  GD_S_BITER_EATING,
 
-  GD_S_DOOR_OPEN,
-  GD_S_WALK_EARTH,
-  GD_S_WALK_EMPTY,
+  GD_S_DOOR_OPENING,
+  GD_S_DIRT_WALKING,
+  GD_S_EMPTY_WALKING,
   GD_S_STIRRING,
-  GD_S_BOX_PUSH,
+  GD_S_BOX_PUSHING,
   GD_S_TELEPORTER,
   GD_S_TIMEOUT_10,
   GD_S_TIMEOUT_9,
@@ -368,13 +416,13 @@ typedef enum _sound
   GD_S_TIMEOUT_2,
   GD_S_TIMEOUT_1,
   GD_S_TIMEOUT_0,
-  GD_S_EXPLOSION,
-  GD_S_BOMB_EXPLOSION,
-  GD_S_GHOST_EXPLOSION,
-  GD_S_VOODOO_EXPLOSION,
-  GD_S_NITRO_EXPLOSION,
-  GD_S_BOMB_PLACE,
-  GD_S_FINISHED,
+  GD_S_EXPLODING,
+  GD_S_BOMB_EXPLODING,
+  GD_S_GHOST_EXPLODING,
+  GD_S_VOODOO_EXPLODING,
+  GD_S_NITRO_PACK_EXPLODING,
+  GD_S_BOMB_PLACING,
+  GD_S_FINISHED,               // loop
   GD_S_SWITCH_BITER,
   GD_S_SWITCH_CREATURES,
   GD_S_SWITCH_GRAVITY,
@@ -382,15 +430,15 @@ 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_COVER,                  /* 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_CRACK,
-  GD_S_GRAVITY_CHANGE,
+  GD_S_CRACKING,
+  GD_S_GRAVITY_CHANGING,
   GD_S_BONUS_LIFE,
 
   GD_S_MAX,