X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_elements.h;h=ab5d5fc5800163eeb2f38da4d454357b504931fa;hb=4eff89df72ffc45c4ad59fcd01860eb8f4179b9c;hp=875841707e0d69bfe501b78f0cd8fa7f91f7b275;hpb=2be47982a3acd069ebfdb2a75b26f770257932a6;p=rocksndiamonds.git diff --git a/src/game_bd/bd_elements.h b/src/game_bd/bd_elements.h index 87584170..ab5d5fc5 100644 --- a/src/game_bd/bd_elements.h +++ b/src/game_bd/bd_elements.h @@ -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, @@ -308,9 +308,10 @@ typedef enum _element 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 @@ -343,7 +344,7 @@ 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 +353,7 @@ 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 +362,7 @@ 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 +371,7 @@ 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 +422,7 @@ 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 +430,12 @@ 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,