#ifndef __SCENERY_DEFINITIONS_H
#define __SCENERY_DEFINITIONS_H

/*
SCENERY_DEFINITIONS.H

	Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc.
	and the "Aleph One" developers.
 
	This program is free software; you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation; either version 2 of the License, or
	(at your option) any later version.

	This program is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.

	This license is contained in the file "COPYING",
	which is included with this source code; it is available online at
	http://www.gnu.org/licenses/gpl.html

Sunday, September 25, 1994 4:05:35 AM  (Jason')

Feb 4, 2000 (Loren Petrich):
	Added Jjaro scenery; used Anvil for nomenclature
	Not making Jjaro lamps destroyable right away;
	That could be done by making (effect = NONE) in effects.c make the breaking-glass sound
*/

/* ---------- constants */

enum
{
	_scenery_is_solid= 0x0001,
	_scenery_is_animated= 0x0002, // ghs: unused; sequence is how to make scenery animated
	_scenery_can_be_destroyed= 0x0004
};

/* ---------- structures */

struct scenery_definition
{
	uint16 flags;
	shape_descriptor shape;
	
	world_distance radius, height;
	
	int16 destroyed_effect;
	shape_descriptor destroyed_shape;
};

/* ---------- globals */

// #define NUMBER_OF_SCENERY_DEFINITIONS (sizeof(scenery_definitions)/sizeof(struct scenery_definition))
#define NUMBER_OF_SCENERY_DEFINITIONS 61

#ifndef DONT_REPEAT_DEFINITIONS

struct scenery_definition scenery_definitions[]=
{
	// lava
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 3)}, // light dirt
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 4)}, // dark dirt
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 5)}, // bones
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 6)}, // bone
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 7)}, // ribs
	{0, BUILD_DESCRIPTOR(_collection_scenery2, 8)}, // skull
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery2, 9), WORLD_ONE/8, -WORLD_ONE/8, _effect_lava_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery2, 19)}, // hanging light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery2, 10), WORLD_ONE/8, -WORLD_ONE/8, _effect_lava_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery2, 20)}, // hanging light
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery2, 12), WORLD_ONE/8, WORLD_ONE_HALF}, // small cylinder
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery2, 13), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // large cylinder
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery2, 14), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // block
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery2, 15), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // block
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery2, 16), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // block
	
	// water
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 4)}, // pistol clip
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery1, 5), WORLD_ONE/6, -WORLD_ONE/8, _effect_water_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery1, 6)}, // short light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery1, 7), WORLD_ONE/8, -WORLD_ONE/8, _effect_water_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery1, 8)}, // long light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery1, 9), WORLD_ONE/4, -WORLD_ONE/6, _effect_grenade_explosion, BUILD_DESCRIPTOR(_collection_scenery1, 23)}, // siren
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 10)}, // rocks
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 21)}, // blood drops
	{_scenery_is_animated, BUILD_DESCRIPTOR(_collection_scenery1, 11)}, // water thing
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 12)}, // gun
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 13)}, // bob remains
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 14)}, // puddles
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 15)}, // big puddles
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery1, 16), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // security monitor
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery1, 17), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // alien supply can
	{_scenery_is_animated, BUILD_DESCRIPTOR(_collection_scenery1, 18)}, // machine
	{0, BUILD_DESCRIPTOR(_collection_scenery1, 20)}, // fighterÕs staff

	// sewage
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery3, 5), WORLD_ONE/6, -WORLD_ONE/8, _effect_sewage_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery3, 6)}, // stubby green light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery3, 7), WORLD_ONE/6, -WORLD_ONE/8, _effect_sewage_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery3, 8)}, // long green light
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 4)}, // junk
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 9)}, // big antenna
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 10)}, // big antenna
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery3, 11), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // alien supply can
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 13)}, // bones
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 17)}, // big bones
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 12)}, // pfhor pieces
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 14)}, // bob pieces
	{0, BUILD_DESCRIPTOR(_collection_scenery3, 15)}, // bob blood

	// alien
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery5, 4), WORLD_ONE/6, -WORLD_ONE/8, _effect_alien_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery5, 5)}, // green light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery5, 14), WORLD_ONE/6, -WORLD_ONE/8, _effect_alien_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery5, 15)}, // small alien light
	{_scenery_is_solid|_scenery_can_be_destroyed, BUILD_DESCRIPTOR(_collection_scenery5, 16), WORLD_ONE/6, -WORLD_ONE/8, _effect_alien_lamp_breaking, BUILD_DESCRIPTOR(_collection_scenery5, 17)}, // alien ceiling rod light
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 6)}, // bulbous yellow alien object
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 7)}, // square grey organic object
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 9)}, // pfhor skeleton
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 10)}, // pfhor mask
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 11)}, // green stuff
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 12)}, // hunter shield
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 13)}, // bones
	{0, BUILD_DESCRIPTOR(_collection_scenery5, 18)}, // alien sludge

	// jjaro (should lamps be made destroyable?)
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery4, 5), WORLD_ONE/6, -WORLD_ONE/8, NONE, BUILD_DESCRIPTOR(_collection_scenery4, 6)}, // short ceiling light
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery4, 7), WORLD_ONE/8, WORLD_ONE, NONE, BUILD_DESCRIPTOR(_collection_scenery4, 8)}, // long light
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 4)}, // weird rod
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 9)}, // pfhor ship
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 10)}, // sun
	{_scenery_is_solid, BUILD_DESCRIPTOR(_collection_scenery4, 11), WORLD_ONE_FOURTH, WORLD_ONE_HALF}, // large glass container
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 13)}, // nub 1
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 17)}, // nub 2
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 12)}, // lh'owon
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 14)}, // floor whip antenna
	{0, BUILD_DESCRIPTOR(_collection_scenery4, 15)}, // ceiling whip antenna
};

#endif

#endif
