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| author | Felix Morgner <felix.morgner@gmail.com> | 2026-08-24 11:16:07 +0200 |
|---|---|---|
| committer | Felix Morgner <felix.morgner@gmail.com> | 2026-08-24 11:16:07 +0200 |
| commit | c068f22329d5cc722622a2183bbb22eef2093df7 (patch) | |
| tree | 12d56c1aede67988a55e241364606bfbb4dba933 /src/libparsec/include/gd_bmap.h | |
| download | openparsec-main.tar.xz openparsec-main.zip | |
Diffstat (limited to 'src/libparsec/include/gd_bmap.h')
| -rw-r--r-- | src/libparsec/include/gd_bmap.h | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/src/libparsec/include/gd_bmap.h b/src/libparsec/include/gd_bmap.h new file mode 100644 index 0000000..d48ead0 --- /dev/null +++ b/src/libparsec/include/gd_bmap.h @@ -0,0 +1,147 @@ +/* + * PARSEC HEADER: gd_bmap.h + */ + +#ifndef _GD_BMAP_H_ +#define _GD_BMAP_H_ + + +// ---------------------------------------------------------------------------- +// BITMAP INDEXES - +// ---------------------------------------------------------------------------- + + +// indexes of bitmaps in global bitmap table ---------------------------------- +// +#define BM_CROSSHAIR 0 +#define BM_RADAR 1 +#define BM_MSTAR1 2 +#define BM_MSTAR2 3 +#define BM_MSTAR3 4 +#define BM_MSTAR4 5 +#define BM_BIGPLANET1 6 +#define BM_SCLSTR1 7 +#define BM_SCLSTR2 8 +#define BM_MEDPLANET1 9 +#define BM_MINPLANET1 10 +#define BM_TARGET 11 + +#define BM_EXPLANIMBASE 12 // first frame of explosion animation +#define BM_NUMEXPLFRAMES 12 // number of frames for explosion + +#define BM_NEBULA 24 +#define BM_LOGO1 25 +#define BM_LOGO2 26 +#define BM_SHIP1_BLUEPRINT 27 +#define BM_SHIP2_BLUEPRINT 28 +#define BM_ROCKET1 29 +#define BM_ROCKET2 30 +#define BM_CROSSHAIR2 31 +#define BM_CROSSHAIR3 32 +#define BM_MINE 33 +#define BM_GUN1 34 +#define BM_GUN2 35 +#define BM_GUN3 36 +#define BM_OBJSLOGO 37 +#define BM_VIEWLOGO 38 +#define BM_LEFTARROW 39 +#define BM_RIGHTARROW 40 +#define BM_SELECT 41 +#define BM_SUN 42 +#define BM_LIGHTNING2 43 +#define BM_LIGHTNING1 44 +#define BM_FIREBALL1 45 +#define BM_FIREBALL2 46 +#define BM_SHIELD1 47 +#define BM_SHIELD2 48 +#define BM_PROPFUMES1 49 +#define BM_PROPFUMES2 50 +#define BM_PROPFUMES3 51 +#define BM_FIREBALL3 52 +#define BM_LENSFLARE1 53 +#define BM_LENSFLARE2 54 +#define BM_LENSFLARE3 55 +#define BM_LENSFLARE4 56 + +#define BM_CONTROLFILE_NUMBER 57 // number of bitmaps in control file + + +// names of default (control file-loaded) bitmaps ----------------------------- +// +#define BM_NAME_CROSSHAIR "crosshair" +#define BM_NAME_RADAR "radar" +#define BM_NAME_MSTAR1 "mstar1" +#define BM_NAME_MSTAR2 "mstar2" +#define BM_NAME_MSTAR3 "mstar3" +#define BM_NAME_MSTAR4 "mstar4" +#define BM_NAME_BIGPLANET1 "bigplanet1" +#define BM_NAME_SCLSTR1 "sclstr1" +#define BM_NAME_SCLSTR2 "sclstr2" +#define BM_NAME_MEDPLANET1 "medplanet1" +#define BM_NAME_MINPLANET1 "minplanet1" +#define BM_NAME_TARGET "target" +#define BM_NAME_EXPLANIM01 "explanim01" +#define BM_NAME_EXPLANIM02 "explanim02" +#define BM_NAME_EXPLANIM03 "explanim03" +#define BM_NAME_EXPLANIM04 "explanim04" +#define BM_NAME_EXPLANIM05 "explanim05" +#define BM_NAME_EXPLANIM06 "explanim06" +#define BM_NAME_EXPLANIM07 "explanim07" +#define BM_NAME_EXPLANIM08 "explanim08" +#define BM_NAME_EXPLANIM09 "explanim09" +#define BM_NAME_EXPLANIM10 "explanim10" +#define BM_NAME_EXPLANIM11 "explanim11" +#define BM_NAME_EXPLANIM12 "explanim12" +#define BM_NAME_NEBULA "nebula" +#define BM_NAME_LOGO1 "logo1" +#define BM_NAME_LOGO2 "logo2" +#define BM_NAME_SHIP1_BLUEPRINT "ship1_blueprint" +#define BM_NAME_SHIP2_BLUEPRINT "ship2_blueprint" +#define BM_NAME_ROCKET1 "rocket1" +#define BM_NAME_ROCKET2 "rocket2" +#define BM_NAME_CROSSHAIR2 "crosshair2" +#define BM_NAME_CROSSHAIR3 "crosshair3" +#define BM_NAME_MINE "mine" +#define BM_NAME_GUN1 "gun1" +#define BM_NAME_GUN2 "gun2" +#define BM_NAME_GUN3 "gun3" +#define BM_NAME_OBJSLOGO "objslogo" +#define BM_NAME_VIEWLOGO "viewlogo" +#define BM_NAME_LEFTARROW "leftarrow" +#define BM_NAME_RIGHTARRORW "rightarrow" +#define BM_NAME_SELECT "select" +#define BM_NAME_SUN "sun" +#define BM_NAME_LIGHTNING2 "lightning2" +#define BM_NAME_LIGHTNING1 "lightning1" +#define BM_NAME_FIREBALL1 "fireball1" +#define BM_NAME_FIREBALL2 "fireball2" +#define BM_NAME_SHIELD1 "shield1" +#define BM_NAME_SHIELD2 "shield2" +#define BM_NAME_PROPFUMES1 "propfumes1" +#define BM_NAME_PROPFUMES2 "propfumes2" +#define BM_NAME_PROPFUMES3 "propfumes3" +#define BM_NAME_FIREBALL3 "fireball3" +#define BM_NAME_LENSFLARE1 "lensflare1" +#define BM_NAME_LENSFLARE2 "lensflare2" +#define BM_NAME_LENSFLARE3 "lensflare3" +#define BM_NAME_LENSFLARE4 "lensflare4" + + +// names of non-default bitmaps (which have no predefined id) ----------------- +// +#define BM_NAME_RADAR2 "radar2" + + +// explosion animation definitions -------------------------------------------- +// +#define BM_EXPLVANISHFRAME 5 // the target vanishes in this frame +#define BM_EXPLNOTARGFRAME 3 // the target is lost in this frame +#define BM_EXPLPARTCLFRAME 3 // particle explosion starts in this frame + +#define EXPL_REF_SPEED 64 +#define MAX_EXPLOSION_COUNT ( BM_NUMEXPLFRAMES * EXPL_REF_SPEED - 1 ) + + +#endif // _GD_BMAP_H_ + + |
