/* * 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_