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/*
* 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_
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