/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Bitmap and Palette loading functions. * */ #ifndef _BM_H #define _BM_H #include "gr.h" #include "piggy.h" #define MAX_TEXTURES 800 #define BM_MAX_ARGS 10 //tmapinfo flags #define TMI_VOLATILE 1 //this material blows up when hit typedef struct { char filename[13]; ubyte flags; fix lighting; // 0 to 1 fix damage; //how much damage being against this does int eclip_num; //if not -1, the eclip that changes this } __pack__ tmap_info; extern int Num_object_types; #define N_COCKPIT_BITMAPS 4 extern int Num_cockpits; extern bitmap_index cockpit_bitmap[N_COCKPIT_BITMAPS]; extern int Num_tmaps; #ifdef EDITOR extern int TmapList[MAX_TEXTURES]; #endif extern tmap_info TmapInfo[MAX_TEXTURES]; //for each model, a model number for dying & dead variants, or -1 if none extern int Dying_modelnums[]; extern int Dead_modelnums[]; // Initializes properties, bitmap system, sounds... int gamedata_read_tbl(int pc_shareware); void gamedata_close(); int gamedata_init(); void bm_close(); // Initializes the Texture[] array of bmd_bitmap structures. void init_textures(); #define OL_ROBOT 1 #define OL_HOSTAGE 2 #define OL_POWERUP 3 #define OL_CONTROL_CENTER 4 #define OL_PLAYER 5 #define OL_CLUTTER 6 //some sort of misc object #define OL_EXIT 7 //the exit model for external scenes #define MAX_OBJTYPE 100 extern int Num_total_object_types; // Total number of object types, including robots, hostages, powerups, control centers, faces extern sbyte ObjType[MAX_OBJTYPE]; // Type of an object, such as Robot, eg if ObjType[11] == OL_ROBOT, then object #11 is a robot extern sbyte ObjId[MAX_OBJTYPE]; // ID of a robot, within its class, eg if ObjType[11] == 3, then object #11 is the third robot extern fix ObjStrength[MAX_OBJTYPE]; // initial strength of each object #define MAX_OBJ_BITMAPS 210 extern bitmap_index ObjBitmaps[MAX_OBJ_BITMAPS]; extern ushort ObjBitmapPtrs[MAX_OBJ_BITMAPS]; extern int First_multi_bitmap_num; #endif