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m_data.h
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#define NUM_SCREENS 101
#define NUM_PATTERNS 124
extern unsigned char SkyMap[9][21];
extern unsigned char LOGO[];
extern unsigned char STATUSBAR1[7*43];
extern unsigned char *SCREENS[NUM_SCREENS];
extern unsigned char *PATTERNS[NUM_PATTERNS];
extern unsigned char *SCREENINFOS[NUM_SCREENS];
extern short *SCREENLINES[NUM_SCREENS];
#define SH_DEAD 0
#define SH_ACTIVE 1
#define AI_STATIC 0 // breakable wall or non-moving enemy
#define AI_RANDOM_MOVE 1 // randomly moving enemy
#define AI_KAMIKADZE 2
#define AI_ELECTRIC_SPARKLE_VERTICAL 3 // electric sparkle going up-down
#define AI_CEILING_CANNON 4 // ceiling cannon spawning kamikazes
#define AI_HOMING_MISSLE 5
#define AI_CANNON 6
#define AI_ELECTRIC_SPARKLE_HORIZONTAL 7 // electric sparkle going left-right
#define AI_EXPLOSION 8 // does one animation cycle
#define AI_BRIDGE 9 // appears if bonded ship, disappear otherwise
#define AI_BULLET 10
#define AI_ELEVATOR 11
#define AI_SMOKE 12
#define AI_BONUS 13
#define AI_SHOT 14
#define AI_GARAGE 15
#define AI_SPARE_SHIP 16
#define AI_HOMING_SHOT 17
#define AI_HIDDEN_AREA_ACCESS 18
#define AI_BFG_SHOT 19
#define GARAGE_WIDTH 48
#define GARAGE_HEIGHT 18
#define SHIP_TYPE_LASER 0
#define SHIP_TYPE_MACHINE_GUN 51
#define SHIP_TYPE_ROCKET_LAUNCHER 53
#define SHIP_TYPE_OBSERVER 8
#define SHIP_TYPE_BFG 55
#define BONUS_FACEBOOK 47
#define BONUS_TWITTER 48
#define BONUS_HP 52