#ifndef _SHIPS_H #define _SHIPS_H // Number of possible angles (orientation) for each ship. #define NUM_ANGLES 8 /*********************** SHIP CHARACTERISTICS ********************************/ // Number of Ship (bitmaps) available in the game. #define NUM_SHIP_TYPES 3 // Number of lines per ship bitmap. If bitmap is nxn, then NUM_LINES = n. #define NUM_SHIP_LINES 7 // Number of fixed ship characteristics. #define NUM_SHIPCHARS 8 //Here they are: #define SHIPVMAX 0 #define W1TYPE 1 #define W2TYPE 2 #define FIREDEL1 3 #define FIREDEL2 4 #define COLLRAD 5 #define TURNING 6 #define MAXLIFE 7 /*********************** BULLET CHARACTERISTICS ******************************/ // Number of max bullets. #define MAX_BULLETS 4 // Number of bullet types. #define NUM_BULLET_TYPES 4 // Number of lines per bullet bitmap. #define NUM_BULLET_LINES 3 //Number of bullet characteristics #define NUM_BULLCHARS 4 //Here they are: #define DAMAGE 0 #define LIFETIME 1 #define TURNRATE 2 #define RADIUS 3 /*********************** EXPLOSION CHARACTERISTICS ***************************/ // Number of lines per explosion #define NUM_EXPLODE_LINES 7 //Define how long explosions last #define EXPLODEFRAME 10 /*********************** PLANET CHARACTERISTICS ******************************/ // Number of planet lines. #define NUM_PLANET_LINES 8 // planet radius. #define PLANET_RADIUS 4 // planet x coord #define PLANETX 20 // planet y coord #define PLANETY 20 // planet 2x coord #define PLANETX2 40 // planet 2y coord #define PLANETY2 40 //Define Angles #define THETA75 0b00000000 #define THETA0 0b00010000 #define THETA05 0b00100000 #define THETA1 0b00110000 #define THETA15 0b01000000 #define THETA2 0b01010000 #define THETA25 0b01100000 #define THETA3 0b01110000 #define THETA35 0b10000000 #define THETA4 0b10010000 #define THETA45 0b10100000 #define THETA5 0b10110000 #define THETA55 0b11000000 #define THETA6 0b11010000 #define THETA65 0b11100000 #define THETA7 0b11110000 #endif