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Hacker Chronicles 2
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636.BITMAP.C
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C/C++ Source or Header
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1989-03-05
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2KB
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44 lines
#include "cell.h"
#define ZOOM0 3 /* 3x3 pixels per cell */
#define ZOOM1 6 /* 6x6 pixels per cell */
#define ZOOM2 10 /* 10x10 pixels per cell */
#define ZOOM3 18 /* 18x18 pixels per cell */
/*
** the templates assume the pixels on your screen have a 1:1 aspect ratio. for
** almost all screens, this is not true. therefore, the screen view will be
** slightly distorted (things will look like they are stretched top to bottom,
** or squashed side to side). if you really want things to look like reality,
** you could change the dimensions of the templates. for example, if your
** screen has a 2:1 aspect ratio (most are more like 1.4:1), use a [3][6]
** template instead of a [3][3] one. as long as you keep this in mind while
** viewing the results, it's probably not worth the effort.
*/
struct x { /* group the bit templates for an object */
long t; /* the object type */
char t0[ZOOM0][ZOOM0]; /* tiny zoom template */
char t1[ZOOM1][ZOOM1]; /* small zoom template */
char t2[ZOOM2][ZOOM2]; /* medium zoom template */
char t3[ZOOM3][ZOOM3]; /* large zoom template */
};
/* these got too big to keep in one file, so i moved them to include files */
struct x y1[] = { /* hole templates */
#include "bitmap1.h"
};
struct x y2[] = { /* hole-related templates */
#include "bitmap2.h"
};
struct x y3[] = { /* non-hole-related templates */
#include "bitmap3.h"
};
int z1 = sizeof(y1)/sizeof(y1[0]); /* number of hole types */
int z2 = sizeof(y2)/sizeof(y2[0]); /* number of hole-related types */
int z3 = sizeof(y3)/sizeof(y3[0]); /* number of non-hole-related types */