//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- //// // // Misc Defines // //// #define LT_GREY (16 * 0 + 1) #define DK_GREY (16 * 1) #define LT_BROWN (16 * 2) #define DK_BROWN (16 * 3) #define LT_TAN (16 * 4) #define DK_TAN (16 * 5) #define RUST_RED (16 * 6) #define RED (16 * 7) #define YELLOW (16 * 8) #define BRIGHT_GREEN (16 * 9) #define DK_GREEN (16 * 10) #define GREEN (16 * 11) #define LT_BLUE (16 * 12) #define DK_BLUE (16 * 13) #define PURPLE (16 * 14) #define FIRE (16 * 15) // // Palette numbers and meanings // #define PALETTE_DEFAULT 0 #define PALETTE_FOG 1 // blue sword blade test #define PALETTE_MENU_HIGHLIGHT 2 // used for the elector gore pieces #define PALETTE_ELECTRO_GORE 3 // turns ninjas belt and headband red #define PALETTE_BASIC_NINJA 4 // diving in lava #define PALETTE_DIVE_LAVA 5 // turns ninjas belt and headband red #define PALETTE_RED_NINJA 6 // used for the mother ripper - she is bigger/stronger/brown #define PALETTE_BROWN_RIPPER 7 // turns ninjas belt and headband red #define PALETTE_GREEN_NINJA 8 // reserved diving palette this is copied over the default palette // when needed - NOTE: could move this to a normal memory buffer if palette // slot is needed. #define PALETTE_DIVE 9 #define PALETTE_SKEL_GORE 10 // turns ALL colors to shades of GREEN/BLUE/RED #define PALETTE_GREEN_LIGHTING 11 #define PALETTE_BLUE_LIGHTING 13 #define PALETTE_RED_LIGHTING 14 // for brown bubbling sludge #define PALETTE_SLUDGE 15 // Player 0 uses default palette - others use these // turns ninja's vests (when we get them) into different color ranges #define PALETTE_PLAYER0 16 #define PAL_XLAT_BROWN 16 #define PALETTE_PLAYER1 17 #define PAL_XLAT_LT_GREY 17 #define PALETTE_PLAYER2 18 #define PAL_XLAT_PURPLE 18 #define PALETTE_PLAYER3 19 #define PAL_XLAT_RUST_RED 19 #define PALETTE_PLAYER4 20 #define PAL_XLAT_YELLOW 20 #define PALETTE_PLAYER5 21 #define PAL_XLAT_DK_GREEN 21 #define PALETTE_PLAYER6 22 #define PAL_XLAT_GREEN 22 #define PALETTE_PLAYER7 23 #define PAL_XLAT_LT_BLUE 23 #define PALETTE_PLAYER8 24 #define PAL_XLAT_LT_TAN 24 #define PALETTE_PLAYER9 25 #define PAL_XLAT_RED 25 #define PALETTE_PLAYER10 26 #define PAL_XLAT_DK_GREY 26 #define PALETTE_PLAYER11 27 #define PAL_XLAT_BRIGHT_GREEN 27 #define PALETTE_PLAYER12 28 #define PAL_XLAT_DK_BLUE 28 #define PALETTE_PLAYER13 29 #define PAL_XLAT_FIRE 29 #define PALETTE_PLAYER14 30 #define PALETTE_PLAYER15 31 #define PALETTE_ILLUMINATE 32 // Used to make sprites bright green in night vision