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types.h
Go to the documentation of this file.
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//
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// ___.--------._____________,------' -----.`----._
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// \ ` - . _ /\
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// `.__________ ` - | | __,---"-._
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// `-----------.______ ,'_/ ________,------'___________`----.___________
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// `-----.____,' \===========================================/
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// | :| >--------------.----------.---------------'
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// / :| _,--' ,--' `--.__.--'
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// / : |--'______________/_
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// ,---,' : \__________________`--.
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// `__________ |/|
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// `------._ |\|
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// `--._________,-'
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//
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//
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//
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// Credits go to Paramount pictures for the star - trek concept and universe.
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// Copyright (C) 2015 - 2016 E.J.M. Martens
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef _TYPES
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#define _TYPES
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#define TSK_STANDARD 0
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#define TSK_CONTACT 1
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#define TSK_STRIKE 2
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#define MODE_MAINSCREEN 1
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#define MODE_ENGINEERING 2
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#define MODE_NAVIGATION 3
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#define MODE_COMMUNICATION 4
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#define CS_UNCLOAKED 0
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#define CS_CLOAKING 1
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#define CS_CLOAKED 2
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#define CS_DECLOAKING 3
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#define DOCK_HEIGHT 18
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#define GO_PLAYING 0
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#define GO_LOOSE_CRITICAL 1
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#define GO_ENTERPRISE 2
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#define GO_TIME 3
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#define GO_WIN_REACHED 10
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#define RESERVED_SAMPLES 20
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#define CLOAK_DELAY 800
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#define MAX_ENERGY 10000
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#define MAX_TORPEDOES 25
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#define CORE_CRITICAL 25
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#define ENTERPRISE_ENERGY_DELAY 20
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#define ENTERPRISE_PHASERLOAD_DELAY 40
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#define ENTERPRISE_SHIELDLOAD_DELAY 40
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#define ENTERPRISE_REPAIR_DELAY 80
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#define MAX_CREW_FEDERATION 500
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#define MAX_CREW_ROMULAN 200
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#define MAX_CREW_KLINGON_BC 400
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#define MAX_CREW_KLINGON_BOP 50
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#define MAX_STARBASE_HEALTH 200
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#define ENTERPRISE_PHASER_POWER 1000
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#define ROMULAN_BOP_PHASER_POWER 1000
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#define PLASMA_DAMAGE 50
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#define PHOTON_DAMAGE 30
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#define DISRUPTOR_DAMAGE 10
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#define DEGTORAD(x) ((x)*(ALLEGRO_PI/180.0))
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#define RADTODEG(x) ((x)/(ALLEGRO_PI*180.0))
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#define UNIVERSE_SIZE 200
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#define SECTORSIZE 10000
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#define KLINGON_EMPIRE_CENTER_X (UNIVERSE_SIZE/2)+8
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#define KLINGON_EMPIRE_CENTER_Y (UNIVERSE_SIZE/2)+8
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#define ROMULAN_EMPIRE_CENTER_X (UNIVERSE_SIZE/2)+11
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#define ROMULAN_EMPIRE_CENTER_Y (UNIVERSE_SIZE/2)-11
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enum
GAME_STATE
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{
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GS_EXIT
= 0,
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GS_MENU
,
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GS_LOAD
,
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GS_SAVE
,
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GS_GAME
,
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GS_GAMEOVER
,
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GS_TITLE
,
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GS_CREDITS
,
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GS_INTRO
,
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GS_KEYMAP
,
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GS_END
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};
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enum
PARTICLE_EFFECT
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{
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EFF_NORMAL
,
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EFF_PROBE
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};
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enum
MEMBER
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{
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MEM_NONE
= 0,
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MEM_NEUTRAL
,
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MEM_FEDERATION
,
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MEM_KLINGON
,
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MEM_FERENGI
,
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MEM_ROMULAN
,
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MEM_OTHER
,
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MEM_ENEMY
,
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MEM_END
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};
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enum
NAVIGATION_MODE
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{
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NAV_NONE
= 0,
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NAV_TOPO
,
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NAV_TACTICAL
,
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NAV_OCCUPATION
,
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NAV_END
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};
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enum
HEALTH
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{
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HLT_UNDEFINED
=-1,
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HLT_HULL
,
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HLT_WARPCORE
,
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HLT_IMPULSE
,
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HLT_THRUSTER
,
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HLT_COMPUTER
,
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HLT_SENSOR
,
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HLT_SHIELD
,
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HLT_PHASER
,
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HLT_PHOTON
,
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HLT_CLOAK
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};
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enum
ID
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{
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ID_NONE
= 0,
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ID_ANIMATION
,
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ID_PLANET_BOTTOM
,
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ID_CLASS_A
,
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ID_CLASS_B
,
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ID_CLASS_L
,
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ID_CLASS_N
,
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ID_CLASS_M1
,
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ID_CLASS_M2
,
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ID_CLASS_M3
,
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ID_PLANET_TOP
,
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ID_STAR_BOTTOM
,
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ID_STAR_BLUE
,
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ID_STAR_WHITE
,
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ID_STAR_YELLOW
,
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ID_STAR_RED
,
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ID_BLACK_HOLE
,
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ID_STAR_TOP
,
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ID_PROBE
,
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ID_BULLET_BOTTOM
,
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ID_DISRUPTOR
,
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ID_PHOTON
,
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ID_PROTON
,
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ID_PLASMA
,
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ID_BULLET_TOP
,
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ID_SHIP_BOTTOM
,
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ID_GALAXYCLASS
,
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ID_PLAYER
,
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ID_KLINGONBC
,
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ID_KLINGONBOP
,
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ID_ROMULANBOP
,
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ID_SHIP_TOP
,
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ID_BASE_BOTTOM
,
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ID_FEDERATIONBASE
,
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ID_KLINGON_BASE
,
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ID_ROMULAN_BASE
,
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ID_BASE_TOP
,
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ID_SPECIAL_BOTTOM
,
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ID_SPECIAL_TOP
,
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};
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enum
AI
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{
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AI_NONE
,
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AI_CHASE
,
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AI_EVADE
,
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AI_MOVE
,
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AI_WANDER
,
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AI_DOCK
,
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AI_RELEASE
,
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AI_MAX
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};
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const
char
SIGNATURE
[] =
"File Version 0001A"
;
// for Load / Save
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#endif
HLT_CLOAK
Definition:
types.h:167
AI_NONE
Definition:
types.h:224
ID_SHIP_BOTTOM
Definition:
types.h:203
AI
AI
Definition:
types.h:222
EFF_PROBE
Definition:
types.h:130
ID_KLINGON_BASE
Definition:
types.h:213
ID_CLASS_M2
Definition:
types.h:182
HLT_COMPUTER
Definition:
types.h:162
ID_DISRUPTOR
Definition:
types.h:197
GS_KEYMAP
Definition:
types.h:117
ID_BLACK_HOLE
Definition:
types.h:191
ID_BASE_TOP
Definition:
types.h:215
ID_STAR_BLUE
Definition:
types.h:187
HLT_IMPULSE
Definition:
types.h:160
ID_PLANET_TOP
Definition:
types.h:184
GS_EXIT
Definition:
types.h:108
GS_END
Definition:
types.h:118
AI_RELEASE
Definition:
types.h:230
AI_MOVE
Definition:
types.h:227
ID_KLINGONBOP
Definition:
types.h:207
NAV_TACTICAL
Definition:
types.h:150
NAV_NONE
Definition:
types.h:148
HLT_PHASER
Definition:
types.h:165
NAVIGATION_MODE
NAVIGATION_MODE
Definition:
types.h:146
ID_BULLET_BOTTOM
Definition:
types.h:196
MEM_ROMULAN
Definition:
types.h:140
HLT_WARPCORE
Definition:
types.h:159
ID_CLASS_A
Definition:
types.h:177
ID_ROMULAN_BASE
Definition:
types.h:214
ID_GALAXYCLASS
Definition:
types.h:204
ID_SPECIAL_BOTTOM
Definition:
types.h:217
AI_EVADE
Definition:
types.h:226
ID_BASE_BOTTOM
Definition:
types.h:211
MEM_FEDERATION
Definition:
types.h:137
ID_BULLET_TOP
Definition:
types.h:201
GS_LOAD
Definition:
types.h:110
MEMBER
MEMBER
Definition:
types.h:133
MEM_FERENGI
Definition:
types.h:139
ID_CLASS_M1
Definition:
types.h:181
NAV_TOPO
Definition:
types.h:149
MEM_OTHER
Definition:
types.h:141
ID_FEDERATIONBASE
Definition:
types.h:212
ID_STAR_RED
Definition:
types.h:190
GS_GAMEOVER
Definition:
types.h:113
AI_CHASE
Definition:
types.h:225
GAME_STATE
GAME_STATE
Definition:
types.h:106
HLT_SENSOR
Definition:
types.h:163
ID_PROTON
Definition:
types.h:199
ID_ROMULANBOP
Definition:
types.h:208
ID_SHIP_TOP
Definition:
types.h:209
AI_WANDER
Definition:
types.h:228
ID_PROBE
Definition:
types.h:194
GS_INTRO
Definition:
types.h:116
MEM_END
Definition:
types.h:143
ID_STAR_YELLOW
Definition:
types.h:189
ID_CLASS_B
Definition:
types.h:178
MEM_KLINGON
Definition:
types.h:138
HLT_HULL
Definition:
types.h:158
HEALTH
HEALTH
Definition:
types.h:155
ID_CLASS_M3
Definition:
types.h:183
MEM_NEUTRAL
Definition:
types.h:136
MEM_ENEMY
Definition:
types.h:142
ID_CLASS_L
Definition:
types.h:179
SIGNATURE
const char SIGNATURE[]
Definition:
types.h:236
HLT_SHIELD
Definition:
types.h:164
PARTICLE_EFFECT
PARTICLE_EFFECT
Definition:
types.h:127
ID_PLAYER
Definition:
types.h:205
ID_PLANET_BOTTOM
Definition:
types.h:176
ID_PLASMA
Definition:
types.h:200
HLT_PHOTON
Definition:
types.h:166
ID_NONE
Definition:
types.h:172
GS_GAME
Definition:
types.h:112
ID_STAR_TOP
Definition:
types.h:192
ID_CLASS_N
Definition:
types.h:180
GS_MENU
Definition:
types.h:109
NAV_OCCUPATION
Definition:
types.h:151
ID_STAR_WHITE
Definition:
types.h:188
MEM_NONE
Definition:
types.h:135
AI_MAX
Definition:
types.h:231
GS_CREDITS
Definition:
types.h:115
AI_DOCK
Definition:
types.h:229
HLT_THRUSTER
Definition:
types.h:161
EFF_NORMAL
Definition:
types.h:129
NAV_END
Definition:
types.h:152
GS_TITLE
Definition:
types.h:114
ID_KLINGONBC
Definition:
types.h:206
ID_SPECIAL_TOP
Definition:
types.h:218
GS_SAVE
Definition:
types.h:111
ID_PHOTON
Definition:
types.h:198
ID_ANIMATION
Definition:
types.h:174
HLT_UNDEFINED
Definition:
types.h:157
ID_STAR_BOTTOM
Definition:
types.h:186
ID
ID
Definition:
types.h:170
types.h
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