28 PLAYER_CINEMATICS_GUI,
45typedef char PlayerFlags[ PLAYER_FLAGS_MAX ];
48#define player_isFlag(f) (player.flags[f])
49#define player_setFlag(f) (player.flags[f] = 1)
50#define player_rmFlag(f) (player.flags[f] = 0)
60#include "player_autonav.h"
65typedef struct PlayerOutfit_s {
73typedef struct PlayerShip_s {
90 unsigned int ships_destroyed[SHIP_CLASS_TOTAL];
99typedef struct Player_s {
136 unsigned int ships_destroyed[SHIP_CLASS_TOTAL];
169 int trade,
const char *acquired,
int noname );
187NONNULL( 1 ) PRINTF_FORMAT( 1, 2 )
void player_message( const
char *fmt, ... );
193void player_resetSpeed (
void);
194void player_restoreControl(
int reason, const
char *str );
195void player_checkLandAck (
void);
196void player_nolandMsg( const
char *str );
197void player_clear (
void);
198void player_warp(
double x,
double y );
199int player_hasCredits( credits_t amount );
200credits_t player_modCredits( credits_t amount );
201void player_hailStart (
void);
203void player_soundPlay(
int sound,
int once );
204void player_soundPlayGUI(
int sound,
int once );
205void player_soundStop (
void);
206void player_soundPause (
void);
207void player_soundResume (
void);
212int player_ships(
char** sships,
glTexture** tships );
213void player_shipsSort (
void);
215int player_nships (
void);
216int player_hasShip( const
char *shipname );
217Pilot *player_getShip( const
char *shipname );
218PlayerShip_t* player_getPlayerShip( const
char *shipname );
219void player_swapShip( const
char *shipname,
int move_cargo );
220credits_t player_shipPrice( const
char *shipname,
int count_unique );
221void player_rmShip( const
char *shipname );
227int player_outfitOwned( const
Outfit *o );
228int player_outfitOwnedTotal( const
Outfit* o );
230int player_getOutfitsFiltered( const
Outfit ***outfits,
231 int(*filter)( const
Outfit *o ), const
char *name );
232int player_numOutfits (
void);
233int player_addOutfit( const
Outfit *o,
int quantity );
234int player_rmOutfit( const
Outfit *o,
int quantity );
239void player_missionFinished(
int id );
240int player_missionAlreadyDone(
int id );
241int* player_missionsDoneList (
void);
246void player_eventFinished(
int id );
247int player_eventAlreadyDone(
int id );
248int* player_eventsDoneList (
void);
254int player_hasLicense( const
char *license );
255const
char **player_getLicenses (
void);
260int player_addEscorts (
void);
265void player_dead (
void);
266void player_destroyed (
void);
267void player_think(
Pilot* pplayer, const
double dt );
268void player_update(
Pilot *pplayer, const
double dt );
269void player_updateSpecific(
Pilot *pplayer, const
double dt );
270void player_brokeHyperspace (
void);
271void player_hyperspacePreempt(
int );
272int player_getHypPreempt(
void);
273double player_dt_default (
void);
279void player_targetClear (
void);
280void player_targetClearAll (
void);
282void player_targetSpobSet(
int id );
283void player_targetSpob (
void);
285void player_targetAsteroidSet(
int id_field,
int id );
287void player_targetHyperspaceSet(
int id,
int autonavcont );
288void player_targetHyperspace (
void);
290void player_targetSet(
unsigned int id );
291void player_targetHostile (
void);
292void player_targetNext(
int mode );
293void player_targetPrev(
int mode );
294void player_targetNearest (
void);
295void player_targetEscort(
int prev );
300void player_weapSetPress(
int id,
double value,
int repeat );
301int player_land(
int loud );
302void player_approach (
void);
303int player_jump (
void);
304void player_screenshot (
void);
305void player_accel(
double acc );
306void player_accelOver (
void);
307void player_hail (
void);
308void player_hailSpob (
void);
309void player_autohail (
void);
310void player_toggleMouseFly (
void);
311void player_cooldownBrake (
void);
312void player_stealth (
void);
void player_messageRaw(const char *str)
Adds a mesg to the queue to be displayed on screen.
void player_messageToggle(int enable)
Toggles if player should receive messages.
void player_runHooks(void)
Runs hooks for the player.
void player_new(void)
Creates a new player.
void player_render(double dt)
Renders the player.
void player_cleanup(void)
Cleans up player stuff like player_stack.
PlayerShip_t * player_newShip(const Ship *ship, const char *def_name, int trade, const char *acquired, int noname)
Creates a new ship for player.
void player_renderUnderlay(double dt)
Renders the player underlay.
void player_addLicense(const char *license)
Gives the player a license.
int player_init(void)
Initializes player stuff.
A ship outfit, depends radically on the type.
A weapon set represents a set of weapons that have an action.
The representation of an in-game pilot.
unsigned int death_counter
unsigned int landed_times
unsigned int jumped_times
unsigned int jumped_times
unsigned int death_counter
unsigned int landed_times
Abstraction for rendering sprite sheets.