#pragma once
#include "pilot.h"

// Flag definitions.
#define PLAYER_TURN_LEFT  (1<<0)    // Player is turning left.
#define PLAYER_TURN_RIGHT (1<<1)    // Player is turning right.
#define PLAYER_REVERSE    (1<<2)    // Player is facint opposite vel.
#define PLAYER_FACE       (1<<10)   // Player is facing target.
#define PLAYER_PRIMARY    (1<<11)   // Player is shooting primary weapon.
#define PLAYER_SECONDARY  (1<<12)   // Player is shooting secondary weapon.

// Flag functions.
#define player_isFlag(f)  (player_flags  & f)
#define player_setFlag(f) (player_flags |= f)
#define player_rmFlag(f)  (player_flags ^= f)

// The player.
extern Pilot* pilot;
extern char* player_name;
extern unsigned int player_flags;
extern unsigned int player_credits;
extern unsigned int combat_crating;

// Enums.
typedef enum RadarShape_ { RADAR_RECT, RADAR_CIRCLE } RadarShape; // For render functions.

// Creation.
void player_new(void);
void player_newShip(Ship* ship);

// Render.
int gui_init(void);
void gui_free(void);
void player_render(void);
void player_renderBG(void); // Render BG layer.

// Misc.
void player_message(const char* fmt, ...);
void player_clear(void);
void player_warp(const double x, const double y);
const char* player_rating(void);
int player_freeSpace(void);
int player_outfitOwned(const char* outfitname);

// Keybind actions.
void player_setRadarRel(int mod);
void player_secondaryNext(void);
void player_targetPlanet(void);
void player_land(void);
void player_targetHyperspace(void);
void player_jump(void);
void player_screenshot(void);