Lephisto/src/player.h

92 lines
3.4 KiB
C

#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 facing opposite of vel. */
#define PLAYER_AFTERBURNER (1<<3) /**< Player is burning it up. */
#define PLAYER_DESTROYED (1<<9) /**< Player goes BOOM! */
#define PLAYER_FACE (1<<10) /**< Player is facing target. */
#define PLAYER_PRIMARY (1<<11) /**< Player is shooting primary weapon. */
#define PLAYER_PRIMARY_L (1<<12) /**< Player shot primary weapon last frame. */
#define PLAYER_SECONDARY (1<<13) /**< Player is shooting secondary weapon. */
#define PLAYER_SECONDARY_L (1<<14) /**< Player shot secondary last frame. */
#define PLAYER_LANDACK (1<<15) /**< Player has permission to land. */
#define PLAYER_CREATING (1<<16) /**< Player is being created. */
#define PLAYER_AUTONAV (1<<17) /**< Player has autonaviagation on. */
/* Flag functions. */
#define player_isFlag(f) (player_flags & f) /**< Check for a player flag. */
#define player_setFlag(f) if(!player_isFlag(f)) (player_flags |= f) /**< Set a player flag. */
#define player_rmFlag(f) if(player_isFlag(f)) (player_flags ^= f) /**< Remove a player flag. */
/* The player. */
extern Pilot* player; /**< The player. */
extern char* player_name; /**< Player's name. */
extern unsigned int player_flags; /**< Player's flags. */
extern double player_crating; /**< Player's combat rating. */
/* Enums. */
/* For render functions. */
typedef enum RadarShape_ { RADAR_RECT, RADAR_CIRCLE } RadarShape; /**< Player's radar shape. */
/* Creation/Cleanup. */
void player_new(void);
int player_newShip(Ship* ship, double px, double py,
double vx, double vy, double dir);
void player_cleanup(void);
int gui_load(const char* name);
/* Render. */
int gui_init(void);
void gui_free(void);
void player_render(void);
void player_renderBG(void); /* Render BG layer. */
void player_renderGUI(void); /* Render the GUI stuff. */
/* 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);
void player_playSound(int sound, int once);
/* Cargo. */
int player_outfitOwned(const char* outfitname);
int player_cargoOwned(const char* commodityname);
void player_rmMissionCargo(unsigned int cargo_id);
/* Pilot ships. */
void player_ships(char** sships, glTexture** tships);
int player_nships(void);
Pilot* player_getShip(char* shipname);
char* player_getLoc(char* shipname);
void player_setLoc(char* shipname, char* loc);
void player_swapShip(char* shipname);
int player_shipPrice(char* shipname);
void player_rmShip(char* shipname);
/* Player missions. */
void player_missionFinished(int id);
int player_missionAlreadyDone(int id);
/* Keybind actions. */
void player_targetHostile(void);
void player_targetNext(void);
void player_targetNearest(void);
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);
void player_afterburn(void);
void player_afterburnOver(void);
void player_accel(double acc);
void player_accelOver(void);
void player_startAutonav(void);
void player_abortAutonav(void);