92 lines
3.4 KiB
C
92 lines
3.4 KiB
C
#pragma once
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#include "pilot.h"
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/* Flag definitions. */
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#define PLAYER_TURN_LEFT (1<<0) /**< Player is turning left. */
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#define PLAYER_TURN_RIGHT (1<<1) /**< Player is turning right. */
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#define PLAYER_REVERSE (1<<2) /**< Player is facing opposite of vel. */
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#define PLAYER_AFTERBURNER (1<<3) /**< Player is burning it up. */
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#define PLAYER_DESTROYED (1<<9) /**< Player goes BOOM! */
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#define PLAYER_FACE (1<<10) /**< Player is facing target. */
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#define PLAYER_PRIMARY (1<<11) /**< Player is shooting primary weapon. */
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#define PLAYER_PRIMARY_L (1<<12) /**< Player shot primary weapon last frame. */
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#define PLAYER_SECONDARY (1<<13) /**< Player is shooting secondary weapon. */
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#define PLAYER_SECONDARY_L (1<<14) /**< Player shot secondary last frame. */
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#define PLAYER_LANDACK (1<<15) /**< Player has permission to land. */
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#define PLAYER_CREATING (1<<16) /**< Player is being created. */
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#define PLAYER_AUTONAV (1<<17) /**< Player has autonaviagation on. */
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/* Flag functions. */
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#define player_isFlag(f) (player_flags & f) /**< Check for a player flag. */
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#define player_setFlag(f) if(!player_isFlag(f)) (player_flags |= f) /**< Set a player flag. */
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#define player_rmFlag(f) if(player_isFlag(f)) (player_flags ^= f) /**< Remove a player flag. */
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/* The player. */
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extern Pilot* player; /**< The player. */
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extern char* player_name; /**< Player's name. */
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extern unsigned int player_flags; /**< Player's flags. */
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extern double player_crating; /**< Player's combat rating. */
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/* Enums. */
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/* For render functions. */
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typedef enum RadarShape_ { RADAR_RECT, RADAR_CIRCLE } RadarShape; /**< Player's radar shape. */
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/* Creation/Cleanup. */
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void player_new(void);
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int player_newShip(Ship* ship, double px, double py,
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double vx, double vy, double dir);
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void player_cleanup(void);
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int gui_load(const char* name);
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/* Render. */
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int gui_init(void);
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void gui_free(void);
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void player_render(void);
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void player_renderBG(void); /* Render BG layer. */
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void player_renderGUI(void); /* Render the GUI stuff. */
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/* Misc. */
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void player_message(const char* fmt, ...);
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void player_clear(void);
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void player_warp(const double x, const double y);
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const char* player_rating(void);
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void player_playSound(int sound, int once);
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/* Cargo. */
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int player_outfitOwned(const char* outfitname);
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int player_cargoOwned(const char* commodityname);
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void player_rmMissionCargo(unsigned int cargo_id);
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/* Pilot ships. */
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void player_ships(char** sships, glTexture** tships);
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int player_nships(void);
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Pilot* player_getShip(char* shipname);
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char* player_getLoc(char* shipname);
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void player_setLoc(char* shipname, char* loc);
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void player_swapShip(char* shipname);
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int player_shipPrice(char* shipname);
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void player_rmShip(char* shipname);
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/* Player missions. */
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void player_missionFinished(int id);
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int player_missionAlreadyDone(int id);
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/* Keybind actions. */
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void player_targetHostile(void);
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void player_targetNext(void);
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void player_targetNearest(void);
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void player_setRadarRel(int mod);
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void player_secondaryNext(void);
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void player_targetPlanet(void);
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void player_land(void);
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void player_targetHyperspace(void);
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void player_jump(void);
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void player_screenshot(void);
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void player_afterburn(void);
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void player_afterburnOver(void);
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void player_accel(double acc);
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void player_accelOver(void);
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void player_startAutonav(void);
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void player_abortAutonav(void);
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