|
int | damage_type_add (char *name) |
|
void | parse_ai_target_priorities () |
|
void | parse_weapon_targeting_priorities () |
|
ai_target_priority | init_ai_target_priorities () |
|
void | ship_add_exited_ship (ship *shipp, int reason) |
|
int | ship_find_exited_ship_by_name (char *name) |
|
int | ship_find_exited_ship_by_signature (int signature) |
|
void | ship_init () |
|
void | ship_level_init () |
|
int | ship_create (matrix *orient, vec3d *pos, int ship_type, char *ship_name=NULL) |
|
void | change_ship_type (int n, int ship_type, int by_sexp=0) |
|
void | ship_model_change (int n, int ship_type) |
|
void | ship_process_pre (object *objp, float frametime) |
|
void | ship_process_post (object *objp, float frametime) |
|
void | ship_render_DEPRECATED (object *objp) |
|
void | ship_render (object *obj, draw_list *scene) |
|
void | ship_render_cockpit (object *objp) |
|
void | ship_render_show_ship_cockpit (object *objp) |
|
void | ship_delete (object *objp) |
|
int | ship_check_collision_fast (object *obj, object *other_obj, vec3d *hitpos) |
|
int | ship_get_num_ships () |
|
void | ship_cleanup (int shipnum, int cleanup_mode) |
|
void | ship_destroy_instantly (object *ship_obj, int shipnum) |
|
void | ship_actually_depart (int shipnum, int method=SHIP_DEPARTED_WARP) |
|
int | ship_fire_primary_debug (object *objp) |
|
int | ship_stop_fire_primary (object *obj) |
|
int | ship_fire_primary (object *objp, int stream_weapons, int force=0) |
|
int | ship_fire_secondary (object *objp, int allow_swarm=0) |
|
int | ship_launch_countermeasure (object *objp, int rand_val=-1) |
|
void | ship_start_targeting_laser (ship *shipp) |
|
void | ship_stop_targeting_laser (ship *shipp) |
|
void | ship_process_targeting_lasers () |
|
int | ship_select_next_primary (object *objp, int direction) |
|
int | ship_select_next_secondary (object *objp) |
|
int | get_available_primary_weapons (object *objp, int *outlist, int *outbanklist) |
|
int | get_available_secondary_weapons (object *objp, int *outlist, int *outbanklist) |
|
void | ship_recalc_subsys_strength (ship *shipp) |
|
int | subsys_set (int objnum, int ignore_subsys_info=0) |
|
void | physics_ship_init (object *objp) |
|
int | get_subsystem_pos (vec3d *pos, object *objp, ship_subsys *subsysp) |
|
int | parse_ship_values (ship_info *sip, const bool is_template, const bool first_time, const bool replace) |
|
int | ship_template_lookup (const char *name=NULL) |
|
void | parse_ship_particle_effect (ship_info *sip, particle_effect *pe, char *id_string) |
|
int | ship_info_lookup (const char *name=NULL) |
|
int | ship_name_lookup (const char *name, int inc_players=0) |
|
int | ship_type_name_lookup (const char *name) |
|
int | wing_lookup (const char *name) |
|
int | wing_has_conflicting_teams (int wing_index) |
|
int | wing_name_lookup (const char *name, int ignore_count=0) |
|
void | wing_bash_ship_name (char *ship_name, const char *wing_name, int index) |
|
void | create_shield_explosion (int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0) |
|
void | shield_hit_init () |
|
void | create_shield_explosion_all (object *objp) |
|
void | shield_frame_init () |
|
void | add_shield_point (int objnum, int tri_num, vec3d *hit_pos) |
|
void | add_shield_point_multi (int objnum, int tri_num, vec3d *hit_pos) |
|
void | shield_point_multi_setup () |
|
void | shield_hit_close () |
|
void | ship_draw_shield (object *objp) |
|
float | apply_damage_to_shield (object *objp, int quadrant, float damage) |
|
float | compute_shield_strength (object *objp) |
|
int | ship_is_shield_up (object *obj, int quadrant) |
|
void | ship_model_start (object *objp) |
|
void | ship_model_stop (object *objp) |
|
void | ship_model_update_instance (object *objp) |
|
int | ship_find_num_crewpoints (object *objp) |
|
int | ship_find_num_turrets (object *objp) |
|
void | compute_slew_matrix (matrix *orient, angles *a) |
|
void | ship_set_eye (object *obj, int eye_index) |
|
void | ship_get_eye (vec3d *eye_pos, matrix *eye_orient, object *obj, bool do_slew=true, bool from_origin=false) |
|
ship_subsys * | ship_get_indexed_subsys (ship *sp, int index, vec3d *attacker_pos=NULL) |
|
int | ship_get_index_from_subsys (ship_subsys *ssp, int objnum, int error_bypass=0) |
|
int | ship_get_subsys_index (ship *sp, char *ss_name, int error_bypass=0) |
|
float | ship_get_subsystem_strength (ship *shipp, int type) |
|
ship_subsys * | ship_get_subsys (ship *shipp, char *subsys_name) |
|
int | ship_get_num_subsys (ship *shipp) |
|
ship_subsys * | ship_get_closest_subsys_in_sight (ship *sp, int subsys_type, vec3d *attacker_pos) |
|
char * | ship_subsys_get_name (ship_subsys *ss) |
|
bool | ship_subsys_has_instance_name (ship_subsys *ss) |
|
void | ship_subsys_set_name (ship_subsys *ss, char *n_name) |
|
int | ship_subsys_disrupted (ship_subsys *ss) |
|
int | ship_subsys_disrupted (ship *sp, int type) |
|
void | ship_subsys_set_disrupted (ship_subsys *ss, int time) |
|
int | ship_do_rearm_frame (object *objp, float frametime) |
|
float | ship_calculate_rearm_duration (object *objp) |
|
void | ship_wing_cleanup (int shipnum, wing *wingp) |
|
int | ship_find_repair_ship (object *requester_obj, object **ship_we_found=NULL) |
|
void | ship_close () |
|
void | ship_assign_sound_all () |
|
void | ship_assign_sound (ship *sp) |
|
void | ship_clear_ship_type_counts () |
|
void | ship_add_ship_type_count (int ship_info_index, int num) |
|
void | ship_add_ship_type_kill_count (int ship_info_index) |
|
int | ship_get_type (char *output, ship_info *sip) |
|
int | ship_get_default_orders_accepted (ship_info *sip) |
|
int | ship_query_general_type (int ship) |
|
int | ship_class_query_general_type (int ship_class) |
|
int | ship_query_general_type (ship *shipp) |
|
int | ship_docking_valid (int docker, int dockee) |
|
int | get_quadrant (vec3d *hit_pnt, object *shipobjp=NULL) |
|
void | ship_obj_list_rebuild () |
|
int | ship_query_state (char *name) |
|
int | ship_primary_bank_has_ammo (int shipnum) |
|
int | ship_secondary_bank_has_ammo (int shipnum) |
|
int | ship_engine_ok_to_warp (ship *sp) |
|
int | ship_navigation_ok_to_warp (ship *sp) |
|
int | ship_return_subsys_path_normal (ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm) |
|
int | ship_subsystem_in_sight (object *objp, ship_subsys *subsys, vec3d *eye_pos, vec3d *subsys_pos, int do_facing_check=1, float *dot_out=NULL, vec3d *vec_out=NULL) |
|
ship_subsys * | ship_return_next_subsys (ship *shipp, int type, vec3d *attacker_pos) |
|
int | ship_get_random_team_ship (int team_mask, int flags=SHIP_GET_ANY_SHIP, float max_dist=0.0f) |
|
int | ship_get_random_player_wing_ship (int flags=SHIP_GET_ANY_SHIP, float max_dist=0.0f, int persona_index=-1, int get_first=0, int multi_team=-1) |
|
int | ship_get_random_ship_in_wing (int wingnum, int flags=SHIP_GET_ANY_SHIP, float max_dist=0.0f, int get_first=0) |
|
int | ship_get_random_targetable_ship () |
|
int | ship_get_by_signature (int signature) |
|
void | ship_subsystem_delete (ship *shipp) |
|
void | ship_set_default_weapons (ship *shipp, ship_info *sip) |
|
float | ship_quadrant_shield_strength (object *hit_objp, vec3d *hitpos) |
|
int | ship_dumbfire_threat (ship *sp) |
|
int | ship_lock_threat (ship *sp) |
|
int | bitmask_2_bitnum (int num) |
|
char * | ship_return_orders (char *outbuf, ship *sp) |
|
char * | ship_return_time_to_goal (char *outbuf, ship *sp) |
|
void | ship_maybe_warn_player (ship *enemy_sp, float dist) |
|
void | ship_maybe_praise_player (ship *deader_sp) |
|
void | ship_maybe_praise_self (ship *deader_sp, ship *killer_sp) |
|
void | ship_maybe_ask_for_help (ship *sp) |
|
void | ship_scream (ship *sp) |
|
void | ship_maybe_scream (ship *sp) |
|
void | ship_maybe_tell_about_rearm (ship *sp) |
|
void | ship_maybe_tell_about_low_ammo (ship *sp) |
|
void | ship_maybe_lament () |
|
void | ship_primary_changed (ship *sp) |
|
void | ship_secondary_changed (ship *sp) |
|
int | ship_get_SIF (ship *shipp) |
|
int | ship_get_SIF (int sh) |
|
ship_type_info * | ship_get_type_info (object *objp) |
|
void | ship_do_cargo_revealed (ship *shipp, int from_network=0) |
|
void | ship_do_cargo_hidden (ship *shipp, int from_network=0) |
|
void | ship_do_cap_subsys_cargo_revealed (ship *shipp, ship_subsys *subsys, int from_network=0) |
|
void | ship_do_cap_subsys_cargo_hidden (ship *shipp, ship_subsys *subsys, int from_network=0) |
|
float | ship_get_secondary_weapon_range (ship *shipp) |
|
int | primary_out_of_ammo (ship_weapon *swp, int bank) |
|
int | get_max_ammo_count_for_primary_bank (int ship_class, int bank, int ammo_type) |
|
int | get_max_ammo_count_for_bank (int ship_class, int bank, int ammo_type) |
|
int | get_max_ammo_count_for_turret_bank (ship_weapon *swp, int bank, int ammo_type) |
|
int | is_support_allowed (object *objp, bool do_simple_check=false) |
|
void | ship_get_global_turret_gun_info (object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp) |
|
void | ship_get_global_turret_info (object *objp, model_subsystem *tp, vec3d *gpos, vec3d *gvec) |
|
int | object_in_turret_fov (object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist) |
|
bool | turret_std_fov_test (ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod=0) |
|
bool | turret_adv_fov_test (ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod=0) |
|
bool | turret_fov_test (ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod=0) |
|
float | get_adjusted_turret_rof (ship_subsys *ss) |
|
void | object_jettison_cargo (object *objp, object *cargo_objp) |
|
float | ship_get_exp_damage (object *objp) |
|
int | ship_get_exp_propagates (ship *sp) |
|
float | ship_get_exp_outer_rad (object *ship_objp) |
|
int | ship_explode_area_calc_damage (vec3d *pos1, vec3d *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast) |
|
int | valid_cap_subsys_cargo_list (char *subsys_name) |
|
int | ship_get_turret_type (ship_subsys *subsys) |
|
int | ship_get_reinforcement_team (int r_index) |
|
int | ship_get_texture (int bitmap) |
|
void | ship_page_in () |
|
void | ship_page_in_textures (int ship_index=-1) |
|
void | ship_page_out_textures (int ship_index, bool release=false) |
|
void | ship_update_artillery_lock () |
|
int | check_world_pt_in_expanded_ship_bbox (vec3d *world_pt, object *objp, float delta_box) |
|
int | ship_is_tagged (object *objp) |
|
float | ship_get_max_speed (ship *shipp) |
|
float | ship_get_warpout_speed (object *objp) |
|
int | ship_is_beginning_warpout_speedup (object *objp) |
|
float | ship_class_get_length (ship_info *sip) |
|
void | ship_set_new_ai_class (int ship_num, int new_ai_class) |
|
void | ship_subsystem_set_new_ai_class (int ship_num, char *subsystem, int new_ai_class) |
|
void | wing_load_squad_bitmap (wing *w) |
|
bool | ship_has_dock_bay (int shipnum) |
|
bool | ship_useful_for_departure (int shipnum, int path_mask=0) |
|
int | ship_get_ship_for_departure (int team) |
|
bool | ship_subsys_is_fighterbay (ship_subsys *ss) |
|
bool | ship_fighterbays_all_destroyed (ship *shipp) |
|
bool | ship_subsys_takes_damage (ship_subsys *ss) |
|
int | ship_fire_tertiary (object *objp) |
|
void | ship_do_submodel_rotation (ship *shipp, model_subsystem *psub, ship_subsys *pss) |
|
int | ship_has_energy_weapons (ship *shipp) |
|
int | ship_has_engine_power (ship *shipp) |
|
void | ship_init_cockpit_displays (ship *shipp) |
|
void | ship_add_cockpit_display (cockpit_display_info *display, int cockpit_model_num) |
|
void | ship_set_hud_cockpit_targets () |
|
void | ship_clear_cockpit_displays () |
|
int | ship_start_render_cockpit_display (int cockpit_display_num) |
|
void | ship_end_render_cockpit_display (int cockpit_display_num) |
|
int | warptype_match (char *p) |
|
int | ship_starting_wing_lookup (const char *wing_name) |
|
int | ship_squadron_wing_lookup (const char *wing_name) |
|
int | ship_tvt_wing_lookup (const char *wing_name) |
|
int | ship_class_compare (int ship_class_1, int ship_class_2) |
|
int | armor_type_get_idx (char *name) |
|
void | armor_init () |
|
int | thruster_glow_anim_load (generic_anim *ga) |
|
void | init_path_metadata (path_metadata &metadata) |
|
int | ship_get_sound (object *objp, GameSoundsIndex id) |
| Returns a ship-specific sound index. More...
|
|
bool | ship_has_sound (object *objp, GameSoundsIndex id) |
| Specifies if a ship has a custom sound for the specified id. More...
|
|
int | get_default_player_ship_index () |
| Returns the index of the default player ship. More...
|
|
int | get_nearest_bbox_point (object *ship_obj, vec3d *start, vec3d *box_pt) |
|