text: // PlayerShip.h: interface for the CPlayerShip class.
  //
  //////////////////////////////////////////////////////////////////////
  
  #if !defined(AFX_PLAYERSHIP_H__037FA971_63AF_49C5_9C78_DCF151372718__INCLUDED_)
  #define AFX_PLAYERSHIP_H__037FA971_63AF_49C5_9C78_DCF151372718__INCLUDED_
  
  #if _MSC_VER > 1000
  #pragma once
  #endif // _MSC_VER > 1000
  
  #include "config.h"
  
  #include "Game/Ship.h"
  #include "3D/Model.h"
  #include "Equipment/Radar.h"
  #include "2D/GLFont.h"
  
  using namespace NSD2D;
  
  //Player ship. A combination of ship and camera (pointless having them as 
  //seperate classes as there can only be one of each). Derived from the CShip class
  class CPlayerShip : public CShip  
  {
  public:
  	void increaseRadarRange();
  	void decreaseRadarRange();
  	void clearTargetList();
  	void addTarget(CGameObject *pTarget);
     void drawHud();
  	CPlayerShip(float mass);
  	virtual ~CPlayerShip();
  	void simulate(float fDT);
  	void drawCamera();
  	virtual void draw(bool bTestFrustum = true);
  	void rotateCam(float fDT);
  	void renderOffScreen();
  
  	/**
  	* Set target.
  	* Overridden to add setting of target for HUD.
  	*/
  	void setTarget(CGameObject *pTarget);
  
  	CRadar *m_poRadar;
  	bool  m_bInsideView;
  	bool  m_bLeftLook, m_bRightLook, m_bUpLook, m_bBackLook;
          int m_iThrustChannel;
  
  	/**
  	 * Time at last frame
  	 */
  	unsigned long m_iLastTime;
        
  	/**
  	 * Light for radar display
  	 */
  	CLight m_oLight;
  private:
  
  	int m_iFontID;
  };
  
  #endif // !defined(AFX_PLAYERSHIP_H__037FA971_63AF_49C5_9C78_DCF151372718__INCLUDED_)
  