naev 0.12.5
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 C_linepos_t
 C_private_containerPrivate container type for the arrays
 CAI_ProfileBasic AI profile
 CAIMemoryRepresents a temporary pilot memory. For use with ai_setPilot and ai_unsetPilot
 CalGroup_t
 CalInfo_t
 CalSoundContains a sound buffer
 CalVoiceRepresents a voice in the game
 CAnimation
 CAnimationChannel
 CAnimationSampler
 CAsteroidRepresents a single asteroid
 CAsteroidAnchorRepresents an asteroid field anchor
 CAsteroidExclusionRepresents an asteroid exclusion zone
 CAsteroidRewardRepresents a potential reward from the asteroid
 CAsteroidTypeRepresents a type of asteroid
 CAsteroidTypeGroupRepresents a group of asteroids
 Cbackground_image_tRepresents a background image like say a Nebula
 CBlkFileRepresents a file in a directory. Used to enumerate files
 Ccanon_cls_table
 Ccgltf_accessor
 Ccgltf_accessor_sparse
 Ccgltf_animation
 Ccgltf_animation_channel
 Ccgltf_animation_sampler
 Ccgltf_anisotropy
 Ccgltf_asset
 Ccgltf_attribute
 Ccgltf_buffer
 Ccgltf_buffer_view
 Ccgltf_camera
 Ccgltf_camera_orthographic
 Ccgltf_camera_perspective
 Ccgltf_clearcoat
 Ccgltf_data
 Ccgltf_dispersion
 Ccgltf_draco_mesh_compression
 Ccgltf_emissive_strength
 Ccgltf_extension
 Ccgltf_extras
 Ccgltf_file_options
 Ccgltf_image
 Ccgltf_ior
 Ccgltf_iridescence
 Ccgltf_light
 Ccgltf_material
 Ccgltf_material_mapping
 Ccgltf_material_variant
 Ccgltf_memory_options
 Ccgltf_mesh
 Ccgltf_mesh_gpu_instancing
 Ccgltf_meshopt_compression
 Ccgltf_morph_target
 Ccgltf_node
 Ccgltf_options
 Ccgltf_pbr_metallic_roughness
 Ccgltf_pbr_specular_glossiness
 Ccgltf_primitive
 Ccgltf_sampler
 Ccgltf_scene
 Ccgltf_sheen
 Ccgltf_skin
 Ccgltf_specular
 Ccgltf_texture
 Ccgltf_texture_transform
 Ccgltf_texture_view
 Ccgltf_transmission
 Ccgltf_volume
 CClaim_tThe claim structure
 CCollPoly
 CCollPolyViewRepresents a polygon used for collision detection
 Ccolours_c_gen.Colour
 Ccombine_table
 CCommodityRepresents a commodity
 CCommodityModifierRepresents a dictionary of values used to modify a commodity
 CCommodityPrice
 CCommodityThreadDataFor threaded loading of commodities
 Cconv_table
 CCooldownData
 CCstMapWidgetMap widget data
 CCstShipPreview
 CCstShipSlotWidget
 CCstSlotWidget
 Ccustom_functions_t
 CDamageCore damage that an outfit does
 CDebrisRepresents a small asteroid debris rendered in the player frame
 Cdecompose_table
 Cdialogue_custom_data_s
 Cdialogue_update_t
 CDifficulty
 CDTYPEA damage type
 CEffectPilot ship effect
 CEffectDataPilot ship effect data
 Cenv_t
 CEscort_tStores an escort
 CEvent_tActivated event structure
 CEventDataEvent data structure
 CFactionDescription of a lane-building faction
 CFactionGenerator
 CFactionPresenceFaction presence container to be used for the map information stuff
 Cfont_char_tStores a font character
 CGatherableRepresents stuff that can be gathered
 Cgl_vboContains the VBO
 CgladGLversionStruct
 CglColour_Colour via its RGBA values
 CglFontRepresents a font in memory
 CglFontFileStores a font file. May be referenced by multiple glFonts for size or fallback reasons
 CglFontGlyphRepresents a character in the font
 CglFontRestoreEvil hack to allow restoring, yes it makes me cry myself to sleep
 CglFontRowStores the row information for a font
 CglFontStashFont structure
 CglFontStashFreetypeFreetype Font structure
 CglFontTexStores a texture stash for fonts
 CglInfoStores data about the current opengl environment
 CglPrintLineIteratorThe state of a line iteration. This matches the process of rendering text into an on-screen box: An empty string produces a zero-width line. Each regular, fitting character expands its line horizontally. A newline or wrapping leads to vertical expansion. Word-wrapping happens at "line break opportunities" (defined by Unicode), or mid-word if there's no other way to fit in the width limit. The iterator honors the width limit if at all possible; the only exception is when a single character is enough to overflow it. The layout calculation is iterative; one may for instance change the width limit between lines
 CglTexListRepresents a node in the texture list
 CglTextureAbstraction for rendering sprite sheets
 CGltfMount
 CGltfObjectDefines a complete object
 CGltfTrail
 CHookInternal representation of a hook
 CHookParamThe actual hook parameter
 CHookQueue_tHook queue to delay execution
 CHunkProperties
 CInfoButton_tFor use with registered info buttons
 CInputDialogueUsed to store information for input dialogues
 CIntList
 Cintro_cmd_tA display command (operation code and operand if applicable)
 Cintro_img_tIntro Image: to be displayed to the side of the scrolling
 CJumpPointRepresents a jump lane
 CKeybindNaev Keybinding
 CLandOutfitDataData for handling the widget
 CLanguageOption
 CLightSimple point/sun light model
 CLighting
 CLuaAsteroid_t
 CLuaAudio_t
 CLuaAudioEfx_tHandles the OpenAL effects that have been set up Lua side
 CLuaBuffer_t
 CLuaCache_tCache structure for loading chunks
 CLuaCanvas_tWrapper to canvass
 CLuaData_tWrapper to datas
 CLuaFile_tWrapper to files
 CLuaJumpLua jump Wrapper
 CLuaLinOpt_tOur cute little linear program wrapper
 CLuaMunitionLua Munition wrapper
 CLuaShader_t
 CLuaSpfxData_tHandles the special effects Lua-side
 CLuaTexture_t
 CLuaUniform_t
 ClvarContains a mission variable
 Cmap_find_tRepresents a found target
 CMapDecoratorImages to be shown on the map
 CmapOutfitsList_t
 CMapOverlayPosSaves the layout decisions from positioning labeled objects on the overlay
 CMapOverlayRadiusConstraint
 CMapShaderMap shader
 Cmat3
 Cmat4
 CMatchState
 CMaterialPBR Material of an object
 Cmd5_state_tDefine the state of the MD5 Algorithm
 CMesgOn screen player message
 CMeshRepresents a mesh that can be made of multiple primitives
 CMeshPrimitiveRepresents the underlyig 3D data and associated material
 CMissionRepresents an active mission
 CMissionAvail_tDefines the availability of a mission
 CMissionComputerOptions
 CMissionDataStatic mission data
 CMissionMarkerMission system marker
 Cmsgcat_t
 CMusicInfo_t
 Cndata_start_tThe start data structure
 CNebulaPuffRepresents a nebula puff
 Cnews_tRepresents a news article
 Cnfc_table
 CNodeRepresents a node of an object. Each node can have multiple meshes and children nodes with an associated transformation
 CNodeNode struct
 CNodeTransform
 CNPC_tThe bar NPC
 CNPCevtDataMinimum needed NPC data for event
 CNPCmisnDataMinimum needed NPC data for mission
 Cnsave_tA naev save
 CNTimeUpdate_tUsed for storing time increments to not trigger hooks during Lua calls and such
 CObjectCacheSimple caching for GLTF objects to avoid double loads
 Comsg_font_tFonts
 Comsg_tMessage struct
 COnhitData
 COSD_tOn Screen Display element
 COutfitA ship outfit, depends radically on the type
 COutfitAfterburnerDataRepresents an afterburner
 COutfitBeamDataRepresents the particular properties of a beam weapon
 COutfitBoltDataRepresents the particular properties of a bolt weapon
 COutfitFighterBayDataRepresents a fighter bay
 COutfitGFX
 COutfitGUIDataRepresents a GUI
 COutfitLauncherDataRepresents a particular missile launcher
 COutfitLicenseDataRepresents a license
 COutfitLocalMapDataRepresents a local map
 COutfitMapData_tRepresents a map, is not actually stored on a ship but put into the nav system
 COutfitModificationDataRepresents a ship modification
 COutfitSlotPilot slot that can contain outfits
 COutfitThreadDataFor threaded loading of outfits
 COverlayBounds_t
 Covr_marker_tAn overlay map marker
 Cperlin_data_tStructure used for generating noise
 CPFleetCargo
 CPilotThe representation of an in-game pilot
 CPilotCommodityStores a pilot commodity
 CPilotHookA wrapper for pilot hooks
 CPilotOutfitAmmoStores outfit ammo
 CPilotOutfitSlotStores an outfit the pilot has
 CPilotWeaponSetA weapon set represents a set of weapons that have an action
 CPilotWeaponSetOutfitA pilot Weapon Set Outfit
 CpL_flagSmall struct to handle flags
 Cplayer_saves_t
 CPlayer_t
 CPlayerConf_tStruct containing player options
 CPlayerItemRepresents an item in the player inventory
 CPlayerOutfit_tWrapper for outfits
 CPlayerShip_tPlayer ship
 Cplugin_t
 CPPShaderPost-Processing Shader
 CQuadtree
 Cquat
 CQueueQueue struct
 CRadarRepresents the player's radar
 Crange_table
 Crg_filter_param_t
 CSafeLaneDescribes a safe lane, patrolled by a faction, within a system
 CSceneRepresents a scene that can have multiple nodes
 CSDL_DialogFileFilter
 CSelect_tSelection generic for stuff in a system
 Csemver_t
 CShaderShader to use witha material
 Cshaders_c_gen.Shader
 CShaderLightSimple point light model for shaders
 CShipRepresents a space ship
 CShipLog
 CShipLogEntry
 CShipMountRepresents a ship weapon mount point
 CShipOutfitSlotShip outfit slot
 CShipStatListRepresents relative ship statistics as a linked list
 CShipStatsRepresents ship statistics, properties ship can use
 CShipStatsLookupInternal look up table for ship stats
 CShipThreadDataStructure for threaded loading
 CShipTrailEmitterShip trail emitter
 CShipWidgetData
 CSlotProperty_tRepresentation of a slot property
 CSolidRepresents a solid in the game
 CSPFXAn actual in-game active special effect
 CSPFX_BaseGeneric special effect
 CSpobRepresents a Space Object (SPOB), including and not limited to planets, stations, wormholes, hypergates, etc..
 Cspob_lua_file
 CSpobPresenceRepresents the presence of a spob
 Cst
 CStarSystemRepresents a star system
 Cswig_cast_info
 Cswig_dycast_func
 Cswig_lua_attribute
 Cswig_lua_class
 Cswig_lua_namespace
 Cswig_lua_rawdata
 Cswig_lua_userdata
 Cswig_lua_var_info
 Cswig_module_info
 CSysNodeNode structure for A* pathfinding
 CSystemPresenceRepresents presence in a system
 Ct_os_stat
 CTargetRepresents a weapon target
 CTaskBasic AI task
 Ctech_group_tGroup of tech items, basic unit of the tech trees
 Ctech_item_tItem contained in a tech group
 CTexture
 CThreadDataThread data
 CThreadQueueThreadqueue itself
 CThreadQueueDataData for the threadqueue
 CTrail_spfxA trail generated by a ship or an ammo
 CTrailPoint
 CTrailSpecSet of styles for trails
 CTrailStyleRepresents the appearance characteristics for a given trail mode
 Ctranslation_t
 Ctype_table
 CUniAttribute_t
 CUniDiff_tRepresents each Universe Diff
 CUniDiffData_tUniverse diff filepath list
 CUniHunk_tRepresents a single hunk in the diff
 CUniHunkTarget_tRepresents the hunk's target
 CUnionFindDisjoint set forest on {0, .., n-1}
 Cvec2Represents a 2d vector
 Cvec3
 CVertexReference to a spob or jump point
 CVirtualSpobBasically modifies system parameters without creating any real objects
 CvpoolThreadDataVirtual thread pool data
 CWeaponIn-game representation of a weapon
 CWeaponCollisionStruct useful for generalization of weapno collisions
 CWeaponHitRepresents a weapon hitting something