**int selfX()** - Returns the ship's X position on the map.

**int selfY()** - Returns the ship's Y position on the map.

**int selfRadarX()** - Returns the ship's X radar coordinate. If the ship is hidden from the radar returns -1.

**int selfRadarY()** - Returns the ship's Y radar coordinate. If the ship is hidden from the radar returns -1;

**int selfVelX()** - Returns the ship's X velocity.

**int selfVelY()** - Returns the ship's Y velocity.

**int selfSpeed()** - Returns the ship's speed.

**double lockHeadingDeg()** - Returns in degrees the direction of the ship's lock-on of an enemy. (Direction from ship to target ship)

**double lockHeadingRad()** - Returns in radians the direction of the ship's lock-on of an enemy. (Direction from ship to target ship)

**short selfLockDist()** - Returns the distance of the enemy that the ship has locked-on to. Need to check this.

**int selfReload()** - Returns the player's reload time remaining, based on a call to fireShot(). 0 means that the ship is able to fire again.

**int selfID()** - Returns the ID of the ship.

**int selfAlive()** - Returns 0 if the ship is dead or 1 if alive.

**int selfTeam()** - Returns an integer corresponding to the ship's team.

**int selfLives()** - Returns how many lives are left for the ship (if there is a life limit). Otherwise it returns the number of lives spent.

**double selfTrackingRad()** - Returns the ship's tracking (direction it is moving in) in radians. If the ship is not moving it returns the direction the ship is facing.

**double selfTrackingDeg()** - Returns the ship's tracking (direction it is moving in) in degrees. If the ship is not moving it returns the direction the ship is facing.

**double selfHeadingDeg()** - Returns the direction the ship is facing in degrees.

**double selfHeadingRad()** - Returns the direction the ship is facing in radians.

**char* hud(int i)** - Returns the name of the object with index i in the score_objects list.

**char* hudScore(int i)** - Returns the score of object at index i of score_objects on the HUD.

**double hudTimeLeft(int i)** - Returns the remaining time left on the HUD for a score of object at index i of score_objects in seconds.

**double getTurnSpeed()** - Returns the ship's turn speed.

**double getPower()** - Returns the ship's power level.

**int selfShield()** - Returns 1 if the player's shield is on, 0 if it's down, or -1 if the player is not alive.

**char* selfName()** - Returns the ship's name.

**double selfScore()** - Returns the ship's score.

**int wallFeeler(int dist, int angle)** - takes a distance to search from the ship (dist), and an angle to search in degrees (angle). If no wall is felt it returns dist. If a wall is felt it returns the wall's distance from the ship.

**int wallFeelerRad(int dist, double a)** - takes a distance to search from the ship (dist), and an angle to search in radians (a). If no wall is felt it returns dist. If a wall is felt it returns the wall's distance from the ship.

**int wallBetween(int x1, int y1, int x2, int y2)** - If there is a wall between the given points it returns the distance from point 1 to the first found wall. If no wall is found it returns -1.