author | koda |
Thu, 06 Dec 2012 00:44:27 +0100 | |
changeset 8252 | db3bccd784c9 |
parent 7497 | 7e1d72fc03c7 |
child 8260 | 83d85e32c713 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com> |
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* |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License |
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* as published by the Free Software Foundation; either version 2 |
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* of the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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*/ |
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/** |
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* This file defines a data structure for a hedgewars team. |
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* |
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* Teams are used in several different contexts in Hedgewars, and some of these require |
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* extra information about teams. For example, the weaponset is important |
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* to the engine, but not for ini reading/writing, and with the team statistics it is the |
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* other way around. To keep things simple, the data structure can hold all information |
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* used in any context. On the downside, that means we can't use static typing to ensure |
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* that team information is "complete" for a particular purpose. |
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*/ |
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#ifndef TEAM_H_ |
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#define TEAM_H_ |
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#include "weapon.h" |
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#include "../hwconsts.h" |
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#include <stdbool.h> |
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#include <stdint.h> |
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#define TEAM_DEFAULT_HEALTH 100 |
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/** |
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* Struct representing a single keybinding. |
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*/ |
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typedef struct { |
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char *action; |
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char *binding; |
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} flib_binding; |
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typedef struct { |
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char *name; |
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char *hat; // e.g. hair_yellow; References a .png file in Data/Graphics/Hats |
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// Statistics. They are irrelevant for the engine or server, |
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// but provided for ini reading/writing by the frontend. |
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int rounds; |
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int kills; |
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int deaths; |
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int suicides; |
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int difficulty; // 0 = human, 1 = most difficult bot ... 5 = least difficult bot (somewhat counterintuitive) |
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// Transient setting used in game setup |
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int initialHealth; |
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flib_weaponset *weaponset; |
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} flib_hog; |
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typedef struct { |
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flib_hog hogs[HEDGEHOGS_PER_TEAM]; |
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char *name; |
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char *grave; // e.g. "Bone"; References a .png file in Data/Graphics/Graves |
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char *fort; // e.g. "Castle"; References a series of files in Data/Forts |
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char *voicepack; // e.g. "Classic"; References a directory in Data/Sounds/voices |
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char *flag; // e.g. "hedgewars"; References a .png file in Data/Graphics/Flags |
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flib_binding *bindings; |
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int bindingCount; |
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// Statistics. They are irrelevant for the engine or server, |
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// but provided for ini reading/writing by the frontend. |
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int rounds; |
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int wins; |
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int campaignProgress; |
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// Transient settings used in game setup |
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int colorIndex; // Index into a color table |
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int hogsInGame; // The number of hogs that will actually play |
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bool remoteDriven; // true for non-local teams in a network game |
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char *ownerName; // Username of the owner of a team in a network game |
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} flib_team; |
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/** |
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* Free all memory associated with the team |
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*/ |
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void flib_team_destroy(flib_team *team); |
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/** |
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* Loads a team, returns NULL on error. Destroy this team using flib_team_destroy. |
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* This will not fill in the fields marked as "transient" in the structs above. |
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*/ |
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flib_team *flib_team_from_ini(const char *filename); |
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/** |
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* Write the team to an ini file. Attempts to retain extra ini settings |
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* that were already present. Note that not all fields of a team struct |
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* are stored in the ini, some are only used intermittently to store |
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* information about a team in the context of a game. |
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* |
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* The flib_team can handle "difficulty" on a per-hog basis, but it |
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* is only written per-team in the team file. The difficulty of the |
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* first hog is used for the entire team when writing. |
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*/ |
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int flib_team_to_ini(const char *filename, const flib_team *team); |
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/** |
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* Set the same weaponset for every hog in the team |
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*/ |
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int flib_team_set_weaponset(flib_team *team, const flib_weaponset *set); |
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/** |
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* Set the same initial health for every hog. |
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*/ |
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void flib_team_set_health(flib_team *team, int health); |
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|
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/** |
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* Create a deep copy of a team. Returns NULL on failure. |
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*/ |
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flib_team *flib_team_copy(const flib_team *team); |
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#endif /* TEAM_H_ */ |