project_files/frontlib/model/team.h
author Medo <smaxein@googlemail.com>
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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, tat 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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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;
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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;
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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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	int _referenceCount;
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	flib_hog hogs[HEDGEHOGS_PER_TEAM];
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	char *name;
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	char *grave;
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	char *fort;
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	char *voicepack;
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	char *flag;
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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;
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	bool remoteDriven;
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	char *ownerName;
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} flib_team;
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/**
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 * Returns a new team, or NULL on error. name must not be NULL.
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 *
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 * The new team is pre-filled with default settings (see hwconsts.h)
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 */
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flib_team *flib_team_create(const char *name);
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/**
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 * Loads a team, returns NULL on error.
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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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void flib_team_set_weaponset(flib_team *team, 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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 * Increase the reference count of the object. Call this if you store a pointer to it somewhere.
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 * Returns the parameter.
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 */
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flib_team *flib_team_retain(flib_team *team);
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/**
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 * Decrease the reference count of the object and free it if this was the last reference.
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 */
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void flib_team_release(flib_team *team);
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/**
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 * Create a deep copy of a team. Returns NULL on failure.
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 * The referenced weaponsets are not copied, so the new
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 * team references the same weaponsets.
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 */
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flib_team *flib_team_copy(const flib_team *team);
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#endif /* TEAM_H_ */