project_files/frontlib/model/team.h
author Wuzzy <Wuzzy2@mail.ru>
Fri, 27 Oct 2017 05:03:58 +0200
changeset 12782 389453e1e09e
parent 10017 de822cd3df3a
permissions -rw-r--r--
ACF7: Fix possible Lua error spam in intro sequence This was caused by a race of onGearDelete vs AnimationSetup. If AnimationSetup came first, it uses old values from the natives table. The solution is to force the code to guarantee that AnimationSetup always coms after deleting gears in the natives table.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

/**
 * This file defines a data structure for a hedgewars team.
 *
 * Teams are used in several different contexts in Hedgewars, and some of these require
 * extra information about teams. For example, the weaponset is important
 * to the engine, but not for ini reading/writing, and with the team statistics it is the
 * other way around. To keep things simple, the data structure can hold all information
 * used in any context. On the downside, that means we can't use static typing to ensure
 * that team information is "complete" for a particular purpose.
 */
#ifndef TEAM_H_
#define TEAM_H_


#include "weapon.h"
#include "../hwconsts.h"

#include <stdbool.h>
#include <stdint.h>

#define TEAM_DEFAULT_HEALTH 100

/**
 * Struct representing a single keybinding.
 */
typedef struct {
    char *action;
    char *binding;
} flib_binding;

typedef struct {
    char *name;
    char *hat;          //!< e.g. hair_yellow; References a .png file in Data/Graphics/Hats

    //! Statistics. They are irrelevant for the engine or server,
    //! but provided for ini reading/writing by the frontend.
    int rounds;
    int kills;
    int deaths;
    int suicides;

    int difficulty;     //!< 0 = human, 1 = most difficult bot ... 5 = least difficult bot (somewhat counterintuitive)

    //! Transient setting used in game setup
    int initialHealth;
    flib_weaponset *weaponset;
} flib_hog;

typedef struct {
    flib_hog hogs[HEDGEHOGS_PER_TEAM];
    char *name;
    char *grave;        //!< e.g. "Bone"; References a .png file in Data/Graphics/Graves
    char *fort;         //!< e.g. "Castle"; References a series of files in Data/Forts
    char *voicepack;    //!< e.g. "Classic"; References a directory in Data/Sounds/voices
    char *flag;         //!< e.g. "hedgewars"; References a .png file in Data/Graphics/Flags

    flib_binding *bindings;
    int bindingCount;

    //! Statistics. They are irrelevant for the engine or server,
    //! but provided for ini reading/writing by the frontend.
    int rounds;
    int wins;
    int campaignProgress;

    //! Transient settings used in game setup
    int colorIndex;     //!< Index into a color table
    int hogsInGame;     //!< The number of hogs that will actually play
    bool remoteDriven;  //!< true for non-local teams in a network game
    char *ownerName;    //!< Username of the owner of a team in a network game
} flib_team;

/**
 * Free all memory associated with the team
 */
void flib_team_destroy(flib_team *team);

/**
 * Loads a team, returns NULL on error. Destroy this team using flib_team_destroy.
 * This will not fill in the fields marked as "transient" in the structs above.
 */
flib_team *flib_team_from_ini(const char *filename);

/**
 * Write the team to an ini file. Attempts to retain extra ini settings
 * that were already present. Note that not all fields of a team struct
 * are stored in the ini, some are only used intermittently to store
 * information about a team in the context of a game.
 *
 * The flib_team can handle "difficulty" on a per-hog basis, but it
 * is only written per-team in the team file. The difficulty of the
 * first hog is used for the entire team when writing.
 */
int flib_team_to_ini(const char *filename, const flib_team *team);

/**
 * Set the same weaponset for every hog in the team
 */
int flib_team_set_weaponset(flib_team *team, const flib_weaponset *set);

/**
 * Set the same initial health for every hog.
 */
void flib_team_set_health(flib_team *team, int health);

/**
 * Create a deep copy of a team. Returns NULL on failure.
 */
flib_team *flib_team_copy(const flib_team *team);

#endif /* TEAM_H_ */