project_files/frontlib/model/team.h
author koda
Tue, 21 Jan 2014 22:38:13 +0100
changeset 10015 4feced261c68
parent 8330 aaefa587e277
child 10017 de822cd3df3a
permissions -rw-r--r--
partial merge of the webgl branch This commit contains the new pas2c conversion tool, the pascal to c build structure and the opengl2 rendering backend. Patch reviewed by unC0Rr.

/*
 * 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_ */