--- a/project_files/frontlib/model/team.h Sun Aug 12 22:21:09 2012 +0200
+++ b/project_files/frontlib/model/team.h Sun Aug 12 22:37:57 2012 +0200
@@ -24,7 +24,7 @@
* 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, tat means we can't use static typing to ensure
+ * 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_
@@ -39,6 +39,9 @@
#define TEAM_DEFAULT_HEALTH 100
+/**
+ * Struct representing a single keybinding.
+ */
typedef struct {
char *action;
char *binding;
@@ -46,7 +49,7 @@
typedef struct {
char *name;
- char *hat;
+ 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.
@@ -55,7 +58,7 @@
int deaths;
int suicides;
- int difficulty;
+ int difficulty; // 0 = human, 1 = most difficult bot ... 5 = least difficult bot (somewhat counterintuitive)
// Transient setting used in game setup
int initialHealth;
@@ -65,10 +68,10 @@
typedef struct {
flib_hog hogs[HEDGEHOGS_PER_TEAM];
char *name;
- char *grave;
- char *fort;
- char *voicepack;
- char *flag;
+ 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;
@@ -81,9 +84,9 @@
// Transient settings used in game setup
int colorIndex; // Index into a color table
- int hogsInGame;
- bool remoteDriven;
- char *ownerName;
+ 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;
/**