project_files/frontlib/model/team.h
author Wuzzy <Wuzzy2@mail.ru>
Wed, 05 Dec 2018 03:28:33 +0100
branch0.9.25
changeset 14370 a7769dbd7088
parent 10017 de822cd3df3a
permissions -rw-r--r--
Fix cluster bomb target practice counting clusters as "shots"

/*
 * 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_ */