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1 /* |
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2 * Hedgewars, a free turn based strategy game |
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3 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com> |
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4 * |
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5 * This program is free software; you can redistribute it and/or |
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6 * modify it under the terms of the GNU General Public License |
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7 * as published by the Free Software Foundation; either version 2 |
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8 * of the License, or (at your option) any later version. |
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9 * |
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10 * This program is distributed in the hope that it will be useful, |
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 * GNU General Public License for more details. |
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14 * |
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15 * You should have received a copy of the GNU General Public License |
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16 * along with this program; if not, write to the Free Software |
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17 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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18 */ |
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19 |
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20 /** |
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21 * This file defines a data structure for a hedgewars team. |
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22 * |
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23 * Teams are used in several different contexts in Hedgewars, and some of these require |
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24 * extra information about teams. For example, the weaponset is important |
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25 * to the engine, but not for ini reading/writing, and with the team statistics it is the |
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26 * other way around. To keep things simple, the data structure can hold all information |
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27 * used in any context. On the downside, that means we can't use static typing to ensure |
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28 * that team information is "complete" for a particular purpose. |
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29 */ |
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30 #ifndef TEAM_H_ |
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31 #define TEAM_H_ |
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32 |
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33 |
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34 #include "weapon.h" |
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35 #include "../hwconsts.h" |
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36 |
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37 #include <stdbool.h> |
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38 #include <stdint.h> |
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39 |
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40 #define TEAM_DEFAULT_HEALTH 100 |
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41 |
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42 /** |
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43 * Struct representing a single keybinding. |
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44 */ |
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45 typedef struct { |
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46 char *action; |
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47 char *binding; |
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48 } flib_binding; |
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49 |
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50 typedef struct { |
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51 char *name; |
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52 char *hat; // e.g. hair_yellow; References a .png file in Data/Graphics/Hats |
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53 |
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54 // Statistics. They are irrelevant for the engine or server, |
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55 // but provided for ini reading/writing by the frontend. |
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56 int rounds; |
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57 int kills; |
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58 int deaths; |
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59 int suicides; |
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60 |
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61 int difficulty; // 0 = human, 1 = most difficult bot ... 5 = least difficult bot (somewhat counterintuitive) |
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62 |
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63 // Transient setting used in game setup |
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64 int initialHealth; |
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65 flib_weaponset *weaponset; |
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66 } flib_hog; |
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67 |
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68 typedef struct { |
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69 flib_hog hogs[HEDGEHOGS_PER_TEAM]; |
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70 char *name; |
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71 char *grave; // e.g. "Bone"; References a .png file in Data/Graphics/Graves |
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72 char *fort; // e.g. "Castle"; References a series of files in Data/Forts |
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73 char *voicepack; // e.g. "Classic"; References a directory in Data/Sounds/voices |
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74 char *flag; // e.g. "hedgewars"; References a .png file in Data/Graphics/Flags |
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75 |
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76 flib_binding *bindings; |
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77 int bindingCount; |
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78 |
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79 // Statistics. They are irrelevant for the engine or server, |
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80 // but provided for ini reading/writing by the frontend. |
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81 int rounds; |
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82 int wins; |
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83 int campaignProgress; |
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84 |
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85 // Transient settings used in game setup |
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86 int colorIndex; // Index into a color table |
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87 int hogsInGame; // The number of hogs that will actually play |
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88 bool remoteDriven; // true for non-local teams in a network game |
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89 char *ownerName; // Username of the owner of a team in a network game |
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90 } flib_team; |
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91 |
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92 /** |
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93 * Free all memory associated with the team |
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94 */ |
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95 void flib_team_destroy(flib_team *team); |
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96 |
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97 /** |
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98 * Loads a team, returns NULL on error. Destroy this team using flib_team_destroy. |
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99 * This will not fill in the fields marked as "transient" in the structs above. |
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100 */ |
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101 flib_team *flib_team_from_ini(const char *filename); |
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102 |
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103 /** |
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104 * Write the team to an ini file. Attempts to retain extra ini settings |
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105 * that were already present. Note that not all fields of a team struct |
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106 * are stored in the ini, some are only used intermittently to store |
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107 * information about a team in the context of a game. |
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108 * |
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109 * The flib_team can handle "difficulty" on a per-hog basis, but it |
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110 * is only written per-team in the team file. The difficulty of the |
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111 * first hog is used for the entire team when writing. |
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112 */ |
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113 int flib_team_to_ini(const char *filename, const flib_team *team); |
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114 |
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115 /** |
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116 * Set the same weaponset for every hog in the team |
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117 */ |
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118 int flib_team_set_weaponset(flib_team *team, const flib_weaponset *set); |
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119 |
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120 /** |
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121 * Set the same initial health for every hog. |
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122 */ |
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123 void flib_team_set_health(flib_team *team, int health); |
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124 |
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125 /** |
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126 * Create a deep copy of a team. Returns NULL on failure. |
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127 */ |
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128 flib_team *flib_team_copy(const flib_team *team); |
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129 |
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130 #endif /* TEAM_H_ */ |