--- a/project_files/frontlib/model/team.h Tue Jan 21 22:38:13 2014 +0100
+++ b/project_files/frontlib/model/team.h Tue Jan 21 22:43:06 2014 +0100
@@ -1,130 +1,130 @@
-/*
- * 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_ */
+/*
+ * 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_ */