pick random x/y prior to addgear (as generic faller does) to avoid random numbers picked out of order
/*
* 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_ */