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/**********************************************************************
Freeciv - Copyright (C) 2005 - The Freeciv Project
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, 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.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <assert.h>
#include <stdlib.h>
#include "fcintl.h"
#include "log.h"
#include "shared.h"
#include "support.h"
#include "game.h"
#include "player.h"
#include "team.h"
/**********************************************************************
Functions for handling teams.
***********************************************************************/
static struct team teams[MAX_NUM_TEAMS];
/****************************************************************************
Returns the id of a team given its name, or TEAM_NONE if
not found.
****************************************************************************/
struct team *team_find_by_name(const char *team_name)
{
int index;
assert(team_name != NULL);
assert(NUM_TEAMS <= MAX_NUM_TEAMS);
/* Can't use team_iterate here since it skips empty teams. */
for (index = 0; index < NUM_TEAMS; index++) {
struct team *pteam = team_get_by_id(index);
if (mystrcasecmp(team_name, team_get_name_orig(pteam)) == 0) {
return pteam;
}
}
return NULL;
}
/****************************************************************************
Returns pointer to a team given its id
****************************************************************************/
struct team *team_get_by_id(Team_type_id id)
{
if (id < 0 || id >= NUM_TEAMS) {
return NULL;
}
return &teams[id];
}
/****************************************************************************
Set a player to a team. Removes the previous team affiliation if
necessary.
****************************************************************************/
void team_add_player(struct player *pplayer, struct team *pteam)
{
assert(pplayer != NULL);
assert(pteam != NULL && &teams[pteam->index] == pteam);
freelog(LOG_DEBUG, "Adding player %d/%s to team %s.",
pplayer->player_no, pplayer->username,
pteam ? team_get_name(pteam) : "(none)");
/* Remove the player from the old team, if any. The player's team should
* only be NULL for a few instants after the player was created; after
* that they should automatically be put on a team. So although we
* check for a NULL case here this is only needed for that one
* situation. */
team_remove_player(pplayer);
/* Put the player on the new team. */
pplayer->team = pteam;
pteam->players++;
assert(pteam->players <= MAX_NUM_PLAYERS + MAX_NUM_BARBARIANS);
}
/****************************************************************************
Remove the player from the team. This should only be called when deleting
a player; since every player must always be on a team.
Note in some very rare cases a player may not be on a team. It's safe
to call this function anyway.
****************************************************************************/
void team_remove_player(struct player *pplayer)
{
if (pplayer->team) {
freelog(LOG_DEBUG, "Removing player %d/%s from team %s (%d)",
pplayer->player_no, pplayer->username,
pplayer->team ? team_get_name(pplayer->team) : "(none)",
pplayer->team ? pplayer->team->players : 0);
pplayer->team->players--;
assert(pplayer->team->players >= 0);
}
pplayer->team = NULL;
}
/****************************************************************************
Return the translated name of the team.
****************************************************************************/
const char *team_get_name(const struct team *pteam)
{
return _(team_get_name_orig(pteam));
}
/****************************************************************************
Return the untranslated name of the team.
****************************************************************************/
const char *team_get_name_orig(const struct team *pteam)
{
if (!pteam) {
/* TRANS: missing value */
return N_("(none)");
}
return game.info.team_names_orig[pteam->index];
}
/****************************************************************************
Returns the most empty team available. This is the team that should be
assigned to a newly-created player.
****************************************************************************/
struct team *find_empty_team(void)
{
Team_type_id i;
struct team *pbest = NULL;
/* Can't use teams_iterate here since it skips empty teams! */
for (i = 0; i < NUM_TEAMS; i++) {
struct team *pteam = team_get_by_id(i);
if (!pbest || pbest->players > pteam->players) {
pbest = pteam;
}
if (pbest->players == 0) {
/* No need to keep looking. */
return pbest;
}
}
return pbest;
}
/****************************************************************************
Initializes team structure
****************************************************************************/
void teams_init(void)
{
Team_type_id i;
for (i = 0; i < MAX_NUM_TEAMS; i++) {
/* mark as unused */
teams[i].index = i;
teams[i].players = 0;
player_research_init(&(teams[i].research));
}
}
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