Adjust "sticky" fire (molotov) so it makes better fire pits, by making the kicks more regular, yet of random left/right. Tweak napalm slightly along same lines. Probably needs more balancing.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006 Igor Ulyanov <iulyanov@gmail.com>
* Copyright (c) 2006-2011 Andrey Korotaev <unC0Rr@gmail.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; version 2 of the License
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#ifndef _HWMAP_INCLUDED
#define _HWMAP_INCLUDED
#include <QByteArray>
#include <QString>
#include <QImage>
#include "tcpBase.h"
enum MapGenerator
{
MAPGEN_REGULAR,
MAPGEN_MAZE,
MAPGEN_DRAWN,
MAPGEN_MAP
};
class HWMap : public TCPBase
{
Q_OBJECT
public:
HWMap();
virtual ~HWMap();
void getImage(const QString & seed, int templateFilter, MapGenerator mapgen, int maze_size, const QByteArray & drawMapData);
protected:
virtual QStringList getArguments();
virtual void onClientDisconnect();
virtual void SendToClientFirst();
signals:
void ImageReceived(const QImage newImage);
void HHLimitReceived(int hhLimit);
private:
QString m_seed;
int templateFilter;
MapGenerator m_mapgen;
int m_maze_size;
QByteArray m_drawMapData;
private slots:
};
#endif // _HWMAP_INCLUDED