Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
There is probably some better way to do this. Weapons still need fixing.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006 Igor Ulyanov <iulyanov@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"
#include <string>
enum MapGenerator
{
MAPGEN_REGULAR,
MAPGEN_MAZE,
};
class HWMap : public TCPBase
{
Q_OBJECT
public:
HWMap();
virtual ~HWMap();
void getImage(std::string seed, int templateFilter, MapGenerator mapgen, int maze_size);
protected:
virtual QStringList setArguments();
virtual void onClientDisconnect();
virtual void SendToClientFirst();
signals:
void ImageReceived(const QImage newImage);
void HHLimitReceived(int hhLimit);
private:
std::string m_seed;
int templateFilter;
MapGenerator m_mapgen;
int m_maze_size;
private slots:
};
#endif // _HWMAP_INCLUDED