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) 2006-2008 Ulyanov Igor <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
*/
#include <QFrame>
#include <QImage>
#ifndef _ITEM_NUM_INCLUDED
#define _ITEM_NUM_INCLUDED
class ItemNum : public QFrame
{
Q_OBJECT
public:
void setInfinityState(bool value);
unsigned char getItemsNum() const;
void setItemsNum(const unsigned char num);
private:
QImage m_im;
bool infinityState;
protected:
ItemNum(const QImage& im, QWidget * parent, unsigned char min=2, unsigned char max=8);
virtual QSize sizeHint () const;
virtual ~ItemNum()=0;
bool nonInteractive;
unsigned char minItems;
unsigned char maxItems;
unsigned char numItems;
// from QWidget
virtual void mousePressEvent ( QMouseEvent * event );
virtual void paintEvent(QPaintEvent* event);
// to be implemented in child
virtual void incItems()=0;
virtual void decItems()=0;
};
#endif // _ITEM_NUM_INCLUDED