suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2009 Martin Minarik <ttsmj@pokec.sk>
* Copyright (c) 2009-2011 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 NAMEGEN_H
#define NAMEGEN_H
#include <QString>
class HWForm;
class HWTeam;
class HWNamegen
{
public:
HWNamegen();
~HWNamegen();
void TeamRandomName(HWTeam*& team, const int HedgehogNumber);
void TeamRandomNames(HWTeam*& team, const bool changeteamname);
void RandomNameByHat(HWTeam*& team, const int HedgehogNumber);
private:
QList<QStringList> TypesTeamnames;
QList<QStringList> TypesHatnames;
bool TypesAvliable;
void TypesLoad();
void DictLoad(const QString filename, QStringList &list);
void HatCfgLoad(const QString hatname, QStringList &list);
QString GetRandomGrave();
QString GetRandomFort();
};
#endif