Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
* Copyright (c) 2007 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 TEAM_H
#define TEAM_H
#include <QColor>
#include <QString>
#include "binds.h"
#include "achievements.h"
#include "hwconsts.h"
class HWForm;
class GameUIConfig;
class HWTeamConstructException
{
};
// structure for customization and statistics of a single hedgehog
struct HWHog
{
QString Name;
QString Hat;
int Rounds, Kills, Deaths, Suicides;
};
// class representing a team
class HWTeam : public QObject
{
Q_OBJECT
public:
// constructors
HWTeam(const QString & teamname);
HWTeam(const QStringList& strLst);
HWTeam();
HWTeam(const HWTeam & other);
// file operations
static HWTeam loadFromFile(const QString & teamName);
bool loadFromFile();
bool deleteFile();
bool saveToFile();
bool fileExists();
// attribute getters
unsigned int campaignProgress() const;
int color() const;
QColor qcolor() const;
unsigned int difficulty() const;
QString flag() const;
QString fort() const;
QString grave() const;
const HWHog & hedgehog(unsigned int idx) const;
bool isNetTeam() const;
QString keyBind(unsigned int idx) const;
QString name() const;
unsigned char numHedgehogs() const;
QString owner() const;
QString voicepack() const;
// attribute setters
void bindKey(unsigned int idx, const QString & key);
void setDifficulty(unsigned int level);
void setFlag(const QString & flag);
void setFort(const QString & fort);
void setGrave(const QString & grave);
void setHedgehog(unsigned int idx, HWHog hh);
void setName(const QString & name);
void setNumHedgehogs(unsigned char num);
void setVoicepack(const QString & voicepack);
// increments for statistical info
void incRounds();
void incWins();
// convert team info into strings for further computation
QStringList teamGameConfig(quint32 InitHealth, GameUIConfig * config) const;
// comparison operators
bool operator == (const HWTeam& t1) const;
bool operator < (const HWTeam& t1) const;
HWTeam & operator = (const HWTeam & other);
public slots:
void setColor(int color);
private:
QString OldTeamName;
// class members that contain the general team info and settings
QString m_name;
QString m_grave;
QString m_fort;
QString m_flag;
QString m_voicepack;
QList<HWHog> m_hedgehogs;
quint8 m_difficulty;
QList<BindAction> m_binds;
// class members that contain info for the current game setup
quint8 m_numHedgehogs;
int m_color;
bool m_isNetTeam;
QString m_owner;
// class members that contain statistics, etc.
unsigned int m_campaignProgress;
unsigned int m_rounds;
unsigned int m_wins;
unsigned int AchievementProgress[MAX_ACHIEVEMENTS];
};
#endif