Merge branch 'develop' (read more)

Deleted in the merge:
* combat_management.cpp
* todo.txt

Amended in the merge:
* server/enemy_factory_interface.hpp
* server/server_application.hpp
* server/server_internals.cpp

That version of combat_management.cpp was not what I was looking for. I'll
try again, this time by working my way down from SerialPacket. It's worked
in the past as far as establishing a standard goes.

todo.txt was deleted in this commit, but will be carried over into the
next develop branch.

I'll release a new demo build without changing the version number, since
there are no functional changes.
This commit is contained in:
Kayne Ruse
2014-05-24 01:16:47 +10:00
13 changed files with 291 additions and 56 deletions
+56
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/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef ENEMYFACTORYINTERFACE_HPP_
#define ENEMYFACTORYINTERFACE_HPP_
#include "enemy_data.hpp"
#include <list>
//TODO: move this elsewhere
enum RoomType {
OVERWORLD,
RUINS,
TOWERS,
FORESTS,
CAVES,
};
//NOTE: Based on biome, world difficulty, etc.
class EnemyFactoryInterface {
public:
EnemyFactoryInterface() = default;
virtual ~EnemyFactoryInterface() = default;
virtual void Generate(std::list<EnemyData>* container) = 0;
//control the difficulty of the room
RoomType SetType(RoomType t) { return type = t; }
int SetDifficulty(int d) { return difficulty = d; }
RoomType GetType() { return type; }
int GetDifficulty() { return difficulty; }
protected:
RoomType type;
int difficulty;
};
#endif