action.h

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00001 /*
00002      This file is part of Advanced Strategic Command; http://www.asc-hq.de
00003      Copyright (C) 1994-2010  Martin Bickel  and  Marc Schellenberger
00004  
00005      This program is free software; you can redistribute it and/or modify
00006      it under the terms of the GNU General Public License as published by
00007      the Free Software Foundation; either version 2 of the License, or
00008      (at your option) any later version.
00009  
00010      This program is distributed in the hope that it will be useful,
00011      but WITHOUT ANY WARRANTY; without even the implied warranty of
00012      MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013      GNU General Public License for more details.
00014  
00015      You should have received a copy of the GNU General Public License
00016      along with this program; see the file COPYING. If not, write to the 
00017      Free Software Foundation, Inc., 59 Temple Place, Suite 330, 
00018      Boston, MA  02111-1307  USA
00019 */
00020 
00021 
00022 #ifndef actionH
00023 #define actionH
00024 
00025 
00026 #include "../typen.h"
00027 #include "../ascstring.h"
00028 #include "../basestrm.h"
00029 #include "../util/factorywithnames.h"
00030 
00031 #include "context.h"
00032 #include "actionresult.h"
00033 
00034 class Vehicle;
00035 class GameMap;
00036 
00037 
00038 typedef int GameActionID;
00039 
00045 class GameAction {
00046    
00047       typedef deallocating_vector<GameAction*> Children;
00048       Children children;
00049    
00050       GameMap* gamemap;
00051       
00052       int sequenceNumber;
00053       
00054       ActionResult undoChildren( const Context& context );
00055       
00056    protected:
00057       
00058       void deleteChildren();
00059       
00060       GameAction( GameMap* map );
00061       
00063       void addChild( GameAction* action );
00064       
00065       virtual ActionResult runAction( const Context& context ) = 0;
00066       virtual ActionResult undoAction( const Context& context ) = 0;
00067       
00074       virtual ActionResult preCheck()  {return ActionResult(0);};
00075       
00080       virtual ActionResult postCheck() {return ActionResult(0);};
00081       
00085       virtual bool undoOrderChildFirst() const { return true; };
00086       
00087       virtual void readData ( tnstream& stream ) = 0;
00088       virtual void writeData ( tnstream& stream ) const = 0;
00089       
00090       virtual GameActionID getID() const = 0;
00091       
00092       GameMap* getMap() { return gamemap; };
00093       const GameMap* getMap() const { return gamemap; } ;
00094       
00095    public:
00096       ActionResult execute( const Context& context );
00097       ActionResult undo( const Context& context );
00098       
00099       void read ( tnstream& stream );
00100       void write ( tnstream& stream ) const;
00101       void write ( tnstream& stream, bool persistChildren ) const;
00102    
00103       virtual ASCString getDescription() const = 0;
00104       
00105       virtual ~GameAction() {};
00106       
00107       static GameAction* readFromStream( tnstream& stream, GameMap* map );
00108 };
00109 
00110 
00111 typedef Loki::SingletonHolder< Factory1< GameAction , GameActionID, GameMap*  > > gameActionFactory;
00112 
00113 template<class Derived>
00114 GameAction* GameActionCreator( GameMap* map )
00115 {
00116    return new Derived( map );
00117 }
00118 
00119 template <typename ActionType > 
00120 bool registerAction( GameActionID id )
00121 {
00122    return gameActionFactory::Instance().registerClass( id, GameActionCreator<ActionType> );
00123 }
00124 
00125 
00126 #endif
00127 

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