attackcommand.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 AttackCommandH
00023 #define AttackCommandH
00024 
00025 #include "unitcommand.h"
00026 
00027 #include "../typen.h"
00028 #include "../attack.h"
00029 
00030 class AttackCommand : public UnitCommand {
00031    
00032    public:
00033       static bool avail ( Vehicle* eht );
00034       typedef map<MapCoordinate,AttackWeap > FieldList;
00035       
00036    private:
00037       MapCoordinate target;
00038       int targetUnitID;
00039       MapCoordinate targetBuilding;
00040       int weapon;
00041       
00042       bool kamikaze;
00043       
00044       void fieldChecker( const MapCoordinate& pos );
00045       
00046       FieldList attackableUnits;
00047       vector<MapCoordinate> attackableUnitsKamikaze;
00048       FieldList attackableBuildings;
00049       FieldList attackableObjects;
00050       
00051       
00052       AttackCommand( GameMap* map ) : UnitCommand( map ) {};
00053       template<class Child> friend GameAction* GameActionCreator( GameMap* map);
00054       
00055    protected:
00056       void readData ( tnstream& stream );
00057       void writeData ( tnstream& stream ) const;
00058       
00059       GameActionID getID() const;
00060       ASCString getDescription() const;
00061       
00062    public:
00063       AttackCommand ( Vehicle* unit );
00064       ActionResult searchTargets();
00065       
00066       Vehicle* getAttacker() { return getUnit(); };
00067       
00068       void setTarget( const MapCoordinate& target, int weapon = -1 );
00069       ActionResult go ( const Context& context ); 
00070       ASCString getCommandString() const;
00071       
00072       const FieldList& getAttackableUnits() { return attackableUnits; };
00073       const FieldList& getAttackableBuildings() { return attackableBuildings; };
00074       const FieldList& getAttackableObjects() { return attackableObjects; };
00075       
00076 };
00077 
00078 #endif
00079 

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