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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