Advanced Strategic Command
changeunitmovement.h
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1 /*
2  This file is part of Advanced Strategic Command; http://www.asc-hq.de
3  Copyright (C) 1994-2010 Martin Bickel and Marc Schellenberger
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9 
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY; without even the implied warranty of
12  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13  GNU General Public License for more details.
14 
15  You should have received a copy of the GNU General Public License
16  along with this program; see the file COPYING. If not, write to the
17  Free Software Foundation, Inc., 59 Temple Place, Suite 330,
18  Boston, MA 02111-1307 USA
19 */
20 
21 
22 #ifndef changeUnitMovementH
23 #define changeUnitMovementH
24 
25 
26 #include "unitaction.h"
27 
28 
30 
31  public:
32  enum Recursivity { NONE,
35  };
36 
37  private:
38 
39  bool delta;
40  Recursivity recursive;
41  int movement;
42 
43  int originalMovement;
44  int resultingMovement;
45 
46  void decreaseMovement( Vehicle* veh, float fraction, const Context& context );
47 
48  ChangeUnitMovement( GameMap* map ) : UnitAction( map ) {};
49  template<class Child> friend GameAction* GameActionCreator( GameMap* map);
50 
51  public:
52 
57  ChangeUnitMovement( Vehicle* veh, int movement, bool delta = false, Recursivity recursive = NORMAL );
58 
59  ASCString getDescription() const;
60 
61  protected:
62  virtual GameActionID getID() const;
63 
64  virtual ActionResult runAction( const Context& context );
65  virtual ActionResult undoAction( const Context& context );
66  virtual ActionResult preCheck();
67  virtual ActionResult postCheck();
68 
69  virtual void readData ( tnstream& stream );
70  virtual void writeData ( tnstream& stream ) const;
71 
72 };
73 
74 #endif
75 
virtual void readData(tnstream &stream)
ASCString getDescription() const
int GameActionID
Definition: action.h:35
friend GameAction * GameActionCreator(GameMap *map)
Definition: action.h:114
virtual void writeData(tnstream &stream) const
virtual ActionResult runAction(const Context &context)
The interface for all kinds of IO stream.
The ASCString class provides an abstract way to manipulate strings.
Definition: ascstring.h:14
virtual ActionResult undoAction(const Context &context)
virtual ActionResult preCheck()
preCheck is called before an action is redone and should check the preconditions for the action...
virtual ActionResult postCheck()
postCheck is called after an action has been redone and should check that the state of the map is exa...
the loaded units get their movement changed too, by the normal fraction (loaded units less than carri...
A GameAction is an modification of something on a map.
Definition: action.h:45
virtual GameActionID getID() const
loaded units get same change as carrier
only the unit itself gets its movement changed
The map. THE central structure of ASC, which holds everything not globally available together...
Definition: gamemap.h:182