Advanced Strategic Command
Public Types | Public Member Functions | Static Public Member Functions | Protected Member Functions | Friends | List of all members
AttackCommand Class Reference

#include <attackcommand.h>

Inheritance diagram for AttackCommand:
Inheritance graph
[legend]

Public Types

typedef map< MapCoordinate,
AttackWeap
FieldList
 
- Public Types inherited from Command
enum  State {
  Planned, Evaluated, SetUp, Run,
  Finished, Failed
}
 

Public Member Functions

 AttackCommand (Vehicle *unit)
 
ActionResult searchTargets ()
 
VehiclegetAttacker ()
 
void setTarget (const MapCoordinate &target, int weapon=-1)
 
ActionResult go (const Context &context)
 
ASCString getCommandString () const
 
const FieldListgetAttackableUnits ()
 
const FieldListgetAttackableBuildings ()
 
const FieldListgetAttackableObjects ()
 
- Public Member Functions inherited from UnitCommand
virtual vector< MapCoordinategetCoordinates () const
 this is for informational purposes, so the player can see where a Command has taken place when reviewing it More...
 
int getUnitTypeID () const
 
- Public Member Functions inherited from Command
State getState () const
 
ActionResult redo (const Context &context)
 
- Public Member Functions inherited from GameAction
ActionResult execute (const Context &context)
 
ActionResult undo (const Context &context)
 
void read (tnstream &stream)
 
void write (tnstream &stream) const
 
void write (tnstream &stream, bool persistChildren) const
 
virtual ~GameAction ()
 

Static Public Member Functions

static bool avail (Vehicle *eht)
 
- Static Public Member Functions inherited from GameAction
static GameActionreadFromStream (tnstream &stream, GameMap *map)
 

Protected Member Functions

void readData (tnstream &stream)
 
void writeData (tnstream &stream) const
 
GameActionID getID () const
 
ASCString getDescription () const
 
- Protected Member Functions inherited from UnitCommand
const VehiclegetUnit () const
 
VehiclegetUnit ()
 
int getUnitID () const
 
 UnitCommand (GameMap *map)
 
 UnitCommand (Vehicle *vehicle)
 
void readData (tnstream &stream)
 
void writeData (tnstream &stream) const
 
ActionResult checkExecutionPrecondition () const
 
- Protected Member Functions inherited from Command
 Command (GameMap *gamemap)
 
void setState (State state)
 
virtual ActionResult runAction (const Context &context)
 
virtual ActionResult undoAction (const Context &context)
 
- Protected Member Functions inherited from GameAction
void deleteChildren ()
 
 GameAction (GameMap *map)
 
void addChild (GameAction *action)
 adds a child action. Ownership of the child action is passed to THIS More...
 
virtual ActionResult preCheck ()
 preCheck is called before an action is redone and should check the preconditions for the action. More...
 
virtual ActionResult postCheck ()
 postCheck is called after an action has been redone and should check that the state of the map is exactly the same as it was after the action has been executed the first time. More...
 
virtual bool undoOrderChildFirst () const
 determines the order in which the child actions are undone. More...
 
GameMapgetMap ()
 
const GameMapgetMap () const
 

Friends

template<class Child >
GameActionGameActionCreator (GameMap *map)
 

Detailed Description

Definition at line 30 of file attackcommand.h.

Member Typedef Documentation

Definition at line 34 of file attackcommand.h.

Constructor & Destructor Documentation

AttackCommand::AttackCommand ( Vehicle unit)

Definition at line 45 of file attackcommand.cpp.

Member Function Documentation

bool AttackCommand::avail ( Vehicle eht)
static
const FieldList& AttackCommand::getAttackableBuildings ( )
inline

Definition at line 73 of file attackcommand.h.

Referenced by GuiFunctions::Attack::execute().

const FieldList& AttackCommand::getAttackableObjects ( )
inline

Definition at line 74 of file attackcommand.h.

Referenced by GuiFunctions::Attack::execute().

const FieldList& AttackCommand::getAttackableUnits ( )
inline

Definition at line 72 of file attackcommand.h.

Referenced by GuiFunctions::Attack::execute().

Vehicle* AttackCommand::getAttacker ( )
inline

Definition at line 66 of file attackcommand.h.

References UnitCommand::getUnit().

Referenced by GuiFunctions::AttackGui::getName().

ASCString AttackCommand::getCommandString ( ) const
virtual
ASCString AttackCommand::getDescription ( ) const
protectedvirtual

Implements GameAction.

Definition at line 256 of file attackcommand.cpp.

References Vehicle::getName(), UnitCommand::getUnit(), and MapCoordinate::toString().

GameActionID AttackCommand::getID ( ) const
protectedvirtual

Implements GameAction.

Definition at line 251 of file attackcommand.cpp.

References ActionRegistry::AttackCommand.

ActionResult AttackCommand::go ( const Context context)
virtual
void AttackCommand::readData ( tnstream stream)
protectedvirtual

Reimplemented from Command.

Definition at line 217 of file attackcommand.cpp.

References MapCoordinate::read(), UnitCommand::readData(), and tnstream::readInt().

ActionResult AttackCommand::searchTargets ( )
void AttackCommand::setTarget ( const MapCoordinate target,
int  weapon = -1 
)
void AttackCommand::writeData ( tnstream stream) const
protectedvirtual

Reimplemented from Command.

Definition at line 233 of file attackcommand.cpp.

References MapCoordinate::write(), UnitCommand::writeData(), and tnstream::writeInt().

Friends And Related Function Documentation

template<class Child >
GameAction* GameActionCreator ( GameMap map)
friend

Definition at line 114 of file action.h.


The documentation for this class was generated from the following files: