Advanced Strategic Command
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ChangeUnitMovement Class Reference

#include <changeunitmovement.h>

Inheritance diagram for ChangeUnitMovement:
Inheritance graph
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Public Types

enum  Recursivity { NONE, NORMAL, ALLFULL }
 

Public Member Functions

 ChangeUnitMovement (Vehicle *veh, int movement, bool delta=false, Recursivity recursive=NORMAL)
 changes a unit's movement More...
 
ASCString getDescription () const
 
- 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 ()
 

Protected Member Functions

virtual GameActionID getID () const
 
virtual ActionResult runAction (const Context &context)
 
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. 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 void readData (tnstream &stream)
 
virtual void writeData (tnstream &stream) const
 
- Protected Member Functions inherited from UnitAction
VehiclegetUnit (bool dontThrow=false)
 
const VehiclegetUnit (bool dontThrow=false) const
 
void readData (tnstream &stream)
 
void writeData (tnstream &stream) const
 
 UnitAction (GameMap *gamemap, int vehicleID)
 
 UnitAction (Vehicle *unit)
 
 UnitAction (GameMap *gamemap)
 
- 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 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)
 

Additional Inherited Members

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

Detailed Description

Definition at line 29 of file changeunitmovement.h.

Member Enumeration Documentation

Enumerator
NONE 

only the unit itself gets its movement changed

NORMAL 

the loaded units get their movement changed too, by the normal fraction (loaded units less than carrier)

ALLFULL 

loaded units get same change as carrier

Definition at line 32 of file changeunitmovement.h.

Constructor & Destructor Documentation

ChangeUnitMovement::ChangeUnitMovement ( Vehicle veh,
int  movement,
bool  delta = false,
Recursivity  recursive = NORMAL 
)

changes a unit's movement

Parameters
deltatrue=movement is a relative value which will be subtracted false=movement is the new absolute value

Definition at line 32 of file changeunitmovement.cpp.

Member Function Documentation

ASCString ChangeUnitMovement::getDescription ( ) const
virtual

Implements GameAction.

Definition at line 41 of file changeunitmovement.cpp.

References Vehicle::getName(), UnitAction::getUnit(), and ASCString::toString().

GameActionID ChangeUnitMovement::getID ( ) const
protectedvirtual

Implements GameAction.

Definition at line 87 of file changeunitmovement.cpp.

References ActionRegistry::ChangeUnitMovement.

ActionResult ChangeUnitMovement::postCheck ( )
protectedvirtual

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.

The cheat detection of Replays heavily relies on this mechanism.

Reimplemented from GameAction.

Definition at line 150 of file changeunitmovement.cpp.

References UnitAction::getUnit().

ActionResult ChangeUnitMovement::preCheck ( )
protectedvirtual

preCheck is called before an action is redone and should check the preconditions for the action.

The map should be in exactly the same state as it was when the action was first run. This method should check various key indicators to insurce the unmodifiedness of the map. The cheat detection of Replays heavily relies on this mechanism.

Reimplemented from GameAction.

Definition at line 142 of file changeunitmovement.cpp.

References UnitAction::getUnit().

void ChangeUnitMovement::readData ( tnstream stream)
protectedvirtual
ActionResult ChangeUnitMovement::runAction ( const Context context)
protectedvirtual
ActionResult ChangeUnitMovement::undoAction ( const Context context)
protectedvirtual

Implements GameAction.

Definition at line 137 of file changeunitmovement.cpp.

void ChangeUnitMovement::writeData ( tnstream stream) const
protectedvirtual

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: