#include <changeunitproperty.h>
Inheritance diagram for ChangeUnitProperty:

Public Types | |
| enum | Property { Experience, Movement, AttackedFlag, Height, Direction, ReactionFire, PowerGeneration } |
Public Member Functions | |
| ChangeUnitProperty (Vehicle *vehicle, Property property, int value, bool valueIsAbsolute=true) | |
| ASCString | getDescription () const |
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. | |
| 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. | |
| virtual void | readData (tnstream &stream) |
| virtual void | writeData (tnstream &stream) const |
Friends | |
| template<class Child> | |
| GameAction * | GameActionCreator (GameMap *map) |
This is done none-recursively, so the cargo of a unit is not affected
Definition at line 31 of file changeunitproperty.h.
Definition at line 33 of file changeunitproperty.h.
| ChangeUnitProperty::ChangeUnitProperty | ( | Vehicle * | vehicle, | |
| Property | property, | |||
| int | value, | |||
| bool | valueIsAbsolute = true | |||
| ) |
Definition at line 28 of file changeunitproperty.cpp.
| ASCString ChangeUnitProperty::getDescription | ( | ) | const [virtual] |
Implements GameAction.
Definition at line 51 of file changeunitproperty.cpp.
References Vehicle::getName(), UnitAction::getUnit(), and ASCString::toString().
| GameActionID ChangeUnitProperty::getID | ( | ) | const [protected, virtual] |
Implements GameAction.
Definition at line 94 of file changeunitproperty.cpp.
References ActionRegistry::ChangeUnitProperty.
| ActionResult ChangeUnitProperty::runAction | ( | const Context & | context | ) | [protected, virtual] |
| ActionResult ChangeUnitProperty::undoAction | ( | const Context & | context | ) | [protected, virtual] |
| ActionResult ChangeUnitProperty::preCheck | ( | ) | [protected, virtual] |
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 164 of file changeunitproperty.cpp.
References UnitAction::getUnit().
| ActionResult ChangeUnitProperty::postCheck | ( | ) | [protected, virtual] |
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 172 of file changeunitproperty.cpp.
References UnitAction::getUnit().
| void ChangeUnitProperty::readData | ( | tnstream & | stream | ) | [protected, virtual] |
Reimplemented from UnitAction.
Definition at line 66 of file changeunitproperty.cpp.
References UnitAction::readData(), and tnstream::readInt().
| void ChangeUnitProperty::writeData | ( | tnstream & | stream | ) | const [protected, virtual] |
Reimplemented from UnitAction.
Definition at line 82 of file changeunitproperty.cpp.
References UnitAction::writeData(), and tnstream::writeInt().
| GameAction* GameActionCreator | ( | GameMap * | map | ) | [friend] |
1.5.1