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

#include <reactionfireswitchcommand.h>

Inheritance diagram for ReactionFireSwitchCommand:
Inheritance graph

Public Member Functions

 ReactionFireSwitchCommand (Vehicle *carrier)
ActionResult go (const Context &context)
ASCString getCommandString () const
void setNewState (bool enabled)
- 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 (const Vehicle *unit, bool newState)
- 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


template<class Child >
GameActionGameActionCreator (GameMap *map)

Additional Inherited Members

- Public Types inherited from Command
enum  State {
  Planned, Evaluated, SetUp, Run,
  Finished, Failed

Detailed Description

Definition at line 32 of file reactionfireswitchcommand.h.

Constructor & Destructor Documentation

ReactionFireSwitchCommand::ReactionFireSwitchCommand ( Vehicle carrier)

Definition at line 58 of file reactionfireswitchcommand.cpp.

Member Function Documentation

bool ReactionFireSwitchCommand::avail ( const Vehicle unit,
bool  newState 
ASCString ReactionFireSwitchCommand::getCommandString ( ) const

Implements Command.

Definition at line 141 of file reactionfireswitchcommand.cpp.

References ASCString::format(), and UnitCommand::getUnitID().

ASCString ReactionFireSwitchCommand::getDescription ( ) const
GameActionID ReactionFireSwitchCommand::getID ( ) const

Implements GameAction.

Definition at line 149 of file reactionfireswitchcommand.cpp.

References ActionRegistry::ReactionFireSwitchCommand.

ActionResult ReactionFireSwitchCommand::go ( const Context context)
void ReactionFireSwitchCommand::readData ( tnstream stream)
void ReactionFireSwitchCommand::setNewState ( bool  enabled)

Definition at line 63 of file reactionfireswitchcommand.cpp.

References Command::setState(), and Command::SetUp.

void ReactionFireSwitchCommand::writeData ( tnstream stream) const

Friends And Related Function Documentation

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

Definition at line 114 of file action.h.

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