#include <reactionfireswitchcommand.h>
Inheritance diagram for ReactionFireSwitchCommand:

Public Member Functions | |
| ReactionFireSwitchCommand (Vehicle *carrier) | |
| ActionResult | go (const Context &context) |
| ASCString | getCommandString () const |
| void | setNewState (bool enabled) |
Static Public Member Functions | |
| static bool | avail (const Vehicle *unit, bool newState) |
Protected Member Functions | |
| void | readData (tnstream &stream) |
| void | writeData (tnstream &stream) const |
| GameActionID | getID () const |
| ASCString | getDescription () const |
Friends | |
| template<class Child> | |
| GameAction * | GameActionCreator (GameMap *map) |
Definition at line 32 of file reactionfireswitchcommand.h.
| ReactionFireSwitchCommand::ReactionFireSwitchCommand | ( | Vehicle * | carrier | ) |
Definition at line 58 of file reactionfireswitchcommand.cpp.
| bool ReactionFireSwitchCommand::avail | ( | const Vehicle * | unit, | |
| bool | newState | |||
| ) | [static] |
Definition at line 35 of file reactionfireswitchcommand.cpp.
References ContainerBase::baseType, UnitWeapon::count, GameMap::getField(), ContainerBase::getMap(), Vehicle::getPosition(), Vehicle::ReactionFire::getStatus(), ContainerBaseType::hasFunction(), ContainerBaseType::NoReactionfire, Vehicle::ReactionFire::off, SingleWeapon::offensive(), Vehicle::reactionfire, SingleWeapon::reactionFireShots, Vehicle::typ, Vehicle::weapexist(), UnitWeapon::weapon, and VehicleType::weapons.
Referenced by GuiFunctions::DisableReactionfire::available(), GuiFunctions::EnableReactionfire::available(), go(), and unitReactionFireEnable().
| void ReactionFireSwitchCommand::readData | ( | tnstream & | stream | ) | [protected, virtual] |
Reimplemented from UnitCommand.
Definition at line 124 of file reactionfireswitchcommand.cpp.
References ReactionFireSwitchCommandVersion, UnitCommand::readData(), and tnstream::readInt().
| void ReactionFireSwitchCommand::writeData | ( | tnstream & | stream | ) | const [protected, virtual] |
Reimplemented from UnitCommand.
Definition at line 133 of file reactionfireswitchcommand.cpp.
References ReactionFireSwitchCommandVersion, UnitCommand::writeData(), and tnstream::writeInt().
| GameActionID ReactionFireSwitchCommand::getID | ( | ) | const [protected, virtual] |
Implements GameAction.
Definition at line 149 of file reactionfireswitchcommand.cpp.
References ActionRegistry::ReactionFireSwitchCommand.
| ASCString ReactionFireSwitchCommand::getDescription | ( | ) | const [protected, virtual] |
Implements GameAction.
Definition at line 154 of file reactionfireswitchcommand.cpp.
References GameAction::getMap(), Vehicle::getName(), GameMap::getUnit(), UnitCommand::getUnit(), and UnitCommand::getUnitID().
| ActionResult ReactionFireSwitchCommand::go | ( | const Context & | context | ) | [virtual] |
Implements Command.
Definition at line 72 of file reactionfireswitchcommand.cpp.
References avail(), ActionRegistry::ChangeUnitMovement, ActionRegistry::ChangeUnitProperty, Context::display, Command::getState(), Vehicle::ReactionFire::getStatus(), UnitCommand::getUnit(), ContainerBaseType::hasFunction(), Vehicle::ReactionFire::init1a, Vehicle::ReactionFire::init2, ContainerBaseType::MoveWithReactionFire, Vehicle::ReactionFire::off, Vehicle::reactionfire, ChangeUnitProperty::ReactionFire, MapDisplayInterface::repaintDisplay(), Command::SetUp, ActionResult::successful(), and Vehicle::typ.
| ASCString ReactionFireSwitchCommand::getCommandString | ( | ) | const [virtual] |
Implements Command.
Definition at line 141 of file reactionfireswitchcommand.cpp.
References ASCString::format(), and UnitCommand::getUnitID().
| void ReactionFireSwitchCommand::setNewState | ( | bool | enabled | ) |
Definition at line 63 of file reactionfireswitchcommand.cpp.
References Command::setState(), and Command::SetUp.
| GameAction* GameActionCreator | ( | GameMap * | map | ) | [friend] |
1.5.1