Advanced Strategic Command
moveunit.h
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1 /*
2  This file is part of Advanced Strategic Command; http://www.asc-hq.de
3  Copyright (C) 1994-2010 Martin Bickel and Marc Schellenberger
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9 
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY; without even the implied warranty of
12  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13  GNU General Public License for more details.
14 
15  You should have received a copy of the GNU General Public License
16  along with this program; see the file COPYING. If not, write to the
17  Free Software Foundation, Inc., 59 Temple Place, Suite 330,
18  Boston, MA 02111-1307 USA
19 */
20 
21 
22 #ifndef MoveUnitH
23 #define MoveUnitH
24 
25 
26 #include "unitaction.h"
27 #include "../astar2.h"
28 
29 class MoveUnit : public UnitAction {
30  AStar3D::Path pathToMove;
31  bool dontInterrupt;
32 
33  /* this is a workaround
34  The unit may have inconsistent combinations of height and movement during the operation
35  If the unit is destroyed while it is in such a state, we need to restore the movement manually
36  */
37  int originalUnitMovement;
38 
39 
40  MoveUnit( GameMap* map ) : UnitAction( map ) {};
41  template<class Child> friend GameAction* GameActionCreator( GameMap* map);
42 
43  public:
44  MoveUnit( Vehicle* veh, AStar3D::Path& pathToMove, bool dontInterrupt = false );
45 
46  ASCString getDescription() const;
47 
48  protected:
49  virtual GameActionID getID() const;
50 
51  virtual ActionResult runAction( const Context& context );
52  virtual ActionResult undoAction( const Context& context );
53  virtual ActionResult preCheck();
54  virtual ActionResult postCheck();
55 
56  virtual void readData ( tnstream& stream );
57  virtual void writeData ( tnstream& stream ) const;
58 
59 };
60 
61 #endif
62 
int GameActionID
Definition: action.h:35
virtual ActionResult runAction(const Context &context)
Definition: moveunit.cpp:112
virtual ActionResult undoAction(const Context &context)
Definition: moveunit.cpp:465
The interface for all kinds of IO stream.
The ASCString class provides an abstract way to manipulate strings.
Definition: ascstring.h:14
ASCString getDescription() const
Definition: moveunit.cpp:68
friend GameAction * GameActionCreator(GameMap *map)
Definition: action.h:114
virtual void writeData(tnstream &stream) const
Definition: moveunit.cpp:96
deque< PathPoint > Path
Definition: astar2.h:48
virtual GameActionID getID() const
Definition: moveunit.cpp:106
virtual ActionResult postCheck()
postCheck is called after an action has been redone and should check that the state of the map is exa...
Definition: moveunit.cpp:478
virtual void readData(tnstream &stream)
Definition: moveunit.cpp:80
A GameAction is an modification of something on a map.
Definition: action.h:45
UnitAction(GameMap *gamemap, int vehicleID)
Definition: unitaction.cpp:40
The map. THE central structure of ASC, which holds everything not globally available together...
Definition: gamemap.h:182
virtual ActionResult preCheck()
preCheck is called before an action is redone and should check the preconditions for the action...
Definition: moveunit.cpp:473