Advanced Strategic Command
putminecommand.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 PutMineCommandH
23 #define PutMineCommandH
24 
25 #include "unitcommand.h"
26 
27 #include "../typen.h"
28 #include "../explosivemines.h"
29 #include "../mapfield.h"
30 #include "../objects.h"
31 
32 class PutMineCommand : public UnitCommand {
33 
34  public:
35  static bool avail ( Vehicle* eht );
36  private:
37  enum Mode { Build, Remove };
38 
39  MapCoordinate target;
40  MineTypes object;
41  Mode mode;
42 
43  bool putMines;
44  bool removeMines;
45 
46  int weaponNum;
47 
48  void fieldChecker( const MapCoordinate& pos );
49 
50  map<MapCoordinate,vector<MineTypes> > objectsCreatable;
51  vector<MapCoordinate> objectsRemovable;
52 
53  PutMineCommand( GameMap* map ) : UnitCommand( map ) {};
54  template<class Child> friend GameAction* GameActionCreator( GameMap* map);
55 
56  protected:
57  void readData ( tnstream& stream );
58  void writeData ( tnstream& stream ) const;
59 
60  GameActionID getID() const;
61  ASCString getDescription() const;
62 
63  public:
64  PutMineCommand ( Vehicle* unit );
66 
67  void setCreationTarget( const MapCoordinate& target, MineTypes mineType );
68  void setRemovalTarget( const MapCoordinate& target );
69 
70  ActionResult go ( const Context& context );
72 
73  const vector<MineTypes>& getCreatableMines( const MapCoordinate& pos );
74  bool getRemovableMines( const MapCoordinate& pos );
75 
76  vector<MapCoordinate> getFields();
77 };
78 
79 #endif
80 
ASCString getDescription() const
void setCreationTarget(const MapCoordinate &target, MineTypes mineType)
int GameActionID
Definition: action.h:35
const vector< MineTypes > & getCreatableMines(const MapCoordinate &pos)
void setRemovalTarget(const MapCoordinate &target)
ActionResult go(const Context &context)
ActionResult searchFields()
GameActionID getID() const
static bool avail(Vehicle *eht)
The interface for all kinds of IO stream.
UnitCommand(GameMap *map)
Definition: unitcommand.cpp:44
The ASCString class provides an abstract way to manipulate strings.
Definition: ascstring.h:14
void writeData(tnstream &stream) const
MineTypes
Definition: objects.h:70
Coordinate on the twodimensional map.
Definition: typen.h:202
vector< MapCoordinate > getFields()
ASCString getCommandString() const
void readData(tnstream &stream)
friend GameAction * GameActionCreator(GameMap *map)
Definition: action.h:114
A GameAction is an modification of something on a map.
Definition: action.h:45
bool getRemovableMines(const MapCoordinate &pos)
The map. THE central structure of ASC, which holds everything not globally available together...
Definition: gamemap.h:182