Advanced Strategic Command
unitfieldregistration.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 UnitFieldRegistrationH
23 #define UnitFieldRegistrationH
24 
25 
26 #include "unitaction.h"
27 
28 
30  public:
32 
33  UnitFieldRegistration( Vehicle* vehicle, const MapCoordinate3D& pos, Operation operation, ContainerBase* carrier = 0 );
34 
35  ASCString getDescription() const;
36  private:
37  Operation operation;
38  MapCoordinate3D position;
39 
40  int carrierID;
41 
42  MapCoordinate3D previousPosition;
43 
44  ASCString getOpName() const;
45 
46  UnitFieldRegistration( GameMap* map ) : UnitAction( map ) {};
47  template<class Child> friend GameAction* GameActionCreator( GameMap* map);
48 
49 
50  protected:
51  virtual GameActionID getID() const;
52 
53  virtual ActionResult runAction( const Context& context );
54  virtual ActionResult undoAction( const Context& context );
55  virtual ActionResult preCheck();
56  virtual ActionResult postCheck();
57 
58  virtual void readData ( tnstream& stream );
59  virtual void writeData ( tnstream& stream ) const;
60 
61 };
62 
63 #endif
64 
int GameActionID
Definition: action.h:35
The interface for all kinds of IO stream.
virtual ActionResult postCheck()
postCheck is called after an action has been redone and should check that the state of the map is exa...
The ASCString class provides an abstract way to manipulate strings.
Definition: ascstring.h:14
friend GameAction * GameActionCreator(GameMap *map)
Definition: action.h:114
UnitFieldRegistration(Vehicle *vehicle, const MapCoordinate3D &pos, Operation operation, ContainerBase *carrier=0)
virtual void readData(tnstream &stream)
virtual ActionResult runAction(const Context &context)
virtual ActionResult undoAction(const Context &context)
virtual GameActionID getID() const
virtual void writeData(tnstream &stream) const
Coordinate on the map including height.
Definition: typen.h:238
The parent class of Vehicle and Building; The name Container originates from Battle Isle...
Definition: containerbase.h:40
A GameAction is an modification of something on a map.
Definition: action.h:45
virtual ActionResult preCheck()
preCheck is called before an action is redone and should check the preconditions for the action...
ASCString getDescription() const
The map. THE central structure of ASC, which holds everything not globally available together...
Definition: gamemap.h:182