Advanced Strategic Command
weaponrangelayer.h
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1 /***************************************************************************
2  * *
3  * This program is free software; you can redistribute it and/or modify *
4  * it under the terms of the GNU General Public License as published by *
5  * the Free Software Foundation; either version 2 of the License, or *
6  * (at your option) any later version. *
7  * *
8  ***************************************************************************/
9 
10 #ifndef weaponrangelayerH
11 #define weaponrangelayerH
12 
13 #include "typen.h"
14 #include "vehicle.h"
15 
16 
17 #include "mapdisplayinterface.h"
18 
19 #include "mapdisplay.h"
20 
21 
22 
23 
25  Surface& icon1;
26  Surface& icon2;
27  GameMap* gamemap;
28 
29  map<MapCoordinate,int> fields;
30 
31  void markField( const MapCoordinate& pos );
32 
33  bool addUnit( Vehicle* veh );
34  void reset();
35 
36  bool fieldVisible( const MapCoordinate& pos );
37 
38  public:
39 
40  void operateField( GameMap* actmap, const MapCoordinate& pos );
41 
43 
44  bool onLayer( int layer ) { return layer == 17; };
45 
46  void paintSingleField( const MapRenderer::FieldRenderInfo& fieldInfo, int layer, const SPoint& pos );
47 };
48 
49 
50 #endif
Coordinate on the twodimensional map.
Definition: typen.h:202
SDLmm::SPoint SPoint
Definition: surface.h:27
bool onLayer(int layer)
void operateField(GameMap *actmap, const MapCoordinate &pos)
GameMap * actmap
Definition: spfst.cpp:64
void paintSingleField(const MapRenderer::FieldRenderInfo &fieldInfo, int layer, const SPoint &pos)
The map. THE central structure of ASC, which holds everything not globally available together...
Definition: gamemap.h:182