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/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2008 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#include "powergenerationswitchcommand.h"
#include "../vehicle.h"
#include "../mapfield.h"
#include "../gamemap.h"
#include "../viewcalculation.h"
#include "../spfst.h"
#include "../mapdisplayinterface.h"
#include "action-registry.h"
#include "changeunitproperty.h"
bool PowerGenerationSwitchCommand :: avail ( const Vehicle* unit, bool newState )
{
if ( !unit )
return false;
if ( unit->getOwner() == unit->getMap()->actplayer &&
( unit->typ->hasFunction( ContainerBaseType::MatterConverter )))
if ( unit->getGeneratorStatus() != newState )
return true;
return false;
}
PowerGenerationSwitchCommand :: PowerGenerationSwitchCommand ( Vehicle* container )
: UnitCommand ( container )
{
}
void PowerGenerationSwitchCommand :: setNewState( bool enabled )
{
newState = enabled;
setState( SetUp );
}
ActionResult PowerGenerationSwitchCommand::go ( const Context& context )
{
if ( getState() != SetUp )
return ActionResult(22000);
Vehicle* unit = getUnit();
if ( !avail( unit, newState ))
return ActionResult( 22300 );
auto_ptr<ChangeUnitProperty> propChange ( new ChangeUnitProperty( getUnit(), ChangeUnitProperty::PowerGeneration, newState ));
ActionResult res = propChange->execute( context );
if ( res.successful() )
propChange.release();
return res;
}
static const int PowerGenerationSwitchCommandVersion = 1;
void PowerGenerationSwitchCommand :: readData ( tnstream& stream )
{
UnitCommand::readData( stream );
int version = stream.readInt();
if ( version > PowerGenerationSwitchCommandVersion )
throw tinvalidversion ( "PowerGenerationSwitchCommand", PowerGenerationSwitchCommandVersion, version );
newState = stream.readInt();
}
void PowerGenerationSwitchCommand :: writeData ( tnstream& stream ) const
{
UnitCommand::writeData( stream );
stream.writeInt( PowerGenerationSwitchCommandVersion );
stream.writeInt( newState );
}
ASCString PowerGenerationSwitchCommand :: getCommandString() const
{
ASCString c;
c.format("unitPowerGenerationEnable ( map, %d, %d )", getUnitID(), newState );
return c;
}
GameActionID PowerGenerationSwitchCommand::getID() const
{
return ActionRegistry::PowerGenerationSwitchCommand;
}
ASCString PowerGenerationSwitchCommand::getDescription() const
{
ASCString s = newState ? "Enable " : "Disable ";
s += "power generation ";
if ( getMap()->getUnit( getUnitID() ))
s += " for " + getMap()->getUnit( getUnitID() )->getName();
return s;
}
namespace
{
const bool r1 = registerAction<PowerGenerationSwitchCommand> ( ActionRegistry::PowerGenerationSwitchCommand );
}
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