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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 "registerunitrftarget.h"
#include "action-registry.h"
#include "../vehicle.h"
RegisterUnitRFTarget::RegisterUnitRFTarget( GameMap* gamemap, int vehicleID, int weapon, int targetUnitID )
: UnitAction( gamemap, vehicleID )
{
this->weapon= weapon;
this->targetUnitID = targetUnitID;
}
ASCString RegisterUnitRFTarget::getDescription() const
{
ASCString res = "Register Unit RF Target ";
if ( getUnit(false) )
res += " of unit " + getUnit(false)->getName();
return res;
}
void RegisterUnitRFTarget::readData ( tnstream& stream )
{
UnitAction::readData( stream );
int version = stream.readInt();
if ( version != 1 )
throw tinvalidversion ( "ChangeUnitMovement", 1, version );
targetUnitID = stream.readInt();
weapon = stream.readInt();
};
void RegisterUnitRFTarget::writeData ( tnstream& stream ) const
{
UnitAction::writeData( stream );
stream.writeInt( 1 );
stream.writeInt( targetUnitID );
stream.writeInt( weapon );
};
GameActionID RegisterUnitRFTarget::getID() const
{
return ActionRegistry::RegisterUnitRFTarget;
}
ActionResult RegisterUnitRFTarget::runAction( const Context& context )
{
Vehicle* veh = getUnit();
veh->reactionfire.weaponShots[weapon]--;
veh->reactionfire.nonattackableUnits.push_back ( targetUnitID );
return ActionResult(0);
}
ActionResult RegisterUnitRFTarget::undoAction( const Context& context )
{
Vehicle* veh = getUnit();
veh->reactionfire.weaponShots[weapon]++;
veh->reactionfire.nonattackableUnits.erase ( find( veh->reactionfire.nonattackableUnits.begin(), veh->reactionfire.nonattackableUnits.end(), targetUnitID ));
return ActionResult(0);
}
namespace {
const bool r1 = registerAction<RegisterUnitRFTarget> ( ActionRegistry::RegisterUnitRFTarget );
}
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