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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 "repairbuildingcommand.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"
#include "changecontainerproperty.h"
#include "consumeresource.h"
bool RepairBuildingCommand :: avail ( const Building* building )
{
if ( !building )
return false;
if ( !building->damage )
return false;
else
return building->repairableDamage() > 0;
}
RepairBuildingCommand :: RepairBuildingCommand ( Building* building )
: ContainerCommand ( building )
{
if ( avail( building ))
setState( SetUp );
}
RepairBuildingCommand::RepairData RepairBuildingCommand::getCost()
{
RepairData data;
data.newDamage = getContainer()->getMaxRepair ( getContainer(), 0, data.cost );
data.damageDelta = getContainer()->damage - data.newDamage;
return data;
}
ActionResult RepairBuildingCommand::go ( const Context& context )
{
if ( getState() != SetUp )
return ActionResult(22000);
ContainerBase* servicer = getContainer();
Building* building = dynamic_cast<Building*>(servicer);
if ( !building )
return ActionResult( 22700 );
if ( !avail( building ))
return ActionResult( 22700 );
RepairData data = getCost();
auto_ptr<ChangeContainerProperty> propChange ( new ChangeContainerProperty( building, ChangeContainerProperty::Damage, data.newDamage ));
ActionResult res = propChange->execute( context );
if ( res.successful() )
propChange.release();
else
return res;
auto_ptr<ChangeContainerProperty> propChange2 ( new ChangeContainerProperty( building, ChangeContainerProperty::RepairedThisTurn, data.damageDelta, false ));
res = propChange2->execute( context );
if ( res.successful() )
propChange2.release();
else
return res;
auto_ptr<ConsumeResource> resource ( new ConsumeResource( getContainer(), data.cost ));
res = resource->execute( context );
if ( res.successful() )
resource.release();
return res;
}
static const int RepairBuildingCommandVersion = 1;
void RepairBuildingCommand :: readData ( tnstream& stream )
{
ContainerCommand::readData( stream );
int version = stream.readInt();
if ( version > RepairBuildingCommandVersion )
throw tinvalidversion ( "RepairBuildingCommand", RepairBuildingCommandVersion, version );
}
void RepairBuildingCommand :: writeData ( tnstream& stream ) const
{
ContainerCommand::writeData( stream );
stream.writeInt( RepairBuildingCommandVersion );
}
ASCString RepairBuildingCommand :: getCommandString() const
{
ASCString c;
c.format("repairBuilding ( map, %d )", getContainerID() );
return c;
}
GameActionID RepairBuildingCommand::getID() const
{
return ActionRegistry::RepairBuildingCommand;
}
ASCString RepairBuildingCommand::getDescription() const
{
ASCString s = "Repair building ";
if ( getContainer(true))
s += getContainer( true )->getName() + " at ";
s += ASCString::toString( getContainerID() );
return s;
}
namespace
{
const bool r1 = registerAction<RepairBuildingCommand> ( ActionRegistry::RepairBuildingCommand );
}
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