File: spawnunit.h

package info (click to toggle)
asc 2.4.0.0-1
  • links: PTS, VCS
  • area: main
  • in suites: squeeze
  • size: 75,080 kB
  • ctags: 24,943
  • sloc: cpp: 155,023; sh: 8,829; ansic: 6,890; makefile: 650; perl: 138
file content (66 lines) | stat: -rw-r--r-- 2,100 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
/*
     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
*/


#ifndef SpawnUnitH
#define SpawnUnitH


#include "action.h"

#include "../typen.h"

class SpawnUnit : public GameAction {
      MapCoordinate3D pos;
      int vehicleTypeID;
      int owner;
      int networkid;
      int carrierID;
      bool carrier;
      int mapNetworkIdCounterBefore;
      int mapNetworkIdCounterAfter;
      
      ContainerBase* getCarrier( bool dontThrow = false );
      
      SpawnUnit( GameMap* map ) : GameAction( map ) {};
      template<class Child> friend GameAction* GameActionCreator( GameMap* map);

   public:
      SpawnUnit( GameMap* gamemap, const MapCoordinate3D& position, int vehicleTypeID, int owner );
      SpawnUnit( GameMap* gamemap, const ContainerBase* carrier, int vehicleTypeID );
      
      ASCString getDescription() const;
      
      Vehicle* getUnit();
      
   protected:
      virtual GameActionID getID() const;
      
      virtual ActionResult runAction( const Context& context );
      virtual ActionResult undoAction( const Context& context );
      virtual ActionResult verify();
      
      virtual void readData ( tnstream& stream );
      virtual void writeData ( tnstream& stream ) const;
      
};

#endif