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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 "vehicleattack.h"
#include "action-registry.h"
#include "../vehicle.h"
#include "../gamemap.h"
#include "../attack.h"
#include "../spfst.h"
#include "../viewcalculation.h"
#include "changeunitmovement.h"
#include "inflictdamage.h"
#include "../mapdisplayinterface.h"
VehicleAttackAction::VehicleAttackAction( GameMap* gamemap, int vehicleID, const MapCoordinate& target, int weapon )
: UnitAction( gamemap, vehicleID )
{
this->target = target;
this->weapon = weapon;
}
ASCString VehicleAttackAction::getDescription() const
{
ASCString res = "Attack at " + target.toString();
if ( getUnit(false) )
res += " with unit " + getUnit(false)->getName();
return res;
}
void VehicleAttackAction::readData ( tnstream& stream )
{
UnitAction::readData( stream );
int version = stream.readInt();
if ( version != 1 )
throw tinvalidversion ( "VehicleAttack", 1, version );
weapon = stream.readInt();
target.read( stream );
};
void VehicleAttackAction::writeData ( tnstream& stream ) const
{
UnitAction::writeData( stream );
stream.writeInt( 1 );
stream.writeInt( weapon );
target.write( stream );
};
GameActionID VehicleAttackAction::getID() const
{
return ActionRegistry::VehicleAttack;
}
ActionResult VehicleAttackAction::runAction( const Context& context )
{
auto_ptr<tfight> battle;
tfield* fld = getMap()->getField( target );
Vehicle* attacker = getUnit();
Vehicle* attackee = fld->vehicle;
if ( fld->vehicle ) {
battle.reset( new tunitattacksunit ( attacker, attackee, true, weapon ) );
} else {
if ( fld->building )
battle.reset( new tunitattacksbuilding ( getUnit(), target.x, target.y , weapon ) );
else
battle.reset( new tunitattacksobject ( getUnit(), target.x, target.y, weapon ) );
}
bool shown;
if ( context.display && fieldvisiblenow ( getMap()->getField (target), context.viewingPlayer ) ) {
context.display->displayActionCursor ( getUnit()->getPosition(), target );
context.display->showBattle( *battle );
context.display->removeActionCursor ( );
shown = true;
} else {
battle->calc();
shown = false;
}
/*
if ( !getUnit()->typ->hasFunction( ContainerBaseType::MoveAfterAttack )) {
GameAction* a = new ChangeUnitMovement( getMap(), getUnit()->networkid, 0 );
a->execute( context );
}
*/
bool somethingDestroyed = battle->dv.damage >= 100 || battle->av.damage >= 100;
battle->setresult ( context );
if ( somethingDestroyed )
computeview( getMap(), 0, false, &context );
if ( context.display && shown )
context.display->displayMap();
return ActionResult(0);
}
ActionResult VehicleAttackAction::undoAction( const Context& context )
{
evaluateviewcalculation( getMap() );
if ( context.display )
context.display->displayMap();
return ActionResult(0);
}
namespace {
const bool r1 = registerAction<VehicleAttackAction> ( ActionRegistry::VehicleAttack );
}
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