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/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2008 Martin Bickel
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 commandsH
#define commandsH
class GameMap;
class MapCoordinate;
class MapCoordinate3D;
class Vehicle;
#include "../actions/actionresult.h"
extern GameMap* loadGameLua( const char* filename );
extern ActionResult unitAttack( GameMap* actmap, int veh, const MapCoordinate& target, int weapon = -1 );
extern ActionResult unitMovement( GameMap* actmap, int unitID, const MapCoordinate& destination, int destinationHeigth );
extern ActionResult unitMovement( GameMap* actmap, int unitID, const MapCoordinate& destination );
extern ActionResult putMineFunc( GameMap* actmap, int veh, const MapCoordinate& destination, int mineType );
extern ActionResult removeMineFunc( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult unitPutObject( GameMap* actmap, int veh, const MapCoordinate& destination, int objectID );
extern ActionResult unitRemoveObject( GameMap* actmap, int veh, const MapCoordinate& destination, int objectID );
extern ActionResult unitDestructBuilding( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult transferControl( GameMap* actmap, int containerID, int newOwner );
extern ActionResult trainUnit( GameMap* actmap, int containerID, int unitID );
extern ActionResult constructUnit( GameMap* actmap, int containerID, const MapCoordinate& position, int unitID );
extern ActionResult constructBuilding( GameMap* actmap, int unitID, const MapCoordinate& position, int buildingTypeID );
extern ActionResult serviceCommand( GameMap* actmap, int providingContainerID, int receivingContainerID, int type, int amount );
extern ActionResult repairUnit( GameMap* actmap, int repairerID, int damagedUnitID );
extern ActionResult unitReactionFireEnable( GameMap* actmap, int unitID, bool enabled );
extern ActionResult unitPowerGenerationEnable( GameMap* actmap, int unitID, int enabled );
extern ActionResult unitJump( GameMap* actmap, int veh, const MapCoordinate& destination );
extern ActionResult selfDestruct( GameMap* actmap, int containerID );
extern ActionResult recycleUnit( GameMap* actmap, int containerID, int unitID );
extern ActionResult buildProductionLine( GameMap* actmap, int containerID, int vehicleTypeID );
extern ActionResult removeProductionLine( GameMap* actmap, int containerID, int vehicleTypeID );
extern ActionResult repairBuilding( GameMap* actmap, int buildingID );
extern ActionResult setResourceProcessingRate( GameMap* actmap, int containerID, int amount );
extern ActionResult cargoUnitMove( GameMap* actmap, int unitID, int targetContainerID );
extern ActionResult setDiplomacy( GameMap* actmap, int actingPlayer, int towardsPlayer, bool sneak, int newState );
extern ActionResult cancelResearch( GameMap* actmap, int actingPlayer );
extern ActionResult setResearchGoal( GameMap* actmap, int actingPlayer, int techID );
extern void endTurn();
extern Vehicle* getSelectedUnit( GameMap* map );
#endif
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