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/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2010 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 changeUnitMovementH
#define changeUnitMovementH
#include "unitaction.h"
class ChangeUnitMovement : public UnitAction {
public:
enum Recursivity { NONE, //!< only the unit itself gets its movement changed
NORMAL, //!< the loaded units get their movement changed too, by the normal fraction (loaded units less than carrier)
ALLFULL //!< loaded units get same change as carrier
};
private:
bool delta;
Recursivity recursive;
int movement;
int originalMovement;
int resultingMovement;
void decreaseMovement( Vehicle* veh, float fraction, const Context& context );
ChangeUnitMovement( GameMap* map ) : UnitAction( map ) {};
template<class Child> friend GameAction* GameActionCreator( GameMap* map);
public:
/** changes a unit's movement
\param delta: true=movement is a relative value which will be subtracted
false=movement is the new absolute value
*/
ChangeUnitMovement( Vehicle* veh, int movement, bool delta = false, Recursivity recursive = NORMAL );
ASCString getDescription() const;
protected:
virtual GameActionID getID() const;
virtual ActionResult runAction( const Context& context );
virtual ActionResult undoAction( const Context& context );
virtual ActionResult preCheck();
virtual ActionResult postCheck();
virtual void readData ( tnstream& stream );
virtual void writeData ( tnstream& stream ) const;
};
#endif
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