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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
*/
#include "changeunitproperty.h"
#include "action-registry.h"
#include "../vehicle.h"
#include "../gamemap.h"
ChangeUnitProperty::ChangeUnitProperty( Vehicle* vehicle, Property property, int value, bool valueIsAbsolute )
: UnitAction( vehicle->getMap(), vehicle->networkid ), originalValue(-1), resultingValue(-1)
{
this->property = property;
this->value = value;
this->valueIsAbsolute = valueIsAbsolute;
}
ASCString ChangeUnitProperty::getPropertyName( Property property )
{
switch ( property ) {
case Experience: return "Experience";
case Movement: return "Movement";
case AttackedFlag: return "AttackedFlag";
case Height: return "Height";
case Direction: return "Direction";
case ReactionFire: return "ReactionFire";
case PowerGeneration: return "PowerGeneration";
};
return "";
}
ASCString ChangeUnitProperty::getDescription() const
{
ASCString res = "Change property " + getPropertyName(property);
if ( getUnit(false) )
res += " of unit " + getUnit(false)->getName();
if ( !valueIsAbsolute )
res += " by ";
else
res += " to ";
res += ASCString::toString(value);
return res;
}
void ChangeUnitProperty::readData ( tnstream& stream )
{
UnitAction::readData( stream );
int version = stream.readInt();
if ( version != 1 )
throw tinvalidversion ( "ChangeUnitProperty", 1, version );
property = (Property) stream.readInt();
value = stream.readInt();
valueIsAbsolute = stream.readInt();
originalValue = stream.readInt();
resultingValue = stream.readInt();
};
void ChangeUnitProperty::writeData ( tnstream& stream ) const
{
UnitAction::writeData( stream );
stream.writeInt( 1 );
stream.writeInt( property );
stream.writeInt( value );
stream.writeInt( valueIsAbsolute );
stream.writeInt( originalValue );
stream.writeInt( resultingValue );
};
GameActionID ChangeUnitProperty::getID() const
{
return ActionRegistry::ChangeUnitProperty;
}
int ChangeUnitProperty::getUnitProperty()
{
switch ( property ) {
case Experience: return getUnit()->experience;
case Movement: return getUnit()->getMovement( false, false );
case AttackedFlag: return getUnit()->attacked;
case Height: return getUnit()->height;
case Direction: return getUnit()->direction;
case ReactionFire: return getUnit()->reactionfire.status;
case PowerGeneration: return getUnit()->getGeneratorStatus();
};
throw ActionResult(21203, getUnit() );
}
void ChangeUnitProperty::setUnitProperty( Property property, int value, const Context& context )
{
switch ( property ) {
case Experience:
getUnit()->experience = value;
break;
case Movement:
getUnit()->setMovement( value, 0 );
break;
case AttackedFlag:
getUnit()->attacked = (value != 0) ;
break;
case Height:
getUnit()->height = value;
break;
case Direction:
getUnit()->direction = value;
break;
case ReactionFire:
getUnit()->reactionfire.status = (Vehicle::ReactionFire::Status) value;
break;
case PowerGeneration:
getUnit()->setGeneratorStatus( value );
break;
default:
throw ActionResult(21203, getUnit() );
};
}
ActionResult ChangeUnitProperty::runAction( const Context& context )
{
originalValue = getUnitProperty();
if ( !valueIsAbsolute )
setUnitProperty( property, originalValue + value, context );
else
setUnitProperty( property, value, context );
resultingValue = getUnitProperty();
return ActionResult(0);
}
ActionResult ChangeUnitProperty::undoAction( const Context& context )
{
setUnitProperty ( property, originalValue, context );
return ActionResult(0);
}
ActionResult ChangeUnitProperty::preCheck()
{
if ( getUnitProperty() != originalValue )
throw ActionResult( 21204, getUnit(), getPropertyName( property ) );
return ActionResult(0);
}
ActionResult ChangeUnitProperty::postCheck()
{
if ( getUnitProperty() != resultingValue )
throw ActionResult( 21204, getUnit(), getPropertyName( property ) );
return ActionResult(0);
}
namespace {
const bool r1 = registerAction<ChangeUnitProperty> ( ActionRegistry::ChangeUnitProperty );
}
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