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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 MoveUnitH
#define MoveUnitH
#include "unitaction.h"
#include "../astar2.h"
class MoveUnit : public UnitAction {
AStar3D::Path pathToMove;
bool dontInterrupt;
/* this is a workaround
The unit may have inconsistent combinations of height and movement during the operation
If the unit is destroyed while it is in such a state, we need to restore the movement manually
*/
int originalUnitMovement;
MoveUnit( GameMap* map ) : UnitAction( map ) {};
template<class Child> friend GameAction* GameActionCreator( GameMap* map);
public:
MoveUnit( Vehicle* veh, AStar3D::Path& pathToMove, bool dontInterrupt = false );
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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