File: action.h

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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 actionH
#define actionH


#include "../typen.h"
#include "../ascstring.h"
#include "../basestrm.h"
#include "../util/factorywithnames.h"

#include "context.h"
#include "actionresult.h"

class Vehicle;
class GameMap;


typedef int GameActionID;

/** A #GameAction is an modification of something on a map
        
    \see gameinteraction for an exhaustive description how this works
*/

class GameAction {
   
      typedef deallocating_vector<GameAction*> Children;
      Children children;
   
      GameMap* gamemap;
      
      int sequenceNumber;
      
      ActionResult undoChildren( const Context& context );
      
   protected:
      
      void deleteChildren();
      
      GameAction( GameMap* map );
      
      //! adds a child action. Ownership of the child action is passed to THIS
      void addChild( GameAction* action );
      
      virtual ActionResult runAction( const Context& context ) = 0;
      virtual ActionResult undoAction( const Context& context ) = 0;
      
      /** preCheck is called before an action is redone and should check the preconditions
          for the action. The map should be in exactly the same state as it was when the action
          was first run. This method should check various key indicators to insurce the unmodifiedness
          of the map. 
          The cheat detection of Replays heavily relies on this mechanism. 
      */
      virtual ActionResult preCheck()  {return ActionResult(0);};
      
      /** postCheck is called after an action has been redone and should check that the state
          of the map is exactly the same as it was after the action has been executed the first time.
          The cheat detection of Replays heavily relies on this mechanism. 
       */
      virtual ActionResult postCheck() {return ActionResult(0);};
      
      /** determines the order in which the child actions are undone. 
          If true, then the children are undone first and then this action will be undone.
          If false, then this action will be undone first and the children after that */
      virtual bool undoOrderChildFirst() const { return true; };
      
      virtual void readData ( tnstream& stream ) = 0;
      virtual void writeData ( tnstream& stream ) const = 0;
      
      virtual GameActionID getID() const = 0;
      
      GameMap* getMap() { return gamemap; };
      const GameMap* getMap() const { return gamemap; } ;
      
   public:
      ActionResult execute( const Context& context );
      ActionResult undo( const Context& context );
      
      void read ( tnstream& stream );
      void write ( tnstream& stream ) const;
      void write ( tnstream& stream, bool persistChildren ) const;
   
      virtual ASCString getDescription() const = 0;
      
      virtual ~GameAction() {};
      
      static GameAction* readFromStream( tnstream& stream, GameMap* map );
};


typedef Loki::SingletonHolder< Factory1< GameAction , GameActionID, GameMap*  > > gameActionFactory;

template<class Derived>
GameAction* GameActionCreator( GameMap* map )
{
   return new Derived( map );
}

template <typename ActionType > 
bool registerAction( GameActionID id )
{
   return gameActionFactory::Instance().registerClass( id, GameActionCreator<ActionType> );
}


#endif