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//
// $Id: HInitialState.m,v 1.2 1997/10/31 03:38:13 nygard Exp $
//
//
// This file is a part of Empire, a game of exploration and conquest.
// Copyright (C) 1996 Steve Nygard
//
// 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; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// You may contact the author by:
// e-mail: nygard@telusplanet.net
//
#import "Empire.h"
RCSID ("$Id: HInitialState.m,v 1.2 1997/10/31 03:38:13 nygard Exp $");
#import "HInitialState.h"
#import "City.h"
#import "GameManager.h" // For berserk
#import "HMoveState.h"
#import "Human.h"
#import "MapView.h"
#import "Unit.h"
//======================================================================
// Show production of all cities that just produced a unit.
//======================================================================
@implementation HInitialState
- initWithGameManager:(GameManager *)theGameManager
{
[super initWithGameManager:theGameManager];
newUnitEnumerator = nil;
return self;
}
//======================================================================
// Subclass responsibilities
//======================================================================
- (NSString *) stateName
{
return @"Initial";
}
//----------------------------------------------------------------------
- (NSString *) stateKey
{
return HS_INITIAL;
}
//----------------------------------------------------------------------
- (void) stateEntered:(Human *)context
{
MapView *mapView = [context mapView];
// Set cursor
[mapView useDefaultCursor];
[mapView setFastCursor:NO];
[mapView setCursorEnabled:YES];
// Disable both buttons
[context enableContinueButton:YES];
[context enableEndTurnButton:NO];
newUnitEnumerator = [[[context newUnitList] objectEnumerator] retain];
[self continue:context];
}
//----------------------------------------------------------------------
- (void) continue:(Human *)context
{
MapView *mapView = [context mapView];
City *city;
EMMapLocation location;
Unit *newUnit;
NSAssert (newUnitEnumerator != nil, @"new unit enumerator is nil.");
newUnit = [newUnitEnumerator nextObject];
[context setStatusLine:@""];
if ([gameManager isBerserk] == NO && newUnit != nil)
{
city = [newUnit city];
location = [city cityLocation];
[mapView positionCursorAtLocation:location];
[mapView centerScreenAroundCursor];
[context setStatusLine:[NSString stringWithFormat:@"%@ produced a %@",
[city cityName], EMUnitTypeName ([newUnit unitType])]];
[context selectThing:city];
}
else
{
SNRelease (newUnitEnumerator);
[context changeState:HS_MOVE];
}
}
@end
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