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//
// $Id: HProductionState.m,v 1.2 1997/10/31 03:38:21 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: HProductionState.m,v 1.2 1997/10/31 03:38:21 nygard Exp $");
#import "HProductionState.h"
#import "City.h"
#import "Human.h"
#import "Map.h"
#import "MapView.h"
#import "Unit.h"
//======================================================================
// Show a map with all the units removed, and replace cities by the
// type of unit they are producing. Cities may still be selected and
// their production changed.
//======================================================================
@implementation HProductionState
//======================================================================
// Subclass responsibilities
//======================================================================
- (NSString *) stateName
{
return @"Production";
}
//----------------------------------------------------------------------
- (NSString *) stateKey
{
return HS_PRODUCTION;
}
//----------------------------------------------------------------------
- (void) stateEntered:(Human *)context
{
MapView *mapView = [context mapView];
Map *productionMap = [[context map] copyWithZone:[self zone]]; // Do we need to autorelease this?
NSEnumerator *cityEnumerator;
City *city;
// Set cursor
[mapView useDefaultCursor];
[mapView setFastCursor:NO];
[mapView setCursorEnabled:YES];
[context setStatusLine:@""];
[productionMap stripIcons];
cityEnumerator = [[context cityList] objectEnumerator];
while (city = [cityEnumerator nextObject])
{
[productionMap setToken:EMCreateMapToken (t_city, [[city owner] playerNumber],
EMConvertUnitTypeToBaseIcon ([city productionType]), YES)
atLocation:[city cityLocation]];
}
[mapView setMap:productionMap];
[context enableContinueButton:YES];
[context enableEndTurnButton:NO];
}
//----------------------------------------------------------------------
- (void) continue:(Human *)context
{
MapView *mapView = [context mapView];
Map *productionMap = [mapView map];
[mapView setMap:[context map]];
SNRelease (productionMap);
[context restoreState];
}
//----------------------------------------------------------------------
- (void) mouseDown:(Human *)context:(unsigned int)modifierFlags atLocation:(EMMapLocation)target
{
[self selectThing:context atLocation:target andInspect:YES];
}
//----------------------------------------------------------------------
- (void) selectThing:(Human *)context atLocation:(EMMapLocation)target andInspect:(BOOL)inspectFlag
{
id anObject = nil;
Map *map = [context map];
MapToken mapToken = [map tokenAtLocation:target];
[[context mapView] positionCursorAtLocation:target];
[context selectUnit:nil];
[context setStatusLine:@""];
if (EMTerrainComponent (mapToken) == t_city && EMExploredComponent (mapToken) == YES)
{
anObject = [context cityAtLocation:target];
}
else if (EMPlayerComponent (mapToken) == [context playerNumber]
&& EMIconComponent (mapToken) != i_none
&& EMExploredComponent (mapToken) == YES)
{
Unit *unit = [context primaryUnitAtLocation:target];
anObject = unit;
[context selectUnit:unit];
[context setStatusLine:[unit statusLine]];
}
if (inspectFlag == YES)
[context selectThing:anObject];
}
//======================================================================
// Commands
//======================================================================
- (void) centerScreen:(Human *)context mapView:(MapView *)mapView
{
[mapView centerScreenAroundCursor];
}
//======================================================================
// Interface Management
//======================================================================
- (void) cityProductionChanged:(Human *)context city:(City *)theCity
{
MapView *mapView = [context mapView];
Map *productionMap = [mapView map];
[productionMap setToken:EMCreateMapToken (t_city, [[theCity owner] playerNumber],
EMConvertUnitTypeToBaseIcon ([theCity productionType]), YES)
atLocation:[theCity cityLocation]];
}
@end
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