ftp.nice.ch/Attic/openStep/games/Empire.0.6.m.NIS.bs.tgz#/Empire.0.6/src/Human.subproj/HProductionState.m

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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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