This is HState.h in view mode; [Download] [Up]
//
// $Id: HState.h,v 1.2 1997/10/31 03:38:25 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 <AppKit/AppKit.h>
#import "Empire.h"
#define HS_COMBAT_REPORT @"HCombatReportState"
#define HS_DIRECTION @"HDirectionState"
#define HS_ESCORT_SHIP @"HEscortShipState"
#define HS_FLIGHT_PATH @"HFlightPathState"
#define HS_IDLE @"HIdleState"
#define HS_INITIAL @"HInitialState"
#define HS_MOVE @"HMoveState"
#define HS_MOVE_TO @"HMoveToState"
#define HS_PATROL_TO @"HPatrolToState"
#define HS_PRODUCTION @"HProductionState"
#define HS_SET_FLIGHT_PATH @"HSetFlightPathState"
#define HS_SURVEY @"HSurveyState"
#define HS_GAME_OVER @"HGameOverState"
@class City;
@class GameManager;
@class Human;
@class MapView;
@class Unit;
@interface HState : NSObject
{
GameManager *gameManager;
// Support for a single square marquee
EMMapLocation marqueeLocation;
NSTimer *marqueeTimer;
int offset;
}
- initWithGameManager:(GameManager *)theGameManager;
- (void) dealloc;
- (void) continueWithContext:(Human *)context;
//======================================================================
// Subclass responsibilities
//======================================================================
- (NSString *) stateName;
- (NSString *) stateKey;
- (void) stateEntered:(Human *)context;
- (void) stateExited:(Human *)context;
- (void) beginTurn:(Human *)context;
- (void) endTurn:(Human *)context;
- (void) continue:(Human *)context;
- (void) mouseDown:(Human *)context:(unsigned int)modifierFlags atLocation:(EMMapLocation)target;
- (void) mouseUp:(Human *)context:(unsigned int)modifierFlags atLocation:(EMMapLocation)target;
- (void) rightMouseDown:(Human *)context:(unsigned int)modifierFlags atLocation:(EMMapLocation)target;
- (void) rightMouseUp:(Human *)context:(unsigned int)modifierFlags atLocation:(EMMapLocation)target;
- (void) keyDown:(Human *)context:(NSEvent *)theEvent;
- (void) combatReport:(Human *)context;
- (void) showFinalMap:(Human *)context forPlayer:(Player)number;
//======================================================================
// Commands
//======================================================================
- (void) moveMode:(Human *)context;
- (void) surveyMode:(Human *)context;
- (void) groupMode:(Human *)context;
- (void) wait:(Human *)context unit:(Unit *)aUnit;
- (void) flightPathMode:(Human *)context;
- (void) activate:(Human *)context unit:(Unit *)aUnit;
- (void) centerScreen:(Human *)context mapView:(MapView *)mapView;
- (void) centerCursor:(Human *)context mapView:(MapView *)mapView;
- (void) centerSelected:(Human *)context mapView:(MapView *)mapView;
- (void) productionMap:(Human *)context;
//======================================================================
// Orders
//======================================================================
- (void) goDirection:(Human *)context;
- (void) goHome:(Human *)context unit:(Unit *)aUnit;
- (void) goRandom:(Human *)context unit:(Unit *)aUnit;
- (void) moveTo:(Human *)context;
- (void) patrolTo:(Human *)context;
- (void) escortShip:(Human *)context;
- (void) explore:(Human *)context unit:(Unit *)unit;
- (void) sentry:(Human *)context unit:(Unit *)aUnit;
- (void) clearOrders:(Human *)context unit:(Unit *)aUnit;
- (void) clearOrders:(Human *)context city:(City *)aCity;
- (void) loadShip:(Human *)context unit:(Unit *)aUnit;
- (void) unloadShip:(Human *)context unit:(Unit *)aUnit;
- (void) skipMove:(Human *)context unit:(Unit *)aUnit;
//======================================================================
// Interface Management
//======================================================================
- (BOOL) validateMenuItem:(Human *)context:(NSMenuItem *)menuCell;
- (void) cityProductionChanged:(Human *)context city:(City *)theCity;
- (void) selectThing:(Human *)context atLocation:(EMMapLocation)target andInspect:(BOOL)inspectFlag;
//======================================================================
// Marquee
//======================================================================
- (void) showMarquee:(NSTimer *)aTimer;
- (void) showMarquee:(Human *)context atLocation:(EMMapLocation)target;
- (void) stopMarquee:(Human *)context;
@end
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.