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//
// $Id: OLoadShip.m,v 1.1 1997/10/28 05:11:28 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: OLoadShip.m,v 1.1 1997/10/28 05:11:28 nygard Exp $");
#import "OLoadShip.h"
#import "EmPlayer.h"
#import "City.h"
#import "OMoveTo.h"
#import "Unit.h"
//======================================================================
//
// This is for Transports or Carriers. It instructs the ship to
// remain sentried until it is full of units. However, it also
// actively instructs nearby (immediately adjacent) units to move onto
// the ship, even if they are within a city (but not if they are
// on board another ship).
//
// This could probably use some more work to make it function better.
//
//======================================================================
#define OLoadShip_VERSION 1
@implementation OLoadShip
+ (void) initialize
{
if (self == [OLoadShip class])
{
[self setVersion:OLoadShip_VERSION];
}
}
//----------------------------------------------------------------------
- initForUnit:(Unit *)aUnit
{
[super initForUnit:aUnit];
[unit skipMove];
return self;
}
//----------------------------------------------------------------------
- (void) dealloc
{
[super dealloc];
}
//----------------------------------------------------------------------
- (NSString *) orderText
{
return @"Load Ship";
}
//----------------------------------------------------------------------
- (void) aboutToMove
{
// Order nearby armies to board.
// Get list of adjacent armies/fighters.
// Figure out how many more units we need.
// Order 'em aboard!
// Armies in cities without orders (other than sentry)
// Armies without orders (other than sentry)
EmPlayer *owner = [unit owner];
EMMapLocation shipLocation = [unit unitLocation];
EMMapLocation unitLocation;
int dr, dc;
NSMutableArray *unitList = [owner unitList];
NSEnumerator *unitEnumerator;
Unit *aUnit;
UnitType cargoType;
int remainingCargoCapacity = [unit remainingCargoCapacity];
if ([unit unitType] == u_transport)
{
cargoType = u_army;
}
else if ([unit unitType] == u_carrier)
{
cargoType = u_fighter;
}
else
{
cargoType = u_unknown;
}
if (remainingCargoCapacity > 0)
{
unitEnumerator = [unitList objectEnumerator];
aUnit = [unitEnumerator nextObject];
while (aUnit != nil && remainingCargoCapacity > 0)
{
if ([aUnit unitType] == cargoType && [aUnit isOnBoardShip] == NO)
{
unitLocation = [aUnit unitLocation];
dr = shipLocation.row - unitLocation.row;
dc = shipLocation.column - unitLocation.column;
if (dr >= -1 && dr <= 1 && dc >= -1 && dc <= 1)
{
[aUnit setOrder:[[[OMoveTo alloc] initForUnit:aUnit
moveToLocation:shipLocation
onMap:[owner map]] autorelease]];
[owner activateThisUnit:aUnit];
remainingCargoCapacity--;
}
}
aUnit = [unitEnumerator nextObject];
}
[unit skipMove];
}
}
//----------------------------------------------------------------------
- (Direction) nextMove
{
// Skip move...
return d_none;
}
//----------------------------------------------------------------------
- (BOOL) wasBlocked
{
return NO;
}
//----------------------------------------------------------------------
- (BOOL) isSentried
{
// Sentried until order is complete.
// This needs to return NO s that the -aboutToMove method is called.
return NO;
}
//----------------------------------------------------------------------
- (BOOL) isOrderComplete
{
return [unit isFull];
}
//----------------------------------------------------------------------
- (void) unitDidEnter:(Unit *)aUnit
{
if ([self isOrderComplete] == YES)
{
[[unit owner] activateThisUnit:unit];
}
}
@end
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