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//
// $Id: OPatrolFromShip.m,v 1.1 1997/10/28 05:11:35 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: OPatrolFromShip.m,v 1.1 1997/10/28 05:11:35 nygard Exp $");
#import "OPatrolFromShip.h"
#import "EmPlayer.h"
#import "Map.h"
#import "OMoveTo.h"
#import "OShortestMoveTo.h"
#import "Unit.h"
//======================================================================
//
// This is similar to the Patrol To order, but is for fighters
// stationed on board a Carrier. Since one of the end points of the
// patrol (the Carrier) is mobile, we must do some extra work.
//
// First, we must reduce the maximum length of the patrol to ensure
// the fighters can make it back to the ship before running out of
// fuel. Secondly, as the ship moves, the target location of the
// return trip must be updated.
//
//======================================================================
#define OPatrolFromShip_VERSION 1
@implementation OPatrolFromShip
+ (void) initialize
{
if (self == [OPatrolFromShip class])
{
[self setVersion:OPatrolFromShip_VERSION];
}
}
//----------------------------------------------------------------------
- initForUnit:(Unit *)aUnit patrolFromLocation:(EMMapLocation)sourceLocation toLocation:(EMMapLocation)destinationLocation
onMap:(Map *)aMap
{
NSAssert (1 == 0, @"Incorrect initializer");
return nil;
}
//----------------------------------------------------------------------
- initForUnit:(Unit *)aUnit patrolToLocation:(EMMapLocation)target onMap:(Map *)aMap
{
Unit *aShip = [aUnit shipOnBoard];
EMMapLocation shipLocation = [aShip unitLocation];
[super initForUnit:aUnit patrolFromLocation:shipLocation toLocation:target onMap:aMap];
deltaRow = target.row - shipLocation.row;
deltaCol = target.column - shipLocation.column;
ship = aShip;
return self;
}
//----------------------------------------------------------------------
- (void) dealloc
{
[super dealloc];
}
//----------------------------------------------------------------------
- (void) aboutToMove
{
EMMapLocation shipLocation = [ship unitLocation];
if (returning == YES && (shipLocation.row != source.row || shipLocation.column != source.column))
{
//Map *map = [[unit owner] map];
EMMapSize mapSize = [map mapSize];
source = shipLocation;
destination.row = source.row + deltaRow;
destination.column = source.column + deltaCol;
if (destination.row < 0)
destination.row = 0;
if (destination.column < 0)
destination.column = 0;
if (destination.row >= mapSize.height)
destination.row = mapSize.height - 1;
if (destination.column >= mapSize.width)
destination.column = mapSize.width - 1;
SNRelease (subOrder);
subOrder = [[OShortestMoveTo alloc] initForUnit:unit moveToLocation:source onMap:map];
}
}
//----------------------------------------------------------------------
- (Direction) nextMove
{
Direction dir;
dir = [subOrder nextMove];
return dir;
}
//----------------------------------------------------------------------
- (BOOL) wasBlocked
{
BOOL try_again = [subOrder wasBlocked];
if (try_again == NO && returning == YES)
{
subOrder = [[OShortestMoveTo alloc] initForUnit:unit moveToLocation:source onMap:map];
returning = YES;
try_again = YES;
[self aboutToMove];
}
return try_again;
}
@end
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.