void Health::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int healthLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( _flags.count( overlay->type() ) )
    {
      needDrawAnimations = true;
      //city::Helper helper( _city() );
      //drawArea( engine, helper.getArea( overlay ), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      healthLevel = _getLevelValue( house );

      needDrawAnimations = (house->spec().level() == 1) && (house->habitants().empty());

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else  //other buildings
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( healthLevel > 0 )
    {
      drawColumn( engine, screenPos, healthLevel );
    }
  }

  tile.setWasDrawn();
}
Beispiel #2
0
void Unemployed::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    WorkingBuildingPtr workBuilding = overlay.as<WorkingBuilding>();
    int worklessPercent = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = overlay.as<House>();

      int worklessNumber = (int)house->getServiceValue( Service::recruter );
      int matureNumber = (int)house->habitants().mature_n();
      worklessPercent = math::percentage( worklessNumber, matureNumber );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else if( workBuilding.isValid() )
    {
      worklessPercent = math::percentage( workBuilding->needWorkers(), workBuilding->maximumWorkers() );
      needDrawAnimations = workBuilding->needWorkers() > 0;
      if( !needDrawAnimations )
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( worklessPercent > 0 )
    {
      drawColumn( engine, screenPos, worklessPercent );
    }
  }

  tile.setWasDrawn();
}
void Religion::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int religionLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;      
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      religionLevel = (int) house->getServiceValue(Service::religionMercury);
      religionLevel += house->getServiceValue(Service::religionVenus);
      religionLevel += house->getServiceValue(Service::religionMars);
      religionLevel += house->getServiceValue(Service::religionNeptune);
      religionLevel += house->getServiceValue(Service::religionCeres);
      religionLevel = math::clamp( religionLevel / (house->spec().minReligionLevel()+1), 0, 100 );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( religionLevel > 0 )
    {
      drawColumn( engine, screenPos, religionLevel );
    }
  }

  tile.setWasDrawn();
}
Beispiel #4
0
void Tax::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int taxLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
    // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      int taxAccess = house->getServiceValue( Service::forum );
      taxLevel = math::clamp<int>( house->taxesThisYear(), 0, 100 );
      needDrawAnimations = ((house->level() <= HouseLevel::hovel && house->habitants().empty())
                            || taxAccess < 25);

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( taxLevel > 0 )
    {
      drawColumn( engine, screenPos, taxLevel );
    }
  }

  tile.setRendered();
}
Beispiel #5
0
void Fire::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int fireLevel = 0;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      fireLevel = (int)house->state( pr::fire );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase  );
    }
    else //other buildings
    {
      ConstructionPtr constr = ptr_cast<Construction>( overlay );
      if( constr != 0 )
      {
        fireLevel = (int)constr->state( pr::fire );
      }

      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base  );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( fireLevel >= 0)
    {
      _addColumn( screenPos, fireLevel );
    }
  }

  tile.setWasDrawn();
}
Beispiel #6
0
void Sentiment::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int sentimentLevel = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = overlay.as<House>();

      sentimentLevel = (int)house->state( pr::happiness );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( sentimentLevel > 0 )
    {
      drawColumn( engine, screenPos, 100 - sentimentLevel );
    }
  }

  tile.setWasDrawn();
}
void Entertainment::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int entertainmentLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( _flags.count( overlay->type() ) > 0 )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      entertainmentLevel = _getLevelValue( house );

      needDrawAnimations = (house->level() <= HouseLevel::hovel) && (house->habitants().empty());
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( entertainmentLevel > 0 )
    {
      drawColumn( engine, screenPos, entertainmentLevel );
    }
  }

  tile.setRendered();
}
void MarketAccess::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int accessLevel = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      accessLevel = (int)house->getServiceValue( Service::market );
      needDrawAnimations = (house->level() <= HouseLevel::hovel) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( accessLevel >= 0 )
    {
      drawColumn( engine, screenPos, accessLevel );
    }
  }

  tile.setRendered();
}
void Aborigens::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int discontentLevel = 0;
    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::native_hut )
    {
      auto nativeHut = overlay.as<NativeHut>();
      discontentLevel = (int)nativeHut->discontent();
      needDrawAnimations = false;

      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( discontentLevel >= 0 )
    {
      drawColumn( engine, screenPos, discontentLevel );
    }
  }

  tile.setRendered();
}
Beispiel #10
0
void Crime::drawTile( const RenderInfo& rinfo, Tile& tile)
{
  if( tile.overlay().isNull() )
  {
    drawPass( rinfo, tile, Renderer::ground );
    drawPass( rinfo, tile, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int crime = -1;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      crime = (int)house->getServiceValue( Service::crime );
      needDrawAnimations = (house->level() <= HouseLevel::hovel) && house->habitants().empty(); // In case of vacant terrain

      drawArea( rinfo, overlay->area(), config::layer.ground, config::tile.house  );
    }
    else
    {
      drawArea( rinfo, overlay->area(), config::layer.ground, config::tile.constr  );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( rinfo, tile );
      registerTileForRendering( tile );
    }
    else if( crime >= 0)
    {
      Point screenPos = tile.mappos() + rinfo.offset;
      drawColumn( rinfo, screenPos, crime );
    }
  }

  tile.setRendered();
}
Beispiel #11
0
void Water::drawTile( const RenderInfo& rinfo, Tile& tile)
{
  bool needDrawAnimations = false;
  Size areaSize = Size::square(1);

  if( tile.overlay().isNull() )
  {
    drawLandTile( rinfo, tile );
  }
  else
  {
    OverlayPtr overlay = tile.overlay();
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
      areaSize = overlay->size();
    }
    else
    {
      int tileNumber = 0;
      bool haveWater = tile.param( Tile::pFountainWater ) > 0 || tile.param( Tile::pWellWater ) > 0;
      needDrawAnimations = false;

      if ( overlay->type() == object::house )
      {
        auto house = overlay.as<House>();
        needDrawAnimations = (house->level() <= HouseLevel::hovel) && house->habitants().empty();

        tileNumber = config::tile.house-1;
        haveWater = haveWater || house->hasServiceAccess(Service::fountain) || house->hasServiceAccess(Service::well);
      }

      if( !needDrawAnimations )
      {
        tileNumber += (haveWater ? config::layer.haveWater : 0);
        tileNumber += tile.param( Tile::pReservoirWater ) > 0 ? config::layer.reservoirRange : 0;

        drawArea( rinfo, overlay->area(), config::layer.water, config::tile.constr + tileNumber );

        areaSize = Size::zero;
      }
    }

    if ( needDrawAnimations )
    {
      Point screenPos = tile.mappos() + rinfo.offset;
      Layer::drawTile( rinfo, tile );

      if( _d->showWaterValue )
      {
        auto aqueduct = tile.overlay<Aqueduct>();
        if( aqueduct.isValid() )
        {
          Font f = Font::create( "FONT_2" ).withColor( ColorList::red );
          int df = aqueduct->water();
          f.draw( rinfo.engine.screen(), utils::format( 0xff, "%x", df), screenPos + Point( 20, -80 ), false );
        }

        int wellValue = tile.param( Tile::pWellWater );
        int fountainValue = tile.param( Tile::pFountainWater );
        int reservoirWater = tile.param( Tile::pReservoirWater );

        if( wellValue > 0 || fountainValue > 0 || reservoirWater > 0 )
        {
          std::string text = utils::format( 0xff, "%d/%d/%d", wellValue, fountainValue, reservoirWater );
          Font f = Font::create( "FONT_2" ).withColor( ColorList::red );
          f.draw( rinfo.engine.screen(), text, screenPos + Point( 20, -80 ), false );
        }
      }
      registerTileForRendering( tile );
    }
  }

  if( !needDrawAnimations && ( tile.isWalkable(true) || tile.getFlag( Tile::tlOverlay ) ) )
  {
    _drawLandTile( rinfo, tile, areaSize );
  }

  tile.setRendered();
}
Beispiel #12
0
bool House::_tryEvolve_12_to_20_lvl( int level4grow, int minSize, const char desirability )
{
  //startPic += math::random( 10 ) > 5 ? 1 : 0;
  bool mayGrow = true;
  TilePos buildPos = tile().pos();

  if( size() == Size( minSize-1,minSize-1 ) )
  {
    Tilemap& tmap = _map();
    std::map<TilePos, TilesArray> possibleAreas;

    TilePos sPos = tile().pos();
    possibleAreas[ sPos ] = tmap.area( sPos, Size(minSize,minSize) );
    sPos = tile().pos() - TilePos( 1, 0 );
    possibleAreas[ sPos ] = tmap.area( sPos, Size(minSize,minSize) );
    sPos = tile().pos() - TilePos( 1, 1 );
    possibleAreas[ sPos ] = tmap.area( sPos, Size(minSize,minSize) );
    sPos = tile().pos() - TilePos( 0, 1 );
    possibleAreas[ sPos ] = tmap.area( sPos, Size(minSize,minSize) );

    foreach( itArea, possibleAreas )
    {
      TilesArray& area = itArea->second;

      for( TilesArray::iterator it=area.begin(); it != area.end(); )
      {
        if( (*it)->overlay() == this ) { it = area.erase( it ); }
        else { ++it; }
      }

      for( auto& tile : area )
      {
        if( tile == NULL )
        {
          mayGrow = false;   //some broken, can't grow
          break;
        }

        OverlayPtr overlay = tile->overlay();
        if( overlay.isNull() )
        {
          if( !tile->getFlag( Tile::isConstructible ) )
          {
            mayGrow = false; //not constuctible, can't grow
            break;
          }
        }
        else
        {
          if( overlay->type() != object::garden )
          {
            mayGrow = false; //not garden, can't grow
            break;
          }
        }
      }

      if( mayGrow )
      {
        buildPos = itArea->first;
        Desirability::update( _city(), this, Desirability::off );
        setSize(Size(minSize, minSize));
        _update(true);
        city::AreaInfo info( _city(), buildPos );
        build( info );

        _d->desirability.base = desirability;
        _d->desirability.step = desirability < 0 ? 1 : -1;

        Desirability::update( _city(), this, Desirability::on );
        break;
      }
    }
Beispiel #13
0
void ClearTile::_exec( Game& game, unsigned int )
{
  Tilemap& tmap = game.city()->tilemap();

  Tile& cursorTile = tmap.at( _pos );

  if( cursorTile.getFlag( Tile::isDestructible ) )
  {
    Size size( 1 );
    TilePos rPos = _pos;

    OverlayPtr overlay = cursorTile.overlay();

    bool deleteRoad = cursorTile.getFlag( Tile::tlRoad );

    if( overlay.isValid()  )
    {
      const MetaData& md = MetaDataHolder::find( overlay->type() );
      if( !overlay->canDestroy() )
      {
        GameEventPtr e = WarningMessage::create( _( overlay->errorDesc() ), WarningMessage::neitral );
        e->dispatch();

        if( md.getFlag( MetaDataOptions::requestDestroy, false ) )
        {
          e = RequestDestroy::create( overlay );
          e->dispatch();
        }
        return;
      }

      if( md.getFlag( MetaDataOptions::precisionDestroy, false ) )
      {
        //overlay->partlyDestroy( _pos );
      }
    }

    if( overlay.isValid() )
    {
      size = overlay->size();
      rPos = overlay->pos();
      overlay->deleteLater();
    }

    TilesArray clearedTiles = tmap.area( rPos, size );
    for( auto tile : clearedTiles )
    {
      tile->setMaster( NULL );
      tile->setFlag( Tile::tlTree, false);
      tile->setFlag( Tile::tlRoad, false);
      tile->setFlag( Tile::tlGarden, false);
      tile->setOverlay( NULL );

      deleteRoad |= tile->getFlag( Tile::tlRoad );

      if( tile->getFlag( Tile::tlMeadow ) || tile->getFlag( Tile::tlWater ) )
      {
        //tile->setPicture( imgid::toResource( tile->originalImgId() ) );
      }
      else
      {
        // choose a random landscape picture:
        // flat land1a 2-9;
        // wheat: land1a 18-29;
        // green_something: land1a 62-119;  => 58
        // green_flat: land1a 232-289; => 58

        // choose a random background image, green_something 62-119 or green_flat 232-240
        // 30% => choose green_sth 62-119
        // 70% => choose green_flat 232-289
        int startOffset  = ( (math::random( 10 ) > 6) ? 62 : 232 );
        int imgId = math::random( 58-1 );

        Picture pic;
        pic.load( ResourceGroup::land1a, startOffset + imgId );
        tile->setPicture( pic );
        tile->setImgId( imgid::fromResource( pic.name() ) );
      }
    }

    // recompute roads;
    // there is problem that we NEED to recompute all roads map for all buildings
    // because MaxDistance2Road can be any number
    //
    if( deleteRoad )
    {
      game.city()->setOption( PlayerCity::updateRoads, 1 );
    }
  }

  game.city()->setOption( PlayerCity::updateTiles, 1 );
}