コード例 #1
0
void Religion::handleEvent(NEvent& event)
{
  if( event.EventType == sEventMouse )
  {
    switch( event.mouse.type  )
    {
    case mouseMoved:
    {
      Tile* tile = _camera()->at( event.mouse.pos(), false );  // tile under the cursor (or NULL)
      std::string text = "";
      if( tile != 0 )
      {
        auto house = tile->overlay<House>();
        if( house.isValid() )
        {
          int templeAccess = house->spec().computeReligionLevel( house );
          bool oracleAccess = house->hasServiceAccess( Service::oracle );

          text = (templeAccess == 5 && oracleAccess )
                  ? "##religion_access_full##"
                  : utils::format( 0xff, "##religion_access_%d_temple##", templeAccess );
        }
      }

      _setTooltipText( _(text) );
    }
    break;

    default: break;
    }
  }

  Layer::handleEvent( event );
}
コード例 #2
0
ファイル: layerwater.cpp プロジェクト: dalerank/caesaria-game
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();
}
コード例 #3
0
void Education::handleEvent(NEvent& event)
{
    if( event.EventType == sEventMouse )
    {
        switch( event.mouse.type  )
        {
        case mouseMoved:
        {
            Tile* tile = _camera()->at( event.mouse.pos(), false );  // tile under the cursor (or NULL)
            std::string text = "";
            std::string levelName = "";
            if( tile != 0 )
            {
                auto house = tile->overlay<House>();
                if( house != 0 )
                {
                    std::string typeName;
                    int lvlValue = _getLevelValue( house );
                    switch( _type )
                    {
                    case citylayer::education:
                    {
                        bool schoolAccess = house->hasServiceAccess( Service::school );
                        bool libraryAccess = house->hasServiceAccess( Service::library );
                        bool academyAccess = house->hasServiceAccess( Service::academy );

                        if( schoolAccess && libraryAccess && academyAccess )
                        {
                            text = "##education_full_access##";
                        }
                        else
                        {
                            if( schoolAccess && libraryAccess ) {
                                text = "##education_have_school_library_access##";
                            }
                            else if( schoolAccess || libraryAccess ) {
                                text = "##education_have_school_or_library_access##";
                            }
                            else if( academyAccess ) {
                                text = "##education_have_academy_access##";
                            }
                            else {
                                text = "##education_have_no_access##";
                            }
                        }
                    }
                    break;
                    case citylayer::school:
                        typeName = "school";
                        break;
                    case citylayer::library:
                        typeName = "library";
                        break;
                    case citylayer::academy:
                        typeName = "academy";
                        break;
                    }

                    if( text.empty() )
                    {
                        levelName = _getAccessLevel( lvlValue );
                        text = levelName + typeName + "_access##";
                    }
                }
            }

            _setTooltipText( _(text) );
        }
        break;

        default:
            break;
        }
    }

    Layer::handleEvent( event );
}