void Game::load(std::string filename) { StringHelper::debug( 0xff, "Load game begin" ); _d->empire->initialize( GameSettings::rcpath( GameSettings::citiesModel ) ); GameLoader loader; _d->loadOk = loader.load( filename, *this); if( !_d->loadOk ) { StringHelper::debug( 0xff, "LOADING ERROR: can't load game from %s", filename.c_str() ); return; } _d->empire->initPlayerCity( _d->city.as<EmpireCity>() ); LandOverlayList& llo = _d->city->getOverlayList(); foreach( LandOverlayPtr overlay, llo ) { ConstructionPtr construction = overlay.as<Construction>(); if( construction.isValid() ) { construction->computeAccessRoads(); } }
void Build::drawTile( const RenderInfo& rinfo, Tile& tile ) { __D_IMPL(_d,Build); ConstructionPtr cntr = tile.overlay<Construction>(); city::AreaInfo info( _city(), tile.epos(), &_d->buildTiles ); const Picture* picBasic = 0; const Picture* picOver = 0; if( cntr.isValid() && info.tiles().size() > 0 ) { picBasic = &cntr->picture(); picOver = &cntr->picture( info ); } if( picOver && picBasic != picOver ) { Point screenPos = tile.mappos() + rinfo.offset; drawLandTile( rinfo, tile ); rinfo.engine.draw( *picOver, screenPos ); drawPass( rinfo, tile, Renderer::overlayAnimation ); } else if( _d->lastLayer.isValid() ) { _d->lastLayer->drawTile( rinfo, tile ); } else { Layer::drawTile( rinfo, tile ); } if( !_d->overdrawBuilding ) _tryDrawBuildTile( rinfo, tile ); }
void ShowTileInfo::_exec(Game& game, unsigned int time) { switch( _mode ) { case current: break; case next: case prew: { city::Helper helper( game.city() ); ConstructionPtr c = ptr_cast<Construction>( game.city()->getOverlay( _pos ) ); c = (_mode == next ? helper.next( c ) : helper.prew( c )); if( c.isValid() ) { _pos = c->pos(); GameEventPtr e = MoveCamera::create( _pos ); e->dispatch(); } } break; default: break; } gui::infobox::Manager::getInstance().showHelp( game.city(), game.gui(), _pos ); }
void Build::_buildAll() { __D_REF(d,Build); auto command = d.renderer->mode().as<BuildMode>(); if( command.isNull() ) return; ConstructionPtr construction = command->contruction(); if( !construction.isValid() ) { Logger::warning( "LayerBuild: No construction for build" ); return; } if( !_city()->treasury().haveMoneyForAction( 1 ) ) { events::dispatch<WarningMessage>( "##out_of_credit##", 2 ); return; } bool buildOk = false; bool tileBusyBuilding = false; city::AreaInfo areaInfo( _city(), TilePos() ); for( auto tile : d.buildTiles ) { areaInfo.pos = tile->epos(); tileBusyBuilding |= tile->overlay().is<Building>(); if( construction->canBuild( areaInfo ) && tile->isMaster()) { events::dispatch<BuildAny>( tile->epos(), construction->type() ); buildOk = true; events::dispatch<UndoAction>( UndoAction::built, construction->type(), tile->epos(), construction->info().cost() ); } } d.startTilePos = d.lastTilePos; if( !buildOk ) { std::string errorStr = construction->errorDesc(); std::string busyText = tileBusyBuilding ? "##need_build_on_free_area##" : "##need_build_on_cleared_area##"; events::dispatch<WarningMessage>( errorStr.empty() ? busyText : errorStr, WarningMessage::neitral ); } d.needUpdateTiles = true; }
void Build::_drawBuildTile( const RenderInfo& rinfo, Tile* tile) { if( tile == nullptr ) return; __D_IMPL(_d,Build); city::AreaInfo areaInfo( _city(), TilePos(), &_d->buildTiles ); Tile* postTile = tile; postTile->resetRendered(); if( postTile->master() ) postTile = postTile->master(); ConstructionPtr construction = postTile->overlay<Construction>(); rinfo.engine.resetColorMask(); areaInfo.pos = postTile->epos(); bool maskSet = false; Size size(1,1); if( construction.isValid() && construction->canBuild( areaInfo ) ) { rinfo.engine.setColorMask( 0x00000000, 0x0000ff00, 0, 0xff000000 ); maskSet = true; size = construction->size(); } if( postTile == tile && maskSet ) { TilesArray area = _city()->tilemap().area( areaInfo.pos, size ); for( auto gtile : area ) drawLandTile( rinfo, *gtile ); } drawLandTile( rinfo, *postTile ); if( maskSet ) { const Picture& picOver = construction->picture( areaInfo ); rinfo.engine.draw( picOver, postTile->mappos() + rinfo.offset ); drawPass( rinfo, *postTile, Renderer::overlayAnimation ); rinfo.engine.resetColorMask(); } }
void BuildAny::_exec( Game& game, unsigned int ) { if( _overlay.isNull() ) return; TileOverlayPtr ctOv = game.city()->getOverlay( _pos ); bool mayBuild = true; if( ctOv.isValid() ) { mayBuild = ctOv->isDestructible(); } city::Helper helper( game.city() ); TilePos offset(10, 10); EnemySoldierList enemies = helper.find<EnemySoldier>( walker::any, _pos - offset, _pos + offset ); if( !enemies.empty() && _overlay->group() != objects::disasterGroup ) { GameEventPtr e = WarningMessage::create( "##too_close_to_enemy_troops##" ); e->dispatch(); return; } if( !_overlay->isDeleted() && mayBuild ) { CityAreaInfo info = { game.city(), _pos, TilesArray() }; bool buildOk = _overlay->build( info ); if( !buildOk ) return; helper.updateDesirability( _overlay, city::Helper::onDesirability ); game.city()->addOverlay( _overlay ); ConstructionPtr construction = ptr_cast<Construction>( _overlay ); if( construction.isValid() ) { const MetaData& buildingData = MetaDataHolder::getData( _overlay->type() ); game.city()->funds().resolveIssue( FundIssue( city::Funds::buildConstruction, -(int)buildingData.getOption( MetaDataOptions::cost ) ) ); if( construction->group() != objects::disasterGroup ) { GameEventPtr e = PlaySound::create( "buildok", 1, 100 ); e->dispatch(); } if( construction->isNeedRoadAccess() && construction->getAccessRoads().empty() ) { GameEventPtr e = WarningMessage::create( "##building_need_road_access##" ); e->dispatch(); } std::string error = construction->errorDesc(); if( !error.empty() ) { GameEventPtr e = WarningMessage::create( error ); e->dispatch(); } WorkingBuildingPtr wb = ptr_cast<WorkingBuilding>( construction ); if( wb.isValid() && wb->maximumWorkers() > 0 ) { unsigned int worklessCount = statistic::getWorklessNumber( game.city() ); if( worklessCount < wb->maximumWorkers() ) { GameEventPtr e = WarningMessage::create( "##city_need_more_workers##" ); e->dispatch(); } } } } else { ConstructionPtr construction = ptr_cast<Construction>( _overlay ); if( construction.isValid() ) { GameEventPtr e = WarningMessage::create( construction->errorDesc() ); e->dispatch(); } } }
bool Game::load(std::string filename) { Logger::warning( "Game: try load from " + filename ); Logger::warning( "Game: reseting variables" ); reset(); scene::SplashScreen screen; screen.initialize(); bool usingOldgfx = SETTINGS_VALUE( oldgfx ) || !SETTINGS_VALUE( c3gfx ).toString().empty(); screen.setImage( usingOldgfx ? "load4" : "freska", 1 ); screen.update( *_d->engine ); vfs::Path fPath( filename ); if( !fPath.exist() ) { Logger::warning( "Game: Cannot find file " + fPath.toString() ); fPath = game::Settings::rpath( filename ); if( !fPath.exist() ) { Logger::warning( "Game: Cannot find file " + fPath.toString() ); Logger::warning( "Game: Try find file in resource's folder " ); fPath = game::Settings::rcpath( filename ).absolutePath(); if( !fPath.exist() ) { Logger::warning( "Game: Cannot find file " + fPath.toString() ); return false; } } } Logger::warning( "Game: init empire start options" ); events::Dispatcher::instance().reset(); _d->empire->initialize( SETTINGS_RC_PATH( citiesModel ), SETTINGS_RC_PATH( empireObjectsModel ), SETTINGS_RC_PATH( worldModel ) ); Logger::warning( "Game: try find loader" ); game::Loader loader; loader.onUpdate().connect( &screen, &scene::SplashScreen::setText ); bool loadOk = loader.load( fPath, *this ); if( !loadOk ) { Logger::warning( "LOADING ERROR: can't load game from " + filename ); return false; } _d->restartFile = loader.restartFile(); Logger::warning( "Game: init player city" ); world::CityPtr city = _d->empire->initPlayerCity( ptr_cast<world::City>( _d->city ) ); if( city.isNull() ) { Logger::warning( "INIT ERROR: can't initalize city %s in empire" + _d->city->name() ); return false; } _d->empire->emperor().checkCities(); Logger::warning( "Game: calculate road access for buildings" ); const OverlayList& llo = _d->city->overlays(); for( auto overlay : llo ) { ConstructionPtr construction = overlay.as<Construction>(); if( construction.isValid() ) { construction->computeRoadside(); } } Logger::warning( "Game: initialize local pathfinder" ); Pathfinder::instance().update( _d->city->tilemap() ); Logger::warning( "Game: load finished" ); screen.exitScene( scene::SplashScreen::hideDevText ); return true; }