Exemplo n.º 1
0
LayerHealth::LayerHealth(Camera& camera, PlayerCityPtr city, int type)
  : LayerInfo( camera, city, 9 )
{
  _type = type;

  switch( type )
  {
  case citylayer::health:
  case citylayer::doctor:
    _flags.insert( building::doctor );
    _addWalkerType( walker::doctor );
  break;

  case citylayer::hospital:
    _flags.insert( building::hospital );
    _addWalkerType( walker::surgeon );
  break;

  case citylayer::barber:
    _flags.insert( building::barber );
    _addWalkerType( walker::barber );
  break;

  case citylayer::baths:
    _flags.insert( building::baths );
    _addWalkerType( walker::bathlady );
  break;
  }
}
Exemplo n.º 2
0
MarketAccess::MarketAccess( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, accessColumnIndex )
{
  _addWalkerType( walker::marketBuyer );
  _addWalkerType( walker::marketLady );
  _addWalkerType( walker::marketKid );

  _initialize();
}
Exemplo n.º 3
0
LayerEntertainment::LayerEntertainment( Camera& camera, PlayerCityPtr city, int type )
  : LayerInfo( camera, city, 9 )
{
  _type = type;

  switch( type )
  {
  case citylayer::entertainment:
    _flags.insert( building::unknown ); _flags.insert( building::theater );
    _flags.insert( building::amphitheater ); _flags.insert( building::colloseum );
    _flags.insert( building::hippodrome ); _flags.insert( building::actorColony );
    _flags.insert( building::gladiatorSchool ); _flags.insert( building::lionsNursery );
    _flags.insert( building::chariotSchool );

    _addWalkerType( walker::actor );
    _addWalkerType( walker::gladiator );
    _addWalkerType( walker::lionTamer );
    _addWalkerType( walker::charioteer );
  break;

  case citylayer::theater:
    _flags.insert( building::theater );
    _flags.insert( building::actorColony );

    _addWalkerType( walker::actor );
  break;

  case citylayer::amphitheater:
    _flags.insert( building::amphitheater );
    _flags.insert( building::actorColony );
    _flags.insert( building::gladiatorSchool );

    _addWalkerType( walker::actor );
    _addWalkerType( walker::gladiator );
  break;

  case citylayer::colloseum:
    _flags.insert( building::colloseum );
    _flags.insert( building::gladiatorSchool );
    _flags.insert( building::lionsNursery );

    _addWalkerType( walker::gladiator );
    _addWalkerType( walker::lionTamer );
  break;


  case citylayer::hippodrome:
    _flags.insert( building::hippodrome );
    _flags.insert( building::chariotSchool );

    _addWalkerType( walker::charioteer );
  break;

  default: break;
  }
}
Exemplo n.º 4
0
Simple::Simple( Camera& camera, PlayerCityPtr city)
    : Layer( &camera, city ), _d( new Impl )
{
    _addWalkerType( walker::all );

    _d->ticks = 0;
    _d->highlight.alpha.setCondition( 180, 254, 2 );
    _d->inacceptable << object::fortification << object::wall;
}
Exemplo n.º 5
0
Tax::Tax( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 9 )
{
  if( !city->getOption( PlayerCity::c3gameplay ) )
    _loadColumnPicture( ResourceGroup::sprites, 124 );

  _addWalkerType( walker::taxCollector );
  _initialize();
}
Entertainment::Entertainment( Camera& camera, PlayerCityPtr city, int type )
  : Info( camera, city, 9 )
{
  _type = type;

  switch( type )
  {
  case citylayer::entertainment:
    _flags << object::unknown << object::theater
           << object::amphitheater << object::colloseum
           << object::hippodrome << object::actorColony
           << object::gladiatorSchool << object::lionsNursery
           << object::chariotSchool;

    _visibleWalkers() << walker::actor << walker::gladiator
                      << walker::lionTamer << walker::charioteer;
  break;

  case citylayer::theater:
    _flags << object::theater << object::actorColony;
    _visibleWalkers() << walker::actor;
  break;

  case citylayer::amphitheater:
    _flags << object::amphitheater << object::actorColony << object::gladiatorSchool;
    _visibleWalkers() << walker::actor << walker::gladiator;
  break;

  case citylayer::colloseum:
    _flags << object::colloseum << object::gladiatorSchool << object::lionsNursery;
    _visibleWalkers() << walker::gladiator << walker::lionTamer;
  break;

  case citylayer::hippodrome:
    _flags << object::hippodrome << object::chariotSchool;
    _addWalkerType( walker::charioteer );
  break;

  default: break;
  }

  _initialize();
}
Exemplo n.º 7
0
Religion::Religion( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 9 )
{
  _addWalkerType( walker::priest );
  _initialize();
}
Exemplo n.º 8
0
Fire::Fire( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 18 )
{
  _addWalkerType( walker::prefect );
  _initialize();
}
Exemplo n.º 9
0
Fire::Fire( Camera& camera, PlayerCityPtr city)
  : Info( camera, city, 18 )
{
  _addWalkerType( walker::prefect );
  _fillVisibleObjects( citylayer::fire );
}
Exemplo n.º 10
0
Tax::Tax( Camera& camera, PlayerCityPtr city)
    : Info( camera, city, 9 )
{
    _addWalkerType( walker::taxCollector );
}