Exemplo n.º 1
0
TilesArea::TilesArea(const Tilemap& tmap, int distance, OverlayPtr overlay)
{
  if( overlay.isNull() )
    return;

  TilePos offset( distance, distance  );
  TilePos size( overlay->size().width(), overlay->size().height() );
  TilePos start = overlay->tile().epos();
  _size = overlay->size();
  append( tmap.area( start - offset, start + size + offset ) );
}
Exemplo n.º 2
0
OverlayList Statistic::_Objects::neighbors(OverlayPtr overlay, bool v) const
{
  if( overlay.isNull() )
    return OverlayList();

  Size size = overlay->size();
  TilePos start = overlay->pos() - gfx::tilemap::unitLocation();
  TilePos stop = start + TilePos( size.width(), size.height() );
  OverlayList ret;
  gfx::TilesArray tiles = _parent.rcity.tilemap().rect( start, stop );
  std::set<OverlayPtr> checked;
  for( auto tile : tiles )
  {
    OverlayPtr ov = tile->overlay();
    if( ov.isValid() && checked.count( ov ) == 0 )
    {
      checked.insert( ov );
      ret.push_back( ov );
    }
  }

  return ret;
}
Exemplo n.º 3
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();
}
Exemplo n.º 4
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 );
}