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; } }
MarketAccess::MarketAccess( Camera& camera, PlayerCityPtr city) : Info( camera, city, accessColumnIndex ) { _addWalkerType( walker::marketBuyer ); _addWalkerType( walker::marketLady ); _addWalkerType( walker::marketKid ); _initialize(); }
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; } }
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; }
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(); }
Religion::Religion( Camera& camera, PlayerCityPtr city) : Info( camera, city, 9 ) { _addWalkerType( walker::priest ); _initialize(); }
Fire::Fire( Camera& camera, PlayerCityPtr city) : Info( camera, city, 18 ) { _addWalkerType( walker::prefect ); _initialize(); }
Fire::Fire( Camera& camera, PlayerCityPtr city) : Info( camera, city, 18 ) { _addWalkerType( walker::prefect ); _fillVisibleObjects( citylayer::fire ); }
Tax::Tax( Camera& camera, PlayerCityPtr city) : Info( camera, city, 9 ) { _addWalkerType( walker::taxCollector ); }