Initial source commit

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Tony Bark 2024-05-03 22:50:34 -04:00
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/* allocate.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file allocate.cpp
* @brief Implementation of map array initialization and destruction
* in Micropolis.
*
* This source file contains functions for initializing and destroying
* map arrays in the Micropolis game engine. It includes the
* allocation of memory for various map-related data structures such
* as the main city map, history data, and various density maps. The
* functions handle the setup of necessary resources when the game
* starts and ensure proper cleanup of these resources upon
* termination, maintaining efficient memory management throughout the
* lifecycle of the game.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/** Allocate and initialize arrays for the maps */
void Micropolis::initMapArrays()
{
short i;
if (!mapBase) {
mapBase = (unsigned short *)newPtr(
sizeof(unsigned short) *
WORLD_W * WORLD_H);
}
for (i = 0; i < WORLD_W; i++) {
map[i] = (unsigned short *)(mapBase + (i * WORLD_H));
}
resHist = (short *)newPtr(HISTORY_LENGTH);
comHist = (short *)newPtr(HISTORY_LENGTH);
indHist = (short *)newPtr(HISTORY_LENGTH);
moneyHist = (short *)newPtr(HISTORY_LENGTH);
pollutionHist = (short *)newPtr(HISTORY_LENGTH);
crimeHist = (short *)newPtr(HISTORY_LENGTH);
miscHist = (short *)newPtr(MISC_HISTORY_LENGTH);
}
/** Free all map arrays */
void Micropolis::destroyMapArrays()
{
if (mapBase != NULL) {
freePtr(mapBase);
mapBase = NULL;
}
memset(map, 0, sizeof(short *) * WORLD_W);
populationDensityMap.clear();
trafficDensityMap.clear();
pollutionDensityMap.clear();
landValueMap.clear();
crimeRateMap.clear();
tempMap1.clear();
tempMap2.clear();
tempMap3.clear();
terrainDensityMap.clear();
if (resHist != NULL) {
freePtr(resHist);
resHist = NULL;
}
if (comHist != NULL) {
freePtr(comHist);
comHist = NULL;
}
if (indHist != NULL) {
freePtr(indHist);
indHist = NULL;
}
if (moneyHist != NULL) {
freePtr(moneyHist);
moneyHist = NULL;
}
if (pollutionHist != NULL) {
freePtr(pollutionHist);
pollutionHist = NULL;
}
if (crimeHist != NULL) {
freePtr(crimeHist);
crimeHist = NULL;
}
if (miscHist != NULL) {
freePtr(miscHist);
miscHist = NULL;
}
}
////////////////////////////////////////////////////////////////////////

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/* animate.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file animate.cpp
* @brief Animation routines for the Micropolis game engine.
*
* This file contains functions responsible for animating various
* tiles within the Micropolis game. It includes a mapping of each
* tile to its next animated state, and functions that iterate through
* the game world's tiles to update their animation states. The
* animation process is crucial for enhancing the game's visual appeal
* and dynamic feel by animating elements like water, fire, and smoke.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Tile animation table. For each tile, it states the next tile to display.
*
* @bug Tile 620 points to 852. That should be tile 621.
*
* @todo Generate the table below from the animation sequences file
* doc/AnimationSequences.txt and the doc/genAnimationTable.py
* program
*/
static short animatedTiles[TILE_COUNT] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
48, 49, 50, 51, 52, 53, 54, 55,
/* Fire */
57, 58, 59, 60, 61, 62, 63, 56,
/* No Traffic */
64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
/* Light Traffic */
128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111,
112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127,
/* Heavy Traffic */
192, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207,
144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
/* Wires & Rails */
208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223,
224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239,
/* Residential */
240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255,
256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271,
272, 273, 274, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287,
288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303,
304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319,
320, 321, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332, 333, 334, 335,
336, 337, 338, 339, 340, 341, 342, 343, 344, 345, 346, 347, 348, 349, 350, 351,
352, 353, 354, 355, 356, 357, 358, 359, 360, 361, 362, 363, 364, 365, 366, 367,
368, 369, 370, 371, 372, 373, 374, 375, 376, 377, 378, 379, 380, 381, 382, 383,
384, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 399,
400, 401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414, 415,
416, 417, 418, 419, 420, 421, 422,
/* Commercial */
423, 424, 425, 426, 427, 428, 429, 430, 431,
432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, 446, 447,
448, 449, 450, 451, 452, 453, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463,
464, 465, 466, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479,
480, 481, 482, 483, 484, 485, 486, 487, 488, 489, 490, 491, 492, 493, 494, 495,
496, 497, 498, 499, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511,
512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, 525, 526, 527,
528, 529, 530, 531, 532, 533, 534, 535, 536, 537, 538, 539, 540, 541, 542, 543,
544, 545, 546, 547, 548, 549, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559,
560, 561, 562, 563, 564, 565, 566, 567, 568, 569, 570, 571, 572, 573, 574, 575,
576, 577, 578, 579, 580, 581, 582, 583, 584, 585, 586, 587, 588, 589, 590, 591,
592, 593, 594, 595, 596, 597, 598, 599, 600, 601, 602, 603, 604, 605, 606, 607,
608, 609, 610, 611,
/* Industrial */
612, 613, 614, 615, 616, 617, 618, 619, 620, 852, 622, 623,
624, 625, 626, 627, 628, 629, 630, 631, 632, 633, 634, 635, 636, 637, 638, 639,
640, 884, 642, 643, 888, 645, 646, 647, 648, 892, 896, 651, 652, 653, 654, 655,
656, 657, 658, 659, 660, 661, 662, 663, 664, 665, 666, 667, 668, 669, 670, 671,
672, 673, 674, 675, 900, 904, 678, 679, 680, 681, 682, 683, 684, 685, 908, 687,
688, 912, 690, 691, 692,
/* SeaPort */
693, 694, 695, 696, 697, 698, 699, 700, 701, 702, 703,
704, 705, 706, 707, 708,
/* AirPort */
// 832 was previous value of 711, to start radar
// animation, but now we break the link and the
// simulator switches the tiles.
709, 710, 711, 712, 713, 714, 715, 716, 717, 718, 719,
720, 721, 722, 723, 724, 725, 726, 727, 728, 729, 730, 731, 732, 733, 734, 735,
736, 737, 738, 739, 740, 741, 742, 743, 744,
/* Coal power */
745, 746, 916, 920, 749, 750, 924,
928, 753, 754, 755, 756, 757, 758, 759, 760,
/* Fire Dept */
761, 762, 763, 764, 765, 766, 767,
768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778,
/* Stadium */
779, 780, 781, 782, 783,
784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794,
/* Stadium Anims */
795, 796, 797, 798, 799,
800, 801, 802, 803, 804, 805, 806, 807, 808, 809, 810,
/* Nuclear Power */
811, 812, 813, 814, 815,
816, 817, 818, 819, 952, 821, 822, 823, 824, 825, 826,
/* Power out + Bridges */
827, 828, 829, 830, 831,
/* Radar dish */
833, 834, 835, 836, 837, 838, 839, 832,
/* Fountain / Flag */
841, 842, 843, 840, 845, 846, 847, 848,
849, 850, 851, 844, 853, 854, 855, 856, 857, 858, 859, 852,
/* zone destruct & rubblize */
861, 862, 863, 864,
865, 866, 867, 867,
/* totally unsure */
868, 869, 870, 871, 872, 873, 874, 875, 876, 877, 878, 879,
880, 881, 882, 883,
/* Smoke stacks */
885, 886, 887, 884, 889, 890, 891, 888, 893, 894, 895, 892,
897, 898, 899, 896, 901, 902, 903, 900, 905, 906, 907, 904, 909, 910, 911, 908,
913, 914, 915, 912, 917, 918, 919, 916, 921, 922, 923, 920, 925, 926, 927, 924,
929, 930, 931, 928,
/* Stadium Playfield */
933, 934, 935, 936, 937, 938, 939, 932, 941, 942, 943, 944,
945, 946, 947, 940,
/* Bridge up chars */
948, 949, 950, 951,
/* Nuclear swirl */
953, 954, 955, 952,
/* Churches */
956, 957, 958, 959,
960, 961, 962, 963, 964, 965, 966, 967, 968, 969, 970, 971, 972, 973, 974, 975,
976, 977, 978, 979, 980, 981, 982, 983, 984, 985, 986, 987, 988, 989, 990, 991,
992, 993, 994, 995, 996, 997, 998, 999, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007,
1008, 1009, 1010, 1011, 1012, 1013, 1014, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023,
};
////////////////////////////////////////////////////////////////////////
/* comefrom: moveWorld doEditWindow scoreDoer doMapInFront graphDoer */
void Micropolis::animateTiles()
{
unsigned short tilevalue, tileflags;
unsigned short *tMapPtr;
int i;
/* Animate whole world */
tMapPtr = (unsigned short *)&(map[0][0]);
for (i = WORLD_W * WORLD_H; i > 0; i--) {
tilevalue = (*tMapPtr);
if (tilevalue & ANIMBIT) {
tileflags = tilevalue & ALLBITS;
tilevalue &= LOMASK;
tilevalue = animatedTiles[tilevalue];
tilevalue |= tileflags;
(*tMapPtr) = tilevalue;
}
tMapPtr++;
}
}
int Micropolis::getNextAnimatedTile(int index)
{
if ((index < 0) || (index >= TILE_COUNT)) {
return -1;
}
return animatedTiles[index];
}
////////////////////////////////////////////////////////////////////////

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/* budget.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file budget.cpp
* @brief Budget management functions for the Micropolis game engine.
*
* This file encompasses the functions responsible for managing the
* game's budget. It includes initializing funding levels, handling
* budget windows, updating budget allocations based on available
* funds, and setting city tax rates. The budget management is vital
* for the simulation aspect of the game, influencing the city's
* development and the player's strategy.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
void Micropolis::initFundingLevel()
{
firePercent = 1.0;
fireValue = 0;
policePercent = 1.0;
policeValue = 0;
roadPercent = 1.0;
roadValue = 0;
mustDrawBudget = 1;
}
/** Game decided to show the budget window */
void Micropolis::doBudget()
{
doBudgetNow(false);
}
/** User queried the budget window */
void Micropolis::doBudgetFromMenu()
{
doBudgetNow(true);
}
/**
* Handle budget window.
* @param fromMenu User requested the budget window.
* @todo Simplify this code. Instead of this nested mess, make a sequence of
* assigning funds to road, fire, and police.
*/
void Micropolis::doBudgetNow(bool fromMenu)
{
Quad fireInt = (int)(fireFund * firePercent);
Quad policeInt = (int)(policeFund * policePercent);
Quad roadInt = (int)(roadFund * roadPercent);
Quad total = fireInt + policeInt + roadInt;
Quad yumDuckets = taxFund + totalFunds;
if (yumDuckets > total) {
// Enough yumDuckets to fully fund fire, police and road.
fireValue = fireInt;
policeValue = policeInt;
roadValue = roadInt;
/// @todo Why are we not subtracting from yumDuckets what we
/// spend, like the code below is doing?
} else if (total > 0) {
assert(yumDuckets <= total);
// Not enough yumDuckets to fund everything.
// First spend on roads, then on fire, then on police.
if (yumDuckets > roadInt) {
// Enough yumDuckets to fully fund roads.
roadValue = roadInt;
yumDuckets -= roadInt;
if (yumDuckets > fireInt) {
// Enough yumDuckets to fully fund fire.
fireValue = fireInt;
yumDuckets -= fireInt;
if (yumDuckets > policeInt) {
// Enough yumDuckets to fully fund police.
// Hey what are we doing here? Should never get here.
// We tested for yumDuckets > total above
// (where total = fireInt + policeInt + roadInt),
// so this should never happen.
policeValue = policeInt;
yumDuckets -= policeInt;
} else {
// Fuly funded roads and fire.
// Partially fund police.
policeValue = yumDuckets;
if (yumDuckets > 0) {
// Scale back police percentage to available cash.
policePercent = ((float)yumDuckets) / ((float)policeFund);
} else {
// Exactly nothing left, so scale back police percentage to zero.
policePercent = 0.0;
}
}
} else {
// Not enough yumDuckets to fully fund fire.
fireValue = yumDuckets;
// No police after funding roads and fire.
policeValue = 0;
policePercent = 0.0;
if (yumDuckets > 0) {
// Scale back fire percentage to available cash.
firePercent =
((float)yumDuckets) / ((float)fireFund);
} else {
// Exactly nothing left, so scale back fire percentage to zero.
firePercent = 0.0;
}
}
} else {
// Not enough yumDuckets to fully fund roads.
roadValue = yumDuckets;
// No fire or police after funding roads.
fireValue = 0;
policeValue = 0;
firePercent = 0.0;
policePercent = 0.0;
if (yumDuckets > 0) {
// Scale back road percentage to available cash.
roadPercent = ((float)yumDuckets) / ((float)roadFund);
} else {
// Exactly nothing left, so scale back road percentage to zero.
roadPercent = 0.0;
}
}
} else {
assert(yumDuckets == total);
assert(total == 0);
// Zero funding, so no values but full percentages.
fireValue = 0;
policeValue = 0;
roadValue = 0;
firePercent = 1.0;
policePercent = 1.0;
roadPercent = 1.0;
}
noMoney:
if (!autoBudget || fromMenu) {
// FIXME: This might have blocked on the Mac, but now it's asynchronous.
// Make sure the stuff we do just afterwards is intended to be done immediately
// and is not supposed to wait until after the budget dialog is dismissed.
// Otherwise don't do it after this and arrange for it to happen when the
// modal budget dialog is dismissed.
showBudgetWindowAndStartWaiting();
// FIXME: Only do this AFTER the budget window is accepted.
if (!fromMenu) {
fireSpend = fireValue;
policeSpend = policeValue;
roadSpend = roadValue;
total = fireSpend + policeSpend + roadSpend;
Quad moreDough = (Quad)(taxFund - total);
spend(-moreDough);
}
mustDrawBudget = 1;
doUpdateHeads();
} else { /* autoBudget & !fromMenu */
// FIXME: Not sure yumDuckets is the right value here. It gets the
// amount spent subtracted from it above in some cases, but not if
// we are fully funded. I think we want to use the original value
// of yumDuckets, which is taxFund + totalFunds.
if (yumDuckets > total) {
Quad moreDough = (Quad)(taxFund - total);
spend(-moreDough);
fireSpend = fireFund;
policeSpend = policeFund;
roadSpend = roadFund;
mustDrawBudget = 1;
doUpdateHeads();
} else {
setAutoBudget(false); /* force autobudget */
mustUpdateOptions = true;
sendMessage(MESSAGE_NO_MONEY, NOWHERE, NOWHERE, false, true);
goto noMoney;
}
}
}
void Micropolis::updateBudget()
{
/// The scripting language should pull these raw values out
/// and format them, instead of the callback pushing them out.
if (mustDrawBudget) {
callback->updateBudget(this, callbackVal);
mustDrawBudget = 0;
}
}
void Micropolis::showBudgetWindowAndStartWaiting()
{
callback->showBudgetAndWait(this, callbackVal);
}
void Micropolis::setCityTax(short tax)
{
cityTax = tax;
callback->updateTaxRate(this, callbackVal, cityTax);
}
////////////////////////////////////////////////////////////////////////

302
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/* callback.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file callback.cpp
* @brief Implementation of the Callback interface for Micropolis game
* engine.
*
* This file provides the implementation of the Callback class defined
* in callback.h. It includes a series of methods that are called by
* the Micropolis game engine to interact with the user interface.
* These methods include functionalities like logging actions,
* updating game states, and responding to user actions. The use of
* EM_ASM macros indicates direct interaction with JavaScript, typical
* in a web environment using Emscripten.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
#include <emscripten.h>
ConsoleCallback::~ConsoleCallback() {
EM_ASM_({
console.log('~ConsoleCallback destructor');
});
}
void ConsoleCallback::autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) {
EM_ASM_({
console.log('autoGoto:', 'x:', $0, 'y:', $1, 'message:', UTF8ToString($2));
}, x, y, message.c_str());
}
void ConsoleCallback::didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) {
EM_ASM_({
console.log('didGenerateMap:', 'seed:', $0);
}, seed);
}
void ConsoleCallback::didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
EM_ASM_({
console.log('didLoadCity:', 'filename:', UTF8ToString($0));
}, filename.c_str());
}
void ConsoleCallback::didLoadScenario(Micropolis *micropolis, emscripten::val callbackVal, std::string name, std::string fname) {
EM_ASM_({
console.log('didLoadScenario:', 'name:', UTF8ToString($0), 'fname:', UTF8ToString($1));
}, name.c_str(), fname.c_str());
}
void ConsoleCallback::didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('didLoseGame');
});
}
void ConsoleCallback::didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
EM_ASM_({
console.log('didSaveCity:', 'filename:', UTF8ToString($0));
}, filename.c_str());
}
void ConsoleCallback::didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) {
EM_ASM_({
console.log('didTool:', 'name:', UTF8ToString($0), 'x:', $1, 'y:', $2);
}, name.c_str(), x, y);
}
void ConsoleCallback::didWinGame(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('didWinGame');
});
}
void ConsoleCallback::didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
EM_ASM_({
console.log('didntLoadCity:', 'filename:', UTF8ToString($0));
}, filename.c_str());
}
void ConsoleCallback::didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
EM_ASM_({
console.log('didntSaveCity:', 'filename:', UTF8ToString($0));
}, filename.c_str());
}
void ConsoleCallback::makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) {
EM_ASM_({
console.log('makeSound:', 'channel:', UTF8ToString($0), 'sound:', UTF8ToString($1), 'x:', $2, 'y:', $3);
}, channel.c_str(), sound.c_str(), x, y);
}
void ConsoleCallback::newGame(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('newGame');
});
}
void ConsoleCallback::saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) {
EM_ASM_({
console.log('saveCityAs:', 'filename:', UTF8ToString($0));
}, filename.c_str());
}
void ConsoleCallback::sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) {
EM_ASM_({
console.log('sendMessage:', 'messageIndex:', $0, 'x:', $1, 'y:', $2, 'picture:', $3, 'important:', $4);
}, messageIndex, x, y, picture, important);
}
void ConsoleCallback::showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('showBudgetAndWait');
});
}
void ConsoleCallback::showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) {
EM_ASM_({
console.log('showZoneStatus:', 'tileCategoryIndex:', $0, 'populationDensityIndex:', $1, 'landValueIndex:', $2, 'crimeRateIndex:', $3, 'pollutionIndex:', $4, 'growthRateIndex:', $5, 'x:', $6, 'y:', $7);
}, tileCategoryIndex, populationDensityIndex, landValueIndex, crimeRateIndex, pollutionIndex, growthRateIndex, x, y);
}
void ConsoleCallback::simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('simulateRobots');
});
}
void ConsoleCallback::simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) {
EM_ASM_({
console.log('simulateChurch:', 'posX:', $0, 'posY:', $1, 'churchNumber:', $2);
}, posX, posY, churchNumber);
}
void ConsoleCallback::startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) {
EM_ASM_({
console.log('startEarthquake:', 'strength:', $0);
}, strength);
}
void ConsoleCallback::startGame(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('startGame');
});
}
void ConsoleCallback::startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) {
EM_ASM_({
console.log('startScenario:', 'scenario:', $0);
}, scenario);
}
void ConsoleCallback::updateBudget(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM_({
console.log('updateBudget');
});
}
void ConsoleCallback::updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) {
EM_ASM_({
console.log('updateCityName:', 'cityName:', UTF8ToString($0));
}, cityName.c_str());
}
void ConsoleCallback::updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) {
EM_ASM_({
console.log('updateDate:', 'cityYear:', $0, 'cityMonth:', $1);
}, cityYear, cityMonth);
}
void ConsoleCallback::updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) {
EM_ASM_({
console.log('updateDemand:', 'r:', $0, 'c:', $1, 'i:', $2);
}, r, c, i);
}
void ConsoleCallback::updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM({
console.log('updateEvaluation');
});
}
void ConsoleCallback::updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) {
EM_ASM_({
console.log('updateFunds:', 'totalFunds:', $0);
}, totalFunds);
}
void ConsoleCallback::updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) {
EM_ASM_({
console.log('updateGameLevel:', 'gameLevel:', $0);
}, gameLevel);
}
void ConsoleCallback::updateHistory(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM({
console.log('updateHistory');
});
}
void ConsoleCallback::updateMap(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM({
console.log('updateMap');
});
}
void ConsoleCallback::updateOptions(Micropolis *micropolis, emscripten::val callbackVal) {
EM_ASM({
console.log('updateOptions');
});
}
void ConsoleCallback::updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) {
EM_ASM_({
console.log('updatePasses:', 'passes:', $0);
}, passes);
}
void ConsoleCallback::updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) {
EM_ASM_({
console.log('updatePaused:', 'simPaused:', $0);
}, simPaused);
}
void ConsoleCallback::updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) {
EM_ASM_({
console.log('updateSpeed:', 'speed:', $0);
}, speed);
}
void ConsoleCallback::updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) {
EM_ASM_({
console.log('updateTaxRate:', 'cityTax:', $0);
}, cityTax);
}
////////////////////////////////////////////////////////////////////////

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/* callback.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file callback.h
* @brief Interface for callbacks in the Micropolis game engine.
*
* This file defines the Callback class, which serves as an interface
* for various callbacks used in the Micropolis game engine. These
* callbacks cover a wide range of functionalities including UI
* updates, game state changes, sound effects, simulation events, and
* more. The methods in this class are virtual and intended to be
* implemented by the game's frontend to interact with the user
* interface and handle game events.
*/
#ifndef _H_CALLBACK
#define _H_CALLBACK
////////////////////////////////////////////////////////////////////////
class Micropolis;
class Callback {
public:
virtual ~Callback() {}
virtual void autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) = 0;
virtual void didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) = 0;
virtual void didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
virtual void didLoadScenario(Micropolis *micropolis, emscripten::val callbackVals, std::string name, std::string fname) = 0;
virtual void didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
virtual void didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) = 0;
virtual void didWinGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
virtual void didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
virtual void makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) = 0;
virtual void newGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) = 0;
virtual void sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) = 0;
virtual void showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) = 0;
virtual void simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) = 0;
virtual void startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) = 0;
virtual void startGame(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) = 0;
virtual void updateBudget(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) = 0;
virtual void updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) = 0;
virtual void updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) = 0;
virtual void updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) = 0;
virtual void updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) = 0;
virtual void updateHistory(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void updateMap(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void updateOptions(Micropolis *micropolis, emscripten::val callbackVal) = 0;
virtual void updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) = 0;
virtual void updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) = 0;
virtual void updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) = 0;
virtual void updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) = 0;
};
class ConsoleCallback : public Callback {
public:
virtual ~ConsoleCallback();
virtual void autoGoto(Micropolis *micropolis, emscripten::val callbackVal, int x, int y, std::string message) override;
virtual void didGenerateMap(Micropolis *micropolis, emscripten::val callbackVal, int seed) override;
virtual void didLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
virtual void didLoadScenario(Micropolis *micropolis, emscripten::val callbackVal, std::string name, std::string fname) override;
virtual void didLoseGame(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void didSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
virtual void didTool(Micropolis *micropolis, emscripten::val callbackVal, std::string name, int x, int y) override;
virtual void didWinGame(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void didntLoadCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
virtual void didntSaveCity(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
virtual void makeSound(Micropolis *micropolis, emscripten::val callbackVal, std::string channel, std::string sound, int x, int y) override;
virtual void newGame(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void saveCityAs(Micropolis *micropolis, emscripten::val callbackVal, std::string filename) override;
virtual void sendMessage(Micropolis *micropolis, emscripten::val callbackVal, int messageIndex, int x, int y, bool picture, bool important) override;
virtual void showBudgetAndWait(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void showZoneStatus(Micropolis *micropolis, emscripten::val callbackVal, int tileCategoryIndex, int populationDensityIndex, int landValueIndex, int crimeRateIndex, int pollutionIndex, int growthRateIndex, int x, int y) override;
virtual void simulateRobots(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void simulateChurch(Micropolis *micropolis, emscripten::val callbackVal, int posX, int posY, int churchNumber) override;
virtual void startEarthquake(Micropolis *micropolis, emscripten::val callbackVal, int strength) override;
virtual void startGame(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void startScenario(Micropolis *micropolis, emscripten::val callbackVal, int scenario) override;
virtual void updateBudget(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void updateCityName(Micropolis *micropolis, emscripten::val callbackVal, std::string cityName) override;
virtual void updateDate(Micropolis *micropolis, emscripten::val callbackVal, int cityYear, int cityMonth) override;
virtual void updateDemand(Micropolis *micropolis, emscripten::val callbackVal, float r, float c, float i) override;
virtual void updateEvaluation(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void updateFunds(Micropolis *micropolis, emscripten::val callbackVal, int totalFunds) override;
virtual void updateGameLevel(Micropolis *micropolis, emscripten::val callbackVal, int gameLevel) override;
virtual void updateHistory(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void updateMap(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void updateOptions(Micropolis *micropolis, emscripten::val callbackVal) override;
virtual void updatePasses(Micropolis *micropolis, emscripten::val callbackVal, int passes) override;
virtual void updatePaused(Micropolis *micropolis, emscripten::val callbackVal, bool simPaused) override;
virtual void updateSpeed(Micropolis *micropolis, emscripten::val callbackVal, int speed) override;
virtual void updateTaxRate(Micropolis *micropolis, emscripten::val callbackVal, int cityTax) override;
};
////////////////////////////////////////////////////////////////////////
#endif

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/* connect.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file connect.cpp
* @brief Implements connection utilities for roads, rails, and wires
* in Micropolis.
*
* This file contains functions for laying down and updating roads,
* railways, and power lines in the Micropolis game. It handles the
* logic for determining the appropriate tile transformations when
* these elements are placed on the map, considering existing terrain
* and infrastructure. The file includes utilities for bulldozing,
* repairing, and modifying tiles to ensure correct connectivity and
* appearance on the game map.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
static const unsigned short RoadTable[16] = {
ROADS, ROADS2, ROADS, ROADS3,
ROADS2, ROADS2, ROADS4, ROADS8,
ROADS, ROADS6, ROADS, ROADS7,
ROADS5, ROADS10, ROADS9, INTERSECTION
};
static const unsigned short RailTable[16] = {
LHRAIL, LVRAIL, LHRAIL, LVRAIL2,
LVRAIL, LVRAIL, LVRAIL3, LVRAIL7,
LHRAIL, LVRAIL5, LHRAIL, LVRAIL6,
LVRAIL4, LVRAIL9, LVRAIL8, LVRAIL10
};
static const unsigned short WireTable[16] = {
LHPOWER, LVPOWER, LHPOWER, LVPOWER2,
LVPOWER, LVPOWER, LVPOWER3, LVPOWER7,
LHPOWER, LVPOWER5, LHPOWER, LVPOWER6,
LVPOWER4, LVPOWER9, LVPOWER8, LVPOWER10
};
////////////////////////////////////////////////////////////////////////
/**
* Remove road from the tile.
* @param tile Current tile value.
* @return Equivalent tile without road.
*/
static inline MapTile neutralizeRoad(MapTile tile)
{
if (tile >= 64 && tile <= 207) {
tile = (tile & 0x000F) + 64;
}
return tile;
};
/**
* Perform the command, and fix wire/road/rail/zone connections around it.
* Store modification in the \a effects object.
* @param x X world position to perform the command.
* @param y Y world position to perform the command.
* @param cmd Command to perform.
* @param effects Modification collecting object.
* @return Tool result.
*/
ToolResult Micropolis::connectTile(short x, short y,
ConnectTileCommand cmd, ToolEffects *effects)
{
ToolResult result = TOOLRESULT_OK;
// Make sure the array subscripts are in bounds.
if (!testBounds(x, y)) {
return TOOLRESULT_FAILED;
}
// Perform auto-doze if appropriate.
switch (cmd) {
case CONNECT_TILE_ROAD:
case CONNECT_TILE_RAILROAD:
case CONNECT_TILE_WIRE:
// Silently skip auto-bulldoze if no money.
if (autoBulldoze) {
MapValue mapVal = effects->getMapValue(x, y);
if (mapVal & BULLBIT) {
mapVal &= LOMASK;
mapVal = neutralizeRoad(mapVal);
/* Maybe this should check BULLBIT instead of checking tile values? */
if ((mapVal >= TINYEXP && mapVal <= LASTTINYEXP) ||
(mapVal < HBRIDGE && mapVal != DIRT)) {
effects->addCost(1);
effects->setMapValue(x, y, DIRT);
}
}
}
break;
default:
// Do nothing.
break;
}
// Perform the command.
switch (cmd) {
case CONNECT_TILE_FIX: // Fix zone.
fixZone(x, y, effects);
break;
case CONNECT_TILE_BULLDOZE: // Bulldoze zone.
result = layDoze(x, y, effects);
fixZone(x, y, effects);
break;
case CONNECT_TILE_ROAD: // Lay road.
result = layRoad(x, y, effects);
fixZone(x, y, effects);
break;
case CONNECT_TILE_RAILROAD: // Lay railroad.
result = layRail(x, y, effects);
fixZone(x, y, effects);
break;
case CONNECT_TILE_WIRE: // Lay wire.
result = layWire(x, y, effects);
fixZone(x, y, effects);
break;
default:
NOT_REACHED();
break;
}
return result;
}
/**
* Builldoze a tile (make it a #RIVER or #DIRT).
* @param x X map coordinate.
* @param y Y map coordinate.
* @param effects Modification collecting object.
* @return Tool result.
*/
ToolResult Micropolis::layDoze(int x, int y, ToolEffects *effects)
{
MapValue tile = effects->getMapValue(x, y);
if (!(tile & BULLBIT)) {
return TOOLRESULT_FAILED; /* Check dozeable bit. */
}
tile &= LOMASK;
tile = neutralizeRoad(tile);
switch (tile) {
case HBRIDGE:
case VBRIDGE:
case BRWV:
case BRWH:
case HBRDG0:
case HBRDG1:
case HBRDG2:
case HBRDG3:
case VBRDG0:
case VBRDG1:
case VBRDG2:
case VBRDG3:
case HPOWER:
case VPOWER:
case HRAIL:
case VRAIL: /* Dozing over water, replace with water. */
effects->setMapValue(x, y, RIVER);
break;
default: /* Dozing on land, replace with land. Simple, eh? */
effects->setMapValue(x, y, DIRT);
break;
}
effects->addCost(1); /* Costs $1.00.... */
return TOOLRESULT_OK;
}
/**
* Lay a road, and update road around it.
* @param x X map coordinate.
* @param y Y map coordinate.
* @param effects Modification collecting object.
* @return Tool result.
*/
ToolResult Micropolis::layRoad(int x, int y, ToolEffects *effects)
{
int cost = 10;
MapTile tile = effects->getMapTile(x, y);
switch (tile) {
case DIRT:
effects->setMapValue(x, y, ROADS | BULLBIT | BURNBIT);
break;
case RIVER: /* Road on Water */
case REDGE:
case CHANNEL: /* Check how to build bridges, if possible. */
cost = 50;
if (x < WORLD_W - 1) {
tile = effects->getMapTile(x + 1, y);
tile = neutralizeRoad(tile);
if (tile == VRAILROAD || tile == HBRIDGE
|| (tile >= ROADS && tile <= HROADPOWER)) {
effects->setMapValue(x, y, HBRIDGE | BULLBIT);
break;
}
}
if (x > 0) {
tile = effects->getMapTile(x - 1, y);
tile = neutralizeRoad(tile);
if (tile == VRAILROAD || tile == HBRIDGE
|| (tile >= ROADS && tile <= INTERSECTION)) {
effects->setMapValue(x, y, HBRIDGE | BULLBIT);
break;
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapTile(x, y + 1);
tile = neutralizeRoad(tile);
if (tile == HRAILROAD || tile == VROADPOWER
|| (tile >= VBRIDGE && tile <= INTERSECTION)) {
effects->setMapValue(x, y, VBRIDGE | BULLBIT);
break;
}
}
if (y > 0) {
tile = effects->getMapTile(x, y - 1);
tile = neutralizeRoad(tile);
if (tile == HRAILROAD || tile == VROADPOWER
|| (tile >= VBRIDGE && tile <= INTERSECTION)) {
effects->setMapValue(x, y, VBRIDGE | BULLBIT);
break;
}
}
/* Can't do road... */
return TOOLRESULT_FAILED;
case LHPOWER: /* Road on power */
effects->setMapValue(x, y, VROADPOWER | CONDBIT | BURNBIT | BULLBIT);
break;
case LVPOWER: /* Road on power #2 */
effects->setMapValue(x, y, HROADPOWER | CONDBIT | BURNBIT | BULLBIT);
break;
case LHRAIL: /* Road on rail */
effects->setMapValue(x, y, HRAILROAD | BURNBIT | BULLBIT);
break;
case LVRAIL: /* Road on rail #2 */
effects->setMapValue(x, y, VRAILROAD | BURNBIT | BULLBIT);
break;
default: /* Can't do road */
return TOOLRESULT_FAILED;
}
effects->addCost(cost);
return TOOLRESULT_OK;
}
/**
* Lay a rail, and update connections (rail, road, and wire) around it.
* @param x X map coordinate.
* @param y Y map coordinate.
* @param effects Modification collecting object.
* @return Tool result.
*/
ToolResult Micropolis::layRail(int x, int y, ToolEffects *effects)
{
int cost = 20;
MapTile tile = effects->getMapTile(x, y);
tile = neutralizeRoad(tile);
switch (tile) {
case DIRT: /* Rail on Dirt */
effects->setMapValue(x, y, LHRAIL | BULLBIT | BURNBIT);
break;
case RIVER: /* Rail on Water */
case REDGE:
case CHANNEL: /* Check how to build underwater tunnel, if possible. */
cost = 100;
if (x < WORLD_W - 1) {
tile = effects->getMapTile(x + 1, y);
tile = neutralizeRoad(tile);
if (tile == RAILHPOWERV || tile == HRAIL
|| (tile >= LHRAIL && tile <= HRAILROAD)) {
effects->setMapValue(x, y, HRAIL | BULLBIT);
break;
}
}
if (x > 0) {
tile = effects->getMapTile(x - 1, y);
tile = neutralizeRoad(tile);
if (tile == RAILHPOWERV || tile == HRAIL
|| (tile > VRAIL && tile < VRAILROAD)) {
effects->setMapValue(x, y, HRAIL | BULLBIT);
break;
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapTile(x, y + 1);
tile = neutralizeRoad(tile);
if (tile == RAILVPOWERH || tile == VRAILROAD
|| (tile > HRAIL && tile < HRAILROAD)) {
effects->setMapValue(x, y, VRAIL | BULLBIT);
break;
}
}
if (y > 0) {
tile = effects->getMapTile(x, y - 1);
tile = neutralizeRoad(tile);
if (tile == RAILVPOWERH || tile == VRAILROAD
|| (tile > HRAIL && tile < HRAILROAD)) {
effects->setMapValue(x, y, VRAIL | BULLBIT);
break;
}
}
/* Can't do rail... */
return TOOLRESULT_FAILED;
case LHPOWER: /* Rail on power */
effects->setMapValue(x, y, RAILVPOWERH | CONDBIT | BURNBIT | BULLBIT);
break;
case LVPOWER: /* Rail on power #2 */
effects->setMapValue(x, y, RAILHPOWERV | CONDBIT | BURNBIT | BULLBIT);
break;
case ROADS: /* Rail on road */
effects->setMapValue(x, y, VRAILROAD | BURNBIT | BULLBIT);
break;
case ROADS2: /* Rail on road #2 */
effects->setMapValue(x, y, HRAILROAD | BURNBIT | BULLBIT);
break;
default: /* Can't do rail */
return TOOLRESULT_FAILED;
}
effects->addCost(cost);
return TOOLRESULT_OK;
}
/**
* Lay a wire, and update connections (rail, road, and wire) around it.
* @param x X map coordinate.
* @param y Y map coordinate.
* @param effects Modification collecting object.
* @return Tool result.
*/
ToolResult Micropolis::layWire(int x, int y, ToolEffects *effects)
{
int cost = 5;
MapTile tile = effects->getMapTile(x, y);
tile = neutralizeRoad(tile);
switch (tile) {
case DIRT: /* Wire on Dirt */
effects->setMapValue(x, y, LHPOWER | CONDBIT | BURNBIT | BULLBIT);
break;
case RIVER: /* Wire on Water */
case REDGE:
case CHANNEL: /* Check how to lay underwater wire, if possible. */
cost = 25;
if (x < WORLD_W - 1) {
tile = effects->getMapValue(x + 1, y);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != HROADPOWER && tile != RAILHPOWERV && tile != HPOWER) {
effects->setMapValue(x, y, VPOWER | CONDBIT | BULLBIT);
break;
}
}
}
if (x > 0) {
tile = effects->getMapValue(x - 1, y);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != HROADPOWER && tile != RAILHPOWERV && tile != HPOWER) {
effects->setMapValue(x, y, VPOWER | CONDBIT | BULLBIT);
break;
}
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapValue(x, y + 1);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != VROADPOWER && tile != RAILVPOWERH && tile != VPOWER) {
effects->setMapValue(x, y, HPOWER | CONDBIT | BULLBIT);
break;
}
}
}
if (y > 0) {
tile = effects->getMapValue(x, y - 1);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != VROADPOWER && tile != RAILVPOWERH && tile != VPOWER) {
effects->setMapValue(x, y, HPOWER | CONDBIT | BULLBIT);
break;
}
}
}
/* Can't do wire... */
return TOOLRESULT_FAILED;
case ROADS: /* Wire on Road */
effects->setMapValue(x, y, HROADPOWER | CONDBIT | BURNBIT | BULLBIT);
break;
case ROADS2: /* Wire on Road #2 */
effects->setMapValue(x, y, VROADPOWER | CONDBIT | BURNBIT | BULLBIT);
break;
case LHRAIL: /* Wire on rail */
effects->setMapValue(x, y, RAILHPOWERV | CONDBIT | BURNBIT | BULLBIT);
break;
case LVRAIL: /* Wire on rail #2 */
effects->setMapValue(x, y, RAILVPOWERH | CONDBIT | BURNBIT | BULLBIT);
break;
default: /* Can't do wire */
return TOOLRESULT_FAILED;
}
effects->addCost(cost);
return TOOLRESULT_OK;
}
/**
* Update connections (rails, and wire connections) to a zone.
* @param x X map coordinate
* @param y Y map coordinate.
* @param effects Modification collecting object.
*/
void Micropolis::fixZone(int x, int y, ToolEffects *effects)
{
fixSingle(x, y, effects);
if (y > 0) {
fixSingle(x, y - 1, effects);
}
if (x < WORLD_W - 1) {
fixSingle(x + 1, y, effects);
}
if (y < WORLD_H - 1) {
fixSingle(x, y + 1, effects);
}
if (x > 0) {
fixSingle(x - 1, y, effects);
}
}
/**
* Modify road, rails, and wire connections at a given tile.
* @param x X map coordinate.
* @param y Y map coordinate.
* @param effects Modification collecting object.
*/
void Micropolis::fixSingle(int x, int y, ToolEffects *effects)
{
unsigned short adjTile = 0;
MapTile tile = effects->getMapTile(x, y);
tile = neutralizeRoad(tile);
if (tile >= ROADS && tile <= INTERSECTION) { /* Cleanup Road */
if (y > 0) {
tile = effects->getMapTile(x, y - 1);
tile = neutralizeRoad(tile);
if ((tile == HRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
&& tile != HROADPOWER && tile != VRAILROAD
&& tile != ROADBASE) {
adjTile |= 0x0001;
}
}
if (x < WORLD_W - 1) {
tile = effects->getMapTile(x + 1, y);
tile = neutralizeRoad(tile);
if ((tile == VRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
&& tile != VROADPOWER && tile != HRAILROAD
&& tile != VBRIDGE) {
adjTile |= 0x0002;
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapTile(x, y + 1);
tile = neutralizeRoad(tile);
if ((tile == HRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
&& tile != HROADPOWER && tile != VRAILROAD
&& tile != ROADBASE) {
adjTile |= 0x0004;
}
}
if (x > 0) {
tile = effects->getMapTile(x - 1, y);
tile = neutralizeRoad(tile);
if ((tile == VRAILROAD || (tile >= ROADBASE && tile <= VROADPOWER))
&& tile != VROADPOWER && tile != HRAILROAD
&& tile != VBRIDGE) {
adjTile |= 0x0008;
}
}
effects->setMapValue(x, y, RoadTable[adjTile] | BULLBIT | BURNBIT);
return;
}
if (tile >= LHRAIL && tile <= LVRAIL10) { /* Cleanup Rail */
if (y > 0) {
tile = effects->getMapTile(x, y - 1);
tile = neutralizeRoad(tile);
if (tile >= RAILHPOWERV && tile <= VRAILROAD
&& tile != RAILHPOWERV && tile != HRAILROAD
&& tile != HRAIL) {
adjTile |= 0x0001;
}
}
if (x < WORLD_W - 1) {
tile = effects->getMapTile(x + 1, y);
tile = neutralizeRoad(tile);
if (tile >= RAILHPOWERV && tile <= VRAILROAD
&& tile != RAILVPOWERH && tile != VRAILROAD
&& tile != VRAIL) {
adjTile |= 0x0002;
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapTile(x, y + 1);
tile = neutralizeRoad(tile);
if (tile >= RAILHPOWERV && tile <= VRAILROAD
&& tile != RAILHPOWERV && tile != HRAILROAD
&& tile != HRAIL) {
adjTile |= 0x0004;
}
}
if (x > 0) {
tile = effects->getMapTile(x - 1, y);
tile = neutralizeRoad(tile);
if (tile >= RAILHPOWERV && tile <= VRAILROAD
&& tile != RAILVPOWERH && tile != VRAILROAD
&& tile != VRAIL) {
adjTile |= 0x0008;
}
}
effects->setMapValue(x, y, RailTable[adjTile] | BULLBIT | BURNBIT);
return;
}
if (tile >= LHPOWER && tile <= LVPOWER10) { /* Cleanup Wire */
if (y > 0) {
tile = effects->getMapValue(x, y - 1);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != VPOWER && tile != VROADPOWER && tile != RAILVPOWERH) {
adjTile |= 0x0001;
}
}
}
if (x < WORLD_W - 1) {
tile = effects->getMapValue(x + 1, y);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != HPOWER && tile != HROADPOWER && tile != RAILHPOWERV) {
adjTile |= 0x0002;
}
}
}
if (y < WORLD_H - 1) {
tile = effects->getMapValue(x, y + 1);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != VPOWER && tile != VROADPOWER && tile != RAILVPOWERH) {
adjTile |= 0x0004;
}
}
}
if (x > 0) {
tile = effects->getMapValue(x - 1, y);
if (tile & CONDBIT) {
tile &= LOMASK;
tile = neutralizeRoad(tile);
if (tile != HPOWER && tile != HROADPOWER && tile != RAILHPOWERV) {
adjTile |= 0x0008;
}
}
}
effects->setMapValue(x, y, WireTable[adjTile] | BLBNCNBIT);
return;
}
}
////////////////////////////////////////////////////////////////////////

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core/data_types.h Normal file
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/* data_types.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file data_types.h
* @brief Commonly used data types in Micropolis game engine.
*
* This header file defines basic data types used throughout the
* Micropolis game engine. These include types for bytes, pointers,
* and quad values (both signed and unsigned). This file provides a
* centralized definition of these types to ensure consistency and
* readability across the game engine's codebase. By abstracting data
* types in this manner, the code maintains flexibility and ease of
* maintenance.
*/
#ifndef H_DATA_TYPES
#define H_DATA_TYPES
typedef unsigned char Byte;
typedef Byte *Ptr;
typedef long Quad;
typedef unsigned long UQuad;
#endif

418
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/* disasters.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file disasters.cpp
* @brief Handles disaster events in the Micropolis game engine.
*
* This file includes functions to trigger and manage various disaster
* events such as earthquakes, fires, floods, and other scenarios. It
* controls the probability of disasters occurring based on the game
* level and executes disaster-specific effects on the city, like
* damaging structures and changing terrain. The file plays a critical
* role in adding challenge and dynamic events to the gameplay
* experience.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Let disasters happen.
* @todo Decide what to do with the 'nothing happens' disaster (since the
* chance that a disaster happens is expressed in the \c DisChance
* table).
*/
void Micropolis::doDisasters()
{
/* Chance of disasters at lev 0 1 2 */
static const short DisChance[3] = {
10 * 48, // Game level 0
5 * 48, // Game level 1
60 // Game level 2
};
assert(LEVEL_COUNT == LENGTH_OF(DisChance));
if (floodCount) {
floodCount--;
}
if (disasterEvent != SC_NONE) {
scenarioDisaster();
}
if (!enableDisasters) { // Disasters have been disabled
return;
}
int x = gameLevel;
if (x > LEVEL_LAST) {
x = LEVEL_EASY;
}
if (!getRandom(DisChance[x])) {
switch (getRandom(8)) {
case 0:
case 1:
setFire(); // 2/9 chance a fire breaks out
break;
case 2:
case 3:
makeFlood(); // 2/9 chance for a flood
break;
case 4:
// 1/9 chance nothing happens (was airplane crash,
// which EA removed after 9/11, and requested it be
// removed from this code)
break;
case 5:
makeTornado(); // 1/9 chance tornado
break;
case 6:
makeEarthquake(); // 1/9 chance earthquake
break;
case 7:
case 8:
// 2/9 chance a scary monster arrives in a dirty town
if (pollutionAverage > /* 80 */ 60) {
makeMonster();
}
break;
}
}
}
/** Let disasters of the scenario happen */
void Micropolis::scenarioDisaster()
{
switch (disasterEvent) {
case SC_DULLSVILLE:
break;
case SC_SAN_FRANCISCO:
if (disasterWait == 1) {
makeEarthquake();
}
break;
case SC_HAMBURG:
if (disasterWait % 10 == 0) {
makeFireBombs();
}
break;
case SC_BERN:
break;
case SC_TOKYO:
if (disasterWait == 1) {
makeMonster();
}
break;
case SC_DETROIT:
break;
case SC_BOSTON:
if (disasterWait == 1) {
makeMeltdown();
}
break;
case SC_RIO:
if ((disasterWait % 24) == 0) {
makeFlood();
}
break;
default:
NOT_REACHED();
break; // Never used
}
if (disasterWait > 0) {
disasterWait--;
} else {
disasterEvent = SC_NONE;
}
}
/**
* Make a nuclear power plant melt
* @todo Randomize which nuke plant melts down.
*/
void Micropolis::makeMeltdown()
{
short x, y;
for (x = 0; x < (WORLD_W - 1); x++) {
for (y = 0; y < (WORLD_H - 1); y++) {
if ((map[x][y] & LOMASK) == NUCLEAR) {
doMeltdown(Position(x, y));
return;
}
}
}
}
/** Let a fire bomb explode at a random location */
void Micropolis::fireBomb()
{
int crashX = getRandom(WORLD_W - 1);
int crashY = getRandom(WORLD_H - 1);
makeExplosion(crashX, crashY);
sendMessage(MESSAGE_FIREBOMBING, crashX, crashY, true, true);
}
/** Throw several bombs onto the city. */
void Micropolis::makeFireBombs()
{
int count = 2 + (getRandom16() & 1);
while (count > 0) {
fireBomb();
count--;
}
// TODO: Schedule periodic fire bombs over time, every few ticks.
}
/** Change random tiles to fire or dirt as result of the earthquake */
void Micropolis::makeEarthquake()
{
short x, y, z;
int strength = getRandom(700) + 300; // strength/duration of the earthquake
doEarthquake(strength);
sendMessage(MESSAGE_EARTHQUAKE, cityCenterX, cityCenterY, true);
for (z = 0; z < strength; z++) {
x = getRandom(WORLD_W - 1);
y = getRandom(WORLD_H - 1);
if (vulnerable(map[x][y])) {
if ((z & 0x3) != 0) { // 3 of 4 times reduce to rubble
map[x][y] = randomRubble();
} else {
// 1 of 4 times start fire
map[x][y] = randomFire();
}
}
}
}
/** Start a fire at a random place, random disaster or scenario */
void Micropolis::setFire()
{
short x, y, z;
x = getRandom(WORLD_W - 1);
y = getRandom(WORLD_H - 1);
z = map[x][y];
if ((z & ZONEBIT) == 0) {
z = z & LOMASK;
if (z > LHTHR && z < LASTZONE) {
map[x][y] = randomFire();
sendMessage(MESSAGE_FIRE_REPORTED, x, y, true);
}
}
}
/** Start a fire at a random place, requested by user */
void Micropolis::makeFire()
{
short t, x, y, z;
for (t = 0; t < 40; t++) {
x = getRandom(WORLD_W - 1);
y = getRandom(WORLD_H - 1);
z = map[x][y];
if ((!(z & ZONEBIT)) && (z & BURNBIT)) {
z = z & LOMASK;
if ((z > 21) && (z < LASTZONE)) {
map[x][y] = randomFire();
sendMessage(MESSAGE_FIRE_REPORTED, x, y);
return;
}
}
}
}
/**
* Is tile vulnerable for an earthquake?
* @param tem Tile data
* @return Function returns \c true if tile is vulnerable, and \c false if not
*/
bool Micropolis::vulnerable(int tem)
{
int tem2 = tem & LOMASK;
if (tem2 < RESBASE || tem2 > LASTZONE || (tem & ZONEBIT)) {
return false;
}
return true;
}
/**
* Flood many tiles
* @todo Use Direction and some form of XYPosition class here
*/
void Micropolis::makeFlood()
{
static const short Dx[4] = { 0, 1, 0, -1 };
static const short Dy[4] = { -1, 0, 1, 0 };
short xx, yy, c;
short z, t, x, y;
for (z = 0; z < 300; z++) {
x = getRandom(WORLD_W - 1);
y = getRandom(WORLD_H - 1);
c = map[x][y] & LOMASK;
if (c > CHANNEL && c <= WATER_HIGH) { /* if riveredge */
for (t = 0; t < 4; t++) {
xx = x + Dx[t];
yy = y + Dy[t];
if (testBounds(xx, yy)) {
c = map[xx][yy];
/* tile is floodable */
if (c == DIRT
|| (c & (BULLBIT | BURNBIT)) == (BULLBIT | BURNBIT)) {
map[xx][yy] = FLOOD;
floodCount = 30;
sendMessage(MESSAGE_FLOODING_REPORTED, xx, yy, true);
return;
}
}
}
}
}
}
/**
* Flood around the given position.
* @param pos Position around which to flood further.
* @todo Use some form of rotating around a position.
*/
void Micropolis::doFlood(const Position& pos)
{
static const short Dx[4] = { 0, 1, 0, -1 };
static const short Dy[4] = { -1, 0, 1, 0 };
if (floodCount > 0) {
// Flood is not over yet
for (int z = 0; z < 4; z++) {
if ((getRandom16() & 7) == 0) { // 12.5% chance
int xx = pos.posX + Dx[z];
int yy = pos.posY + Dy[z];
if (testBounds(xx, yy)) {
MapValue c = map[xx][yy];
MapTile t = c & LOMASK;
if ((c & BURNBIT) == BURNBIT || c == DIRT
|| (t >= WOODS5 && t < FLOOD)) {
if ((c & ZONEBIT) == ZONEBIT) {
fireZone(Position(xx, yy), c);
}
map[xx][yy] = FLOOD + getRandom(2);
}
}
}
}
} else {
if ((getRandom16() & 15) == 0) { // 1/16 chance
map[pos.posX][pos.posY] = DIRT;
}
}
}
////////////////////////////////////////////////////////////////////////

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/* evaluate.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file evaluate.cpp
* @brief Evaluation and scoring for Micropolis city simulation.
*
* This file is part of the Micropolis game engine and handles the
* evaluation and scoring aspects of a simulated city. It includes
* functions to assess city value, compute population, classify city
* based on population, evaluate city problems, vote on performance of
* the mayor, and calculate the overall city score. The scoring system
* considers various factors like crime, pollution, city class, road
* effectiveness, and more to determine the success and challenges of
* the city management.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* @todo: These strings should not be hard coded into the core simulator.
* The scripting language should look them up in translation files.
*/
// City Classes:
// "VILLAGE", "TOWN", "CITY", "CAPITAL", "METROPOLIS", "MEGALOPOLIS"
// City Levels:
// "Easy", "Medium", "Hard"
// City Problems:
// "CRIME", "POLLUTION", "HOUSING COSTS", "TAXES",
// "TRAFFIC", "UNEMPLOYMENT", "FIRES"
////////////////////////////////////////////////////////////////////////
/**
* Evaluate city
* @todo Handle lack of voting explicitly
*/
void Micropolis::cityEvaluation()
{
//printf("cityEvaluation totalPop %d\n", totalPop);
if (totalPop > 0) {
short problemTable[PROBNUM]; // Score for each problem, higher the more severe the problem is.
for (int z = 0; z < PROBNUM; z++) {
problemTable[z] = 0;
}
getAssessedValue();
doPopNum();
doProblems(problemTable);
getScore(problemTable);
doVotes(); // How well is the mayor doing?
changeEval();
} else {
evalInit();
cityYes = 50; // No population => no voting. Let's say 50/50.
changeEval();
}
}
/**
* Initialize evaluation variables
*/
void Micropolis::evalInit()
{
cityYes = 0;
cityPop = 0;
cityPopDelta = 0;
cityAssessedValue = 0;
cityClass = CC_VILLAGE;
cityScore = 500;
cityScoreDelta = 0;
for (int i = 0; i < PROBNUM; i++) {
problemVotes[i] = 0;
}
for (int i = 0; i < CVP_PROBLEM_COMPLAINTS; i++) {
problemOrder[i] = CVP_NUMPROBLEMS;
}
}
/**
* Assess value of the city.
* @post #cityAssessedValue contains the total city value.
* @todo Make function return the value, or change the name of the function.
*/
void Micropolis::getAssessedValue()
{
Quad z;
z = roadTotal * 5;
z += railTotal * 10;
z += policeStationPop * 1000;
z += fireStationPop * 1000;
z += hospitalPop * 400;
z += stadiumPop * 3000;
z += seaportPop * 5000;
z += airportPop * 10000;
z += coalPowerPop * 3000;
z += nuclearPowerPop * 6000;
cityAssessedValue = z * 1000;
}
/**
* Compute city population and city classification.
* @see cityPop cityClass.
*/
void Micropolis::doPopNum()
{
Quad oldCityPop = cityPop;
cityPop = getPopulation();
if (oldCityPop == -1) {
oldCityPop = cityPop;
}
cityPopDelta = cityPop - oldCityPop;
cityClass = getCityClass(cityPop);
}
/** Compute city population. */
Quad Micropolis::getPopulation()
{
Quad pop = (resPop + (comPop + indPop) * 8L) * 20L;
return pop;
}
/**
* Classify the city based on its population.
* @param cityPopulation Number of people in the city.
* @return City classification.
* @todo Put people counts into a table.
*/
CityClass Micropolis::getCityClass(Quad cityPopulation)
{
CityClass cityClassification = CC_VILLAGE;
if (cityPopulation > 2000) {
cityClassification = CC_TOWN;
}
if (cityPopulation > 10000) {
cityClassification = CC_CITY;
}
if (cityPopulation > 50000) {
cityClassification = CC_CAPITAL;
}
if (cityPopulation > 100000) {
cityClassification = CC_METROPOLIS;
}
if (cityPopulation > 500000) {
cityClassification = CC_MEGALOPOLIS;
}
return cityClassification;
}
/**
* Evaluate problems of the city, take votes, and decide which are the most
* important ones.
* @param problemTable Storage of how bad each problem is.
* @post \a problemTable contains severity of each problem,
* #problemVotes contains votes of each problem,
* #problemOrder contains (in decreasing order) the worst problems.
*/
void Micropolis::doProblems(short problemTable[PROBNUM])
{
bool problemTaken[PROBNUM]; // Which problems are taken?
for (int z = 0; z < PROBNUM; z++) {
problemTaken[z] = false;
problemTable[z] = 0;
}
problemTable[CVP_CRIME] = crimeAverage; /* Crime */
problemTable[CVP_POLLUTION] = pollutionAverage; /* Pollution */
problemTable[CVP_HOUSING] = landValueAverage * 7 / 10; /* Housing */
problemTable[CVP_TAXES] = cityTax * 10; /* Taxes */
problemTable[CVP_TRAFFIC] = getTrafficAverage(); /* Traffic */
problemTable[CVP_UNEMPLOYMENT] = getUnemployment(); /* Unemployment */
problemTable[CVP_FIRE] = getFireSeverity(); /* Fire */
voteProblems(problemTable);
for (int z = 0; z < CVP_PROBLEM_COMPLAINTS; z++) {
// Find biggest problem not taken yet
int maxVotes = 0;
int bestProblem = CVP_NUMPROBLEMS;
for (int i = 0; i < CVP_NUMPROBLEMS; i++) {
if ((problemVotes[i] > maxVotes) && (!problemTaken[i])) {
bestProblem = i;
maxVotes = problemVotes[i];
}
}
// bestProblem == CVP_NUMPROBLEMS means no problem found
problemOrder[z] = bestProblem;
if (bestProblem < CVP_NUMPROBLEMS) {
problemTaken[bestProblem] = true;
}
// else: No problem found.
// Repeating the procedure will give the same result.
// Optimize by filling all remaining entries, and breaking out
}
}
/**
* Vote on the problems of the city.
* @param problemTable Storage of how bad each problem is.
*
* @post problemVotes contains the vote counts
*/
void Micropolis::voteProblems(const short problemTable[PROBNUM])
{
for (int z = 0; z < PROBNUM; z++) {
problemVotes[z] = 0;
}
int problem = 0; // Problem to vote for
int voteCount = 0; // Number of votes
int loopCount = 0; // Number of attempts
while (voteCount < 100 && loopCount < 600) {
if (getRandom(300) < problemTable[problem]) {
problemVotes[problem]++;
voteCount++;
}
problem++;
if (problem > PROBNUM) {
problem = 0;
}
loopCount++;
}
}
/**
* Compute average traffic in the city.
* @return Value representing how large the traffic problem is.
*/
short Micropolis::getTrafficAverage()
{
Quad trafficTotal;
short x, y, count;
trafficTotal = 0;
count = 1;
for (x=0; x < WORLD_W; x += landValueMap.MAP_BLOCKSIZE) {
for (y=0; y < WORLD_H; y += landValueMap.MAP_BLOCKSIZE) {
if (landValueMap.worldGet(x, y) > 0) {
trafficTotal += trafficDensityMap.worldGet(x, y);
count++;
}
}
}
trafficAverage = (short)((trafficTotal / count) * 2.4);
return trafficAverage;
}
/**
* Compute severity of unemployment
* @return Value representing the severity of unemployment problems
*/
short Micropolis::getUnemployment()
{
short b = (comPop + indPop) * 8;
if (b == 0) {
return 0;
}
// Ratio total people / working. At least 1.
float r = ((float)resPop) / b;
b = (short)((r - 1) * 255); // (r - 1) is the fraction unemployed people
return min(b, (short)255);
}
/**
* Compute severity of fire
* @return Value representing the severity of fire problems
*/
short Micropolis::getFireSeverity()
{
return min(firePop * 5, 255);
}
/**
* Compute total score
* @param problemTable Storage of how bad each problem is.
*/
void Micropolis::getScore(const short problemTable[PROBNUM])
{
int x, z;
short cityScoreLast;
cityScoreLast = cityScore;
x = 0;
for (z = 0; z < CVP_NUMPROBLEMS; z++) {
x += problemTable[z]; /* add 7 probs */
}
/**
* @todo Should this expression depend on CVP_NUMPROBLEMS?
*/
x = x / 3; /* 7 + 2 average */
x = min(x, 256);
z = clamp((256 - x) * 4, 0, 1000);
if (resCap) {
z = (int)(z * .85);
}
if (comCap) {
z = (int)(z * .85);
}
if (indCap) {
z = (int)(z * .85);
}
if (roadEffect < MAX_ROAD_EFFECT) {
z -= MAX_ROAD_EFFECT - roadEffect;
}
if (policeEffect < MAX_POLICE_STATION_EFFECT) {
// 10.0001 = 10000.1 / 1000, 1/10.0001 is about 0.1
z = (int)(z * (0.9 + (policeEffect / (10.0001 * MAX_POLICE_STATION_EFFECT))));
}
if (fireEffect < MAX_FIRE_STATION_EFFECT) {
// 10.0001 = 10000.1 / 1000, 1/10.0001 is about 0.1
z = (int)(z * (0.9 + (fireEffect / (10.0001 * MAX_FIRE_STATION_EFFECT))));
}
if (resValve < -1000) {
z = (int)(z * .85);
}
if (comValve < -1000) {
z = (int)(z * .85);
}
if (indValve < -1000) {
z = (int)(z * .85);
}
float SM = 1.0;
if (cityPop == 0 || cityPopDelta == 0) {
SM = 1.0; // there is nobody or no migration happened
} else if (cityPopDelta == cityPop) {
SM = 1.0; // city sprang into existence or doubled in size
} else if (cityPopDelta > 0) {
SM = ((float)cityPopDelta / cityPop) + 1.0f;
} else if (cityPopDelta < 0) {
SM = 0.95f + ((float)cityPopDelta / (cityPop - cityPopDelta));
}
z = (int)(z * SM);
z = z - getFireSeverity() - cityTax; // dec score for fires and taxes
float TM = unpoweredZoneCount + poweredZoneCount; // dec score for unpowered zones
if (TM > 0.0) {
z = (int)(z * (float)(poweredZoneCount / TM));
} else {
}
z = clamp(z, 0, 1000);
cityScore = (cityScore + z) / 2;
cityScoreDelta = cityScore - cityScoreLast;
}
/**
* Vote whether the mayor is doing a good job
* @post #cityYes contains the number of 'yes' votes
*/
void Micropolis::doVotes()
{
int z;
cityYes = 0;
for (z = 0; z < 100; z++) {
if (getRandom(1000) < cityScore) {
cityYes++;
}
}
}
/** Push new score to the user */
void Micropolis::doScoreCard()
{
// The user interface should pull these raw values out and format
// them. The simulator core used to format them and push them out,
// but the user interface should pull them out and format them
// itself.
// City Evaluation ${FormatYear(currentYear())}
// Public Opinion
// Is the mayor doing a good job?
// Yes: ${FormatPercent(cityYes)}
// No: ${FormatPercent(100 - cityYes)}
// What are the worst problems?
// for i in range(0, CVP_PROBLEM_COMPLAINTS),
// while problemOrder[i] < CVP_NUMPROBLEMS:
// ${probStr[problemOrder[i]]}:
// ${FormatPercent(problemVotes[problemOrder[i]])}
// Statistics
// Population: ${FormatNumber(cityPop)}
// Net Migration: ${FormatNumber(cityPopDelta)} (last year)
// Assessed Value: ${FormatMoney(cityAssessedValue))
// Category: ${cityClassStr[cityClass]}
// Game Level: ${cityLevelStr[gameLevel]}
callback->updateEvaluation(this, callbackVal);
}
/** Request that new score is displayed to the user. */
void Micropolis::changeEval()
{
//printf("changeEval\n");
evalChanged = true;
}
/** Update the score after being requested. */
void Micropolis::scoreDoer()
{
//printf("scoreDoer evalChanged %d\n", evalChanged);
if (evalChanged) {
doScoreCard();
evalChanged = false;
}
}
/**
* Return number of problem in the city.
* @return Number of problems.
*/
int Micropolis::countProblems()
{
int i;
for (i = 0; i < CVP_PROBLEM_COMPLAINTS; i++) {
if (problemOrder[i] == CVP_NUMPROBLEMS) {
break;
}
}
return i;
}
/**
* Return the index of the \a i-th worst problem.
* @param i Number of the problem.
* @return Index into the #problemOrder table of the \a i-th problem.
* Returns \c -1 if such a problem does not exist.
*/
int Micropolis::getProblemNumber(int i)
{
if (i < 0 || i >= CVP_PROBLEM_COMPLAINTS
|| problemOrder[i] == CVP_NUMPROBLEMS) {
return -1;
} else {
return problemOrder[i];
}
}
/**
* Return number of votes to solve the \a i-th worst problem.
* @param i Number of the problem.
* @return Number of votes to solve the \a i-th worst problem.
* Returns \c -1 if such a problem does not exist.
*/
int Micropolis::getProblemVotes(int i)
{
if (i < 0 || i >= CVP_PROBLEM_COMPLAINTS
|| problemOrder[i] == CVP_NUMPROBLEMS) {
return -1;
} else {
return problemVotes[problemOrder[i]];
}
}
////////////////////////////////////////////////////////////////////////

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/* fileio.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file fileio.cpp
* @brief File I/O operations for Micropolis game engine.
*
* Implements file loading and saving functionalities for the
* Micropolis game engine. It includes endianess conversions for data
* compatibility between different architectures, loading and saving
* city files, handling scenario files, and various utility functions
* to support file I/O operations. It also includes functions to
* report file operations to the front-end.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
#ifdef IS_INTEL
/**
* Convert an array of short values between MAC and Intel endian formats.
* @param buf Array with shorts.
* @param len Number of short values in the array.
*/
#define SWAP_SHORTS(buf, len) swap_shorts(buf, len)
/**
* Convert an array of long values between MAC and Intel endian formats.
* @param buf Array with longs.
* @param len Number of long values in the array.
*/
#define HALF_SWAP_LONGS(buf, len) half_swap_longs(buf, len)
/**
* Swap upper and lower byte of all shorts in the array.
* @param buf Array with shorts.
* @param len Number of short values in the array.
*/
static void swap_shorts(short *buf, int len)
{
int i;
/* Flip bytes in each short! */
for (i = 0; i < len; i++) {
*buf = ((*buf & 0xFF) <<8) | ((*buf &0xFF00) >>8);
buf++;
}
}
/**
* Swap upper and lower words of all longs in the array.
* @param buf Array with longs.
* @param len Number of long values in the array.
*/
static void half_swap_longs(long *buf, int len)
{
int i;
/* Flip bytes in each long! */
for (i = 0; i < len; i++) {
long l = *buf;
*buf =
((l & 0x0000ffff) << 16) |
((l & 0xffff0000) >> 16);
buf++;
}
}
#else
/**
* Convert an array of short values between MAC and MAC endian formats.
* @param buf Array with shorts.
* @param len Number of short values in the array.
* @note This version does not change anything since the data is already in the
* correct format.
*/
#define SWAP_SHORTS(buf, len)
/**
* Convert an array of long values between MAC and MAC endian formats.
* @param buf Array with longs.
* @param len Number of long values in the array.
* @note This version does not change anything since the data is already in the
* correct format.
*/
#define HALF_SWAP_LONGS(buf, len)
#endif
/**
* Load an array of short values from file to memory.
*
* Convert to the correct processor architecture, if necessary.
* @param buf Buffer to put the loaded short values in.
* @param len Number of short values to load.
* @param f File handle of the file to load from.
* @return Load was succesfull.
*/
static bool load_short(short *buf, int len, FILE *f)
{
size_t result = fread(buf, sizeof(short), len, f);
if ((int)result != len) {
return false;
}
SWAP_SHORTS(buf, len); /* to intel */
return true;
}
/**
* Save an array of short values from memory to file.
*
* Convert to the correct endianness first, if necessary.
* @param buf Buffer containing the short values to save.
* @param len Number of short values to save.
* @param f File handle of the file to save to.
* @return Save was succesfull.
*/
static bool save_short(short *buf, int len, FILE *f)
{
SWAP_SHORTS(buf, len); /* to MAC */
if ((int)fwrite(buf, sizeof(short), len, f) != len) {
return false;
}
SWAP_SHORTS(buf, len); /* back to intel */
return true;
}
/**
* Load a city file from a given filename and (optionally) directory.
* @param filename Name of the file to load.
* @param dir If not \c NULL, name of the directory containing the file.
* @return Load was succesfull.
*/
bool Micropolis::loadFileData(const std::string &filename)
{
FILE *f;
Quad size;
// Open the file.
f = fopen(filename.c_str(), "rb");
// open() failed; report failure.
if (f == NULL) {
return false;
}
fseek(f, 0L, SEEK_END);
size = ftell(f);
fseek(f, 0L, SEEK_SET);
bool result =
(size == 27120) &&
load_short(resHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(comHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(indHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(crimeHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(pollutionHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(moneyHist, HISTORY_LENGTH / sizeof(short), f) &&
load_short(miscHist, MISC_HISTORY_LENGTH / sizeof(short), f) &&
load_short(((short *)&map[0][0]), WORLD_W * WORLD_H, f);
fclose(f);
return result;
}
/**
* Load a file, and initialize the game variables.
* @param filename Name of the file to load.
* @return Load was succesfull.
*/
bool Micropolis::loadFile(const std::string &filename)
{
long n;
if (!loadFileData(filename)) {
return false;
}
/* total funds is a long..... miscHist is array of shorts */
/* total funds is being put in the 50th & 51th word of miscHist */
/* find the address, cast the ptr to a longPtr, take contents */
n = *(Quad *)(miscHist + 50);
HALF_SWAP_LONGS(&n, 1);
setFunds(n);
n = *(Quad *)(miscHist + 8);
HALF_SWAP_LONGS(&n, 1);
cityTime = n;
setAutoBulldoze(miscHist[52] != 0); // flag for autoBulldoze
setAutoBudget(miscHist[53] != 0); // flag for autoBudget
setAutoGoto(miscHist[54] != 0); // flag for auto-goto
setEnableSound(miscHist[55] != 0); // flag for the sound on/off
setCityTax(miscHist[56]);
setSpeed(miscHist[57]);
changeCensus();
mustUpdateOptions = true;
/* yayaya */
n = *(Quad *)(miscHist + 58);
HALF_SWAP_LONGS(&n, 1);
policePercent = ((float)n) / ((float)65536);
n = *(Quad *)(miscHist + 60);
HALF_SWAP_LONGS(&n, 1);
firePercent = (float)n / (float)65536.0;
n = *(Quad *)(miscHist + 62);
HALF_SWAP_LONGS(&n, 1);
roadPercent = (float)n / (float)65536.0;
policePercent =
(float)(*(Quad*)(miscHist + 58)) /
(float)65536.0; /* and 59 */
firePercent =
(float)(*(Quad*)(miscHist + 60)) /
(float)65536.0; /* and 61 */
roadPercent =
(float)(*(Quad*)(miscHist + 62)) /
(float)65536.0; /* and 63 */
cityTime = max((Quad)0, cityTime);
// If the tax is nonsensical, set it to a reasonable value.
if (cityTax > 20 || cityTax < 0) {
setCityTax(7);
}
// If the speed is nonsensical, set it to a reasonable value.
if (simSpeed < 0 || simSpeed > 3) {
setSpeed(3);
}
setSpeed(simSpeed);
setPasses(1);
initFundingLevel();
// Set the scenario id to 0.
initWillStuff();
scenario = SC_NONE;
initSimLoad = 1;
doInitialEval = false;
doSimInit();
invalidateMaps();
return true;
}
/**
* Save a game to disk.
* @param filename Name of the file to use for storing the game.
* @return The game was saved successfully.
*/
bool Micropolis::saveFile(const std::string &filename)
{
long n;
FILE *f;
if ((f = fopen(filename.c_str(), "wb")) == NULL) {
/// @todo Report error saving file.
return false;
}
/* total funds is a long..... miscHist is array of ints */
/* total funds is bien put in the 50th & 51th word of miscHist */
/* find the address, cast the ptr to a longPtr, take contents */
n = totalFunds;
HALF_SWAP_LONGS(&n, 1);
(*(Quad *)(miscHist + 50)) = n;
n = cityTime;
HALF_SWAP_LONGS(&n, 1);
(*(Quad *)(miscHist + 8)) = n;
miscHist[52] = autoBulldoze; // flag for autoBulldoze
miscHist[53] = autoBudget; // flag for autoBudget
miscHist[54] = autoGoto; // flag for auto-goto
miscHist[55] = enableSound; // flag for the sound on/off
miscHist[57] = simSpeed;
miscHist[56] = cityTax; /* post release */
/* yayaya */
n = (int)(policePercent * 65536);
HALF_SWAP_LONGS(&n, 1);
(*(Quad *)(miscHist + 58)) = n;
n = (int)(firePercent * 65536);
HALF_SWAP_LONGS(&n, 1);
(*(Quad *)(miscHist + 60)) = n;
n = (int)(roadPercent * 65536);
HALF_SWAP_LONGS(&n, 1);
(*(Quad *)(miscHist + 62)) = n;
bool result =
save_short(resHist, HISTORY_LENGTH / 2, f) &&
save_short(comHist, HISTORY_LENGTH / 2, f) &&
save_short(indHist, HISTORY_LENGTH / 2, f) &&
save_short(crimeHist, HISTORY_LENGTH / 2, f) &&
save_short(pollutionHist, HISTORY_LENGTH / 2, f) &&
save_short(moneyHist, HISTORY_LENGTH / 2, f) &&
save_short(miscHist, MISC_HISTORY_LENGTH / 2, f) &&
save_short(((short *)&map[0][0]), WORLD_W * WORLD_H, f);
fclose(f);
return result;
}
/**
* Load a scenario.
* @param s Scenario to load.
* @note \a s cannot be \c SC_NONE.
*/
void Micropolis::loadScenario(Scenario s)
{
std::string name = NULL;
std::string fname = NULL;
cityFileName = "";
setGameLevel(LEVEL_EASY);
if (s < SC_DULLSVILLE || s > SC_RIO) {
s = SC_DULLSVILLE;
}
switch (s) {
case SC_DULLSVILLE:
name = "Dullsville";
fname = "cities/scenario_dullsville.cty";
scenario = SC_DULLSVILLE;
cityTime = ((1900 - 1900) * 48) + 2;
setFunds(5000);
break;
case SC_SAN_FRANCISCO:
name = "San Francisco";
fname = "cities/scenario_san_francisco.cty";
scenario = SC_SAN_FRANCISCO;
cityTime = ((1906 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_HAMBURG:
name = "Hamburg";
fname = "cities/scenario_hamburg.cty";
scenario = SC_HAMBURG;
cityTime = ((1944 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_BERN:
name = "Bern";
fname = "cities/scenario_bern.cty";
scenario = SC_BERN;
cityTime = ((1965 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_TOKYO:
name = "Tokyo";
fname = "cities/scenario_tokyo.cty";
scenario = SC_TOKYO;
cityTime = ((1957 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_DETROIT:
name = "Detroit";
fname = "cities/scenario_detroit.cty";
scenario = SC_DETROIT;
cityTime = ((1972 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_BOSTON:
name = "Boston";
fname = "cities/scenario_boston.cty";
scenario = SC_BOSTON;
cityTime = ((2010 - 1900) * 48) + 2;
setFunds(20000);
break;
case SC_RIO:
name = "Rio de Janeiro";
fname = "cities/scenario_rio_de_janeiro.cty";
scenario = SC_RIO;
cityTime = ((2047 - 1900) * 48) + 2;
setFunds(20000);
break;
default:
NOT_REACHED();
break;
}
setCleanCityName(name);
setSpeed(3);
setCityTax(7);
loadFileData(fname);
initWillStuff();
initFundingLevel();
updateFunds();
invalidateMaps();
initSimLoad = 1;
doInitialEval = false;
doSimInit();
didLoadScenario(s, name, fname);
}
/** Report to the front-end that the scenario was loaded. */
void Micropolis::didLoadScenario(int s, const std::string name, const std::string fname)
{
callback->didLoadScenario(this, callbackVal, name, fname);
}
/**
* Try to load a new game from disk.
* @param filename Name of the file to load.
* @return Game was loaded successfully.
* @todo In what state is the game left when loading fails?
* @todo String normalization code is duplicated in Micropolis::saveCityAs().
* Extract to a sub-function.
* @bug Function fails if \c lastDot<lastSlash (ie with \c "x.y/bla" )
*/
bool Micropolis::loadCity(const std::string &filename)
{
if (loadFile(filename)) {
cityFileName = filename;
size_t lastSlash = cityFileName.find_last_of('/');
size_t pos = (lastSlash == std::string::npos) ? 0 : lastSlash + 1;
size_t lastDot = cityFileName.find_last_of('.');
size_t last =
(lastDot == std::string::npos) ? cityFileName.length() : lastDot;
std::string newCityName = cityFileName.substr(pos, last - pos);
setCityName(newCityName);
didLoadCity(filename);
return true;
} else {
didntLoadCity(filename);
return false;
}
}
/** Report to the frontend that the game was successfully loaded. */
void Micropolis::didLoadCity(const std::string &filename)
{
callback->didLoadCity(this, callbackVal, filename);
}
/**
* Report to the frontend that the game failed to load.
* @param msg File that attempted to load
*/
void Micropolis::didntLoadCity(const std::string &filename)
{
callback->didntLoadCity(this, callbackVal, filename);
}
/**
* Try to save the game.
* @todo This is a no-op if the Micropolis::cityFileName is empty.
* In that case, we should probably warn the user about the failure.
*/
void Micropolis::saveCity()
{
if (cityFileName.length() > 0) {
doSaveCityAs(cityFileName);
} else {
if (saveFile(cityFileName)) {
didSaveCity(cityFileName);
} else {
didntSaveCity(cityFileName);
}
}
}
/**
* Report to the frontend that the city is being saved.
* @param filename Name of the file used
*/
void Micropolis::doSaveCityAs(const std::string &filename)
{
callback->saveCityAs(this, callbackVal, filename);
}
/**
* Report to the frontend that the city was saved successfully.
* @param filename Name of the file used
*/
void Micropolis::didSaveCity(const std::string &filename)
{
callback->didSaveCity(this, callbackVal, filename);
}
/**
* Report to the frontend that the city could not be saved.
* @param filename Name of the file used
*/
void Micropolis::didntSaveCity(const std::string &filename)
{
callback->didntSaveCity(this, callbackVal, filename);
}
/**
* Save the city under a new name (?)
* @param filename Name of the file to use for storing the game.
* @todo String normalization code is duplicated in Micropolis::loadCity().
* Extract to a sub-function.
* @bug Function fails if \c lastDot<lastSlash (ie with \c "x.y/bla" )
*/
void Micropolis::saveCityAs(const std::string &filename)
{
cityFileName = filename;
if (saveFile(cityFileName)) {
size_t lastDot = cityFileName.find_last_of('.');
size_t lastSlash = cityFileName.find_last_of('/');
size_t pos =
(lastSlash == std::string::npos) ? 0 : lastSlash + 1;
size_t last =
(lastDot == std::string::npos) ? cityFileName.length() : lastDot;
size_t len =
last - pos;
std::string newCityName =
cityFileName.substr(pos, len);
setCityName(newCityName);
didSaveCity(cityName);
} else {
didntSaveCity(cityFileName);
}
}
////////////////////////////////////////////////////////////////////////

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/* frontendmessage.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file frontendmessage.cpp
* @brief Implementation of frontend message handling in the
* Micropolis engine.
*
* This file is part of the Micropolis game engine. It defines the
* FrontendMessage class and its subclasses, which are used to handle
* communication between the game engine and the frontend. This
* includes sending messages about tool actions and sound effects. The
* design allows for a flexible way of notifying the frontend about
* various events happening within the game engine.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
// Frontend message storage
/** Base class constructor. */
FrontendMessage::FrontendMessage()
{
}
/** Base class destructor. */
FrontendMessage::~FrontendMessage()
{
}
/**
* @fn void FrontendMessage::sendMessage(Micropolis *sim)
* @brief Send the message to the front-end.
* @param sim Simulator instance to use.
*/
FrontendMessageDidTool::FrontendMessageDidTool(const std::string &tool, int x, int y)
{
this->tool = tool;
this->x = x;
this->y = y;
}
FrontendMessageDidTool::~FrontendMessageDidTool()
{
}
void FrontendMessageDidTool::sendMessage(Micropolis *sim) const
{
sim->didTool(this->tool, this->x, this->y);
}
FrontendMessageMakeSound::FrontendMessageMakeSound(
const std::string &channel,
const std::string &sound,
int x, int y)
{
this->channel = channel;
this->sound = sound;
this->x = x;
this->y = y;
}
FrontendMessageMakeSound::~FrontendMessageMakeSound()
{
}
void FrontendMessageMakeSound::sendMessage(Micropolis *sim) const
{
sim->makeSound(this->channel, this->sound, this->x, this->y);
}
////////////////////////////////////////////////////////////////////////

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/* frontendmessage.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file frontendmessage.h
* @brief Defines classes for handling messages between the game
* engine and the GUI frontend.
*
* This header file includes class definitions for managing and
* sending messages from the Micropolis game engine to the graphical
* user interface (GUI) frontend. It facilitates communication and
* interactions between the game's backend and frontend, ensuring a
* responsive and dynamic user experience. Classes defined here
* include the general `FrontendMessage` class and its specialized
* subclasses such as `FrontendMessageDidTool` and
* `FrontendMessageMakeSound` for specific message types.
*/
#ifndef _H_FRONTENDMESSAGE
#define _H_FRONTENDMESSAGE
////////////////////////////////////////////////////////////////////////
class Micropolis; // Forward declaration.
/** A message to the GUI frontend. */
class FrontendMessage {
public:
FrontendMessage();
virtual ~FrontendMessage();
virtual void sendMessage(Micropolis *sim) const = 0;
};
/** Store a 'didTool' message. */
class FrontendMessageDidTool : public FrontendMessage {
public:
std::string tool;
int x, y;
FrontendMessageDidTool(const std::string &tool, int x, int y);
virtual ~FrontendMessageDidTool();
virtual void sendMessage(Micropolis *sim) const;
};
/** Store a 'makeSound' message. */
class FrontendMessageMakeSound : public FrontendMessage {
public:
std::string channel;
std::string sound;
int x, y;
FrontendMessageMakeSound(const std::string &channel, const std::string &sound, int x, int y);
virtual ~FrontendMessageMakeSound();
virtual void sendMessage(Micropolis *sim) const;
};
////////////////////////////////////////////////////////////////////////
#endif

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/* generate.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file generate.cpp
* @brief Contains functions related to terrain generation in
* Micropolis.
*
* This file is a part of Micropolis and is responsible for generating
* various terrain features such as rivers, lakes, islands, and
* forests. It includes functions for creating randomized maps and
* modifying terrain features. The terrain generation methods take
* into account different parameters like seed value for random
* generation and terrain characteristics to create diverse and unique
* city landscapes.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Create a new map for a city.
* @bug We use a random number generator to draw a seed for initializing the
* random number generator?
*/
void Micropolis::generateSomeRandomCity()
{
generateSomeCity(getRandom16());
}
/**
* Generate a map for a city.
* @param seed Random number generator initializing seed
*/
void Micropolis::generateSomeCity(int seed)
{
cityFileName = "";
generateMap(seed);
scenario = SC_NONE;
cityTime = 0;
initSimLoad = 2;
doInitialEval = false;
initWillStuff();
resetMapState();
resetEditorState();
invalidateMaps();
updateFunds();
doSimInit();
simUpdate();
callback->didGenerateMap(this, callbackVal, seed);
}
/**
* Generate a map.
* @param seed Initialization seed for the random generator.
*/
void Micropolis::generateMap(int seed)
{
generatedCitySeed = seed;
seedRandom(seed);
// Construct land.
if (terrainCreateIsland < 0) {
if (getRandom(100) < 10) { /* chance that island is generated */
makeIsland();
return;
}
}
if (terrainCreateIsland == 1) {
makeNakedIsland();
} else {
clearMap();
}
// Lay a river.
if (terrainCurveLevel != 0) {
int terrainXStart = 40 + getRandom(WORLD_W - 80);
int terrainYStart = 33 + getRandom(WORLD_H - 67);
Position terrainPos(terrainXStart, terrainYStart);
doRivers(terrainPos);
}
// Lay a few lakes.
if (terrainLakeLevel != 0) {
makeLakes();
}
smoothRiver();
// And add trees.
if (terrainTreeLevel != 0) {
doTrees();
}
}
/** Clear the whole world to ::DIRT tiles */
void Micropolis::clearMap()
{
short x, y;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
map[x][y] = DIRT;
}
}
}
/** Clear everything from all land */
void Micropolis::clearUnnatural()
{
short x, y;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
if (map[x][y] > WOODS) {
map[x][y] = DIRT;
}
}
}
}
/**
* Construct a plain island as world, surrounded by 5 tiles of river.
*/
void Micropolis::makeNakedIsland()
{
const int terrainIslandRadius = ISLAND_RADIUS;
int x, y;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
if ((x < 5) || (x >= WORLD_W - 5) ||
(y < 5) || (y >= WORLD_H - 5)) {
map[x][y] = RIVER;
} else {
map[x][y] = DIRT;
}
}
}
for (x = 0; x < WORLD_W - 5; x += 2) {
int mapY = getERandom(terrainIslandRadius);
plopBRiver(Position(x, mapY));
mapY = (WORLD_H - 10) - getERandom(terrainIslandRadius);
plopBRiver(Position(x, mapY));
plopSRiver(Position(x, 0));
plopSRiver(Position(x, WORLD_H - 6));
}
for (y = 0; y < WORLD_H - 5; y += 2) {
int mapX = getERandom(terrainIslandRadius);
plopBRiver(Position(mapX, y));
mapX = (WORLD_W - 10) - getERandom(terrainIslandRadius);
plopBRiver(Position(mapX, y));
plopSRiver(Position(0, y));
plopSRiver(Position(WORLD_W - 6, y));
}
}
/** Construct a new world as an island */
void Micropolis::makeIsland()
{
makeNakedIsland();
smoothRiver();
doTrees();
}
/**
* Make a number of lakes, depending on the Micropolis::terrainLakeLevel.
*/
void Micropolis::makeLakes()
{
short numLakes;
if (terrainLakeLevel < 0) {
numLakes = getRandom(10);
} else {
numLakes = terrainLakeLevel / 2;
}
while (numLakes > 0) {
int x = getRandom(WORLD_W - 21) + 10;
int y = getRandom(WORLD_H - 20) + 10;
makeSingleLake(Position(x, y));
numLakes--;
}
}
/**
* Make a random lake at \a pos.
* @param pos Rough position of the lake.
*/
void Micropolis::makeSingleLake(const Position &pos)
{
int numPlops = getRandom(12) + 2;
while (numPlops > 0) {
Position plopPos(pos, getRandom(12) - 6, getRandom(12) - 6);
if (getRandom(4)) {
plopSRiver(plopPos);
} else {
plopBRiver(plopPos);
}
numPlops--;
}
}
/**
* Splash a bunch of trees down near (\a xloc, \a yloc).
*
* Amount of trees is controlled by Micropolis::terrainTreeLevel.
* @param xloc Horizontal position of starting point for splashing trees.
* @param yloc Vertical position of starting point for splashing trees.
* @note Trees are not smoothed.
* @bug Function generates trees even if Micropolis::terrainTreeLevel is 0.
*/
void Micropolis::treeSplash(short xloc, short yloc)
{
short numTrees;
if (terrainTreeLevel < 0) {
numTrees = getRandom(150) + 50;
} else {
numTrees = getRandom(100 + (terrainTreeLevel * 2)) + 50;
}
Position treePos(xloc, yloc);
while (numTrees > 0) {
Direction2 dir = (Direction2)(DIR2_NORTH + getRandom(7));
treePos.move(dir);
if (!treePos.testBounds()) {
return;
}
if ((map[treePos.posX][treePos.posY] & LOMASK) == DIRT) {
map[treePos.posX][treePos.posY] = WOODS | BLBNBIT;
}
numTrees--;
}
}
/** Splash trees around the world. */
void Micropolis::doTrees()
{
short Amount, x, xloc, yloc;
if (terrainTreeLevel < 0) {
Amount = getRandom(100) + 50;
} else {
Amount = terrainTreeLevel + 3;
}
for (x = 0; x < Amount; x++) {
xloc = getRandom(WORLD_W - 1);
yloc = getRandom(WORLD_H - 1);
treeSplash(xloc, yloc);
}
smoothTrees();
smoothTrees();
}
void Micropolis::smoothRiver()
{
static short dx[4] = { -1, 0, 1, 0 };
static short dy[4] = { 0, 1, 0, -1 };
static short REdTab[16] = {
13 | BULLBIT, 13 | BULLBIT, 17 | BULLBIT, 15 | BULLBIT,
5 | BULLBIT, 2, 19 | BULLBIT, 17 | BULLBIT,
9 | BULLBIT, 11 | BULLBIT, 2, 13 | BULLBIT,
7 | BULLBIT, 9 | BULLBIT, 5 | BULLBIT, 2 };
short bitIndex, z, xTemp, yTemp;
short temp, x, y;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
if (map[x][y] == REDGE) {
bitIndex = 0;
for (z = 0; z < 4; z++) {
bitIndex = bitIndex << 1;
xTemp = x + dx[z];
yTemp = y + dy[z];
if (testBounds(xTemp, yTemp) &&
((map[xTemp][yTemp] & LOMASK) != DIRT) &&
(((map[xTemp][yTemp] & LOMASK) < WOODS_LOW) ||
((map[xTemp][yTemp] & LOMASK) > WOODS_HIGH))) {
bitIndex++;
}
}
temp = REdTab[bitIndex & 15];
if ((temp != RIVER) &&
getRandom(1)) {
temp++;
}
map[x][y] = temp;
}
}
}
}
bool Micropolis::isTree(MapValue cell)
{
if ((cell & LOMASK) >= WOODS_LOW && (cell & LOMASK) <= WOODS_HIGH) {
return true;
}
return false;
}
void Micropolis::smoothTrees()
{
short x, y;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
if (isTree(map[x][y])) {
smoothTreesAt(x, y, false);
}
}
}
}
/** Temporary function to prevent breaking a lot of code. */
void Micropolis::smoothTreesAt(int x, int y, bool preserve)
{
ToolEffects effects(this);
smoothTreesAt(x, y, preserve, &effects);
effects.modifyWorld();
}
/**
* Smooth trees at a position.
*/
void Micropolis::smoothTreesAt(int x, int y, bool preserve,
ToolEffects *effects)
{
static short dx[4] = { -1, 0, 1, 0 };
static short dy[4] = { 0, 1, 0, -1 };
static const short treeTable[16] = {
0, 0, 0, 34,
0, 0, 36, 35,
0, 32, 0, 33,
30, 31, 29, 37,
};
if (!isTree(effects->getMapValue(x, y))) {
return;
}
int bitIndex = 0;
int z;
for (z = 0; z < 4; z++) {
bitIndex = bitIndex << 1;
int xTemp = x + dx[z];
int yTemp = y + dy[z];
if (testBounds(xTemp, yTemp)
&& isTree(effects->getMapValue(xTemp, yTemp))) {
bitIndex++;
}
}
int temp = treeTable[bitIndex & 15];
if (temp) {
if (temp != WOODS) {
if ((x + y) & 1) {
temp = temp - 8;
}
}
effects->setMapValue(x, y, temp | BLBNBIT);
} else {
if (!preserve) {
effects->setMapValue(x, y, temp);
}
}
}
/**
* Construct rivers.
* @param terrainPos Coordinate to start making a river.
*/
void Micropolis::doRivers(const Position &terrainPos)
{
Direction2 riverDir; // Global direction of the river
Direction2 terrainDir; // Local direction of the river
riverDir = (Direction2)(DIR2_NORTH + (getRandom(3) * 2));
doBRiver(terrainPos, riverDir, riverDir);
riverDir = rotate180(riverDir);
terrainDir = doBRiver(terrainPos, riverDir, riverDir);
riverDir = (Direction2)(DIR2_NORTH + (getRandom(3) * 2));
doSRiver(terrainPos, riverDir, terrainDir);
}
/**
* Make a big river.
* @param pos Start position of making a river.
* @param riverDir Global direction of the river.
* @param terrainDir Local direction of the terrain.
* @return Last used local terrain direction.
*/
Direction2 Micropolis::doBRiver(const Position &riverPos,
Direction2 riverDir, Direction2 terrainDir)
{
int rate1, rate2;
if (terrainCurveLevel < 0) {
rate1 = 100;
rate2 = 200;
} else {
rate1 = terrainCurveLevel + 10;
rate2 = terrainCurveLevel + 100;
}
Position pos(riverPos);
while (testBounds(pos.posX + 4, pos.posY + 4)) {
plopBRiver(pos);
if (getRandom(rate1) < 10) {
terrainDir = riverDir;
} else {
if (getRandom(rate2) > 90) {
terrainDir = rotate45(terrainDir);
}
if (getRandom(rate2) > 90) {
terrainDir = rotate45(terrainDir, 7);
}
}
pos.move(terrainDir);
}
return terrainDir;
}
/**
* Make a small river.
* @param pos Start position of making a river.
* @param riverDir Global direction of the river.
* @param terrainDir Local direction of the terrain.
* @return Last used local terrain direction.
*/
Direction2 Micropolis::doSRiver(const Position &riverPos,
Direction2 riverDir, Direction2 terrainDir)
{
int rate1, rate2;
if (terrainCurveLevel < 0) {
rate1 = 100;
rate2 = 200;
} else {
rate1 = terrainCurveLevel + 10;
rate2 = terrainCurveLevel + 100;
}
Position pos(riverPos);
while (testBounds(pos.posX + 3, pos.posY + 3)) {
//printf("doSRiver %d %d td %d rd %d\n", pos.posX, pos.posY, terrainDir, riverDir);
plopSRiver(pos);
if (getRandom(rate1) < 10) {
terrainDir = riverDir;
} else {
if (getRandom(rate2) > 90) {
terrainDir = rotate45(terrainDir);
}
if (getRandom(rate2) > 90) {
terrainDir = rotate45(terrainDir, 7);
}
}
pos.move(terrainDir);
}
return terrainDir;
}
/**
* Put \a mChar onto the map at position \a xLoc, \a yLoc if possible.
* @param mChar Map value to put ont the map.
* @param xLoc Horizontal position at the map to put \a mChar.
* @param yLoc Vertical position at the map to put \a mChar.
*/
void Micropolis::putOnMap(MapValue mChar, short xLoc, short yLoc)
{
if (mChar == 0) {
return;
}
if (!testBounds(xLoc, yLoc)) {
return;
}
MapValue temp = map[xLoc][yLoc];
if (temp != DIRT) {
temp = temp & LOMASK;
if (temp == RIVER) {
if (mChar != CHANNEL) {
return;
}
}
if (temp == CHANNEL) {
return;
}
}
map[xLoc][yLoc] = mChar;
}
/**
* Put down a big river diamond-like shape.
* @param pos Base coordinate of the blob (top-left position).
*/
void Micropolis::plopBRiver(const Position &pos)
{
short x, y;
static MapValue BRMatrix[9][9] = {
{ 0, 0, 0, REDGE, REDGE, REDGE, 0, 0, 0 },
{ 0, 0, REDGE, RIVER, RIVER, RIVER, REDGE, 0, 0 },
{ 0, REDGE, RIVER, RIVER, RIVER, RIVER, RIVER, REDGE, 0 },
{ REDGE, RIVER, RIVER, RIVER, RIVER, RIVER, RIVER, RIVER, REDGE },
{ REDGE, RIVER, RIVER, RIVER, CHANNEL, RIVER, RIVER, RIVER, REDGE },
{ REDGE, RIVER, RIVER, RIVER, RIVER, RIVER, RIVER, RIVER, REDGE },
{ 0, REDGE, RIVER, RIVER, RIVER, RIVER, RIVER, REDGE, 0 },
{ 0, 0, REDGE, RIVER, RIVER, RIVER, REDGE, 0, 0 },
{ 0, 0, 0, REDGE, REDGE, REDGE, 0, 0, 0 },
};
for (x = 0; x < 9; x++) {
for (y = 0; y < 9; y++) {
putOnMap(BRMatrix[y][x], pos.posX + x, pos.posY + y);
}
}
}
/**
* Put down a small river diamond-like shape.
* @param pos Base coordinate of the blob (top-left position).
*/
void Micropolis::plopSRiver(const Position &pos)
{
short x, y;
static MapValue SRMatrix[6][6] = {
{ 0, 0, REDGE, REDGE, 0, 0 },
{ 0, REDGE, RIVER, RIVER, REDGE, 0 },
{ REDGE, RIVER, RIVER, RIVER, RIVER, REDGE },
{ REDGE, RIVER, RIVER, RIVER, RIVER, REDGE },
{ 0, REDGE, RIVER, RIVER, REDGE, 0 },
{ 0, 0, REDGE, REDGE, 0, 0 },
};
for (x = 0; x < 6; x++) {
for (y = 0; y < 6; y++) {
putOnMap(SRMatrix[y][x], pos.posX + x, pos.posY + y);
}
}
}
void Micropolis::smoothWater()
{
int x, y;
MapTile tile;
Direction2 dir;
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
tile = map[x][y] & LOMASK;
/* If (x, y) is water: */
if (tile >= WATER_LOW && tile <= WATER_HIGH) {
const Position pos(x, y);
for (dir = DIR2_BEGIN; dir < DIR2_END; dir = increment90(dir)) {
/* If getting a tile off-map, condition below fails. */
// @note I think this may have been a bug, since it always uses DIR2_WEST instead of dir.
//tile = getTileFromMap(pos, DIR2_WEST, WATER_LOW);
tile = getTileFromMap(pos, dir, WATER_LOW);
/* If nearest object is not water: */
if (tile < WATER_LOW || tile > WATER_HIGH) {
map[x][y] = REDGE; /* set river edge */
break; // Continue with next tile
}
}
}
}
}
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
tile = map[x][y] & LOMASK;
/* If water which is not a channel: */
if (tile != CHANNEL && tile >= WATER_LOW && tile <= WATER_HIGH) {
bool makeRiver = true; // make (x, y) a river
const Position pos(x, y);
for (dir = DIR2_BEGIN; dir < DIR2_END; dir = increment90(dir)) {
/* If getting a tile off-map, condition below fails. */
// @note I think this may have been a bug, since it always uses DIR2_WEST instead of dir.
//tile = getTileFromMap(pos, DIR2_WEST, WATER_LOW);
tile = getTileFromMap(pos, dir, WATER_LOW);
/* If nearest object is not water: */
if (tile < WATER_LOW || tile > WATER_HIGH) {
makeRiver = false;
break;
}
}
if (makeRiver) {
map[x][y] = RIVER; /* make it a river */
}
}
}
}
for (x = 0; x < WORLD_W; x++) {
for (y = 0; y < WORLD_H; y++) {
tile = map[x][y] & LOMASK;
/* If woods: */
if (tile >= WOODS_LOW && tile <= WOODS_HIGH) {
const Position pos(x, y);
for (dir = DIR2_BEGIN; dir < DIR2_END; dir = increment90(dir)) {
/* If getting a tile off-map, condition below fails. */
// @note I think this may have been a bug, since it always uses DIR2_WEST instead of dir.
//tile = getTileFromMap(pos, DIR2_WEST, WATER_LOW);
tile = getTileFromMap(pos, dir, TILE_INVALID);
if (tile == RIVER || tile == CHANNEL) {
map[x][y] = REDGE; /* make it water's edge */
break;
}
}
}
}
}
}
////////////////////////////////////////////////////////////////////////

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/* graph.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file graph.cpp
* @brief Implements functionality for graph data management in
* Micropolis.
*
* This file contains functions for managing historical data used in
* graphs, such as population and pollution levels. It includes
* methods for initializing graphs, updating historical data, scaling
* data for graph display, and retrieving specific historical values.
* This file plays a key role in visualizing the evolution of the city
* over time in various aspects.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
//char *Micropolis::histName[] = {
// "Residential", "Commercial", "Industrial",
// "Cash Flow", "Crime", "Pollution"
//};
//unsigned char Micropolis::histColor[] = {
// COLOR_LIGHTGREEN, COLOR_DARKBLUE, COLOR_YELLOW,
// COLOR_DARKGREEN, COLOR_RED, COLOR_OLIVE
//};
////////////////////////////////////////////////////////////////////////
/**
* Copy history data to new array, scaling as needed.
* @param hist Source history data.
* @param s Destination byte array.
* @param scale Scale factor.
* @todo Figure out why we copy data.
*/
void Micropolis::drawMonth(short *hist, unsigned char *s, float scale)
{
int val, x;
for (x = 0; x < 120; x++) {
val = (int)(hist[x] * scale);
s[119 - x] = (unsigned char)clamp(val, 0, 255);
}
}
/**
* Set flag that graph data has been changed and graphs should be updated.
* @todo Rename function.
*/
void Micropolis::changeCensus()
{
censusChanged = true;
}
/**
* If graph data has been changed, update all graphs.
* If graphs have been changed, tell the user front-end about it.
*/
void Micropolis::graphDoer()
{
if (censusChanged) {
callback->updateHistory(this, callbackVal);
censusChanged = false;
}
}
/** Initialize graphs */
void Micropolis::initGraphs()
{
if (!historyInitialized) {
historyInitialized = true;
}
}
/** Compute various max ranges of graphs */
void Micropolis::initGraphMax()
{
int x;
resHist10Max = 0;
comHist10Max = 0;
indHist10Max = 0;
for (x = 118; x >= 0; x--) {
if (resHist[x] < 0) {
resHist[x] = 0;
}
if (comHist[x] < 0) {
comHist[x] = 0;
}
if (indHist[x] < 0) {
indHist[x] = 0;
}
resHist10Max = max(resHist10Max, resHist[x]);
comHist10Max = max(comHist10Max, comHist[x]);
indHist10Max = max(indHist10Max, indHist[x]);
}
graph10Max =
max(resHist10Max,
max(comHist10Max,
indHist10Max));
resHist120Max = 0;
comHist120Max = 0;
indHist120Max = 0;
for (x = 238; x >= 120; x--) {
if (resHist[x] < 0) {
resHist[x] = 0;
}
if (comHist[x] < 0) {
comHist[x] = 0;
}
if (indHist[x] < 0) {
indHist[x] = 0;
}
resHist120Max = max(resHist120Max, resHist[x]);
comHist120Max = max(comHist120Max, comHist[x]);
indHist120Max = max(indHist120Max, indHist[x]);
}
graph120Max =
max(resHist120Max,
max(comHist120Max,
indHist120Max));
}
/**
* Get the minimal and maximal values of a historic graph.
* @param historyType Type of history information. @see HistoryType
* @param historyScale Scale of history data. @see HistoryScale
* @param minValResult Pointer to variable to write minimal value to.
* @param maxValResult Pointer to variable to write maximal value to.
*/
void Micropolis::getHistoryRange(int historyType, int historyScale,
short *minValResult, short *maxValResult)
{
if (historyType < 0 || historyType >= HISTORY_TYPE_COUNT
|| historyScale < 0 || historyScale >= HISTORY_SCALE_COUNT) {
*minValResult = 0;
*maxValResult = 0;
return;
}
short *history = NULL;
switch (historyType) {
case HISTORY_TYPE_RES:
history = resHist;
break;
case HISTORY_TYPE_COM:
history = comHist;
break;
case HISTORY_TYPE_IND:
history = indHist;
break;
case HISTORY_TYPE_MONEY:
history = moneyHist;
break;
case HISTORY_TYPE_CRIME:
history = crimeHist;
break;
case HISTORY_TYPE_POLLUTION:
history = pollutionHist;
break;
default:
NOT_REACHED();
break;
}
int offset = 0;
switch (historyScale) {
case HISTORY_SCALE_SHORT:
offset = 0;
break;
case HISTORY_SCALE_LONG:
offset = 120;
break;
default:
NOT_REACHED();
break;
}
short minVal = 32000;
short maxVal = -32000;
for (int i = 0; i < HISTORY_COUNT; i++) {
short val = history[i + offset];
minVal = min(val, minVal);
maxVal = max(val, maxVal);
}
*minValResult = minVal;
*maxValResult = maxVal;
}
/**
* Get a value from the history tables.
* @param historyType Type of history information. @see HistoryType
* @param historyScale Scale of history data. @see HistoryScale
* @param historyIndex Index in the data to obtain
* @return Historic data value of the requested graph
*/
short Micropolis::getHistory(int historyType, int historyScale,
int historyIndex)
{
if (historyType < 0 || historyType >= HISTORY_TYPE_COUNT
|| historyScale < 0 || historyScale >= HISTORY_SCALE_COUNT
|| historyIndex < 0 || historyIndex >= HISTORY_COUNT) {
return 0;
}
short *history = NULL;
switch (historyType) {
case HISTORY_TYPE_RES:
history = resHist;
break;
case HISTORY_TYPE_COM:
history = comHist;
break;
case HISTORY_TYPE_IND:
history = indHist;
break;
case HISTORY_TYPE_MONEY:
history = moneyHist;
break;
case HISTORY_TYPE_CRIME:
history = crimeHist;
break;
case HISTORY_TYPE_POLLUTION:
history = pollutionHist;
break;
default:
NOT_REACHED();
break;
}
int offset = 0;
switch (historyScale) {
case HISTORY_SCALE_SHORT:
offset = 0;
break;
case HISTORY_SCALE_LONG:
offset = 120;
break;
default:
NOT_REACHED();
break;
}
short result = history[historyIndex + offset];
return result;
}
/**
* Store a value into the history tables.
* @param historyType Type of history information. @see HistoryType
* @param historyScale Scale of history data. @see HistoryScale
* @param historyIndex Index in the data to obtain
* @param historyValue Index in the value to store
*/
void Micropolis::setHistory(int historyType, int historyScale,
int historyIndex, short historyValue)
{
if (historyType < 0 || historyType >= HISTORY_TYPE_COUNT
|| historyScale < 0 || historyScale >= HISTORY_SCALE_COUNT
|| historyIndex < 0 || historyIndex >= HISTORY_COUNT) {
return;
}
short *history = NULL;
switch (historyType) {
case HISTORY_TYPE_RES:
history = resHist;
break;
case HISTORY_TYPE_COM:
history = comHist;
break;
case HISTORY_TYPE_IND:
history = indHist;
break;
case HISTORY_TYPE_MONEY:
history = moneyHist;
break;
case HISTORY_TYPE_CRIME:
history = crimeHist;
break;
case HISTORY_TYPE_POLLUTION:
history = pollutionHist;
break;
default:
NOT_REACHED();
break;
}
int offset = 0;
switch (historyScale) {
case HISTORY_SCALE_SHORT:
offset = 0;
break;
case HISTORY_SCALE_LONG:
offset = 120;
break;
default:
NOT_REACHED();
break;
}
history[historyIndex + offset] = historyValue;
}
////////////////////////////////////////////////////////////////////////

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/* initialize.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file initialize.cpp
* @brief Contains initialization functions for various game state
* components in Micropolis.
*
* This file includes functions responsible for initializing and
* resetting game state variables, maps, and editor tools. It sets up
* initial values for game parameters and clears previous game data to
* prepare for a new game session or to reset the current state.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/** Reset many game state variables */
void Micropolis::initWillStuff()
{
randomlySeedRandom();
initGraphMax();
destroyAllSprites();
roadEffect = MAX_ROAD_EFFECT;
policeEffect = MAX_POLICE_STATION_EFFECT;
fireEffect = MAX_FIRE_STATION_EFFECT;
cityScore = 500;
cityPop = -1;
cityTimeLast = -1;
cityYearLast = -1;
cityMonthLast = -1;
totalFundsLast = -1;
resLast = comLast = indLast = -999999;
roadFund = 0;
policeFund = 0;
fireFund = 0;
valveFlag = true;
disasterEvent = SC_NONE;
taxFlag = false;
populationDensityMap.clear();
trafficDensityMap.clear();
pollutionDensityMap.clear();
landValueMap.clear();
crimeRateMap.clear();
terrainDensityMap.clear();
rateOfGrowthMap.clear();
comRateMap.clear();
policeStationMap.clear();
policeStationEffectMap.clear();
fireStationMap.clear();
fireStationEffectMap.clear();
doNewGame();
doUpdateHeads();
}
/**
* Reset all maps in the simulator.
* @note Function is empty
* @todo What should be done with this empty function?
*/
void Micropolis::resetMapState()
{
}
/**
* Reset all tools in the simulator editor.
* @note Function is empty
* @todo What should be done with this empty function?
*/
void Micropolis::resetEditorState()
{
}
////////////////////////////////////////////////////////////////////////

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/* map_type.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file map_type.h
* @brief Map data structures for the Micropolis game engine.
*
* This header file defines the Map template class used for
* representing various types of 2D grid maps in the Micropolis game
* engine. It includes definitions for map dimensions and provides
* specialized map types with different data storage granularities.
* These map types are crucial for managing different aspects of the
* game world, like terrain, population density, and resource
* distribution. The Map class template offers flexibility in defining
* maps with various data types and block sizes, optimizing memory
* usage and access patterns for different game scenarios.
*/
#ifndef H_MAP_TYPE
#define H_MAP_TYPE
////////////////////////////////////////////////////////////////////////
// Constants
/**
* Size of the world in horizontal direction.
*/
static const int WORLD_W = 120;
/**
* Size of the world in vertical direction.
*/
static const int WORLD_H = 100;
////////////////////////////////////////////////////////////////////////
// Template class definitions
/**
* Generic class for maps in the Micropolis game.
*
* A map is assumed to cover a 2D grid of #WORLD_W times #WORLD_H positions.
* A block of positions may be clustered, and represented by a single data
* value.
* @tparam DATA Data type of a data value.
* @tparam BLKSIZE Size of the cluster.
*/
template <typename DATA, int BLKSIZE>
class Map
{
public:
Map(DATA defaultValue);
Map(const Map<DATA, BLKSIZE>& map);
Map& operator=(const Map<DATA, BLKSIZE> &map);
~Map();
/** Size of a cluster in number of world positions. */
const int MAP_BLOCKSIZE;
const int MAP_W; ///< Number of clusters in horizontal direction.
const int MAP_H; ///< Number of clusters in vertical direction.
void fill(DATA val);
void clear();
inline void set(int x, int y, DATA val);
inline DATA get(int x, int y) const;
inline bool onMap(int x, int y) const;
inline void worldSet(int x, int y, DATA val);
inline DATA worldGet(int x, int y) const;
inline bool worldOnMap(int x, int y) const;
DATA *getBase();
inline size_t getTotalByteSize() const {
return sizeof(DATA) *
((WORLD_W + BLKSIZE - 1) / BLKSIZE) *
((WORLD_H + BLKSIZE - 1) / BLKSIZE);
}
private:
/** Data fields of the map in column-major mode. */
DATA _mapData[((WORLD_W + BLKSIZE - 1) / BLKSIZE) *
((WORLD_H + BLKSIZE - 1) / BLKSIZE)];
const DATA _MAP_DEFAULT_VALUE; ///< Default value of a cluster.
};
/**
* Generic map constructor.
* @param defaultValue Default value to use for off-map positions, and
* for clearing the map.
*/
template <typename DATA, int BLKSIZE>
Map<DATA, BLKSIZE>::Map(DATA defaultValue):
MAP_BLOCKSIZE(BLKSIZE),
MAP_W((WORLD_W + BLKSIZE - 1) / BLKSIZE),
MAP_H((WORLD_H + BLKSIZE - 1) / BLKSIZE),
_MAP_DEFAULT_VALUE(defaultValue)
{
}
/** Copy constructor */
template <typename DATA, int BLKSIZE>
Map<DATA, BLKSIZE>::Map(const Map<DATA, BLKSIZE> &map):
MAP_BLOCKSIZE(BLKSIZE),
MAP_W((WORLD_W + BLKSIZE - 1) / BLKSIZE),
MAP_H((WORLD_H + BLKSIZE - 1) / BLKSIZE),
_MAP_DEFAULT_VALUE(map._MAP_DEFAULT_VALUE)
{
for (int i = 0; i < this->MAP_W * this->MAP_H; i++) {
this->_mapData[i] = map._mapData[i];
}
}
/** Assignment operator */
template <typename DATA, int BLKSIZE>
Map<DATA, BLKSIZE> &Map<DATA, BLKSIZE>::operator=(const Map<DATA, BLKSIZE> &map)
{
if(this != &map) {
for (int i = 0; i < this->MAP_W * this->MAP_H; i++) {
this->_mapData[i] = map._mapData[i];
}
}
return *this;
}
/** Generic map destructor */
template <typename DATA, int BLKSIZE>
Map<DATA, BLKSIZE>::~Map()
{
}
/**
* Generic fill routine.
*
* @param value Value with which to fill the map.
*/
template <typename DATA, int BLKSIZE>
void Map<DATA, BLKSIZE>::fill(DATA value)
{
for (int i = 0; i < this->MAP_W * this->MAP_H; i++) {
this->_mapData[i] = value;
}
}
/**
* Generic clear routine.
*
* Resets all data of the map to #_MAP_DEFAULT_VALUE.
*/
template <typename DATA, int BLKSIZE>
void Map<DATA, BLKSIZE>::clear()
{
fill(this->_MAP_DEFAULT_VALUE);
}
/**
* Return the base address of the map data.
* @note Data is stored in column-major mode.
*/
template <typename DATA, int BLKSIZE>
DATA *Map<DATA, BLKSIZE>::getBase()
{
return this->_mapData;
}
/**
* Set the value of a cluster.
*
* If the coordinate is off the map, the value is not stored.
* @param x X cluster position (at world position \a x * #MAP_BLOCKSIZE).
* @param y Y cluster position (at world position \a y * #MAP_BLOCKSIZE).
* @param value Value to use.
*/
template <typename DATA, int BLKSIZE>
inline void Map<DATA, BLKSIZE>::set(int x, int y, DATA value)
{
if(this->onMap(x, y)) {
this->_mapData[x * MAP_H + y] = value;
}
}
/**
* Return the value of a cluster.
*
* If the coordinate is off the map, the #_MAP_DEFAULT_VALUE is returned.
* @param x X cluster position (at world position \a x * #MAP_BLOCKSIZE).
* @param y Y cluster position (at world position \a y * #MAP_BLOCKSIZE).
* @return Value of the cluster.
*/
template <typename DATA, int BLKSIZE>
inline DATA Map<DATA, BLKSIZE>::get(int x, int y) const
{
if(!this->onMap(x, y)) {
return this->_MAP_DEFAULT_VALUE;
}
return this->_mapData[x * MAP_H + y];
}
/**
* Verify that cluster coordinates are within map boundaries.
* @param x X cluster position (at world position \a x * #MAP_BLOCKSIZE).
* @param y Y cluster position (at world position \a y * #MAP_BLOCKSIZE).
* @return Coordinate is within map boundaries.
*/
template <typename DATA, int BLKSIZE>
inline bool Map<DATA, BLKSIZE>::onMap(int x, int y) const
{
return (x >= 0 && x < this->MAP_W) && (y >= 0 && y < this->MAP_H);
}
/**
* Set the value of a cluster.
*
* If the coordinate is off the map, the value is not stored.
* @param x X world position.
* @param y Y world position.
* @param value Value to use.
*/
template <typename DATA, int BLKSIZE>
inline void Map<DATA, BLKSIZE>::worldSet(int x, int y, DATA value)
{
if(this->worldOnMap(x, y)) {
x /= BLKSIZE;
y /= BLKSIZE;
this->_mapData[x * MAP_H + y] = value;
}
}
/**
* Return the value of a cluster.
*
* If the coordinate is off the map, the #_MAP_DEFAULT_VALUE is returned.
* @param x X world position.
* @param y Y world position.
* @return Value of the cluster.
*/
template <typename DATA, int BLKSIZE>
inline DATA Map<DATA, BLKSIZE>::worldGet(int x, int y) const
{
if(!this->worldOnMap(x, y)) {
return this->_MAP_DEFAULT_VALUE;
}
x /= BLKSIZE;
y /= BLKSIZE;
return this->_mapData[x * MAP_H + y];
}
/**
* Verify that world coordinates are within map boundaries.
* @param x X world position.
* @param y Y world position.
* @return Coordinate is within map boundaries.
*/
template <typename DATA, int BLKSIZE>
inline bool Map<DATA, BLKSIZE>::worldOnMap(int x, int y) const
{
return (x >= 0 && x < WORLD_W) && (y >= 0 && y < WORLD_H);
}
////////////////////////////////////////////////////////////////////////
// Type definitions
typedef Map<Byte, 1> MapByte1; ///< Map of ::Byte, with cluster size 1
typedef Map<Byte, 2> MapByte2; ///< Map of ::Byte, with cluster size 2
typedef Map<Byte, 4> MapByte4; ///< Map of ::Byte, with cluster size 4
typedef Map<short, 8> MapShort8; ///< Map of ::short, with cluster size 8
////////////////////////////////////////////////////////////////////////
#endif

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/* message.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file message.cpp
* @brief Handles messaging and notifications within the Micropolis
* game.
*
* This file includes functions for sending messages to the player,
* based on various game events and scenario progress. It handles
* displaying messages related to city growth, requirements,
* disasters, and other significant events. It also deals with
* triggering sound effects associated with specific messages.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
#include "text.h"
////////////////////////////////////////////////////////////////////////
/** Check progress of the user, and send him messages about it. */
void Micropolis::sendMessages()
{
short PowerPop;
float TM;
// Running a scenario, and waiting it to 'end' so we can give a score
if (scenario > SC_NONE && scoreType > SC_NONE && scoreWait > 0) {
scoreWait--;
if (scoreWait == 0) {
doScenarioScore(scoreType);
}
}
checkGrowth();
totalZonePop = resZonePop + comZonePop + indZonePop;
PowerPop = nuclearPowerPop + coalPowerPop;
switch (cityTime & 63) {
case 1:
if (totalZonePop / 4 >= resZonePop) {
sendMessage(MESSAGE_NEED_MORE_RESIDENTIAL);
}
break;
case 5:
if (totalZonePop / 8 >= comZonePop) {
sendMessage(MESSAGE_NEED_MORE_COMMERCIAL);
}
break;
case 10:
if (totalZonePop / 8 >= indZonePop) {
sendMessage(MESSAGE_NEED_MORE_INDUSTRIAL);
}
break;
case 14:
if (totalZonePop > 10 && totalZonePop * 2 > roadTotal) {
sendMessage(MESSAGE_NEED_MORE_ROADS);
}
break;
case 18:
if (totalZonePop > 50 && totalZonePop > railTotal) {
sendMessage(MESSAGE_NEED_MORE_RAILS);
}
break;
case 22:
if (totalZonePop > 10 && PowerPop == 0) {
sendMessage(MESSAGE_NEED_ELECTRICITY);
}
break;
case 26:
if (resPop > 500 && stadiumPop == 0) {
sendMessage(MESSAGE_NEED_STADIUM);
resCap = true;
} else {
resCap = false;
}
break;
case 28:
if (indPop > 70 && seaportPop == 0) {
sendMessage(MESSAGE_NEED_SEAPORT);
indCap = true;
} else {
indCap = false;
}
break;
case 30:
if (comPop > 100 && airportPop == 0) {
sendMessage(MESSAGE_NEED_AIRPORT);
comCap = true;
} else {
comCap = false;
}
break;
case 32:
TM = (float)(unpoweredZoneCount + poweredZoneCount); /* dec score for unpowered zones */
if (TM > 0) {
if (poweredZoneCount / TM < 0.7) {
sendMessage(MESSAGE_BLACKOUTS_REPORTED);
}
}
break;
case 35:
if (pollutionAverage > /* 80 */ 60) {
sendMessage(MESSAGE_HIGH_POLLUTION, -1, -1, true);
}
break;
case 42:
if (crimeAverage > 100) {
sendMessage(MESSAGE_HIGH_CRIME, -1, -1, true);
}
break;
case 45:
if (totalPop > 60 && fireStationPop == 0) {
sendMessage(MESSAGE_NEED_FIRE_STATION);
}
break;
case 48:
if (totalPop > 60 && policeStationPop == 0) {
sendMessage(MESSAGE_NEED_POLICE_STATION);
}
break;
case 51:
if (cityTax > 12) {
sendMessage(MESSAGE_TAX_TOO_HIGH);
}
break;
case 54:
// If roadEffect < 5/8 of max effect
if (roadEffect < (5 * MAX_ROAD_EFFECT / 8) && roadTotal > 30) {
sendMessage(MESSAGE_ROAD_NEEDS_FUNDING);
}
break;
case 57:
// If fireEffect < 0.7 of max effect
if (fireEffect < (7 * MAX_FIRE_STATION_EFFECT / 10) && totalPop > 20) {
sendMessage(MESSAGE_FIRE_STATION_NEEDS_FUNDING);
}
break;
case 60:
// If policeEffect < 0.7 of max effect
if (policeEffect < (7 * MAX_POLICE_STATION_EFFECT / 10)
&& totalPop > 20) {
sendMessage(MESSAGE_POLICE_NEEDS_FUNDING);
}
break;
case 63:
if (trafficAverage > 60) {
sendMessage(MESSAGE_TRAFFIC_JAMS, -1, -1, true);
}
break;
}
}
/**
* Detect a change in city class, and produce a message if the player has
* reached the next class.
* @todo This code is very closely related to Micropolis::doPopNum().
* Maybe merge both in some way?
* (This function gets called much more often however then doPopNum().
* Also, at the first call, the difference between thisCityPop and
* cityPop is huge.)
*/
void Micropolis::checkGrowth()
{
if ((cityTime & 3) == 0) {
short category = 0;
Quad thisCityPop = getPopulation();
if (cityPopLast > 0) {
CityClass lastClass = getCityClass(cityPopLast);
CityClass newClass = getCityClass(thisCityPop);
if (lastClass != newClass) {
// Switched class, find appropiate message.
switch (newClass) {
case CC_VILLAGE:
// Don't mention it.
break;
case CC_TOWN:
category = MESSAGE_REACHED_TOWN;
break;
case CC_CITY:
category = MESSAGE_REACHED_CITY;
break;
case CC_CAPITAL:
category = MESSAGE_REACHED_CAPITAL;
break;
case CC_METROPOLIS:
category = MESSAGE_REACHED_METROPOLIS;
break;
case CC_MEGALOPOLIS:
category = MESSAGE_REACHED_MEGALOPOLIS;
break;
default:
NOT_REACHED();
break;
}
}
}
if (category > 0 && category != categoryLast) {
sendMessage(category, NOWHERE, NOWHERE, true);
categoryLast = category;
}
cityPopLast = thisCityPop;
}
}
/**
* Compute score for each scenario
* @param type Scenario used
* @note Parameter \a type may not be \c SC_NONE
*/
void Micropolis::doScenarioScore(Scenario type)
{
short z = MESSAGE_SCENARIO_LOST; /* you lose */
switch (type) {
case SC_DULLSVILLE:
if (cityClass >= CC_METROPOLIS) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_SAN_FRANCISCO:
if (cityClass >= CC_METROPOLIS) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_HAMBURG:
if (cityClass >= CC_METROPOLIS) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_BERN:
if (trafficAverage < 80) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_TOKYO:
if (cityScore > 500) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_DETROIT:
if (crimeAverage < 60) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_BOSTON:
if (cityScore > 500) {
z = MESSAGE_SCENARIO_WON;
}
break;
case SC_RIO:
if (cityScore > 500) {
z = MESSAGE_SCENARIO_WON;
}
break;
default:
NOT_REACHED();
break;
}
sendMessage(z, NOWHERE, NOWHERE, true, true);
if (z == MESSAGE_SCENARIO_LOST) {
doLoseGame();
}
}
/**
* Send the user a message of an event that happens at a particular position
* in the city.
* @param messageIndex Message number of the message to display.
* @param x X coordinate of the position of the event.
* @param y Y coordinate of the position of the event.
* @param picture Flag that is true if a picture should be shown.
* @param important Flag that is true if the message is important.
*/
void Micropolis::sendMessage(short messageIndex, short x, short y, bool picture, bool important)
{
callback->sendMessage(this, callbackVal, messageIndex, x, y, picture, important);
}
/**
* Make a sound for message \a mesgNum if appropriate.
* @param mesgNum Message number displayed.
* @param x Horizontal coordinate in the city of the sound.
* @param y Vertical coordinate in the city of the sound.
*/
void Micropolis::doMakeSound(int mesgNum, int x, int y)
{
assert(mesgNum >= 0);
switch (mesgNum) {
case MESSAGE_TRAFFIC_JAMS:
if (getRandom(5) == 1) {
makeSound("city", "HonkHonkMed", x, y);
} else if (getRandom(5) == 1) {
makeSound("city", "HonkHonkLow", x, y);
} else if (getRandom(5) == 1) {
makeSound("city", "HonkHonkHigh", x, y);
}
break;
case MESSAGE_HIGH_CRIME:
case MESSAGE_FIRE_REPORTED:
case MESSAGE_TORNADO_SIGHTED:
case MESSAGE_EARTHQUAKE:
case MESSAGE_PLANE_CRASHED:
case MESSAGE_SHIP_CRASHED:
case MESSAGE_TRAIN_CRASHED:
case MESSAGE_HELICOPTER_CRASHED:
makeSound("city", "Siren", x, y);
break;
case MESSAGE_MONSTER_SIGHTED:
makeSound("city", "Monster", x, y);
break;
case MESSAGE_FIREBOMBING:
makeSound("city", "ExplosionLow", x, y);
makeSound("city", "Siren", x, y);
break;
case MESSAGE_NUCLEAR_MELTDOWN:
makeSound("city", "ExplosionHigh", x, y);
makeSound("city", "ExplosionLow", x, y);
makeSound("city", "Siren", x, y);
break;
case MESSAGE_RIOTS_REPORTED:
makeSound("city", "Siren", x, y);
break;
}
}
/**
* Tell the front-end that it should perform an auto-goto
* @param x X position at the map
* @param y Y position at the map
* @param message Message
*/
void Micropolis::doAutoGoto(short x, short y, const std::string &message)
{
callback->autoGoto(this, callbackVal, x, y, message);
}
/** Tell the front-end that the player has lost the game */
void Micropolis::doLoseGame()
{
callback->didLoseGame(this, callbackVal);
}
/** Tell the front-end that the player has won the game */
void Micropolis::doWinGame()
{
callback->didWinGame(this, callbackVal);
}
////////////////////////////////////////////////////////////////////////

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// micropolisengine_lib.js

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Micropolis Engine</title>
<style>
/* Custom styles here */
</style>
</head>
<body>
{{{ SCRIPT }}}
</body>
</html>

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/* position.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file position.cpp
* @brief Defines the Position class for coordinate handling in
* Micropolis.
*
* This file provides the implementation of the Position class, which
* is used throughout the Micropolis game engine for managing x and y
* coordinates. It includes various constructors for different
* scenarios, a copy constructor, an assignment operator, and a method
* for moving the position in a specified direction.
*/
/////////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
/////////////////////////////////////////////////////////////////////////////
/** Default constructor. */
Position::Position()
{
this->posX = 0;
this->posY = 0;
}
/**
* Construct a position at a given \a x and \a y coordinate.
* @param x X coordinate of the new position.
* @param y Y coordinate of the new position.
*/
Position::Position(int x, int y)
{
this->posX = x;
this->posY = y;
}
/**
* Copy constructor.
* @param pos Position to copy.
*/
Position::Position(const Position &pos)
{
this->posX = pos.posX;
this->posY = pos.posY;
}
/**
* Copy constructor with a single tile movement.
* @param pos Position to copy.
* @param dir Direction to move into.
*/
Position::Position(const Position &pos, Direction2 dir)
{
this->posX = pos.posX;
this->posY = pos.posY;
this->move(dir);
}
/**
* Copy constructor with arbitrary movement.
* @param pos Position to copy.
* @param dx Horizontal offset.
* @param dy Vertical offset.
*/
Position::Position(const Position &pos, int dx, int dy)
{
this->posX = pos.posX + dx;
this->posY = pos.posY + dy;
}
/**
* Assignment operator.
* @param pos Position to copy.
*/
Position &Position::operator=(const Position &pos)
{
if (this != &pos) {
this->posX = pos.posX;
this->posY = pos.posY;
}
return *this;
}
/**
* Move the position one step in the indicated direction.
* @param dir Direction to move into.
* @return Position moved in the indicated direction.
*/
bool Position::move(Direction2 dir)
{
switch (dir) {
case DIR2_INVALID:
return true;
case DIR2_NORTH:
if (this->posY > 0) {
this->posY--;
return true;
}
break;
case DIR2_NORTH_EAST:
if (this->posX < WORLD_W - 1 && this->posY > 0) {
this->posX++;
this->posY--;
return true;
}
case DIR2_EAST:
if (this->posX < WORLD_W - 1) {
this->posX++;
return true;
}
break;
case DIR2_SOUTH_EAST:
if (this->posX < WORLD_W -1 && this->posY < WORLD_H - 1) {
this->posX++;
this->posY++;
return true;
}
break;
case DIR2_SOUTH:
if (this->posY < WORLD_H - 1) {
this->posY++;
return true;
}
break;
case DIR2_SOUTH_WEST: this->posX--; this->posY++; break;
if (this->posX > 0 && this->posY < WORLD_H - 1) {
this->posX--;
this->posY++;
return true;
}
break;
case DIR2_WEST:
if (this->posX > 0) {
this->posX--;
return true;
}
break;
case DIR2_NORTH_WEST:
if (this->posX > 0 && this->posY > 0) {
this->posX--;
this->posY--;
return true;
}
break;
default: NOT_REACHED();
}
// Movement was not possible, silently repair the position.
if (this->posX < 0) this->posX = 0;
if (this->posX >= WORLD_W) this->posX = WORLD_W - 1;
if (this->posY < 0) this->posY = 0;
if (this->posY >= WORLD_H) this->posY = WORLD_H - 1;
return false;
}
/////////////////////////////////////////////////////////////////////////////

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/* position.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file position.h
* @brief Defines position handling and direction enumeration for the
* Micropolis game engine.
*
* This header file provides classes and functions for handling
* positions and directions within the Micropolis game world. It
* includes the 'Position' class for representing X/Y coordinates and
* 'Direction2' enumeration for defining 8 cardinal directions.
* Functions for manipulating and querying these positions and
* directions are also provided, which are essential for navigating
* and interacting with the game world's grid.
*/
#ifndef H_POSITION
#define H_POSITION
/** Another direction enumeration class, with 8 possible directions.
* @todo Eliminate #Direction.
* @todo After eliminating #Direction, rename this enum to Direction.
*/
enum Direction2 {
DIR2_INVALID, ///< Invalid direction.
DIR2_NORTH, ///< Direction pointing north.
DIR2_NORTH_EAST, ///< Direction pointing north-east.
DIR2_EAST, ///< Direction pointing east.
DIR2_SOUTH_EAST, ///< Direction pointing south-east.
DIR2_SOUTH, ///< Direction pointing south.
DIR2_SOUTH_WEST, ///< Direction pointing south-west.
DIR2_WEST, ///< Direction pointing west.
DIR2_NORTH_WEST, ///< Direction pointing north-west.
DIR2_BEGIN = DIR2_NORTH, ///< First valid direction.
DIR2_END = DIR2_NORTH_WEST + 1, ///< End-condition for directions
};
/**
* Increment the direction by 45 degrees.
* @param dir Direction to rotate.
* @return Rotated direction, possibly >= DIR2_END.
*/
static inline Direction2 increment45(Direction2 dir, int count = 1)
{
return (Direction2)(dir + count);
}
/**
* Increment the direction by 90 degrees.
* @param dir Direction to rotate.
* @return Rotated direction, possibly >= DIR2_END.
*/
static inline Direction2 increment90(Direction2 dir)
{
return increment45(dir, 2);
}
/**
* Increment the direction by 45 degrees.
* @param dir Direction to rotate.
* @return Rotated direction.
*/
static inline Direction2 rotate45(Direction2 dir, int count = 1)
{
return (Direction2)(((dir - DIR2_NORTH + count) & 7) + DIR2_NORTH);
}
/**
* Rotate the direction by 90 degrees.
* @param dir Direction to rotate.
* @return Rotated direction.
*/
static inline Direction2 rotate90(Direction2 dir)
{
return rotate45(dir, 2);
}
/**
* Rotate the direction by 180 degrees.
* @param dir Direction to rotate.
* @return Rotated direction.
*/
static inline Direction2 rotate180(Direction2 dir)
{
return rotate45(dir, 4);
}
/** X/Y position. */
class Position {
public:
Position();
Position(int x, int y);
Position(const Position &pos);
Position(const Position &pos, Direction2 dir);
Position(const Position &pos, int dx, int dy);
Position &operator=(const Position &pos);
bool move(Direction2 dir);
inline bool testBounds();
int posX; ///< Horizontal coordinate of the position.
int posY; ///< Vertical coordnate of the position.
};
/**
* Test whether the position is on-map.
* @return Position is on-map.
*/
inline bool Position::testBounds()
{
return (this->posX >= 0 && this->posX < WORLD_W
&& this->posY >= 0 && this->posY < WORLD_H);
}
/**
* Less-than comparison on positions (needed for map since Position is used as
* key value).
* @param pos1 First position.
* @param pos2 Second position.
* @return First position is smaller than second position.
*/
inline bool operator<(const Position &pos1, const Position &pos2)
{
if (pos1.posX != pos2.posX) return pos1.posX < pos2.posX;
return pos1.posY < pos2.posY;
}
#endif

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/* power.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file power.cpp
* @brief Manages power distribution in the Micropolis game.
*
* This file contains functions for scanning the game map to
* distribute power from power plants to other structures. It utilizes
* a power stack to track and update the power status of tiles. The
* file includes constants for the power strength of coal and nuclear
* power plants, and functions to test for conductive tiles, scan the
* map for power distribution, and manipulate the power stack.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
#include "text.h"
////////////////////////////////////////////////////////////////////////
// Constants
/** Number of tiles that a coal power plant can supply power to. */
static const Quad COAL_POWER_STRENGTH = 700L;
/** Number of tiles that a nuclear power plant can supply power to. */
static const Quad NUCLEAR_POWER_STRENGTH = 2000L;
////////////////////////////////////////////////////////////////////////
/**
* Check at position \a pos for a power-less conducting tile in the
* direction \a testDir.
* @param pos Position to start from.
* @param testDir Direction to investigate.
* @return Unpowered tile has been found in the indicated direction.
* @todo Re-use something like Micropolis::getFromMap(), and fold this function
* into its caller.
*/
bool Micropolis::testForConductive(const Position& pos, Direction2 testDir)
{
Position movedPos(pos);
if (movedPos.move(testDir)) {
if ((map[movedPos.posX][movedPos.posY] & CONDBIT) == CONDBIT) {
if (!powerGridMap.worldGet(movedPos.posX, movedPos.posY)) {
return true;
}
}
}
return false;
}
/**
* Scan the map for powered tiles, and copy them to the Micropolis::powerGridMap
* array.
* Also warns the user about using too much power ('buy another power plant').
*/
void Micropolis::doPowerScan()
{
Direction2 anyDir,dir;
int conNum;
// Clear power map.
powerGridMap.clear();
// Power that the combined coal and nuclear power plants can deliver.
Quad maxPower = coalPowerPop * COAL_POWER_STRENGTH +
nuclearPowerPop * NUCLEAR_POWER_STRENGTH;
Quad numPower = 0; // Amount of power used.
while (powerStackPointer > 0) {
Position pos = pullPowerStack();
anyDir = DIR2_INVALID;
do {
numPower++;
if (numPower > maxPower) {
sendMessage(MESSAGE_NOT_ENOUGH_POWER);
return;
}
if (anyDir != DIR2_INVALID) {
pos.move(anyDir);
}
powerGridMap.worldSet(pos.posX, pos.posY, 1);
conNum = 0;
dir = DIR2_BEGIN;
while (dir < DIR2_END && conNum < 2) {
if (testForConductive(pos, dir)) {
conNum++;
anyDir = dir;
}
dir = increment90(dir);
}
if (conNum > 1) {
pushPowerStack(pos);
}
} while (conNum);
}
}
/**
* Push position \a pos onto the power stack if there is room.
* @param pos Position to push.
*/
void Micropolis::pushPowerStack(const Position &pos)
{
if (powerStackPointer < (POWER_STACK_SIZE - 2)) {
powerStackPointer++;
powerStackXY[powerStackPointer] = pos;
}
}
/**
* Pull a position from the power stack.
* @return Pulled position.
* @pre Stack must be non-empty (powerStackPointer > 0).
*/
Position Micropolis::pullPowerStack()
{
assert(powerStackPointer > 0);
powerStackPointer--;
return powerStackXY[powerStackPointer + 1];
}
////////////////////////////////////////////////////////////////////////

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/* random.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file random.cpp
* @brief Contains functions for generating random numbers in
* Micropolis.
*
* This file includes functions for generating random numbers used in
* various aspects of the Micropolis game. It provides functions for
* generating random numbers within specific ranges, signed and
* unsigned random numbers, and a method to initialize the random
* number generator with a random seed.
*
* @bug Code seems to assume that \c sizeof(short)==2 and \c
* sizeof(int)==4 However, this depends on the compiler. We should
* introduce typedefs for them, and check correctness of our
* assumptions w.r.t. size of them (eg in
* Micropolis::randomlySeedRandom() or in Micropolis::Micropolis()).
*
* @bug Code stores unsigned 16 bit numbers in \c short which is a
* signed type.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Draw a random number (internal function).
* @todo Use Wolfram's fast cellular automata pseudo random number generator.
* @return Unsigned 16 bit random number.
*/
int Micropolis::simRandom()
{
nextRandom = nextRandom * 1103515245 + 12345;
return (nextRandom & 0xffff00) >> 8;
}
/**
* Draw a random number in a given range.
* @param range Upper bound of the range (inclusive).
* @return Random number between \c 0 and \a range (inclusive).
*/
short Micropolis::getRandom(short range)
{
int maxMultiple, rnum;
range++; /// @bug Increment may cause range overflow.
maxMultiple = 0xffff / range;
maxMultiple *= range;
do {
rnum = getRandom16();
} while (rnum >= maxMultiple);
return (rnum % range);
}
/**
* Get random 16 bit number.
* @return Unsigned 16 bit random number.
*/
int Micropolis::getRandom16()
{
return simRandom() & 0x0000ffff;
}
/** Get signed 16 bit random number. */
int Micropolis::getRandom16Signed()
{
int i = getRandom16();
if (i > 0x7fff) {
i = 0x7fff - i;
}
return i;
}
/**
* Get a random number within a given range, with a preference to smaller
* values.
* @param limit Upper bound of the range (inclusive).
* @return Random number between \c 0 and \a limit (inclusive).
*/
short Micropolis::getERandom(short limit)
{
short z = getRandom(limit);
short x = getRandom(limit);
return min(z, x);
}
/** Initialize the random number generator with a 'random' seed. */
void Micropolis::randomlySeedRandom()
{
struct timeval time;
gettimeofday(&time, NULL);
seedRandom(time.tv_usec ^ time.tv_sec);
}
/**
* Set seed of the random number generator.
* @param seed New seed.
*/
void Micropolis::seedRandom(int seed)
{
nextRandom = seed;
}
////////////////////////////////////////////////////////////////////////

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/* scan.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file scan.cpp
* @brief Implements various scanning and analysis algorithms for
* Micropolis.
*
* This file contains functions for scanning and analyzing different
* aspects of the city in the Micropolis game, including fire and
* police station coverage, population density, pollution, land value,
* crime rates, and terrain. It also includes utility functions for
* smoothing maps and calculating distances.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Smooth a station map.
*
* Used for smoothing fire station and police station coverage maps.
* @param map Map to smooth.
*/
static void smoothStationMap(MapShort8 *map)
{
short x, y, edge;
MapShort8 tempMap(*map);
for (x = 0; x < tempMap.MAP_W; x++) {
for (y = 0; y < tempMap.MAP_H; y++) {
edge = 0;
if (x > 0) {
edge += tempMap.get(x - 1, y);
}
if (x < tempMap.MAP_W - 1) {
edge += tempMap.get(x + 1, y);
}
if (y > 0) {
edge += tempMap.get(x, y - 1);
}
if (y < tempMap.MAP_H - 1) {
edge += tempMap.get(x, y + 1);
}
edge = tempMap.get(x, y) + edge / 4;
map->set(x, y, edge / 2);
}
}
}
/**
* Make firerate map from firestation map.
* @todo Comment seems wrong; what's a firerate map?
*/
void Micropolis::fireAnalysis()
{
smoothStationMap(&fireStationMap);
smoothStationMap(&fireStationMap);
smoothStationMap(&fireStationMap);
fireStationEffectMap = fireStationMap;
newMapFlags[MAP_TYPE_FIRE_RADIUS] = 1;
newMapFlags[MAP_TYPE_DYNAMIC] = 1;
}
/** @todo The tempMap1 has MAP_BLOCKSIZE > 1, so we may be able to optimize
* the first x, y loop.
*/
void Micropolis::populationDensityScan()
{
/* sets: populationDensityMap, , , comRateMap */
tempMap1.clear();
Quad Xtot = 0;
Quad Ytot = 0;
Quad Ztot = 0;
for (int x = 0; x < WORLD_W; x++) {
for (int y = 0; y < WORLD_H; y++) {
MapValue mapValue = map[x][y];
if (mapValue & ZONEBIT) {
MapTile mapTile = mapValue & LOMASK;
int pop = getPopulationDensity(Position(x, y), mapTile) * 8;
pop = min(pop, 254);
tempMap1.worldSet(x, y, (Byte)pop);
Xtot += x;
Ytot += y;
Ztot++;
}
}
}
doSmooth1(); // tempMap1 -> tempMap2
doSmooth2(); // tempMap2 -> tempMap1
doSmooth1(); // tempMap1 -> tempMap2
assert(populationDensityMap.MAP_W == tempMap2.MAP_W);
assert(populationDensityMap.MAP_H == tempMap2.MAP_H);
// Copy tempMap2 to populationDensityMap, multiplying by 2
Byte *srcMap = tempMap2.getBase();
Byte *destMap = populationDensityMap.getBase();
for (int i = 0; i < tempMap2.MAP_W * tempMap2.MAP_H; i++) {
destMap[i] = srcMap[i] * 2;
}
computeComRateMap(); /* Compute the comRateMap */
// Compute new city center
if (Ztot > 0) { /* Find Center of Mass for City */
cityCenterX = (short)(Xtot / Ztot);
cityCenterY = (short)(Ytot / Ztot);
} else {
cityCenterX = WORLD_W / 2; /* if pop==0 center of map is city center */
cityCenterY = WORLD_H / 2;
}
// Set flags for updated maps
newMapFlags[MAP_TYPE_POPULATION_DENSITY] = 1;
newMapFlags[MAP_TYPE_RATE_OF_GROWTH] = 1;
newMapFlags[MAP_TYPE_DYNAMIC] = 1;
}
/**
* Get population of a zone.
* @param pos Position of the zone to count.
* @param tile Tile of the zone.
* @return Population of the zone.
*/
int Micropolis::getPopulationDensity(const Position &pos, MapTile tile)
{
int pop;
if (tile == FREEZ) {
pop = doFreePop(pos);
return pop;
}
if (tile < COMBASE) {
pop = getResZonePop(tile);
return pop;
}
if (tile < INDBASE) {
pop = getComZonePop(tile) * 8;
return pop;
}
if (tile < PORTBASE) {
pop = getIndZonePop(tile) * 8;
return pop;
}
return 0;
}
/* comefrom: simulate SpecialInit */
void Micropolis::pollutionTerrainLandValueScan()
{
/* Does pollution, terrain, land value */
Quad ptot, LVtot;
int x, y, z, dis;
int pollutionLevel, loc, worldX, worldY, Mx, My, pnum, LVnum, pmax;
// tempMap3 is a map of development density, smoothed into terrainMap.
tempMap3.clear();
LVtot = 0;
LVnum = 0;
for (x = 0; x < landValueMap.MAP_W; x++) {
for (y = 0; y < landValueMap.MAP_H; y++) {
pollutionLevel = 0;
bool landValueFlag = false;
worldX = x * 2;
worldY = y * 2;
for (Mx = worldX; Mx <= worldX + 1; Mx++) {
for (My = worldY; My <= worldY + 1; My++) {
loc = (map[Mx][My] & LOMASK);
if (loc) {
if (loc < RUBBLE) {
// Increment terrain memory.
Byte value = tempMap3.get(x >>1, y >>1);
tempMap3.set(x >>1, y >>1, value + 15);
continue;
}
pollutionLevel += getPollutionValue(loc);
if (loc >= ROADBASE) {
landValueFlag = true;
}
}
}
}
/* XXX ??? This might have to do with the radiation tile returning -40.
if (pollutionLevel < 0) {
pollutionLevel = 250;
}
*/
pollutionLevel = min(pollutionLevel, 255);
tempMap1.set(x, y, pollutionLevel);
if (landValueFlag) { /* LandValue Equation */
dis = 34 - getCityCenterDistance(worldX, worldY) / 2;
dis = dis <<2;
dis += terrainDensityMap.get(x >>1, y >>1);
dis -= pollutionDensityMap.get(x, y);
if (crimeRateMap.get(x, y) > 190) {
dis -= 20;
}
dis = clamp(dis, 1, 250);
landValueMap.set(x, y, dis);
LVtot += dis;
LVnum++;
} else {
landValueMap.set(x, y, 0);
}
}
}
if (LVnum > 0) {
landValueAverage = (short)(LVtot / LVnum);
} else {
landValueAverage = 0;
}
doSmooth1(); // tempMap1 -> tempMap2
doSmooth2(); // tempMap2 -> tempMap1
pmax = 0;
pnum = 0;
ptot = 0;
for (x = 0; x < WORLD_W; x += pollutionDensityMap.MAP_BLOCKSIZE) {
for (y = 0; y < WORLD_H; y += pollutionDensityMap.MAP_BLOCKSIZE) {
z = tempMap1.worldGet(x, y);
pollutionDensityMap.worldSet(x, y, z);
if (z) { /* get pollute average */
pnum++;
ptot += z;
/* find max pol for monster */
if (z > pmax || (z == pmax && (getRandom16() & 3) == 0)) {
pmax = z;
pollutionMaxX = x;
pollutionMaxY = y;
}
}
}
}
if (pnum) {
pollutionAverage = (short)(ptot / pnum);
} else {
pollutionAverage = 0;
}
smoothTerrain();
newMapFlags[MAP_TYPE_POLLUTION] = 1;
newMapFlags[MAP_TYPE_LAND_VALUE] = 1;
newMapFlags[MAP_TYPE_DYNAMIC] = 1;
}
/**
* Return pollution of a tile value
* @param loc Tile character
* @return Value of the pollution (0..255, bigger is worse)
*/
int Micropolis::getPollutionValue(int loc)
{
if (loc < POWERBASE) {
if (loc >= HTRFBASE) {
return /* 25 */ 75; /* heavy traf */
}
if (loc >= LTRFBASE) {
return /* 10 */ 50; /* light traf */
}
if (loc < ROADBASE) {
if (loc > FIREBASE) {
return /* 60 */ 90;
}
/* XXX: Why negative pollution from radiation? */
if (loc >= RADTILE) {
return /* -40 */ 255; /* radioactivity */
}
}
return 0;
}
if (loc <= LASTIND) {
return 0;
}
if (loc < PORTBASE) {
return 50; /* Ind */
}
if (loc <= LASTPOWERPLANT) {
return /* 60 */ 100; /* prt, aprt, cpp */
}
return 0;
}
/**
* Compute Manhattan distance between given world position and center of the
* city.
* @param x X world coordinate of given position.
* @param y Y world coordinate of given position.
* @return Manhattan distance (\c dx+dy ) between both positions.
* @note For long distances (> 64), value 64 is returned.
*/
int Micropolis::getCityCenterDistance(int x, int y)
{
int xDis, yDis;
if (x > cityCenterX) {
xDis = x - cityCenterX;
} else {
xDis = cityCenterX - x;
}
if (y > cityCenterY) {
yDis = y - cityCenterY;
} else {
yDis = cityCenterY - y;
}
return min(xDis + yDis, 64);
}
/** Smooth police station map and compute crime rate */
void Micropolis::crimeScan()
{
smoothStationMap(&policeStationMap);
smoothStationMap(&policeStationMap);
smoothStationMap(&policeStationMap);
Quad totz = 0;
int numz = 0;
int cmax = 0;
for (int x = 0; x < WORLD_W; x += crimeRateMap.MAP_BLOCKSIZE) {
for (int y = 0; y < WORLD_H; y += crimeRateMap.MAP_BLOCKSIZE) {
int z = landValueMap.worldGet(x, y);
if (z > 0) {
++numz;
z = 128 - z;
z += populationDensityMap.worldGet(x, y);
z = min(z, 300);
z -= policeStationMap.worldGet(x, y);
z = clamp(z, 0, 250);
crimeRateMap.worldSet(x, y, (Byte)z);
totz += z;
// Update new crime hot-spot
if (z > cmax || (z == cmax && (getRandom16() & 3) == 0)) {
cmax = z;
crimeMaxX = x;
crimeMaxY = y;
}
} else {
crimeRateMap.worldSet(x, y, 0);
}
}
}
if (numz > 0) {
crimeAverage = (short)(totz / numz);
} else {
crimeAverage = 0;
}
policeStationEffectMap = policeStationMap;
newMapFlags[MAP_TYPE_CRIME] = 1;
newMapFlags[MAP_TYPE_POLICE_RADIUS] = 1;
newMapFlags[MAP_TYPE_DYNAMIC] = 1;
}
/* comefrom: pollutionTerrainLandValueScan */
void Micropolis::smoothTerrain()
{
if (donDither & 1) {
int x, y = 0, dir = 1;
unsigned z = 0;
for (x = 0; x < terrainDensityMap.MAP_W; x++) {
for (; y != terrainDensityMap.MAP_H && y != -1; y += dir) {
z +=
tempMap3.get((x == 0) ? x : (x - 1), y) +
tempMap3.get((x == (terrainDensityMap.MAP_W - 1)) ? x : (x + 1), y) +
tempMap3.get(x, (y == 0) ? (0) : (y - 1)) +
tempMap3.get(x, (y == (terrainDensityMap.MAP_H - 1)) ? y : (y + 1)) +
(tempMap3.get(x, y) <<2);
Byte val = (Byte)(z / 8);
terrainDensityMap.set(x, y, val);
z &= 0x7;
}
dir = -dir;
y += dir;
}
} else {
short x, y;
for (x = 0; x < terrainDensityMap.MAP_W; x++) {
for (y = 0; y < terrainDensityMap.MAP_H; y++) {
unsigned z = 0;
if (x > 0) {
z += tempMap3.get(x - 1, y);
}
if (x < (terrainDensityMap.MAP_W - 1)) {
z += tempMap3.get(x + 1, y);
}
if (y > 0) {
z += tempMap3.get(x, y - 1);
}
if (y < (terrainDensityMap.MAP_H - 1)) {
z += tempMap3.get(x, y + 1);
}
Byte val = (Byte)(z / 4 + tempMap3.get(x, y)) / 2;
terrainDensityMap.set(x, y, val);
}
}
}
}
/**
* Perform smoothing with or without dithering.
* @param srcMap Source map.
* @param destMap Destination map.
* @param ditherFlag Function should apply dithering.
*/
static void smoothDitherMap(const MapByte2 &srcMap,
MapByte2 *destMap,
bool ditherFlag)
{
if (ditherFlag) {
int x, y = 0, z = 0, dir = 1;
for (x = 0; x < srcMap.MAP_W; x++) {
for (; y != srcMap.MAP_H && y != -1; y += dir) {
z +=
srcMap.get((x == 0) ? x : (x - 1), y) +
srcMap.get((x == srcMap.MAP_W - 1) ? x : (x + 1), y) +
srcMap.get(x, (y == 0) ? (0) : (y - 1)) +
srcMap.get(x, (y == (srcMap.MAP_H - 1)) ? y : (y + 1)) +
srcMap.get(x, y);
Byte val = (Byte)(z / 4);
destMap->set(x, y, val);
z &= 3;
}
dir = -dir;
y += dir;
}
} else {
short x, y, z;
for (x = 0; x < srcMap.MAP_W; x++) {
for (y = 0; y < srcMap.MAP_H; y++) {
z = 0;
if (x > 0) {
z += srcMap.get(x - 1, y);
}
if (x < srcMap.MAP_W - 1) {
z += srcMap.get(x + 1, y);
}
if (y > 0) {
z += srcMap.get(x, y - 1);
}
if (y < (srcMap.MAP_H - 1)) {
z += srcMap.get(x, y + 1);
}
z = (z + srcMap.get(x, y)) >>2;
if (z > 255) {
z = 255;
}
destMap->set(x, y, (Byte)z);
}
}
}
}
/* Smooth Micropolis::tempMap1 to Micropolis::tempMap2 */
void Micropolis::doSmooth1()
{
smoothDitherMap(tempMap1, &tempMap2, donDither & 2);
}
/* Smooth Micropolis::tempMap2 to Micropolis::tempMap1 */
void Micropolis::doSmooth2()
{
smoothDitherMap(tempMap2, &tempMap1, donDither & 4);
}
/**
* Compute distance to city center for the entire map.
* @see comRateMap
*/
void Micropolis::computeComRateMap()
{
short x, y, z;
for (x = 0; x < comRateMap.MAP_W; x++) {
for (y = 0; y < comRateMap.MAP_H; y++) {
z = (short)(getCityCenterDistance(x * 8,y * 8) / 2); // 0..32
z = z * 4; // 0..128
z = 64 - z; // 64..-64
comRateMap.set(x, y, z);
}
}
}
////////////////////////////////////////////////////////////////////////

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/* text.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file text.h
* @brief Defines string identification numbers for texts used in the
* Micropolis game engine.
*
* This file provides enumerations for identifying various strings and
* messages used within the game. It includes definitions for scoring
* metrics, in-game messages, and notifications. These identifications
* facilitate the retrieval and display of context-specific text,
* contributing to the user interface and game interactions.
*/
#ifndef _H_TEXT
#define _H_TEXT
////////////////////////////////////////////////////////////////////////
/** String numbers of score card. */
enum Stri202 {
STR202_POPULATIONDENSITY_LOW = 0, ///< Low
STR202_POPULATIONDENSITY_MEDIUM = 1, ///< Medium
STR202_POPULATIONDENSITY_HIGH = 2, ///< High
STR202_POPULATIONDENSITY_VERYHIGH = 3, ///< Very High
STR202_LANDVALUE_SLUM = 4, ///< Slum
STR202_LANDVALUE_LOWER_CLASS = 5, ///< Lower Class
STR202_LANDVALUE_MIDDLE_CLASS = 6, ///< Middle Class
STR202_LANDVALUE_HIGH_CLASS = 7, ///< High
STR202_CRIME_NONE = 8, ///< Safe
STR202_CRIME_LIGHT = 9, ///< Light
STR202_CRIME_MODERATE = 10, ///< Moderate
STR202_CRIME_DANGEROUS = 11, ///< Dangerous
STR202_POLLUTION_NONE = 12, ///< None
STR202_POLLUTION_MODERATE = 13, ///< Moderate
STR202_POLLUTION_HEAVY = 14, ///< Heavy
STR202_POLLUTION_VERY_HEAVY = 15, ///< Very Heavy
STR202_GROWRATE_DECLINING = 16, ///< Declining
STR202_GROWRATE_STABLE = 17, ///< Stable
STR202_GROWRATE_SLOWGROWTH = 18, ///< Slow Growth
STR202_GROWRATE_FASTGROWTH = 19, ///< Fast Growth
};
/** String numbers of messages. */
enum MessageNumber {
MESSAGE_NEED_MORE_RESIDENTIAL = 1, ///< More residential zones needed.
MESSAGE_NEED_MORE_COMMERCIAL, ///< More commercial zones needed.
MESSAGE_NEED_MORE_INDUSTRIAL, ///< More industrial zones needed.
MESSAGE_NEED_MORE_ROADS, ///< More roads required.
MESSAGE_NEED_MORE_RAILS, ///< 5: Inadequate rail system.
MESSAGE_NEED_ELECTRICITY, ///< Build a Power Plant.
MESSAGE_NEED_STADIUM, ///< Residents demand a Stadium.
MESSAGE_NEED_SEAPORT, ///< Industry requires a Sea Port.
MESSAGE_NEED_AIRPORT, ///< Commerce requires an Airport.
MESSAGE_HIGH_POLLUTION, ///< 10: Pollution very high.
MESSAGE_HIGH_CRIME, ///< Crime very high.
MESSAGE_TRAFFIC_JAMS, ///< Frequent traffic jams reported.
MESSAGE_NEED_FIRE_STATION, ///< Citizens demand a Fire Department.
MESSAGE_NEED_POLICE_STATION, ///< Citizens demand a Police Department.
MESSAGE_BLACKOUTS_REPORTED, ///< 15: Blackouts reported. Check power map.
MESSAGE_TAX_TOO_HIGH, ///< Citizens upset. The tax rate is too high.
MESSAGE_ROAD_NEEDS_FUNDING, ///< Roads deteriorating, due to lack of funds.
MESSAGE_FIRE_STATION_NEEDS_FUNDING, ///< Fire departments need funding.
MESSAGE_POLICE_NEEDS_FUNDING, ///< Police departments need funding.
MESSAGE_FIRE_REPORTED, ///< 20: Fire reported !
MESSAGE_MONSTER_SIGHTED, ///< A Monster has been sighted !!
MESSAGE_TORNADO_SIGHTED, ///< Tornado reported !!
MESSAGE_EARTHQUAKE, ///< Major earthquake reported !!!
MESSAGE_PLANE_CRASHED, ///< A plane has crashed !
MESSAGE_SHIP_CRASHED, ///< 25: Shipwreck reported !
MESSAGE_TRAIN_CRASHED, ///< A train crashed !
MESSAGE_HELICOPTER_CRASHED, ///< A helicopter crashed !
MESSAGE_HIGH_UNEMPLOYMENT, ///< Unemployment rate is high.
MESSAGE_NO_MONEY, ///< YOUR CITY HAS GONE BROKE!
MESSAGE_FIREBOMBING, ///< 30: Firebombing reported !
MESSAGE_NEED_MORE_PARKS, ///< Need more parks.
MESSAGE_EXPLOSION_REPORTED, ///< Explosion detected !
MESSAGE_NOT_ENOUGH_FUNDS, ///< Insufficient funds to build that.
MESSAGE_BULLDOZE_AREA_FIRST, ///< Area must be bulldozed first.
MESSAGE_REACHED_TOWN, ///< 35: Population has reached 2,000.
MESSAGE_REACHED_CITY, ///< Population has reached 10,000.
MESSAGE_REACHED_CAPITAL, ///< Population has reached 50,000.
MESSAGE_REACHED_METROPOLIS, ///< Population has reached 100,000.
MESSAGE_REACHED_MEGALOPOLIS, ///< Population has reached 500,000.
MESSAGE_NOT_ENOUGH_POWER, ///< 40: Brownouts, build another Power Plant.
MESSAGE_HEAVY_TRAFFIC, ///< Heavy Traffic reported.
MESSAGE_FLOODING_REPORTED, ///< Flooding reported !!
MESSAGE_NUCLEAR_MELTDOWN, ///< A Nuclear Meltdown has occurred !!!
MESSAGE_RIOTS_REPORTED, ///< They're rioting in the streets !!
MESSAGE_STARTED_NEW_CITY, ///< 45: Started a New City.
MESSAGE_LOADED_SAVED_CITY, ///< Restored a Saved City.
MESSAGE_SCENARIO_WON, ///< You won the scenario
MESSAGE_SCENARIO_LOST, ///< You lose the scenario
MESSAGE_ABOUT_MICROPOLIS, ///< About micropolis.
MESSAGE_SCENARIO_DULLSVILLE, ///< 50: Dullsville scenario.
MESSAGE_SCENARIO_SAN_FRANCISCO, ///< San Francisco scenario.
MESSAGE_SCENARIO_HAMBURG, ///< Hamburg scenario.
MESSAGE_SCENARIO_BERN, ///< Bern scenario.
MESSAGE_SCENARIO_TOKYO, ///< Tokyo scenario.
MESSAGE_SCENARIO_DETROIT, ///< 55: Detroit scenario.
MESSAGE_SCENARIO_BOSTON, ///< Boston scenario.
MESSAGE_SCENARIO_RIO_DE_JANEIRO, ///< 57: Rio de Janeiro scenario.
MESSAGE_LAST = 57, ///< Last valid message
};
////////////////////////////////////////////////////////////////////////
#endif

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/* tool.h
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file tool.h
* @brief Defines tools, building properties, and tool effects for the
* Micropolis game.
*
* This header file includes definitions for various tools used in the
* game, along with the properties of buildings and the effects tools
* have on the game's world. It encompasses the core functionalities
* of tools, such as building, bulldozing, and querying, and their
* impact on the game's map and financial aspects. The classes and
* enumerations in this file form an integral part of the game's
* interaction mechanics, allowing players to modify and interact with
* the game world.
*/
#ifndef _H_TOOL
#define _H_TOOL
////////////////////////////////////////////////////////////////////////
#include <map>
#include <list>
////////////////////////////////////////////////////////////////////////
// Forward declarations
class Micropolis;
////////////////////////////////////////////////////////////////////////
/** Value of a tile in the map array incuding the #MapTileBits. */
typedef unsigned short MapValue;
/**
* Value of a tile in the map array excluding the #MapTileBits (that is, just
* a value from #MapCharacters).
*/
typedef unsigned short MapTile;
/**
* Status bits of a map tile.
* @see MapTile MapCharacters MapTile MapValue
* @todo #ALLBITS should end with MASK.
* @todo Decide what to do with #ANIMBIT (since sim-backend may not be the
* optimal place to do animation).
* @todo How many of these bits can be derived from the displayed tile?
*/
enum MapTileBits {
PWRBIT = 0x8000, ///< bit 15, tile has power.
CONDBIT = 0x4000, ///< bit 14. tile can conduct electricity.
BURNBIT = 0x2000, ///< bit 13, tile can be lit.
BULLBIT = 0x1000, ///< bit 12, tile is bulldozable.
ANIMBIT = 0x0800, ///< bit 11, tile is animated.
ZONEBIT = 0x0400, ///< bit 10, tile is the center tile of the zone.
/// Mask for the bits-part of the tile
ALLBITS = ZONEBIT | ANIMBIT | BULLBIT | BURNBIT | CONDBIT | PWRBIT,
LOMASK = 0x03ff, ///< Mask for the #Tiles part of the tile
BLBNBIT = BULLBIT | BURNBIT,
BLBNCNBIT = BULLBIT | BURNBIT | CONDBIT,
BNCNBIT = BURNBIT | CONDBIT,
};
/**
* Available tools.
*
* These describe the wand values, the object dragged around on the screen.
*/
enum EditingTool {
TOOL_RESIDENTIAL,
TOOL_COMMERCIAL,
TOOL_INDUSTRIAL,
TOOL_FIRESTATION,
TOOL_POLICESTATION,
TOOL_QUERY,
TOOL_WIRE,
TOOL_BULLDOZER,
TOOL_RAILROAD,
TOOL_ROAD,
TOOL_STADIUM,
TOOL_PARK,
TOOL_SEAPORT,
TOOL_COALPOWER,
TOOL_NUCLEARPOWER,
TOOL_AIRPORT,
TOOL_NETWORK,
TOOL_WATER,
TOOL_LAND,
TOOL_FOREST,
TOOL_COUNT,
TOOL_FIRST = TOOL_RESIDENTIAL,
TOOL_LAST = TOOL_FOREST,
};
/** Set of modifications in the world accessible by position. */
typedef std::map<Position, MapValue> WorldModificationsMap;
/** List of messages to send to the frontend. */
typedef std::list<FrontendMessage *> FrontendMessages;
/**
* Class for storing effects of applying a tool to the world.
*
* When applying a tool, two things change:
* - The world map.
* - The funds of the player.
* - Messages sent to the player and the front-end.
* - Sounds played for the player.
*
* The funds gives a decision problem. To decide whether the tool can be
* applied, you need to know the cost. To know the cost you need to know the
* exact changes being made.
* The simplest way to compute the exact changes is to simply apply the tool to
* the world. This holds especially when tools get stacked on top of each
* other.
*
* This class provides an easy way out, greatly simplifying the problem.
* All tools do not modify the world directly, but instead put their results
* in an instance of this class, thus collecting all the modifications.
* After the whole operation is 'done', the #ToolEffects instance can tell the
* precise cost and what has been changed in the world. At that moment, the
* yes/no decision can be made, and the effects can be copied to the real map
* and funds.
*
* @todo Extend the class for storing messages and sounds.
*/
class ToolEffects
{
public:
ToolEffects(Micropolis *sim);
~ToolEffects();
void clear();
void modifyWorld();
bool modifyIfEnoughFunding();
MapValue getMapValue(const Position& pos) const;
inline MapValue getMapValue(int x, int y) const;
inline MapTile getMapTile(const Position& pos) const;
inline MapTile getMapTile(int x, int y) const;
inline int getCost() const;
inline void addCost(int amount);
void setMapValue(const Position& pos, MapValue mapVal);
inline void setMapValue(int x, int y, MapValue mapVal);
inline void addFrontendMessage(FrontendMessage *msg);
private:
Micropolis *sim; ///< Simulator to get map values from, and to apply changes.
int cost; ///< Accumulated costs.
WorldModificationsMap modifications; ///< Collected world modifications.
FrontendMessages frontendMessages; ///< Collected messages to send.
};
////////////////////////////////////////////////////////////////////////
/**
* Get the tile of a map position.
* @param pos Position being queried.
* @return Tile at the specified position.
*
* @pre Position must be within map limits
*/
inline MapTile ToolEffects::getMapTile(const Position& pos) const
{
return this->getMapValue(pos) & LOMASK;
}
/**
* Get the tile of a map position.
* @param x Horizontal coordinate of position being queried.
* @param y Vertical coordinate of position being queried.
* @return Tile at the specified position.
*
* @pre Position must be within map limits
*/
inline MapValue ToolEffects::getMapTile(int x, int y) const
{
return this->getMapValue(Position(x, y)) & LOMASK;
}
/**
* Get the total cost collected so far.
* @return Total cost.
*/
inline int ToolEffects::getCost() const
{
return this->cost;
}
/**
* Add some amount to the total.
*/
inline void ToolEffects::addCost(int amount)
{
assert(amount >= 0); // To be on the safe side.
this->cost += amount;
}
/**
* Get the value of a map position.
* @param x Horizontal coordinate of position being queried.
* @param y Vertical coordinate of position being queried.
* @return Map value at the specified position.
*
* @pre Position must be within map limits
*/
inline MapValue ToolEffects::getMapValue(int x, int y) const
{
return this->getMapValue(Position(x, y));
}
/**
* Set a new map value.
* @param pos Position to set.
* @param x Horizontal coordinate of position to set.
* @param y Vertical coordinate of position to set.
* @param mapVal Value to set.
*/
inline void ToolEffects::setMapValue(int x, int y, MapValue mapVal)
{
this->setMapValue(Position(x, y), mapVal);
}
/**
* Add a #FrontendMessage to the queue to send.
* @param msg Frontend message to send.
*/
inline void ToolEffects::addFrontendMessage(FrontendMessage *msg)
{
this->frontendMessages.push_back(msg);
}
////////////////////////////////////////////////////////////////////////
/** Properties of a building with respect to its construction. */
class BuildingProperties
{
public:
BuildingProperties(int xs, int ys, MapTile base, EditingTool tool,
std::string tName, bool anim);
~BuildingProperties();
const int sizeX; ///< Number of tiles in horizontal direction.
const int sizeY; ///< Number of tiles in vertical direction.
const MapTile baseTile; ///< Tile value at top-left in the map.
const EditingTool tool; ///< Tool needed for making the building.
/** Name of the tool needed for making the building. */
std::string toolName;
const bool buildingIsAnimated; ///< Building has animated tiles.
};
////////////////////////////////////////////////////////////////////////
#endif

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/* traffic.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file traffic.cpp
* @brief Implements traffic simulation for the Micropolis game
* engine.
*
* This file handles the generation, management, and effects of
* traffic within the Micropolis game. It includes functions for
* simulating traffic flow, connecting destinations, and updating
* traffic density maps. The code manages various traffic-related
* tasks such as finding road connections, driving to destinations,
* and handling dead-end situations. Additionally, it updates the
* simulation's internal state based on traffic conditions.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/**
* Makes traffic starting from the road tile at \x, \y.
* @param x Start x position of the attempt
* @param y Start y position of the attempt
* @param dest Zone type to go to.
* @return \c 1 if connection found, \c 0 if not found,
* \c -1 if no connection to road found.
*/
short Micropolis::makeTrafficAt(int x, int y, ZoneType dest)
{
Position pos;
pos.posX = x;
pos.posY = y;
if (tryDrive(pos, dest)) { /* attempt to drive somewhere */
addToTrafficDensityMap(); /* if sucessful, inc trafdensity */
return 1; /* traffic passed */
}
return 0; /* traffic failed */
}
/**
* Find a connection over a road from position \a x \a y to a specified zone type.
* @param x Start x position of the attempt
* @param y Start y position of the attempt
* @param dest Zone type to go to.
* @return \c 1 if connection found, \c 0 if not found,
* \c -1 if no connection to road found.
*/
short Micropolis::makeTraffic(int x, int y, ZoneType dest)
{
Position startPos;
startPos.posX = x;
startPos.posY = y;
return makeTraffic(startPos, dest);
}
/**
* Find a connection over a road from \a startPos to a specified zone type.
* @param startPos Start position of the attempt.
* @param dest Zone type to go to.
* @return \c 1 if connection found, \c 0 if not found,
* \c -1 if no connection to road found.
*/
short Micropolis::makeTraffic(const Position &startPos, ZoneType dest)
{
curMapStackPointer = 0; // Clear position stack
Position pos(startPos);
#if 0
if ((!getRandom(2)) && findPerimeterTelecom(pos)) {
/* printf("Telecom!\n"); */
return 1;
}
#endif
if (findPerimeterRoad(&pos)) { /* look for road on zone perimeter */
if (tryDrive(pos, dest)) { /* attempt to drive somewhere */
addToTrafficDensityMap(); /* if sucessful, inc trafdensity */
return 1; /* traffic passed */
}
return 0; /* traffic failed */
} else {
return -1; /* no road found */
}
}
/**
* Update the #trafficDensityMap from the positions at the
* #curMapStackXY stack.
*/
void Micropolis::addToTrafficDensityMap()
{
/* For each saved position of the drive */
while (curMapStackPointer > 0) {
Position pos = pullPos();
if (pos.testBounds()) {
MapTile tile = map[pos.posX][pos.posY] & LOMASK;
if (tile >= ROADBASE && tile < POWERBASE) {
SimSprite *sprite;
// Update traffic density.
int traffic = trafficDensityMap.worldGet(pos.posX, pos.posY);
traffic += 50;
traffic = min(traffic, 240);
trafficDensityMap.worldSet(pos.posX, pos.posY, (Byte)traffic);
// Check for heavy traffic.
if (traffic >= 240 && getRandom(5) == 0) {
trafMaxX = pos.posX;
trafMaxY = pos.posY;
/* Direct helicopter towards heavy traffic */
sprite = getSprite(SPRITE_HELICOPTER);
if (sprite != NULL && sprite->control == -1) {
sprite->destX = trafMaxX * 16;
sprite->destY = trafMaxY * 16;
}
}
}
}
}
}
/**
* Push a position onto the position stack.
* @param pos Position to push.
* @pre Stack may not be full.
*/
void Micropolis::pushPos(const Position &pos)
{
curMapStackPointer++;
assert(curMapStackPointer < MAX_TRAFFIC_DISTANCE + 1);
curMapStackXY[curMapStackPointer] = pos;
}
/**
* Pull top-most position from the position stack.
* @return Pulled position.
* @pre Stack may not be empty (curMapStackPointer > 0)
*/
Position Micropolis::pullPos()
{
assert(curMapStackPointer > 0);
curMapStackPointer--;
return curMapStackXY[curMapStackPointer + 1];
}
/**
* Find a connection to a road at the perimeter.
* @param pos Starting position.
* Gets updated when a perimeter has been found.
* @return Indication that a connection has been found.
*
* @todo We could randomize the search.
*/
bool Micropolis::findPerimeterRoad(Position *pos)
{
/* look for road on edges of zone */
static const short PerimX[12] = {-1, 0, 1, 2, 2, 2, 1, 0,-1,-2,-2,-2};
static const short PerimY[12] = {-2,-2,-2,-1, 0, 1, 2, 2, 2, 1, 0,-1};
short tx, ty;
for (short z = 0; z < 12; z++) {
tx = pos->posX + PerimX[z];
ty = pos->posY + PerimY[z];
if (testBounds(tx, ty)) {
if (roadTest(map[tx][ty])) {
pos->posX = tx;
pos->posY = ty;
return true;
}
}
}
return false;
}
/**
* Find a telecom connection at the perimeter.
* @param pos Position to start searching.
* @return A telecom connection has been found.
*
* @todo Decide whether we want telecomm code.
*/
bool Micropolis::findPerimeterTelecom(const Position &pos)
{
/* look for telecom on edges of zone */
static const short PerimX[12] = {-1, 0, 1, 2, 2, 2, 1, 0,-1,-2,-2,-2};
static const short PerimY[12] = {-2,-2,-2,-1, 0, 1, 2, 2, 2, 1, 0,-1};
short tx, ty, tile;
for (short z = 0; z < 12; z++) {
tx = pos.posX + PerimX[z];
ty = pos.posX + PerimY[z];
if (testBounds(tx, ty)) {
tile = map[tx][ty] & LOMASK;
if (tile >= TELEBASE && tile <= TELELAST) {
return true;
}
}
}
return false;
}
/**
* Try to drive to a destination.
* @param startPos Starting position.
* @param destZone Zonetype to drive to.
* @return Was drive succesful?
* @post Position stack (curMapStackXY) is filled with some intermediate
* positions of the drive.
*
* @bug The stack is popped, but position (and dirLast) is not updated.
*/
bool Micropolis::tryDrive(const Position &startPos, ZoneType destZone)
{
Direction2 dirLast = DIR2_INVALID;
Position drivePos(startPos);
/* Maximum distance to try */
for (short dist = 0; dist < MAX_TRAFFIC_DISTANCE; dist++) {
Direction2 dir = tryGo(drivePos, dirLast);
if (dir != DIR2_INVALID) { // we found a road
drivePos.move(dir);
dirLast = rotate180(dir);
/* Save pos every other move.
* This also relates to
* Micropolis::trafficDensityMap::MAP_BLOCKSIZE
*/
if (dist & 1) {
pushPos(drivePos);
}
if (driveDone(drivePos, destZone)) { // if destination is reached
return true; /* pass */
}
} else {
if (curMapStackPointer > 0) { /* dead end, backup */
curMapStackPointer--;
dist += 3;
} else {
return false; /* give up at start */
}
}
}
return false; /* gone MAX_TRAFFIC_DISTANCE */
}
/**
* Try to drive one tile in a random direction.
* @param pos Current position.
* @param dirLast Forbidden direction for movement (to prevent reversing).
* @return Direction of movement, \c #DIR2_INVALID is returned if not moved.
*/
Direction2 Micropolis::tryGo(const Position &pos, Direction2 dirLast)
{
Direction2 directions[4];
// Find connections from current position.
Direction2 dir = DIR2_NORTH;
int count = 0;
for (int i = 0; i < 4; i++) {
if (dir != dirLast && roadTest(getTileFromMap(pos, dir, DIRT))) {
// found a road in an allowed direction
directions[i] = dir;
count++;
} else {
directions[i] = DIR2_INVALID;
}
dir = rotate90(dir);
}
if (count == 0) { // dead end
return DIR2_INVALID;
}
// We have at least one way to go.
if (count == 1) { // only one solution
for (int i = 0; i < 4; i++) {
if (directions[i] != DIR2_INVALID) {
return directions[i];
}
}
}
// more than one choice, draw a random number.
int i = getRandom16() & 3;
while (directions[i] == DIR2_INVALID) {
i = (i + 1) & 3;
}
return directions[i];
}
/**
* Get neighbouring tile from the map.
* @param pos Current position.
* @param dir Direction of neighbouring tile, only horizontal and
* vertical directions are supported.
* @param defaultTile Tile to return if off-map.
* @return The tile in the indicated direction. If tile is off-world or an
* incorrect direction is given, \c DIRT is returned.
*/
MapTile Micropolis::getTileFromMap(const Position &pos,
Direction2 dir, MapTile defaultTile)
{
switch (dir) {
case DIR2_NORTH:
if (pos.posY > 0) {
return map[pos.posX][pos.posY - 1] & LOMASK;
}
return defaultTile;
case DIR2_EAST:
if (pos.posX < WORLD_W - 1) {
return map[pos.posX + 1][pos.posY] & LOMASK;
}
return defaultTile;
case DIR2_SOUTH:
if (pos.posY < WORLD_H - 1) {
return map[pos.posX][pos.posY + 1] & LOMASK;
}
return defaultTile;
case DIR2_WEST:
if (pos.posX > 0) {
return map[pos.posX - 1][pos.posY] & LOMASK;
}
return defaultTile;
default:
return defaultTile;
}
}
/**
* Has the journey arrived at its destination?
* @param pos Current position.
* @param destZone Zonetype to drive to.
* @return Destination has been reached.
*/
bool Micropolis::driveDone(const Position &pos, ZoneType destZone)
{
// FIXME: Use macros to determine the zone type: residential, commercial or industrial.
/* commercial, industrial, residential destinations */
static const MapTile targetLow[3] = {COMBASE, LHTHR, LHTHR};
static const MapTile targetHigh[3] = {NUCLEAR, PORT, COMBASE};
assert(ZT_NUM_DESTINATIONS == LENGTH_OF(targetLow));
assert(ZT_NUM_DESTINATIONS == LENGTH_OF(targetHigh));
MapTile l = targetLow[destZone]; // Lowest acceptable tile value
MapTile h = targetHigh[destZone]; // Highest acceptable tile value
if (pos.posY > 0) {
MapTile z = map[pos.posX][pos.posY - 1] & LOMASK;
if (z >= l && z <= h) {
return true;
}
}
if (pos.posX < (WORLD_W - 1)) {
MapTile z = map[pos.posX + 1][pos.posY] & LOMASK;
if (z >= l && z <= h) {
return true;
}
}
if (pos.posY < (WORLD_H - 1)) {
MapTile z = map[pos.posX][pos.posY + 1] & LOMASK;
if (z >= l && z <= h) {
return true;
}
}
if (pos.posX > 0) {
MapTile z = map[pos.posX - 1][pos.posY] & LOMASK;
if (z >= l && z <= h) {
return true;
}
}
return false;
}
/**
* Can the given tile be used as road?
* @param mv Value from the map.
* @return Indication that you can drive on the given tile
*/
bool Micropolis::roadTest(MapValue mv)
{
MapTile tile = mv & LOMASK;
if (tile < ROADBASE || tile > LASTRAIL) {
return false;
}
if (tile >= POWERBASE && tile < LASTPOWER) {
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////////

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/* update.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file update.cpp
* @brief Handles updates and refreshes in various aspects of
* Micropolis.
*
* This file contains functions to update and refresh game elements
* such as maps, graphs, evaluation metrics, financial status, and
* other user interface components. It ensures that the game state is
* accurately reflected in the user interface, including changes in
* city time, budget, and city demand. The file plays a crucial role
* in syncing the game's backend calculations with frontend displays
* and interactions.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
#include "text.h"
/////////////////////////////////////////////////////////////////////////
void Micropolis::doUpdateHeads()
{
showValves();
doTimeStuff();
reallyUpdateFunds();
updateOptions();
}
void Micropolis::updateMaps()
{
invalidateMaps();
doUpdateHeads();
}
void Micropolis::updateGraphs()
{
changeCensus();
}
void Micropolis::updateEvaluation()
{
changeEval();
}
void Micropolis::updateHeads()
{
mustUpdateFunds = true;
valveFlag = true;
cityTimeLast = cityYearLast = cityMonthLast = totalFundsLast =
resLast = comLast = indLast = -999999;
doUpdateHeads();
}
/** Set a flag that the funds display is out of date. */
void Micropolis::updateFunds()
{
mustUpdateFunds = true;
}
void Micropolis::reallyUpdateFunds()
{
if (!mustUpdateFunds) {
return;
}
mustUpdateFunds = false;
if (totalFunds != totalFundsLast) {
totalFundsLast = totalFunds;
callback->updateFunds(this, callbackVal, totalFunds);
}
}
void Micropolis::doTimeStuff()
{
updateDate();
}
/**
* @bug Message is wrong.
*/
void Micropolis::updateDate()
{
int megalinium = 1000000;
cityTimeLast = cityTime >> 2;
cityYear = ((int)cityTime / 48) + (int)startingYear;
cityMonth = ((int)cityTime % 48) >> 2;
if (cityYear >= megalinium) {
setYear(startingYear);
cityYear = startingYear;
sendMessage(MESSAGE_NOT_ENOUGH_POWER, NOWHERE, NOWHERE, true);
}
if ((cityYearLast != cityYear) ||
(cityMonthLast != cityMonth)) {
cityYearLast = cityYear;
cityMonthLast = cityMonth;
callback->updateDate(this, callbackVal, cityYear, cityMonth);
}
}
void Micropolis::showValves()
{
if (valveFlag) {
drawValve();
valveFlag = false;
}
}
void Micropolis::drawValve()
{
float r, c, i;
r = resValve;
if (r < -1500) {
r = -1500;
}
if (r > 1500) {
r = 1500;
}
c = comValve;
if (c < -1500) {
c = -1500;
}
if (c > 1500) {
c = 1500;
}
i = indValve;
if (i < -1500) {
i = -1500;
}
if (i > 1500) {
i = 1500;
}
if ((r != resLast) ||
(c != comLast) ||
(i != indLast)) {
resLast = (int)r;
comLast = (int)c;
indLast = (int)i;
setDemand(r, c, i);
}
}
void Micropolis::setDemand(float r, float c, float i)
{
callback->updateDemand(this, callbackVal, r, c, i);
}
void Micropolis::updateOptions()
{
if (mustUpdateOptions) {
mustUpdateOptions = false;
callback->updateOptions(this, callbackVal);
}
}
/** @todo Keeping track of pending updates should be moved to the interface
* (the simulator generates events, the interface forwards them to
* the GUI when possible/allowed.
*/
void Micropolis::updateUserInterface()
{
/// @todo Send all pending update messages to the user interface.
// city: after load file, load scenario, or generate city
// map: when small overall map changes
// editor: when large close-up map changes
// graph: when graph changes
// evaluation: when evaluation changes
// budget: when budget changes
// date: when date changes
// funds: when funds change
// demand: when demand changes
// level: when level changes
// speed: when speed changes
// delay: when delay changes
// option: when options change
}
////////////////////////////////////////////////////////////////////////

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/* utilities.cpp
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
/**
* @file utilities.cpp
* @brief Utility functions for the Micropolis game engine.
*
* This file includes a collection of utility functions used
* throughout the Micropolis game engine. These functions perform a
* variety of tasks such as manipulating game speed, updating game
* levels, handling city names, and managing game settings like
* disasters, auto-bulldoze, and sound. It also includes functions for
* updating the financial status and formatting numbers into currency
* strings. The utilities support the main game engine by providing
* essential services for game management and player interaction.
*/
////////////////////////////////////////////////////////////////////////
#include "micropolis.h"
////////////////////////////////////////////////////////////////////////
/* comefrom: drawTaxesCollected incBoxValue decBoxValue drawCurrentFunds
drawActualBox updateFunds updateCurrentCost */
std::string Micropolis::makeDollarDecimalStr(const std::string &numStr)
{
short leftMostSet;
short numOfDigits;
short numOfChars;
short numOfCommas;
short dollarIndex = 0;
short numIndex = 0;
short x;
numOfDigits = numStr.length();
std::string dollarStr;
dollarStr += '$';
if (numOfDigits == 1) {
dollarStr += numStr[0];
return dollarStr;
} else if (numOfDigits == 2) {
dollarStr += numStr[0];
dollarStr += numStr[1];
return dollarStr;
} else if (numOfDigits == 3) {
dollarStr += numStr[0];
dollarStr += numStr[1];
dollarStr += numStr[2];
return dollarStr;
} else {
leftMostSet = numOfDigits % 3;
if (leftMostSet == 0) {
leftMostSet = 3;
}
numOfCommas = (numOfDigits - 1) / 3;
/* add 1 for the dollar sign */
numOfChars = numOfDigits + numOfCommas + 1;
for (x = 1; x <= leftMostSet; x++) {
dollarStr += numStr[numIndex++];
}
for (x = 1; x <= numOfCommas; x++) {
dollarStr += ',';
dollarStr += numStr[numIndex++];
dollarStr += numStr[numIndex++];
dollarStr += numStr[numIndex++];
}
}
return dollarStr;
}
/**
* Pause a simulation
* @see resume
*/
void Micropolis::pause()
{
if (!simPaused) {
simPausedSpeed = simSpeedMeta;
setSpeed(0);
simPaused = true;
}
// Call back even if the state did not change.
callback->updatePaused(this, callbackVal, simPaused);
}
/**
* Resume simulation after pausing it
* @see pause
*/
void Micropolis::resume()
{
if (simPaused) {
simPaused = false;
setSpeed(simPausedSpeed);
}
// Call back even if the state did not change.
callback->updatePaused(this, callbackVal, simPaused);
}
void Micropolis::setSpeed(short speed)
{
if (speed < 0) {
speed = 0;
} else if (speed > 3) {
speed = 3;
}
simSpeedMeta = speed;
if (simPaused) {
simPausedSpeed = simSpeedMeta;
speed = 0;
}
simSpeed = speed;
callback->updateSpeed(this, callbackVal, speed);
}
void Micropolis::setPasses(int passes)
{
simPasses = passes;
simPass = 0;
callback->updatePasses(this, callbackVal, passes);
}
/**
* Set the game level and initial funds.
* @param level New game level.
*/
void Micropolis::setGameLevelFunds(GameLevel level)
{
switch (level) {
default:
case LEVEL_EASY:
setFunds(20000);
setGameLevel(LEVEL_EASY);
break;
case LEVEL_MEDIUM:
setFunds(10000);
setGameLevel(LEVEL_MEDIUM);
break;
case LEVEL_HARD:
setFunds(5000);
setGameLevel(LEVEL_HARD);
break;
}
}
/** Set/change the game level.
* @param level New game level.
*/
void Micropolis::setGameLevel(GameLevel level)
{
assert(level >= LEVEL_FIRST && level <= LEVEL_LAST);
gameLevel = level;
updateGameLevel();
}
/** Report to the front-end that a new game level has been set. */
void Micropolis::updateGameLevel()
{
callback->updateGameLevel(this, callbackVal, gameLevel);
}
void Micropolis::setCityName(const std::string &name)
{
std::string cleanName;
int i;
int n = name.length();
for (i = 0; i < n; i++) {
char ch = name[i];
if (!isalnum(ch)) {
ch = '_';
}
cleanName.push_back(ch);
}
setCleanCityName(cleanName);
}
/**
* Set the name of the city.
* @param name New name of the city.
*/
void Micropolis::setCleanCityName(const std::string &name)
{
cityName = name;
callback->updateCityName(this, callbackVal, cityName);
}
void Micropolis::setYear(int year)
{
// Must prevent year from going negative, since it screws up the non-floored modulo arithmetic.
if (year < startingYear) {
year = startingYear;
}
year = (year - startingYear) - (cityTime / 48);
cityTime += year * 48;
doTimeStuff();
}
/**
* Get the current year.
* @return The current game year.
*/
int Micropolis::currentYear()
{
return (cityTime / 48) + startingYear;
}
/**
* Notify the user interface to start a new game.
*/
void Micropolis::doNewGame()
{
callback->newGame(this, callbackVal);
}
/**
* set the enableDisasters flag, and set the flag to
* update the user interface.
* @param value New setting for #enableDisasters
*/
void Micropolis::setEnableDisasters(bool value)
{
enableDisasters = value;
mustUpdateOptions = true;
}
/**
* Set the auto-budget to the given value.
* @param value New value for the auto-budget setting.
*/
void Micropolis::setAutoBudget(bool value)
{
autoBudget = value;
mustUpdateOptions = true;
}
/**
* Set the autoBulldoze flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set autoBulldoze to.
*/
void Micropolis::setAutoBulldoze(bool value)
{
autoBulldoze = value;
mustUpdateOptions = true;
}
/**
* Set the autoGoto flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set autoGoto to.
*/
void Micropolis::setAutoGoto(bool value)
{
autoGoto = value;
mustUpdateOptions = true;
}
/**
* Set the enableSound flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set enableSound to.
*/
void Micropolis::setEnableSound(bool value)
{
enableSound = value;
mustUpdateOptions = true;
}
/**
* Set the doAnimation flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set doAnimation to.
*/
void Micropolis::setDoAnimation(bool value)
{
doAnimation = value;
mustUpdateOptions = true;
}
/**
* Set the doMessages flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set doMessages to.
*/
void Micropolis::setDoMessages(bool value)
{
doMessages = value;
mustUpdateOptions = true;
}
/**
* Set the doNotices flag to the given value,
* and set the mustUpdateOptions flag to update
* the user interface.
*
* @param value The value to set doNotices to.
*/
void Micropolis::setDoNotices(bool value)
{
doNotices = value;
mustUpdateOptions = true;
}
/**
* Return the residential, commercial and industrial
* development demands, as floating point numbers
* from -1 (lowest demand) to 1 (highest demand).
*/
void Micropolis::getDemands(
float *resDemandResult,
float *comDemandResult,
float *indDemandResult)
{
*resDemandResult = (float)resValve / (float)RES_VALVE_RANGE;
*comDemandResult = (float)comValve / (float)COM_VALVE_RANGE;
*indDemandResult = (float)indValve / (float)IND_VALVE_RANGE;
}
////////////////////////////////////////////////////////////////////////

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