Initial source commit

This commit is contained in:
Tony Bark 2024-05-03 22:50:34 -04:00
commit 5f7cefb98e
1794 changed files with 40615 additions and 0 deletions

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name: Build
on:
push:
branches: [main, dev]
pull_request:
branches: [main, dev]
jobs:
build:
timeout-minutes: 15
continue-on-error: true
strategy:
matrix:
os: [macos-latest, windows-latest]
runs-on: ${{matrix.os}}
steps:
- uses: actions/checkout@v2
- uses: goto-bus-stop/setup-zig@v2
- name: Build
run: zig build
- name: Test
run: zig build test
# ubuntu-build:
# timeout-minutes: 15
# continue-on-error: true
# runs-on: ubuntu-latest
# steps:
# - uses: actions/checkout@v2
# - uses: goto-bus-stop/setup-zig@v2
# - name: Install OpenGL
# run: apt-get libglu1-mesa-dev freeglut3-dev mesa-common-dev
# - name: Build
# run: zig build
# - name: Test
# run: zig build test
lint:
needs: build
timeout-minutes: 15
continue-on-error: true
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: goto-bus-stop/setup-zig@v2
- run: zig fmt --check .

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# File created using '.gitignore Generator' for Visual Studio Code: https://bit.ly/vscode-gig
# Created by https://www.toptal.com/developers/gitignore/api/zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
# Edit at https://www.toptal.com/developers/gitignore?templates=zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
### CMake ###
CMakeLists.txt.user
CMakeCache.txt
CMakeFiles
CMakeScripts
Testing
Makefile
cmake_install.cmake
install_manifest.txt
compile_commands.json
CTestTestfile.cmake
_deps
### CMake Patch ###
# External projects
*-prefix/
### DotnetCore ###
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bin/
obj/
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/node_modules
/wwwroot/node_modules
### Linux ###
*~
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Icon
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.Spotlight-V100
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Network Trash Folder
Temporary Items
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$RECYCLE.BIN/
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*.userprefs
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x64/
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[Aa][Rr][Mm]64/
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[Bb]in/
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#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
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*.VisualState.xml
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_Chutzpah*
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*.dotCover
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# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
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# in these scripts will be unencrypted
PublishScripts/
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#!**/[Pp]ackages/repositories.config
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*.nuget.props
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*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
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# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
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*.jmconfig
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*.btp.cs
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OpenCover/
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ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
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*.nvuser
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.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
*.code-workspace
# Local History for Visual Studio Code
# Windows Installer files from build outputs
# JetBrains Rider
*.sln.iml
### VisualStudio Patch ###
# Additional files built by Visual Studio
# End of https://www.toptal.com/developers/gitignore/api/zig,windows,visualstudiocode,macos,linux,cmake,dotnetcore,visualstudio
# Custom rules (everything added below won't be overriden by 'Generate .gitignore File' if you use 'Update' option)
*.wasm*

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{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"label": "zig build",
"type": "shell",
"command": "zig build"
},
{
"label": "zig run",
"type": "shell",
"command": "zig build run"
},
{
"label": "zig test",
"type": "shell",
"command": "zig build test"
}
]
}

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
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your programs, too.
When we speak of free software, we are referring to freedom, not
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) 2024 Tony Bark
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 <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) 2024 Tony Bark
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

47
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micropolisJS.
Copyright (C) Graeme McCutcheon, 2013.
Adapted from the original Micropolis source code release, and so released
under the GNU General Public License V3.
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.

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# City Limits
<p align="center">
<img src="./icon.png">
<br>
<img alt="GitHub Workflow Status" src="https://img.shields.io/github/actions/workflow/status/tonytins/citylimits/build.yml"> <img alt="GitHub" src="https://img.shields.io/github/license/tonytins/citylimits"> <img alt="GitHub commit activity" src="https://img.shields.io/github/commit-activity/w/tonytins/citylimits">
<hr>
</p>
CityLimits is an open source reimagining of SimCity Classic written in Zig based on RayLib, and using Micropolis's core. In the long run, I plan on adding on gameplay mechanics used in later iterations. Like it's cousin, everything learned in the making of CityLimits will go towards the building and customization that I've been itching to create.
## Authors
- **Tony Bark** - _Initial work_ - [tonytins](https://github.com/tonytins)
- **Maxis** - _Assets_ - [SimHacker](https://github.com/SimHacker/)
See also the list of [contributors](https://github.com/tonytins/citylimits/contributors) who participated in this project.
## License
I license this project under the GPL-2.0-or-later license - see [LICENSE](LICENSE) for details.

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const std = @import("std");
// Although this function looks imperative, note that its job is to
// declaratively construct a build graph that will be executed by an external
// runner.
pub fn build(b: *std.Build) void {
// Standard target options allows the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const lib = b.addStaticLibrary(.{
.name = "citylimits",
// In this case the main source file is merely a path, however, in more
// complicated build scripts, this could be a generated file.
.root_source_file = b.path("src/root.zig"),
.target = target,
.optimize = optimize,
});
// This declares intent for the library to be installed into the standard
// location when the user invokes the "install" step (the default step when
// running `zig build`).
b.installArtifact(lib);
const exe = b.addExecutable(.{
.name = "citylimits",
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
// C headers
exe.linkLibC();
exe.addIncludePath(.{ .path = "./core" });
// Modules
const raylib_dep = b.dependency("raylib-zig", .{
.target = target,
.optimize = optimize,
});
const raylib = raylib_dep.module("raylib"); // main raylib module
const raylib_math = raylib_dep.module("raylib-math"); // raymath module
// const raylib_gui = raylib_dep.module("raylib-gui"); // raylib gui
const rlgl = raylib_dep.module("rlgl"); // rlgl module
const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raylib-math", raylib_math);
// exe.root_module.addImport("raylib-gui", raylib_gui);
exe.root_module.addImport("rlgl", rlgl);
// This declares intent for the executable to be installed into the
// standard location when the user invokes the "install" step (the default
// step when running `zig build`).
b.installArtifact(exe);
// This *creates* a Run step in the build graph, to be executed when another
// step is evaluated that depends on it. The next line below will establish
// such a dependency.
const run_cmd = b.addRunArtifact(exe);
// By making the run step depend on the install step, it will be run from the
// installation directory rather than directly from within the cache directory.
// This is not necessary, however, if the application depends on other installed
// files, this ensures they will be present and in the expected location.
run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build
// command itself, like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| {
run_cmd.addArgs(args);
}
// This creates a build step. It will be visible in the `zig build --help` menu,
// and can be selected like this: `zig build run`
// This will evaluate the `run` step rather than the default, which is "install".
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
// Creates a step for unit testing. This only builds the test executable
// but does not run it.
const lib_unit_tests = b.addTest(.{
.root_source_file = b.path("src/root.zig"),
.target = target,
.optimize = optimize,
});
const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
const exe_unit_tests = b.addTest(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
// Similar to creating the run step earlier, this exposes a `test` step to
// the `zig build --help` menu, providing a way for the user to request
// running the unit tests.
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_lib_unit_tests.step);
test_step.dependOn(&run_exe_unit_tests.step);
}

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.{
.name = "citylimits",
// This is a [Semantic Version](https://semver.org/).
// In a future version of Zig it will be used for package deduplication.
.version = "0.1.100",
// This field is optional.
// This is currently advisory only; Zig does not yet do anything
// with this value.
//.minimum_zig_version = "0.11.0",
// This field is optional.
// Each dependency must either provide a `url` and `hash`, or a `path`.
// `zig build --fetch` can be used to fetch all dependencies of a package, recursively.
// Once all dependencies are fetched, `zig build` no longer requires
// internet connectivity.
.dependencies = .{
.@"raylib-zig" = .{
.url = "https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz",
.hash = "1220f48ef45b22a393da16f3210b61b87ad9b65d215d02c51189861a57a1b4290059",
},
},
.paths = .{
// This makes *all* files, recursively, included in this package. It is generally
// better to explicitly list the files and directories instead, to insure that
// fetching from tarballs, file system paths, and version control all result
// in the same contents hash.
"",
// For example...
//"build.zig",
//"build.zig.zon",
//"src",
//"LICENSE",
//"README.md",
},
}

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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;
}
}
////////////////////////////////////////////////////////////////////////

244
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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);
}
////////////////////////////////////////////////////////////////////////

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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);
}
////////////////////////////////////////////////////////////////////////

177
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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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/* 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

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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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Micropolis, the open source version of SimCity, is a fun, engaging
game, that helps teach kids about science, language, mathematics, art
and politics. Its goal is to fulfill SimCity's potential as a
microworld for children's learning and exploration.
A web based version of Micropolis is the best way to quickly reach the
largest audience, and an important step towards the long term goal of
developing an open source, collaborative multi player, educationally
oriented simulation gaming platform.
This project is about creating educational open source software. It's
the culmination of years of research and development, that is now
possible thanks to Electronic Arts making SimCity open source.
Will Wright wrote the original SimCity city simulation game, first
released in 1989. Since 1992, Don Hopkins ported SimCity to various
platforms, redesigned the user interface, added multi player support,
cleaned and refactored the code, and integrated it with scripting
languages and web servers.
On January 10, 2008 the SimCity source code was released under the
free software GPL 3 license, under the name "Micropolis". Now that
it's GPL, it can be adapted to many platforms, including Linux, Mac,
and Windows guis, as well as web servers, cell phones and embedded
devices! And it can be improved and extended to make it a better
educational tool and open source programming example.
The Micropolis project is building an exemplary open source game out
of modular reusable components, that other people can learn from,
build on top of, integrate with other languages and user interfaces,
and use as a starting point for their own projects.
The plan to develop Micropolis into an educational gaming platform
draws heavily on the vision and experience of educators, researchers
and designers including Seymour Papert, Hal Abelson, Alan Kay, Will
Wright, Ben Shneiderman, and Mark Weiser.
Accomplishments of the Micropolis project so far:
Translated the original C SimCity code to C++.
Cleaned up all the code, organized into types and classes, refactored
and rewrote old crappy code, renamed variables and functions, measured
performance and optimized bottlenecks, applied a consistent
programming style, and heavily commented the code, wrote lots of
documentation and designs.
Used doxygen to generate extensive online documentation from formatted
commments in the code, with an html reference manual, member and
parameter descriptions, usage cross references, hyperlinked listings,
bug and todo lists, etc.
Removed all of the user interface code from the core simulation engine
(called MicropolisCore), and added programming interfaces to
efficiently access the internal data and control the simulation.
Implemented a general purpose TileEngine module, used by but
independent of Micropolis. Supports various memory formats, efficient
rendering techniques, graphics sets, tile mapping, lazy procedural
tile rendering, scaling and panning, caching, and tile animation
compressed network protocols. The CellEngine cellular automata machine
module also uses the TileEngine.
Integrated MicropolisCore, TileEngine and CellEngine with Python by
using SWIG, a scripting language interface wrapper generator. SWIG
makes it easy to develop and change the programming interface (C++
classes, etc), and automatically generate all the glue code that makes
it possible to access and control the C++ objects from Python (or
other languages). SWIG's advantage is that it makes it easy to plug
the same C++ code into many other languages like Lua, Ruby, Java, etc.
Implemented a desktop based GTK user interface to Micropolis, which
runs on Mac, Windows and Linux. The user interface is written in
Python, and based on PyGTK for user interface widgets, Cairo for
graphics, and Pango for text.
Implemented a desktop based GTK user interface to the CellEngine
module, a cellular automata machine simulation, which uses the same
TileEngine as Micropolis.
Implemented a web server based OpenLaszlo (Flash) user interface to
Micropolis, which runs the simulation on the web server, and displays
the user interface in a web browser with Flash (or eventually any
mainstream DHTML browser).
Internationalized the web based version of Micropolis, and implemented
a web based tool for localization, managing and editing translations
into different languages.
Implemented a MediaWiki extension for embedding OpenLaszlo
applications in wiki pages, so you can write Wiki pages including live
playable views of cities.

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<html>
<head>
<title>Bibliography</title>
</head>
<body>
<h1>Bibliography</h1>
<h2>City Planning Bibliography</h2>
<ul>
<li>Boyer, R., and D. Savageau. <em>Places Rated
Almanac</em>. Chicago: Rand McNally &amp; Co., 1986.</li>
<li>Callenbach, Ernest. <em>Ecotopia</em>. Berkeley: Banyan Tree
Books, 1975.</li>
<li>Choay, Francoise. <em>The Modern City: Planning in the 19th
Century</em>. New York: George Braziller, 1969.</li>
<li>Clark, David. <em>Urban Geography</em>. Baltimore: The Johns
Hopkins University Press, 1982.</li>
<li>Clay, Grady. <em>Close-Up, How to Read the American
City</em>. Chicago: The University of Chicago Press, 1980.</li>
<li>Gallion, A., and S. Eisner. <em>The Urban Pattern</em>. New York:
Van Nostrand Reinhold Company, 1986.</li>
<li>Greenburg, M., D. Krueckeberg, and C. Michaelson. <em>Local
population and Employment Projection Techniques</em>. New Brunswick:
Center for Urban Policy Research, 1987.</li>
<li>Hoskin, Frank P. <em>The Language of Cities</em>. Cambridge:
Schenkman Publishing Company, 1972.</li>
<li>Jacobs, Jane. <em>The Death and Life of Great American
Cities</em>. New York: John Wiley &amp; Sons, 1974.</li>
<li>Le Corbusier. <em>The City of Tomorrow and Its Planning</em>. New
York: Dover Publications, Inc., 1987.</li>
<li>Lynch, Kevin. <em>A Theory of Good City Form</em>. Cambridge: MIT
Press, 1981.</li>
<li>Register, Richard. <em>Ecocity Berkeley</em>. Berkeley: North
Atlantic Books, 1987</li>
<li><em>Planning: The magazine of the American Planning
Association</em>. 1313 E. 60th St. Chicago, IL 60637.</li>
</ul>
<h2>Related Reading for Children</h2>
<h3>Fiction</h3>
<ul>
<li>Burton, Virginia Lee. <em>The Little House</em>. Boston: Houghton Mifflin,
1942 (reissued 1969).</li>
<li>Murphy, Shirley, and Murphy, Pat. <em>Mrs. Tortino's Return to the
Sun</em>. Shepard Books, 1980.</li>
<li>Dr. Seuss. <em>The Lorax</em>. New Youk: Random House, 1971.</li>
</ul>
<h3>Nonfiction</h3>
<ul>
<li>Barker, Albert. <em>From Settlement to City</em>. New York: Julian
Messner, 1978.</li>
<li>Eichner, James A. <em>The First Book of Local Government</em>. New
York: Franklin Watts, 1976.</li>
<li>Macaulay, David. <em>City: A Story of Roman Planning and
Construction</em>. Boston: Houghton Mifflin, 1974.</li>
<li>Macaulay, David. <em>Underground</em>. Boston: Houghton Mifflin,
1976.</li>
<li>Monroe, Roxie. <em>Artchitects Make Zigzags: Looking at
Architecture from A to Z</em>. Washington D.C.: National Trust for
Historic Preservation, 1986.</li>
<li>Rhodes, Dorthy. <em>How to Read a City Map</em>. Chicago: Elk
Grove Press, 1967.</li>
</ul>
<p>
For information on city planning and related subjects, contact:
</p>
<blockquote>
American Planning Association
<br />
Planners Bookstore
<br />
1313 E. 60th St. Chicago, IL 60637
<br />
(312) 955-9100
<br />
</blockquote>
<br />
<hr>
<p>
<h2>Micropolis, Unix Version.</h2>
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 &copy; 1989 - 2007 Electronic Arts Inc. If
you need assistance with this program, you may contact:
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
</p>
<p>
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.
</p>
<p>
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 <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
</p>
<p>
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
</p>
<p>
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.
</p>
<p>
Any propagation or conveyance of this program must include this
copyright notice and these terms.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
This disclaimer supplements the one included in the General Public
License. <b>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.</b>
</p>
</body>
</html>

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<html>
<head>
<title>Credits</title>
</head>
<body>
<h1>Credits</h1>
<ul>
<li>Unix Implementation, User Interface, Graphics and Multi-Player Game Design:
Don Hopkins
<li>TCL/Tk Scripting Language and Toolkit: John Ousterhout (Scriptics).
<li>HyperLook User Interface System:
Arthur van Hoff, Doug Scoular, Don Hopkins (The Turing Institute, Ltd.)
<li>Original Micropolis Concept and Design:
Will Wright (Maxis Software)
<li>Contributors to Design:
Don Hopkins, Arthur van Hoff, Jeff Braun, Robert Strobel, Brian Witt
<li>Graphic Artwork:
Don Bayless, Will Wright, Scott Martindale, Don Hopkins
<li>Documentation:
Michael Bremer, Cliff Ellis, Akila Redmer, Tom Bentlery, Will Wright, Don Hopkins
<li>Sounds:
Will Wright, Steve Hales, Don Hopkins
<li>City Scenarios:
Jonathan Trachtenberg, Brett G. Durrett
<li>Special Thanks to:
Will Wright, Lucy Bradshaw, Upmanu Lall,
Arthur van Hoff, Dug Scoular, Marcel van Vuure, Bob Adams, Carol
Adams, Rafael Bracho, Josh Siegel, John Gilmore, Tim Niblett,
Maxis, Dux Software, The Turing Institute, HyperNeWS Fund Contributers
</ul>
Software and Manual Copyright (C) 2002 by Electronic Arts.
<p>
<hr>
<p>
<h2>Micropolis, Unix Version.</h2>
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 &copy; 1989 - 2007 Electronic Arts Inc. If
you need assistance with this program, you may contact:
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
</p>
<p>
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.
</p>
<p>
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 <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
</p>
<p>
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
</p>
<p>
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.
</p>
<p>
Any propagation or conveyance of this program must include this
copyright notice and these terms.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
This disclaimer supplements the one included in the General Public
License. <b>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.</b>
</p>
</body>
</html>

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<html>
<head>
<title>History Of Cities And City Planning</title>
</head>
<body>
<h1>History Of Cities And City Planning</h1>
<h1>By Cliff Ellis</h1>
<h2>Introduction</h2>
The building of cities has a long and complex history. Although city
planning as an organized profession has existed for less than a
century, all cities display various degrees of forethought and
conscious design in their layout and functioning. <p>
Early humans led a nomadic existence, relying on hunting and gathering
for sustenance. Between 8,000 and 10,000 years ago, systematic
cultivation of plants and the domestication of animals allowed for
more permanent settlements. During the fourth millennium B.C., the
requirements for the "urban revolution" were finally met: the
production of a surplus of storable food, a system of writing, a more
complex social organization, and technological advances such as the
plough, potter's wheel, loom, and metallurgy.
<p>
Cities exist for many reasons, and the diversity of urban forms can be
traced to the complex functions that cities perform. Cities serve as
centers of storage, trade, and manufacture. The agricultural surplus
from the surrounding countryside is processed and distributed in
cities. Cities also grew up around marketplaces, where goods from
distant places could be exchanged for local products. Throughout
history, cities have been founded at the intersections of
transportation routes, or at points where goods must shift from one
mode of transportation to another, as at river and ocean ports.
<p>
Religious elements have been crucial throughout urban history. Ancient
peoples had sacred places, often associated with cemeteries or
shrines, around which cities grew. Ancient cities usually had large
temple precincts with monumental religious buildings. Many medieval
cities were built near monasteries and cathedrals.
<p>
Cities often provide protection in a precarious world. During attacks,
the rural populace could flee behind city walls, where defence forces
assembled to repel the enemy. The wall served this purpose for
millennia, until the invention of heavy artillery rendered walls
useless in warfare. With the advent of modern aerial warfare, cities
have become prime targets for destruction rather than safe havens.
<p>
Cities serve as centers of government. In particular, the emergence of
the great nation-states of Europe between 1400 and 1800 led to the
creation of new capital cities or the investing of existing cities
with expanded governmental functions.
<p>
Washington, D.C., for example, displays the monumental buildings,
radial street pattern, and large public spaces typical of capital
cities.
<p>
Cities, with their concentration of talent, mixture of peoples, and
economic surplus, have provided a fertile ground for the evolution of
human culture: the arts, scientific research, and technical
innovation. They serve as centers of communication, where new ideas
and information are spread to the surrounding territory and to foreign
lands.
<p>
<h2>Constraints on City Form</h2>
Cities are physical artifacts inserted into a preexisting natural
world, and natural constraints must be respected if a settlement is to
survive and prosper. Cities must conform to the landscape in which
they are located, although technologies have gradually been developed
to reorganize the land to suit human purposes. Moderately sloping land
provides the best urban site, but spectacular effects have been
achieved on hilly sites such as San Francisco, Rio de Janeiro, and
Athens. <p>
Climate influences city form. For example, streets have been aligned
to take advantage of cooling breezes, and arcades designed to shield
pedestrians from sun and rain. The architecture of individual
buildings often reflects adaptations to temperature, rainfall, snow,
wind and other climatic characteristics.
<p>
Cities must have a healthy water supply, and locations along rivers
and streams, or near underground watercourses, have always been
favored. Many large modern cities have outgrown their local water
supplies and rely upon distant water sources diverted by elaborate
systems of pipes and canals.
<p>
City location and internal structure have been profoundly influenced
by natural transportation routes. Cities have often been sited near
natural harbors, on navigable rivers, or along land routes determined
by regional topography.
<p>
Finally, cities have had to survive periodic natural disasters such as
earthquakes, hurricanes, tornados, and floods. The San Francisco
earthquake of 1906 demonstrated how natural forces can undo decades of
human labor in a very short time.
<p>
<h2>Elements of Urban Structure</h2>
City planners must weave a complex, ever-changing array of elements
into a working whole: that is the perennial challenge of city
planning. The physical elements of the city can be divided into three
categories: networks, buildings, and open spaces. Many alternative
arrangements of these components have been tried throughout history,
but no ideal city form has ever been agreed upon. Lively debates about
the best way to arrange urban anatomies continue to rage, and show no
signs of abating. <p>
<h3>Networks</h3>
Every modern city contains an amazing array of pathways to carry flows
of people, goods, water, energy, and information. Transportation
networks are the largest and most visible of these. Ancient cities
relied on streets, most of them quite narrow by modern standards, to
carry foot traffic and carts. The modern city contains a complex
hierarchy of transportation channels, ranging from ten-lane freeways
to sidewalks. In the United States, the bulk of trips are carried by
the private automobile, with mass transit a distant second. American
cities display the low-density sprawl characteristic of auto-centered
urban development. In contrast, many European cities have the high
densities necessary to support rail transit. <p>
Modern cities rely on complex networks of utilities. When cities were
small, obtaining pure water and disposing of wastes was not a major
problem, but cities with large populations and high densities require
expensive public infrastructure. During the nineteenth century, rapid
urban growth and industrialization caused overcrowding, pollution, and
disease in urban areas. After the connection between impure water and
disease was established, American and European cities began to install
adequate sewer and water systems. Since the late nineteenth century,
cities have also been laced with wires and conduits carrying
electricity, gas, and communications signals.
<p>
<h3>Buildings</h3>
Buildings are the most visible elements of the city, the features that
give each city its unique character. Residential structures occupy
almost half of all urban land, with the building types ranging from
scattered single-family homes to dense high-rise apartments.
Commercial buildings are clustered downtown and at various subcenters,
with skyscrapers packed into the central business district and
low-rise structures prevailing elsewhere, although tall buildings are
becoming more common in the suburbs. Industrial buildings come in many
forms ranging from large factory complexes in industrial districts to
small workshops. <p>
City planners engage in a constant search for the proper arrangement
of these different types of land use, paying particular attention to
the compatibility of different activities, population densities,
traffic generation, economic efficiency, social relationships, and the
height and bulk of buildings.
<p>
<h3>Open Spaces</h3>
Open space is sometimes treated as a leftover, but it contributes
greatly to the quality of urban life. "Hard" spaces such as plazas,
malls, and courtyards provide settings for public activities of all
kinds. "Soft" spaces such as parks, gardens, lawns, and nature
preserves provide essential relief from harsh urban conditions and
serve as space for recreational activities. These "amenities"
increasingly influence which cities will be perceived as desirable
places to live. <p>
<h2>Evolution of Urban Form</h2>
The first true urban settlements appeared around 3,000 B.C. in ancient
Mesopotamia, Egypt, and the Indus Valley. Ancient cities displayed
both "organic" and "planned" types of urban form. These societies had
elaborate religious, political, and military hierarchies. Precincts
devoted to the activities of the elite were often highly planned and
regular in form. In contrast, residential areas often grew by a slow
process of accretion, producing complex, irregular patterns that we
term "organic." Two typical features of the ancient city are the wall
and the citadel: the wall for defense in regions periodically swept by
conquering armies, and the citadel -- a large, elevated precinct
within the city -- devoted to religious and state functions. <p>
Greek cities did not follow a single pattern. Cities growing slowly
from old villages often had an irregular, organic form, adapting
gradually to the accidents of topography and history. Colonial cities,
however, were planned prior to settlement using the grid system. The
grid is easy to lay out, easy to comprehend, and divides urban land
into uniform rectangular lots suitable for development.
<p>
The Romans engaged in extensive city-building activities as they
consolidated their empire. Rome itself displayed the informal
complexity created by centuries of organic growth, although particular
temple and public districts were highly planned. In contrast, the
Roman military and colonial towns were laid out in a variation of the
grid. Many European cities, like London and Paris, sprang from these
Roman origins.
<p>
We usually associate medieval cities with narrow winding streets
converging on a market square with a cathedral and city hall. Many
cities of this period display this pattern, the product of thousands
of incremental additions to the urban fabric. However, new towns
seeded throughout undeveloped regions of Europe were based upon the
familiar grid. In either case, large encircling walls were built for
defense against marauding armies; new walls enclosing more land were
built as the city expanded and outgrew its former container.
<p>
During the Renaissance, architects began to systematically study the
shaping of urban space, as though the city itself were a piece of
architecture that could be given an aesthetically pleasing and
functional order. Many of the great public spaces of Rome and other
Italian cities date from this era. Parts of old cities were rebuilt to
create elegant squares, long street vistas, and symmetrical building
arrangements. Responding to advances in firearms during the fifteenth
century, new city walls were designed with large earthworks to deflect
artillery, and star-shaped points to provide defenders with sweeping
lines of fire. Spanish colonial cities in the New World were built
according to rules codified in the Laws of the Indies of 1573,
specifying an orderly grid of streets with a central plaza, defensive
wall, and uniform building style.
<p>
We associate the baroque city with the emergence of great
nation-states between 1600 and 1750. Ambitious monarchs constructed
new palaces, courts, and bureaucratic offices. The grand scale was
sought in urban public spaces: long avenues, radial street networks,
monumental squares, geometric parks and gardens. Versailles is a clear
expression of this city-building model; Washington, D.C. is an example
from the United States. Baroque principles of urban design were used
by Baron Haussmann in his celebrated restructuring of Paris between
1853 and 1870. Haussmann carved broad new thoroughfares through the
tangled web of old Parisian streets, linking major subcenters of the
city with one another in a pattern which has served as a model for
many other modernization plans.
<p>
Toward the latter half of the eighteenth century, particularly in
America, the city as a setting for commerce assumed primacy. The
buildings of the bourgeoisie expand along with their owners'
prosperity: banks, office buildings, warehouses, hotels, and small
factories. New towns founded during this period were conceived as
commercial enterprises, and the neutral grid was the most effective
means to divide land up into parcels for sale. The city became a
checkerboard on which players speculated on shifting land values. No
longer would religious, political, and cultural imperatives shape
urban development; rather, the market would be allowed to determine
the pattern of urban growth. New York, Philadelphia, and Boston around
1920 exemplify the commercial city of this era, with their bustling,
mixed-use waterfront districts.
<p>
<h2>Transition to the Industrial City</h2>
Cities have changed more since the Industrial Revolution than in all
the previous centuries of their existence. New York had a population
of about 313,000 in 1840 but had reached 4,767,000 in 1910. Chicago
exploded from 4.000 to 2,185,000 during the same period. Millions of
rural dwellers no longer needed on farms flocked to the cities, where
new factories churned out products for the new markets made accessible
by railroads and steamships. In the United States, millions of
immigrants from Europe swelled the urban populations. Increasingly,
urban economies were being woven more rightly into the national and
international economies. <p>
Technological innovations poured forth, many with profound impacts on
urban form. Railroad tracks were driven into the heart of the city.
Internal rail transportation systems greatly expanded the radius of
urban settlement: horsecars beginning in the 1830s, cable cars in the
1870s, and electric trolleys in the 1880s. In the 1880s, the first
central power plants began providing electrical power to urban areas.
The rapid communication provided by the telegraph and the telephone
allowed formerly concentrated urban activities to disperse across a
wider field.
<p>
The industrial city still focused on the city center, which contained
both the central business district, defined by large office buildings,
and substantial numbers of factory and warehouse structures. Both
trolleys and railroad systems converged on the center of the city,
which boasted the premier entertainment and shopping establishments.
The working class lived in crowded districts close to the city center,
near their place of employment.
<p>
Early American factories were located outside of major cities along
rivers which provided water power for machinery. After steam power
became widely available in the 1930s, factories could be located
within the city in proximity to port facilities, rail lines, and the
urban labor force. Large manufacturing zones emerged within the major
northeastern and midwestern cities such as Pittsburgh, Detroit, and
Cleveland. But by the late nineteenth century, factory
decentralization had already begun, as manufacturers sought larger
parcels of land away from the congestion of the city. Gary, Indiana,
for example, was founded in 1906 on the southern shore of Lake
Michigan by the United States Steel Company.
<p>
The increasing crowding, pollution, and disease in the central city
produced a growing desire to escape to a healthier environment in the
suburbs. The upper classes had always been able to retreat to homes in
the countryside. Beginning in the 1830s, commuter railroads enabled
the upper middle class to commute in to the city center. Horsecar
lines were built in many cities between the 1830s and 1880s, allowing
the middle class to move out from the central cities into more
spacious suburbs. Finally, during the 1890s electric trolleys and
elevated rapid transit lines proliferated, providing cheap urban
transportation for the majority of the population.
<p>
The central business district of the city underwent a radical
transformation with the development of the skyscraper between 1870 and
1900. These tall buildings were not technically feasible until the
invention of the elevator and steel-frame construction methods.
Skyscrapers reflect the dynamics of the real estate market; the tall
building extracts the maximum economic value from a limited parcel of
land. These office buildings housed the growing numbers of
white-collar employees in banking, finance, management, and business
services, all manifestations of the shift from an economy of small
firms to one of large corporations.
<p>
<h3>The Form of the Modern City
in the Age of the Automobile</h3>
The city of today may be divided into two parts: <p>
<ul>
<li>An inner zone, coextensive with the boundaries of the old industrial city.
<li>Suburban areas, dating from the 1920s, which have been designed for the automobile from the beginning.
</ul>
The central business districts of American cities have become centers
of information processing, finance, and administration rather than
manufacturing. White-collar employees in these economic sectors
commute in from the suburbs on a network of urban freeways built
during the 1950s and 1960s; this "hub-and-wheel" freeway pattern can
be observed on many city maps. New bridges have spanned rivers and
bays, as in New York and San Francisco, linking together formerly
separate cities into vast urbanized regions. <p>
Waves of demolition and rebuilding have produced "Manhattanized"
downtowns across the land. During the 1950s and 1960s, urban renewal
programs cleared away large areas of the old city, releasing the land
for new office buildings, convention centers, hotels, and sports
complexes. Building surges have converted the downtowns of American
cities into forests of tall office buildings. More recently, office
functions not requiring a downtown location have been moved to huge
office parks in the suburbs.
<p>
Surrounding the central business area lies a large band of old
mixed-use and residential buildings which hose the urban poor. High
crime, low income, deteriorating services, inadequate housing, and
intractable social problems plague these neglected areas of urban
America. The manufacturing jobs formerly available to inner city
residents are no longer there, and resources have not been committed
to replace them.
<p>
These inner city areas have been left behind by a massive migration to
the suburbs, which began in the late nineteenth century but
accelerated in the 1920s with the spread of the automobile. Freeway
building after World War II opened up even larger areas of suburban
land, which were quickly filled by people fleeing central city
decline. Today, more people live in suburbs than in cities proper.
Manufacturers have also moved their production facilities to suburban
locations which have freeway and rail accessibility.
<p>
Indeed, we have reached a new stage of urbanization beyond the
metropolis. Most major cities are no longer focused exclusively on the
traditional downtown. New subcenters have arisen round the periphery,
and these subcenters supply most of the daily needs of their adjacent
populations. The old metropolis has become a multi-centered urban
region. In turn, many of these urban regions have expanded to the
point where they have coalesced into vast belts of urbanization --
what the geographer Jean Gottman termed "megalopolis." The prime
example is the eastern seaboard of the United States from Boston to
Washington. The planner C.A. Doxiadis has speculated that similar vast
corridors of urbanization will appear throughout the world during the
next century. Thus far, American planners have not had much success in
imposing a rational form on this process. However, New Town and
greenbelt programs in Britain and the Scandinavian countries have, to
some extent, prevented formless sprawl from engulfing the countryside.
<p>
<h3>The Economics of Urban Areas</h3>
Since the 1950s, city planners have increasingly paid attention to the
economics of urban areas. When many American cities experienced fiscal
crises during the 1970s, urban financial management assumed even
greater importance. Today, planners routinely assess the economic
consequences of all major changes in the form of the city. <p>
Several basic concepts underlie urban and regional economic analysis.
First, cities cannot grow if their residents simply provide services
for one another. The city must create products which can be sold to an
external purchaser, bringing in money which can be reinvested in new
production facilities and raw materials. This "economic base" of
production for external markets is crucial. Without it, the economic
engine of the city grinds to a halt.
<p>
Once the economic base is established, an elaborate internal market
can evolve. This market includes the production of goods and services
for businesses and residents within the city. Obviously, a large part
of the city's physical plant is devoted to facilities for internal
transactions: retail stores of all kinds, restaurants, local
professional services, and so on.
<p>
Modern cities are increasingly engaged in competition for economic
resources such as industrial plants, corporate headquarters,
high-technology firms, and government facilities. Cities try to lure
investment with an array of features: low tax rates, improved
transportation and utility infrastructure, cheap land, and skilled
labor force. Amenities such as climate, proximity to recreation,
parks, elegant architecture, and cultural activities influence the
location decisions of businesses and individuals. Many older cities
have difficulty surviving in this new economic game. Abandoned by
traditional industries, they're now trying to create a new economic
base involving growth sectors such as high technology.
<p>
Today, cities no longer compete in mere regional or national markets:
the market is an international one. Multinational firms close plants
in Chicago or Detroit and build replacements in Asia or Latin America.
Foreign products dominate whole sectors of the American consumer goods
market. Huge sums of money shift around the globe in instantaneous
electronic transactions. Cities must struggle for survival in a
volatile environment in which the rules are always changing. This
makes city planning even more challenging than before.
<p>
<h2>Modern City Planning</h2>
Modern city planning can be divided into two distinct but related
types of planning. visionary city planning proposes radical changes in
the form of the city, often in conjunction with sweeping changes in
the social and economic order. Institutionalized city planning is
lodged within the existing structures of government, and modifies
urban growth processes in moderate, pragmatic ways. It is constrained
by the prevailing alignment of political and economic forces within
the city. <p>
<h3>Visionary or Utopian City Planning</h3>
People have imagined ideal cities for millennia. Plato's Republic was
an ideal city, although lacking in the spatial detail of later
schemes. Renaissance architects designed numerous geometric cities,
and ever since architects have been the chief source of imaginative
urban proposals. In the twentieth century, Le Corbusier, Frank Lloyd
Wright, Paolo Soleri, and dozens of other architects have designed
cities on paper. Although few have been realized in pure form, they
have influenced the layout of many new towns and urban redevelopment
projects. <p>
In his "Contemporary City for Three Million People" of 1922 and
"Radiant City" of 1935, Le Corbusier advocated a high-density urban
alternative, with skyscraper office buildings and mid-rise apartments
placed within park-like open spaces. Different land uses were located
in separate districts, forming a rigid geometric pattern with a
sophisticated system of superhighways and rail transit.
<p>
Frank Lloyd Wright envisioned a decentralized low-density city in
keeping with his distaste for large cities and belief in frontier
individualism. The Broadacre City plan of 1935 is a large grid of
arterials spread across the countryside, with most of the internal
space devoted to single-family homes on large lots. Areas are also
carefully set aside for small farms, light industry, orchards,
recreation areas, and other urban facilities. A network of
superhighways knits the region together, so spatially dispersed
facilities are actually very close in terms of travel time. In many
ways, Wright's Broadacre City resembles American suburban and exurban
developments of the post-WWII period.
<p>
Many other utopian plans could be catalogued, but the point is that
planners and architects have generated a complex array of urban
patterns from which to draw ideas and inspiration. Most city planners,
however, do not work on a blank canvas; they can only make incremental
changes to an urban scene already shaped by a complicated historical
process.
<p>
<h3>Institutionalized City Planning</h3>
The form of the city is determined primarily by thousands of private
decisions to construct buildings, within a framework of public
infrastructure and regulations administered by the city, state, and
federal governments. City planning actions can have enormous impacts
on land values. From the point of view of land economics, the city is
an enormous playing field on which thousands of competitors struggle
to capture value by constructing or trading land and buildings. The
goal of city planning is to intervene in this game in order to protect
widely shared public values such as health, safety, environmental
quality, social equality, and aesthetics. <p>
The roots of American city planning lie in an array of reform efforts
of the late nineteenth century: the Parks movement, the City Beautiful
movement, campaigns for housing regulations, the Progressive movement
for government reform, and efforts to improve public health through
the provision of sanitary sewers and clean water supplies. The First
National Conference on City Planning occurred in 1909, the same year
as Daniel Burnham's famous Plan of Chicago. That date may be used to
mark the inauguration of the new profession. The early city planners
actually came from diverse backgrounds such as architecture, landscape
architecture, engineering, and law, but they shared a common desire to
produce a more orderly urban pattern.
<p>
The zoning of land became, and still is, the most potent instrument
available to American city planners for controlling urban development.
Zoning is basically the dividing of the city into discrete areas
within which only certain land uses and types of buildings can be
constructed. The rationale is that certain activities of building
types don't mix well; factories and homes, for example. Illogical
mixtures create nuisances for the parties involved and lower land
values. After several decades of gradual development, land-use zoning
received legal approval from the Supreme Court in 1926.
<p>
Zoning isn't the same as planning: it is a legal tool for the
implementation of plans. Zoning should be closely integrated with a
Master Plan or Comprehensive Plan that spells out a logical path for
the city's future in areas such as land use, transportation, parks and
recreation, environmental quality, and public works construction. In
the early days of zoning this was often neglected, but this lack of
coordination between zoning and planning is less common now.
<p>
The other important elements of existing city planning are subdivision
regulations and environmental regulations. Subdivision regulations
require that land being subdivided for development be provided with
adequate street, sewers, water, schools, utilities, and various design
features. The goal is to prevent shabby, deficient developments that
produce headaches for both their residents and the city. Since the
late 1960s, environmental regulations have exerted a stronger
influence on patterns of urban growth by restricting development in
floodplains, on unstable slopes, on earthquake faults, or near
sensitive natural areas. Businesses have been forced to reduce smoke
emissions and the disposal of wastes has been more closely monitored.
Overall, the pace of environmental degradation has been slowed, but
certainly not stopped, and a dismaying backlog of environmental
hazards remains to be cleaned up. City planners have plenty of work to
do as we move into the twenty-first century.
<p>
<h2>Conclusion: Good City Form</h2>
What is the good city? We are unlikely to arrive at an unequivocal
answer; the diversity of human needs and tastes frustrates all
attempts to provide recipes or instruction manuals for the building of
cities. However, we can identify the crucial dimensions of city
performance, and specify the many ways in which cities can achieve
success along these dimensions. <p>
A most useful guide in this enterprise is Kevin Lynch's A Theory of
Good City Form (Cambridge, MA, MIT Press, 1981). Lynch offers five
basic dimensions of city performance: vitality, sense, fit, access,
and control. To these he adds two "meta-criteria," efficiency and
justice.
<p>
For Lynch, a vital city successfully fulfils the biological needs of
its inhabitants, and provides a safe environment for their activities.
A sensible city is organized so that its residents can perceive and
understand the city's form and function. A city with good fit provides
the buildings, spaces, and networks required for its residents to
pursue their projects successfully. An accessible city allows people
of all ages and background to gain the activities, resources,
services, and information that they need. A city with good control is
arranged so that its citizens have a say in the management of the
spaces in which they work and reside.
<p>
Finally, an efficient city achieves the goals listed above at the
least cost, and balances the achievement of the goals with one
another. They cannot all be maximized at the same time. And a just
city distributes benefits among its citizens according to some fair
standard. Clearly, these two meta-criteria raise difficult issues
which will continue to spark debates for the foreseeable future.
<p>
These criteria tell aspiring city builders where to aim, while
acknowledging the diverse ways of achieving good city form. Cities are
endlessly fascinating because each is unique, the product of decades,
centuries, or even millennia of historical evolution. As we walk
through city streets, we walk through time, encountering the
city-building legacy of past generations. Paris, Venice, Rome, New
York, Chicago, San Francisco -- each has its glories and its failures.
In theory, we should be able to learn the lessons of history and build
cities that our descendants will admire and wish to preserve. That
remains a constant challenge for all those who undertake the task of
city planning.
<p>
<p>
<hr>
<p>
<h2>Micropolis, Unix Version.</h2>
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 &copy; 1989 - 2007 Electronic Arts Inc. If
you need assistance with this program, you may contact:
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
</p>
<p>
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.
</p>
<p>
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 <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
</p>
<p>
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
</p>
<p>
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.
</p>
<p>
Any propagation or conveyance of this program must include this
copyright notice and these terms.
</p>
<p>
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.
</p>
<p>
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.
</p>
<p>
This disclaimer supplements the one included in the General Public
License. <b>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.</b>
</p>
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