citylimits/core/utilities.cpp
2024-05-03 22:50:34 -04:00

435 lines
11 KiB
C++

/* 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;
}
////////////////////////////////////////////////////////////////////////