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