2480be69b1
clarity. Now there is a 'life' module (main app), a 'game' module (game logic) and a 'dialogs' module (guess what). Also, speeded up drawing a lot. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5309 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
227 lines
6.2 KiB
C++
227 lines
6.2 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: game.cpp
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// Purpose: Life! game logic
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// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
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// Modified by:
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// Created: Jan/2000
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// RCS-ID: $Id$
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// Copyright: (c) 2000, Guillermo Rodriguez Garcia
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// ==========================================================================
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// declarations
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// ==========================================================================
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// --------------------------------------------------------------------------
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// headers
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// --------------------------------------------------------------------------
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#ifdef __GNUG__
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#pragma implementation "game.h"
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#endif
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// for compilers that support precompilation, includes "wx/wx.h"
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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// for all others, include the necessary headers
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#include "game.h"
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// ==========================================================================
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// implementation
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// ==========================================================================
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// --------------------------------------------------------------------------
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// Life
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// --------------------------------------------------------------------------
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/* Format of the cell: (32 bit integer)
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*
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* 0yyyyyyy yyyyyy0x xxxxxxxxx xxx000ff
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*
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* y = y coordinate (13 bits)
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* x = x coordinate (13 bits)
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* f = flags (2 bits)
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*
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* OK, there is a reason for this, I promise :-). But I won't explain
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* it now; it will be more clear when I implement the optimized life
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* algorithm for large universes.
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*/
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Life::Life(int width, int height)
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{
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m_wrap = TRUE;
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Create(width, height);
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}
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Life::~Life()
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{
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Destroy();
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}
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void Life::Create(int width, int height)
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{
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wxASSERT(width > 0 && height > 0 && m_cells.IsEmpty());
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m_width = width;
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m_height = height;
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// preallocate memory to speed up initialization
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m_cells.Alloc(m_width * m_height);
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m_changed.Alloc(1000);
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// add all cells
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for (int j = 0; j < m_height; j++)
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for (int i = 0; i < m_width; i++)
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m_cells.Add( MakeCell(i, j, FALSE) );
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}
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void Life::Destroy()
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{
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m_cells.Clear();
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m_changed.Clear();
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}
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void Life::Clear()
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{
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// set all cells in the array to dead
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for (int j = 0; j < m_height; j++)
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for (int i = 0; i < m_width; i++)
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m_cells[j * m_width + i] &= ~CELL_ALIVE;
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}
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Cell Life::MakeCell(int i, int j, bool alive) const
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{
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return (Cell)((j << 18) | (i << 5) | (alive? CELL_ALIVE : CELL_DEAD));
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}
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bool Life::IsAlive(int i, int j) const
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{
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wxASSERT(i >= 0 && j >= 0 && i < m_width && j < m_height);
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return (m_cells[j * m_width + i] & CELL_ALIVE);
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}
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bool Life::IsAlive(Cell c) const { return (c & CELL_ALIVE); };
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int Life::GetX(Cell c) const { return (c >> 5) & 0x1fff; };
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int Life::GetY(Cell c) const { return (c >> 18); };
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Cell Life::SetCell(int i, int j, bool alive)
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{
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wxASSERT(i >= 0 && j >= 0 && i < m_width && j < m_height);
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Cell c = MakeCell(i, j, alive);
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m_cells[j * m_width + i] = c;
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return c;
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}
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void Life::SetShape(LifeShape& shape)
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{
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wxASSERT((m_width >= shape.m_width) && (m_height >= shape.m_height));
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int i0 = (m_width - shape.m_width) / 2;
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int j0 = (m_height - shape.m_height) / 2;
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char *p = shape.m_data;
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Clear();
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for (int j = j0; j < j0 + shape.m_height; j++)
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for (int i = i0; i < i0 + shape.m_width; i++)
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SetCell(i, j, *(p++) == '*');
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}
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bool Life::NextTic()
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{
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int i, j;
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m_changed.Empty();
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/* 1st pass. Find and mark deaths and births for this generation.
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*
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* Rules:
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* An organism with <= 1 neighbors will die due to isolation.
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* An organism with >= 4 neighbors will die due to starvation.
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* New organisms are born in cells with exactly 3 neighbors.
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*/
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for (j = 0; j < m_height; j++)
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for (i = 0; i < m_width; i++)
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{
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int neighbors = GetNeighbors(i, j);
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bool alive = IsAlive(i, j);
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/* Set CELL_MARK if this cell must change, clear it
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* otherwise. We cannot toggle the CELL_ALIVE bit yet
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* because all deaths and births are simultaneous (it
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* would affect neighbouring cells).
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*/
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if ((!alive && neighbors == 3) ||
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(alive && (neighbors <= 1 || neighbors >= 4)))
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{
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m_cells[j * m_width + i] |= CELL_MARK;
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m_changed.Add( MakeCell(i, j, !alive) );
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}
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else
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m_cells[j * m_width + i] &= ~CELL_MARK;
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}
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/* 2nd pass. Stabilize.
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*/
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for (j = 0; j < m_height; j++)
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for (i = 0; i < m_width; i++)
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{
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/* Toggle CELL_ALIVE for those cells marked in the
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* previous pass. Do not clear the CELL_MARK bit yet;
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* it is useful to know which cells have changed and
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* thus must be updated in the screen.
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*/
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if (m_cells[j * m_width + i] & CELL_MARK)
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m_cells[j * m_width + i] ^= CELL_ALIVE;
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}
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return (!m_changed.IsEmpty());
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}
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int Life::GetNeighbors(int x, int y) const
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{
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wxASSERT(x >= 0 && y >= 0 && x < m_width && y < m_height);
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int neighbors = 0;
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int i0 = (x)? (x - 1) : 0;
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int j0 = (y)? (y - 1) : 0;
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int i1 = (x < (m_width - 1))? (x + 1) : (m_width - 1);
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int j1 = (y < (m_height - 1))? (y + 1) : (m_height - 1);
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if (m_wrap && ( !x || !y || x == (m_width - 1) || y == (m_height - 1)))
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{
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// this is an outer cell and wraparound is on
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for (int j = y - 1; j <= y + 1; j++)
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for (int i = x - 1; i <= x + 1; i++)
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if (IsAlive( ((i < 0)? (i + m_width ) : (i % m_width)),
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((j < 0)? (j + m_height) : (j % m_height)) ))
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neighbors++;
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}
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else
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{
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// this is an inner cell, or wraparound is off
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for (int j = j0; j <= j1; j++)
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for (int i = i0; i <= i1; i++)
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if (IsAlive(i, j))
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neighbors++;
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}
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// do not count ourselves
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if (IsAlive(x, y)) neighbors--;
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return neighbors;
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}
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