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1 | ///////////////////////////////////////////////////////////////////////////// | |
2 | // Name: game.h | |
3 | // Purpose: Life! game logic | |
4 | // Author: Guillermo Rodriguez Garcia, <guille@iies.es> | |
5 | // Modified by: | |
6 | // Created: Jan/2000 | |
7 | // RCS-ID: $Id$ | |
8 | // Copyright: (c) 2000, Guillermo Rodriguez Garcia | |
9 | // Licence: wxWindows licence | |
10 | ///////////////////////////////////////////////////////////////////////////// | |
11 | ||
12 | #ifndef _LIFE_GAME_H_ | |
13 | #define _LIFE_GAME_H_ | |
14 | ||
15 | // -------------------------------------------------------------------------- | |
16 | // LifePattern | |
17 | // -------------------------------------------------------------------------- | |
18 | ||
19 | // A class which holds a pattern | |
20 | class LifePattern | |
21 | { | |
22 | public: | |
23 | // This ctor is used by the LifeReader class | |
24 | LifePattern(wxString name, | |
25 | wxString description, | |
26 | wxString rules, | |
27 | wxArrayString shape) | |
28 | { | |
29 | m_name = name; | |
30 | m_description = description; | |
31 | m_rules = rules; | |
32 | m_shape = shape; | |
33 | }; | |
34 | ||
35 | // A more convenient ctor for the built-in samples | |
36 | LifePattern(wxString name, | |
37 | wxString description, | |
38 | int width, | |
39 | int height, | |
40 | const char *shape) | |
41 | { | |
42 | m_name = name; | |
43 | m_description = description; | |
44 | m_rules = wxEmptyString; | |
45 | // TODO: add the positions later, since the formatting command | |
46 | // causes a crash due to conversion objects not being available | |
47 | // during initialisation. | |
48 | #ifndef __WXMAC__ | |
49 | m_shape.Add( wxString::Format(wxT("%i %i"), -width/2, -height/2) ); | |
50 | #endif | |
51 | for(int j = 0; j < height; j++) | |
52 | { | |
53 | wxString tmp; | |
54 | ||
55 | for(int i = 0; i < width; i++) | |
56 | { | |
57 | tmp += wxChar(shape[j * width + i]); | |
58 | } | |
59 | ||
60 | m_shape.Add( tmp ); | |
61 | } | |
62 | }; | |
63 | ||
64 | wxString m_name; | |
65 | wxString m_description; | |
66 | wxString m_rules; | |
67 | wxArrayString m_shape; | |
68 | }; | |
69 | ||
70 | ||
71 | // -------------------------------------------------------------------------- | |
72 | // Life | |
73 | // -------------------------------------------------------------------------- | |
74 | ||
75 | // A struct used to pass cell coordinates around | |
76 | struct LifeCell | |
77 | { | |
78 | wxInt32 i; | |
79 | wxInt32 j; | |
80 | }; | |
81 | ||
82 | // A private class that contains data about a block of cells | |
83 | class LifeCellBox; | |
84 | ||
85 | // A class that models a Life game instance | |
86 | class Life | |
87 | { | |
88 | public: | |
89 | // ctor and dtor | |
90 | Life(); | |
91 | ~Life(); | |
92 | ||
93 | // accessors | |
94 | inline wxUint32 GetNumCells() const { return m_numcells; }; | |
95 | inline wxString GetRules() const { return m_rules; }; | |
96 | inline wxString GetDescription() const { return m_description; }; | |
97 | bool IsAlive(wxInt32 x, wxInt32 y); | |
98 | void SetCell(wxInt32 x, wxInt32 y, bool alive = true); | |
99 | void SetPattern(const LifePattern &pattern); | |
100 | ||
101 | // game control | |
102 | void Clear(); | |
103 | bool NextTic(); | |
104 | ||
105 | // navigation | |
106 | LifeCell FindNorth(); | |
107 | LifeCell FindSouth(); | |
108 | LifeCell FindWest(); | |
109 | LifeCell FindEast(); | |
110 | LifeCell FindCenter(); | |
111 | ||
112 | // The following functions find cells within a given viewport; either | |
113 | // all alive cells, or only those cells which have changed since last | |
114 | // generation. You first call BeginFind() to specify the viewport, | |
115 | // then keep calling FindMore() until it returns true. | |
116 | // | |
117 | // BeginFind: | |
118 | // Specify the viewport and whether to look for alive cells or for | |
119 | // cells which have changed since the last generation and thus need | |
120 | // to be repainted. In this latter case, there is no distinction | |
121 | // between newborn or just-dead cells. | |
122 | // | |
123 | // FindMore: | |
124 | // Fills an array with cells that match the specification given with | |
125 | // BeginFind(). The array itself belongs to the Life object and must | |
126 | // not be modified or freed by the caller. If this function returns | |
127 | // false, then the operation is not complete: just process all cells | |
128 | // and call FillMore() again. | |
129 | // | |
130 | void BeginFind(wxInt32 x0, wxInt32 y0, | |
131 | wxInt32 x1, wxInt32 y1, | |
132 | bool changed); | |
133 | bool FindMore(LifeCell *cells[], size_t *ncells); | |
134 | ||
135 | private: | |
136 | // cellbox-related | |
137 | LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv); | |
138 | LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true); | |
139 | void KillBox(LifeCellBox *c); | |
140 | ||
141 | // helper for BeginFind & FindMore | |
142 | void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0); | |
143 | ||
144 | ||
145 | // pattern description | |
146 | wxString m_name; // name (currently unused) | |
147 | wxString m_rules; // rules (currently unused) | |
148 | wxString m_description; // description | |
149 | ||
150 | // pattern data | |
151 | LifeCellBox *m_head; // list of alive boxes | |
152 | LifeCellBox *m_available; // list of reusable dead boxes | |
153 | LifeCellBox **m_boxes; // hash table of alive boxes | |
154 | wxUint32 m_numcells; // population (number of alive cells) | |
155 | ||
156 | // state vars for BeginFind & FindMore | |
157 | LifeCell *m_cells; // array of cells | |
158 | size_t m_ncells; // number of valid entries in m_cells | |
159 | wxInt32 m_x, m_y, // counters and search mode | |
160 | m_x0, m_y0, | |
161 | m_x1, m_y1; | |
162 | bool m_changed; | |
163 | bool m_findmore; | |
164 | }; | |
165 | ||
166 | #endif // _LIFE_GAME_H_ |