| 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 | #ifdef __GNUG__ |
| 16 | #pragma interface "game.h" |
| 17 | #endif |
| 18 | |
| 19 | // for compilers that support precompilation, includes "wx/wx.h" |
| 20 | #include "wx/wxprec.h" |
| 21 | |
| 22 | #ifdef __BORLANDC__ |
| 23 | #pragma hdrstop |
| 24 | #endif |
| 25 | |
| 26 | // for all others, include the necessary headers |
| 27 | #ifndef WX_PRECOMP |
| 28 | #include "wx/wx.h" |
| 29 | #endif |
| 30 | |
| 31 | // -------------------------------------------------------------------------- |
| 32 | // LifePattern |
| 33 | // -------------------------------------------------------------------------- |
| 34 | |
| 35 | // A class which holds a pattern |
| 36 | class LifePattern |
| 37 | { |
| 38 | public: |
| 39 | // This ctor is used by the LifeReader class |
| 40 | LifePattern(wxString name, |
| 41 | wxString description, |
| 42 | wxString rules, |
| 43 | wxArrayString shape) |
| 44 | { |
| 45 | m_name = name; |
| 46 | m_description = description; |
| 47 | m_rules = rules; |
| 48 | m_shape = shape; |
| 49 | }; |
| 50 | |
| 51 | // A more convenient ctor for the built-in samples |
| 52 | LifePattern(wxString name, |
| 53 | wxString description, |
| 54 | int width, |
| 55 | int height, |
| 56 | const char *shape) |
| 57 | { |
| 58 | m_name = name; |
| 59 | m_description = description; |
| 60 | m_rules = _(""); |
| 61 | m_shape.Add( wxString::Format("%i %i", -width/2, -height/2) ); |
| 62 | for(int j = 0; j < height; j++) |
| 63 | m_shape.Add( wxString(shape + (j * width), (size_t) width) ); |
| 64 | }; |
| 65 | |
| 66 | wxString m_name; |
| 67 | wxString m_description; |
| 68 | wxString m_rules; |
| 69 | wxArrayString m_shape; |
| 70 | }; |
| 71 | |
| 72 | |
| 73 | // -------------------------------------------------------------------------- |
| 74 | // Life |
| 75 | // -------------------------------------------------------------------------- |
| 76 | |
| 77 | // A struct used to pass cell coordinates around |
| 78 | struct LifeCell |
| 79 | { |
| 80 | wxInt32 i; |
| 81 | wxInt32 j; |
| 82 | }; |
| 83 | |
| 84 | // A private class that contains data about a block of cells |
| 85 | class LifeCellBox; |
| 86 | |
| 87 | // A class that models a Life game instance |
| 88 | class Life |
| 89 | { |
| 90 | public: |
| 91 | // ctor and dtor |
| 92 | Life(); |
| 93 | ~Life(); |
| 94 | |
| 95 | // accessors |
| 96 | inline wxUint32 GetNumCells() const { return m_numcells; }; |
| 97 | inline wxString GetRules() const { return m_rules; }; |
| 98 | inline wxString GetDescription() const { return m_description; }; |
| 99 | bool IsAlive(wxInt32 x, wxInt32 y); |
| 100 | void SetCell(wxInt32 x, wxInt32 y, bool alive = TRUE); |
| 101 | void SetPattern(const LifePattern &pattern); |
| 102 | |
| 103 | // game control |
| 104 | void Clear(); |
| 105 | bool NextTic(); |
| 106 | |
| 107 | // navigation |
| 108 | LifeCell FindNorth(); |
| 109 | LifeCell FindSouth(); |
| 110 | LifeCell FindWest(); |
| 111 | LifeCell FindEast(); |
| 112 | LifeCell FindCenter(); |
| 113 | |
| 114 | // The following functions find cells within a given viewport; either |
| 115 | // all alive cells, or only those cells which have changed since last |
| 116 | // generation. You first call BeginFind() to specify the viewport, |
| 117 | // then keep calling FindMore() until it returns TRUE. |
| 118 | // |
| 119 | // BeginFind: |
| 120 | // Specify the viewport and whether to look for alive cells or for |
| 121 | // cells which have changed since the last generation and thus need |
| 122 | // to be repainted. In this latter case, there is no distinction |
| 123 | // between newborn or just-dead cells. |
| 124 | // |
| 125 | // FindMore: |
| 126 | // Fills an array with cells that match the specification given with |
| 127 | // BeginFind(). The array itself belongs to the Life object and must |
| 128 | // not be modified or freed by the caller. If this function returns |
| 129 | // FALSE, then the operation is not complete: just process all cells |
| 130 | // and call FillMore() again. |
| 131 | // |
| 132 | void BeginFind(wxInt32 x0, wxInt32 y0, |
| 133 | wxInt32 x1, wxInt32 y1, |
| 134 | bool changed); |
| 135 | bool FindMore(LifeCell *cells[], size_t *ncells); |
| 136 | |
| 137 | private: |
| 138 | // cellbox-related |
| 139 | LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv); |
| 140 | LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = TRUE); |
| 141 | void KillBox(LifeCellBox *c); |
| 142 | |
| 143 | // helper for BeginFind & FindMore |
| 144 | void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0); |
| 145 | |
| 146 | |
| 147 | // pattern description |
| 148 | wxString m_name; // name (currently unused) |
| 149 | wxString m_rules; // rules (currently unused) |
| 150 | wxString m_description; // description |
| 151 | |
| 152 | // pattern data |
| 153 | LifeCellBox *m_head; // list of alive boxes |
| 154 | LifeCellBox *m_available; // list of reusable dead boxes |
| 155 | LifeCellBox **m_boxes; // hash table of alive boxes |
| 156 | wxUint32 m_numcells; // population (number of alive cells) |
| 157 | |
| 158 | // state vars for BeginFind & FindMore |
| 159 | LifeCell *m_cells; // array of cells |
| 160 | size_t m_ncells; // number of valid entries in m_cells |
| 161 | wxInt32 m_x, m_y, // counters and search mode |
| 162 | m_x0, m_y0, |
| 163 | m_x1, m_y1; |
| 164 | bool m_changed; |
| 165 | bool m_findmore; |
| 166 | }; |
| 167 | |
| 168 | #endif // _LIFE_GAME_H_ |