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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: game.cpp
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 // ==========================================================================
13 // declarations
14 // ==========================================================================
15
16 // --------------------------------------------------------------------------
17 // headers
18 // --------------------------------------------------------------------------
19
20 #ifdef __GNUG__
21 #pragma implementation "game.h"
22 #endif
23
24 // for compilers that support precompilation, includes "wx/wx.h"
25 #include "wx/wxprec.h"
26
27 #ifdef __BORLANDC__
28 #pragma hdrstop
29 #endif
30
31 // for all others, include the necessary headers
32 #ifndef WX_PRECOMP
33 #include "wx/wx.h"
34 #endif
35
36 #include "game.h"
37
38 // ==========================================================================
39 // implementation
40 // ==========================================================================
41
42 // --------------------------------------------------------------------------
43 // Life
44 // --------------------------------------------------------------------------
45
46 /* Format of the cell: (32 bit integer)
47 *
48 * 0yyyyyyy yyyyyy0x xxxxxxxxx xxx000ff
49 *
50 * y = y coordinate (13 bits)
51 * x = x coordinate (13 bits)
52 * f = flags (2 bits)
53 *
54 * OK, there is a reason for this, I promise :-). But I won't explain
55 * it now; it will be more clear when I implement the optimized life
56 * algorithm for large universes.
57 */
58
59 Life::Life(int width, int height)
60 {
61 m_wrap = TRUE;
62 Create(width, height);
63 }
64
65 Life::~Life()
66 {
67 Destroy();
68 }
69
70 void Life::Create(int width, int height)
71 {
72 wxASSERT(width > 0 && height > 0 && m_cells.IsEmpty());
73
74 m_width = width;
75 m_height = height;
76
77 // preallocate memory to speed up initialization
78 m_cells.Alloc(m_width * m_height);
79 m_changed.Alloc(1000);
80
81 // add all cells
82 for (int j = 0; j < m_height; j++)
83 for (int i = 0; i < m_width; i++)
84 m_cells.Add( MakeCell(i, j, FALSE) );
85 }
86
87 void Life::Destroy()
88 {
89 m_cells.Clear();
90 m_changed.Clear();
91 }
92
93 void Life::Clear()
94 {
95 // set all cells in the array to dead
96 for (int j = 0; j < m_height; j++)
97 for (int i = 0; i < m_width; i++)
98 m_cells[j * m_width + i] &= ~CELL_ALIVE;
99 }
100
101 Cell Life::MakeCell(int i, int j, bool alive) const
102 {
103 return (Cell)((j << 18) | (i << 5) | (alive? CELL_ALIVE : CELL_DEAD));
104 }
105
106 bool Life::IsAlive(int i, int j) const
107 {
108 wxASSERT(i >= 0 && j >= 0 && i < m_width && j < m_height);
109
110 return (m_cells[j * m_width + i] & CELL_ALIVE);
111 }
112
113 bool Life::IsAlive(Cell c) const { return (c & CELL_ALIVE); };
114 int Life::GetX(Cell c) const { return (c >> 5) & 0x1fff; };
115 int Life::GetY(Cell c) const { return (c >> 18); };
116
117 Cell Life::SetCell(int i, int j, bool alive)
118 {
119 wxASSERT(i >= 0 && j >= 0 && i < m_width && j < m_height);
120
121 Cell c = MakeCell(i, j, alive);
122
123 m_cells[j * m_width + i] = c;
124 return c;
125 }
126
127 void Life::SetShape(LifeShape& shape)
128 {
129 wxASSERT((m_width >= shape.m_width) && (m_height >= shape.m_height));
130
131 int i0 = (m_width - shape.m_width) / 2;
132 int j0 = (m_height - shape.m_height) / 2;
133 char *p = shape.m_data;
134
135 Clear();
136 for (int j = j0; j < j0 + shape.m_height; j++)
137 for (int i = i0; i < i0 + shape.m_width; i++)
138 SetCell(i, j, *(p++) == '*');
139 }
140
141 bool Life::NextTic()
142 {
143 int i, j;
144
145 m_changed.Empty();
146
147 /* 1st pass. Find and mark deaths and births for this generation.
148 *
149 * Rules:
150 * An organism with <= 1 neighbors will die due to isolation.
151 * An organism with >= 4 neighbors will die due to starvation.
152 * New organisms are born in cells with exactly 3 neighbors.
153 */
154 for (j = 0; j < m_height; j++)
155 for (i = 0; i < m_width; i++)
156 {
157 int neighbors = GetNeighbors(i, j);
158 bool alive = IsAlive(i, j);
159
160 /* Set CELL_MARK if this cell must change, clear it
161 * otherwise. We cannot toggle the CELL_ALIVE bit yet
162 * because all deaths and births are simultaneous (it
163 * would affect neighbouring cells).
164 */
165 if ((!alive && neighbors == 3) ||
166 (alive && (neighbors <= 1 || neighbors >= 4)))
167 {
168 m_cells[j * m_width + i] |= CELL_MARK;
169 m_changed.Add( MakeCell(i, j, !alive) );
170 }
171 else
172 m_cells[j * m_width + i] &= ~CELL_MARK;
173 }
174
175 /* 2nd pass. Stabilize.
176 */
177 for (j = 0; j < m_height; j++)
178 for (i = 0; i < m_width; i++)
179 {
180 /* Toggle CELL_ALIVE for those cells marked in the
181 * previous pass. Do not clear the CELL_MARK bit yet;
182 * it is useful to know which cells have changed and
183 * thus must be updated in the screen.
184 */
185 if (m_cells[j * m_width + i] & CELL_MARK)
186 m_cells[j * m_width + i] ^= CELL_ALIVE;
187 }
188
189 return (!m_changed.IsEmpty());
190 }
191
192 int Life::GetNeighbors(int x, int y) const
193 {
194 wxASSERT(x >= 0 && y >= 0 && x < m_width && y < m_height);
195
196 int neighbors = 0;
197
198 int i0 = (x)? (x - 1) : 0;
199 int j0 = (y)? (y - 1) : 0;
200 int i1 = (x < (m_width - 1))? (x + 1) : (m_width - 1);
201 int j1 = (y < (m_height - 1))? (y + 1) : (m_height - 1);
202
203 if (m_wrap && ( !x || !y || x == (m_width - 1) || y == (m_height - 1)))
204 {
205 // this is an outer cell and wraparound is on
206 for (int j = y - 1; j <= y + 1; j++)
207 for (int i = x - 1; i <= x + 1; i++)
208 if (IsAlive( ((i < 0)? (i + m_width ) : (i % m_width)),
209 ((j < 0)? (j + m_height) : (j % m_height)) ))
210 neighbors++;
211 }
212 else
213 {
214 // this is an inner cell, or wraparound is off
215 for (int j = j0; j <= j1; j++)
216 for (int i = i0; i <= i1; i++)
217 if (IsAlive(i, j))
218 neighbors++;
219 }
220
221 // do not count ourselves
222 if (IsAlive(x, y)) neighbors--;
223
224 return neighbors;
225 }
226