// headers, declarations, constants
// ==========================================================================
-#ifdef __GNUG__
- #pragma implementation "game.h"
-#endif
-
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
bool LifeCellBox::IsAlive(int dx, int dy) const
{
if (dy > 3)
- return (bool)(m_live2 & 1 << ((dy - 4) * 8 + dx));
+ return (m_live2 & 1 << ((dy - 4) * 8 + dx)) ? true : false ;
else
- return (bool)(m_live1 & 1 << ((dy) * 8 + dx));
+ return (m_live1 & 1 << ((dy) * 8 + dx)) ? true : false ;
}
// SetCell:
Life::Life()
{
// pattern description
- m_name = _("");
- m_rules = _("");
- m_description = _("");
+ m_name = wxEmptyString;
+ m_rules = wxEmptyString;
+ m_description = wxEmptyString;
// pattern data
m_numcells = 0;
m_available = NULL;
// reset state
- m_name = _("");
- m_rules = _("");
- m_description = _("");
+ m_name = wxEmptyString;
+ m_rules = wxEmptyString;
+ m_description = wxEmptyString;
m_numcells = 0;
}
y = c->m_y;
first = false;
}
-
+
LifeCell cell;
cell.i = first? 0 : x + CELLBOX / 2;
cell.j = first? 0 : y + CELLBOX / 2;
y = c->m_y;
first = false;
}
-
+
LifeCell cell;
cell.i = first? 0 : x + CELLBOX / 2;
cell.j = first? 0 : y + CELLBOX / 2;
y = c->m_y;
first = false;
}
-
+
LifeCell cell;
cell.i = first? 0 : x + CELLBOX / 2;
cell.j = first? 0 : y + CELLBOX / 2;
y = c->m_y;
first = false;
}
-
+
LifeCell cell;
cell.i = first? 0 : x + CELLBOX / 2;
cell.j = first? 0 : y + CELLBOX / 2;
t2 |= g_tab[ ((t4 & 0x0000ffff) << 4 ) + ((t3 >> 24) & 0xf) ] << 24;
t2 |= g_tab[ ((t4 & 0xffff0000) >> 12) + ((t3 >> 28) & 0xf) ] << 28;
- c->m_on[0] = c->m_on[1] = c->m_on[2] = c->m_on[3] =
+ c->m_on[0] = c->m_on[1] = c->m_on[2] = c->m_on[3] =
c->m_on[4] = c->m_on[5] = c->m_on[6] = c->m_on[7] = 0;
c->m_live1 = t1;
c->m_live2 = t2;
0x11112110,
0x11112121,
0x11112221,
- 0x11112232,
+ 0x11112232,
0x11122100,
0x11122111,
0x11122211,