1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129
|
/*
* Copyright 1994-2012 Olivier Girondel
*
* This file is part of lebiniou.
*
* lebiniou is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* lebiniou is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with lebiniou. If not, see <http://www.gnu.org/licenses/>.
*/
#include "context.h"
u_long id = 1180546912;
u_long options = BE_GFX|BEQ_FIRST;
u_long mode = OVERLAY;
char desc[] = "Cellular automaton";
/*
* Adapted from:
* http://www.fourmilab.ch/cellab/manual/rules.html#Faders
*/
static Buffer8_t *game = NULL, *game2 = NULL;
static void
randomize(Buffer8_t *buff)
{
Pixel_t *p = buff->buffer;
for ( ; p < buff->buffer + BUFFSIZE*sizeof(Pixel_t); p++)
*p = b_rand_boolean() ? 0 : 255;
}
void
create(__attribute__ ((unused)) Context_t *ctx)
{
game = Buffer8_new();
game2 = Buffer8_new();
randomize(game);
}
void
destroy(__attribute__ ((unused)) Context_t *ctx)
{
Buffer8_delete(game);
Buffer8_delete(game2);
}
void
on_switch_on(__attribute__ ((unused)) Context_t *ctx)
{
randomize(game);
Buffer8_average(game, active_buffer(ctx));
}
#define IS_FIRING(X, Y) (get_pixel_nc(game, X, Y) == 255)
static inline u_char
firing(const int x, const int y)
{
u_short count = 0;
count += IS_FIRING(x-1, y-1);
count += IS_FIRING(x, y-1);
count += IS_FIRING(x+1, y-1);
count += IS_FIRING(x-1, y);
count += IS_FIRING(x+1, y);
count += IS_FIRING(x-1, y+1);
count += IS_FIRING(x, y+1);
count += IS_FIRING(x+1, y+1);
return (count == 2);
}
void
run(Context_t *ctx)
{
int i, j;
Buffer8_t *dst = passive_buffer(ctx);
Buffer8_t *tmp;
Buffer8_clear(dst);
for (j = 1; j < MAXY; j++)
for (i = 1; i < MAXX; i++) {
const Pixel_t old = get_pixel_nc(game, i, j);
Pixel_t new;
switch (old) {
case 0:
/* dead cell, becomes alive ? */
new = firing(i, j) ? 255 : 0;
break;
case 255:
/* firing cell, keeps firing ? */
new = firing(i, j) ? 255 : 254;
break;
default:
/* cell decays */
new = old - 2;
break;
}
set_pixel_nc(game2, i, j, new);
set_pixel_nc(dst, i, j, new);
}
tmp = game;
game = game2;
game2 = tmp;
}
|