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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165
|
/////////////////////////////////////////////////////////////////////////////
// Name: game.h
// Purpose: Life! game logic
// Author: Guillermo Rodriguez Garcia, <guille@iies.es>
// Modified by:
// Created: Jan/2000
// Copyright: (c) 2000, Guillermo Rodriguez Garcia
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifndef _LIFE_GAME_H_
#define _LIFE_GAME_H_
// --------------------------------------------------------------------------
// LifePattern
// --------------------------------------------------------------------------
// A class which holds a pattern
class LifePattern
{
public:
// This ctor is used by the LifeReader class
LifePattern(wxString name,
wxString description,
wxString rules,
wxArrayString shape)
{
m_name = name;
m_description = description;
m_rules = rules;
m_shape = shape;
};
// A more convenient ctor for the built-in samples
LifePattern(wxString name,
wxString description,
int width,
int height,
const char *shape)
{
m_name = name;
m_description = description;
m_rules = wxEmptyString;
// TODO: add the positions later, since the formatting command
// causes a crash due to conversion objects not being available
// during initialisation.
#ifndef __WXMAC__
m_shape.Add( wxString::Format(wxT("%i %i"), -width/2, -height/2) );
#endif
for(int j = 0; j < height; j++)
{
wxString tmp;
for(int i = 0; i < width; i++)
{
tmp += wxChar(shape[j * width + i]);
}
m_shape.Add( tmp );
}
};
wxString m_name;
wxString m_description;
wxString m_rules;
wxArrayString m_shape;
};
// --------------------------------------------------------------------------
// Life
// --------------------------------------------------------------------------
// A struct used to pass cell coordinates around
struct LifeCell
{
wxInt32 i;
wxInt32 j;
};
// A private class that contains data about a block of cells
class LifeCellBox;
// A class that models a Life game instance
class Life
{
public:
// ctor and dtor
Life();
~Life();
// accessors
inline wxUint32 GetNumCells() const { return m_numcells; };
inline wxString GetRules() const { return m_rules; };
inline wxString GetDescription() const { return m_description; };
bool IsAlive(wxInt32 x, wxInt32 y);
void SetCell(wxInt32 x, wxInt32 y, bool alive = true);
void SetPattern(const LifePattern &pattern);
// game control
void Clear();
bool NextTic();
// navigation
LifeCell FindNorth();
LifeCell FindSouth();
LifeCell FindWest();
LifeCell FindEast();
LifeCell FindCenter();
// The following functions find cells within a given viewport; either
// all alive cells, or only those cells which have changed since last
// generation. You first call BeginFind() to specify the viewport,
// then keep calling FindMore() until it returns true.
//
// BeginFind:
// Specify the viewport and whether to look for alive cells or for
// cells which have changed since the last generation and thus need
// to be repainted. In this latter case, there is no distinction
// between newborn or just-dead cells.
//
// FindMore:
// Fills an array with cells that match the specification given with
// BeginFind(). The array itself belongs to the Life object and must
// not be modified or freed by the caller. If this function returns
// false, then the operation is not complete: just process all cells
// and call FillMore() again.
//
void BeginFind(wxInt32 x0, wxInt32 y0,
wxInt32 x1, wxInt32 y1,
bool changed);
bool FindMore(LifeCell *cells[], size_t *ncells);
private:
// cellbox-related
LifeCellBox *CreateBox(wxInt32 x, wxInt32 y, wxUint32 hv);
LifeCellBox *LinkBox(wxInt32 x, wxInt32 y, bool create = true);
void KillBox(LifeCellBox *c);
// helper for BeginFind & FindMore
void DoLine(wxInt32 x, wxInt32 y, wxUint32 alive, wxUint32 old = 0);
// pattern description
wxString m_name; // name (currently unused)
wxString m_rules; // rules (currently unused)
wxString m_description; // description
// pattern data
LifeCellBox *m_head; // list of alive boxes
LifeCellBox *m_available; // list of reusable dead boxes
LifeCellBox **m_boxes; // hash table of alive boxes
wxUint32 m_numcells; // population (number of alive cells)
// state vars for BeginFind & FindMore
LifeCell *m_cells; // array of cells
size_t m_ncells; // number of valid entries in m_cells
wxInt32 m_x, m_y, // counters and search mode
m_x0, m_y0,
m_x1, m_y1;
bool m_changed;
bool m_findmore;
};
#endif // _LIFE_GAME_H_
|