///////////////////////////////////////////////////////////////////////////// // Name: game.h // Purpose: Life! game logic // Author: Guillermo Rodriguez Garcia, // Modified by: // Created: Jan/2000 // RCS-ID: $Id$ // Copyright: (c) 2000, Guillermo Rodriguez Garcia // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _LIFE_GAME_H_ #define _LIFE_GAME_H_ // for compilers that support precompilation, includes "wx/wx.h" #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif // for all others, include the necessary headers #ifndef WX_PRECOMP #include "wx/wx.h" #endif // -------------------------------------------------------------------------- // 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(_T("%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_