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toxic/src/game_life.c

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/* game_life.c
*
*
* Copyright (C) 2021 Toxic All Rights Reserved.
*
* This file is part of Toxic.
*
* Toxic 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 3 of the License, or
* (at your option) any later version.
*
* Toxic 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 Toxic. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "game_life.h"
#define LIFE_DEFAULT_CELL_CHAR 'o'
#define LIFE_CELL_DEFAULT_COLOUR CYAN
#define LIFE_DEFAULT_SPEED 25
#define LIFE_MAX_SPEED 40
/* Determines the additional size of the grid beyond the visible boundaries.
*
* This buffer allows cells to continue growing off-screen giving the illusion of an
* infinite grid to a certain point.
*/
#define LIFE_BOUNDARY_BUFFER 50
typedef struct Cell {
Coords coords;
bool alive;
bool marked; // true if cell should invert alive status at end of current cycle
int display_char;
size_t age;
} Cell;
typedef struct LifeState {
TIME_MS time_last_cycle;
size_t speed;
size_t generation;
bool paused;
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Cell **cells;
int num_columns;
int num_rows;
int curs_x;
int curs_y;
int x_left_bound;
int x_right_bound;
int y_top_bound;
int y_bottom_bound;
short display_candy;
int colour;
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} LifeState;
static void life_increase_speed(LifeState *state)
{
if (state->speed < LIFE_MAX_SPEED) {
++state->speed;
}
}
static void life_decrease_speed(LifeState *state)
{
if (state->speed > 1) {
--state->speed;
}
}
static int life_get_display_char(const LifeState *state, const Cell *cell)
{
if (state->display_candy == 1) {
if (cell->age == 1) {
return '.';
}
return '+';
}
if (state->display_candy == 2) {
if (cell->age == 1) {
return '.';
}
if (cell->age == 2) {
return '-';
}
if (cell->age == 3) {
return 'o';
}
return 'O';
}
return 'o';
}
static void life_toggle_display_candy(LifeState *state)
{
state->display_candy = (state->display_candy + 1) % 3; // magic number depends on life_get_display_char()
}
static void life_cycle_colour(LifeState *state)
{
switch (state->colour) {
case RED: {
state->colour = YELLOW;
break;
}
case YELLOW: {
state->colour = GREEN;
break;
}
case GREEN: {
state->colour = CYAN;
break;
}
case CYAN: {
state->colour = BLUE;
break;
}
case BLUE: {
state->colour = MAGENTA;
break;
}
case MAGENTA: {
state->colour = RED;
break;
}
default: {
state->colour = RED;
break;
}
}
}
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static Cell *life_get_cell_at_coords(const LifeState *state, const int x, const int y)
{
const int i = y - (state->y_top_bound - (LIFE_BOUNDARY_BUFFER / 2));
const int j = x - (state->x_left_bound - (LIFE_BOUNDARY_BUFFER / 2));
if (i >= 0 && j >= 0) {
return &state->cells[i][j];
}
return NULL;
}
static void life_draw_cells(const GameData *game, WINDOW *win, LifeState *state)
{
wattron(win, A_BOLD | COLOR_PAIR(state->colour));
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for (int i = LIFE_BOUNDARY_BUFFER / 2; i < state->num_rows - (LIFE_BOUNDARY_BUFFER / 2); ++i) {
for (int j = LIFE_BOUNDARY_BUFFER / 2; j < state->num_columns + 1 - (LIFE_BOUNDARY_BUFFER / 2); ++j) {
Cell *cell = &state->cells[i][j];
if (cell->alive) {
Coords coords = cell->coords;
mvwaddch(win, coords.y, coords.x, cell->display_char);
}
}
}
wattroff(win, A_BOLD | COLOR_PAIR(state->colour));
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}
static void life_toggle_cell(LifeState *state)
{
Cell *cell = life_get_cell_at_coords(state, state->curs_x, state->curs_y);
if (cell == NULL) {
return;
}
cell->alive ^= 1;
}
/*
* Returns the number of live neighbours of cell at `i` `j` position.
*
* Returns NULL if cell is touching a border.
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*/
static int life_get_live_neighbours(const LifeState *state, const int i, const int j)
{
Cell *n[8] = {0};
if (i > 0 && j > 0) {
n[0] = &state->cells[i - 1][j - 1];
}
if (i > 0) {
n[1] = &state->cells[i - 1][j];
}
if (i > 0 && j < state->num_columns - 1) {
n[2] = &state->cells[i - 1][j + 1];
}
if (j > 0) {
n[3] = &state->cells[i][j - 1];
}
if (j < state->num_columns - 1) {
n[4] = &state->cells[i][j + 1];
}
if (i < state->num_rows - 1 && j > 0) {
n[5] = &state->cells[i + 1][j - 1];
}
if (i < state->num_rows - 1) {
n[6] = &state->cells[i + 1][j];
}
if (i < state->num_rows - 1 && j < state->num_columns - 1) {
n[7] = &state->cells[i + 1][j + 1];
}
int count = 0;
for (size_t i = 0; i < 8; ++i) {
if (n[i] == NULL) {
return 0; // If we're at a boundary kill cell
}
if (n[i]->alive) {
++count;
}
}
return count;
}
static void life_restart(GameData *game, LifeState *state)
{
for (int i = 0; i < state->num_rows; ++i) {
for (int j = 0; j < state->num_columns; ++j) {
Cell *cell = &state->cells[i][j];
cell->alive = false;
cell->marked = false;
cell->display_char = LIFE_DEFAULT_CELL_CHAR;
cell->age = 0;
}
}
game_set_score(game, 0);
state->generation = 0;
}
static void life_do_cells(LifeState *state)
{
for (int i = 0; i < state->num_rows; ++i) {
for (int j = 0; j < state->num_columns; ++j) {
Cell *cell = &state->cells[i][j];
if (cell->marked) {
cell->marked = false;
cell->alive ^= 1;
cell->age = cell->alive;
cell->display_char = life_get_display_char(state, cell);
} else if (cell->alive) {
++cell->age;
cell->display_char = life_get_display_char(state, cell);
}
}
}
}
static void life_cycle(GameData *game, LifeState *state)
{
if (state->generation == 0) {
return;
}
TIME_MS cur_time = get_time_millis();
if (!game_do_object_state_update(game, cur_time, state->time_last_cycle, state->speed)) {
return;
}
state->time_last_cycle = get_time_millis();
++state->generation;
size_t live_cells = 0;
for (int i = 0; i < state->num_rows; ++i) {
for (int j = 0; j < state->num_columns; ++j) {
Cell *cell = &state->cells[i][j];
int live_neighbours = life_get_live_neighbours(state, i, j);
if (cell->alive) {
if (!(live_neighbours == 2 || live_neighbours == 3)) {
cell->marked = true;
} else {
++live_cells;
}
} else {
if (live_neighbours == 3) {
cell->marked = true;
++live_cells;
}
}
}
}
if (live_cells == 0) {
life_restart(game, state);
return;
}
life_do_cells(state);
game_update_score(game, 1);
}
static void life_start(GameData *game, LifeState *state)
{
state->generation = 1;
}
void life_cb_update_game_state(GameData *game, void *cb_data)
{
if (!cb_data) {
return;
}
LifeState *state = (LifeState *)cb_data;
life_cycle(game, state);
}
void life_cb_render_window(GameData *game, WINDOW *win, void *cb_data)
{
if (!cb_data) {
return;
}
LifeState *state = (LifeState *)cb_data;
move(state->curs_y, state->curs_x);
if (state->generation == 0 || state->paused) {
curs_set(1);
}
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life_draw_cells(game, win, state);
}
static void life_move_curs_left(LifeState *state)
{
int new_x = state->curs_x - 1;
if (new_x < state->x_left_bound) {
return;
}
state->curs_x = new_x;
}
static void life_move_curs_right(LifeState *state)
{
int new_x = state->curs_x + 1;
if (new_x > state->x_right_bound) {
return;
}
state->curs_x = new_x;
}
static void life_move_curs_up(LifeState *state)
{
int new_y = state->curs_y - 1;
if (new_y < state->y_top_bound) {
return;
}
state->curs_y = new_y;
}
static void life_move_curs_down(LifeState *state)
{
int new_y = state->curs_y + 1;
if (new_y >= state->y_bottom_bound) {
return;
}
state->curs_y = new_y;
}
static void life_move_curs_up_left(LifeState *state)
{
life_move_curs_up(state);
life_move_curs_left(state);
}
static void life_move_curs_up_right(LifeState *state)
{
life_move_curs_up(state);
life_move_curs_right(state);
}
static void life_move_curs_down_right(LifeState *state)
{
life_move_curs_down(state);
life_move_curs_right(state);
}
static void life_move_curs_down_left(LifeState *state)
{
life_move_curs_down(state);
life_move_curs_left(state);
}
void life_cb_on_keypress(GameData *game, int key, void *cb_data)
{
if (!cb_data) {
return;
}
LifeState *state = (LifeState *)cb_data;
switch (key) {
case KEY_LEFT: {
life_move_curs_left(state);
break;
}
case KEY_RIGHT: {
life_move_curs_right(state);
break;
}
case KEY_DOWN: {
life_move_curs_down(state);
break;
}
case KEY_UP: {
life_move_curs_up(state);
break;
}
case KEY_HOME: {
life_move_curs_up_left(state);
break;
}
case KEY_END: {
life_move_curs_down_left(state);
break;
}
case KEY_PPAGE: {
life_move_curs_up_right(state);
break;
}
case KEY_NPAGE: {
life_move_curs_down_right(state);
break;
}
case '\r': {
if (state->generation > 0) {
life_restart(game, state);
} else {
life_start(game, state);
}
break;
}
case ' ': {
life_toggle_cell(state);
break;
}
case '=':
/* intentional fallthrough */
case '+': {
life_increase_speed(state);
break;
}
case '-':
/* intentional fallthrough */
case '_': {
life_decrease_speed(state);
break;
}
case '\t': {
life_toggle_display_candy(state);
break;
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}
case '`': {
life_cycle_colour(state);
break;
}
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default: {
return;
}
}
}
static void life_free_cells(LifeState *state)
{
if (state->cells == NULL) {
return;
}
for (int i = 0; i < state->num_rows; ++i) {
if (state->cells[i]) {
free(state->cells[i]);
}
}
free(state->cells);
}
void life_cb_pause(GameData *game, bool is_paused, void *cb_data)
{
if (!cb_data) {
return;
}
LifeState *state = (LifeState *)cb_data;
state->paused = is_paused;
}
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void life_cb_kill(GameData *game, void *cb_data)
{
if (!cb_data) {
return;
}
LifeState *state = (LifeState *)cb_data;
life_free_cells(state);
free(state);
game_set_cb_update_state(game, NULL, NULL);
game_set_cb_render_window(game, NULL, NULL);
game_set_cb_kill(game, NULL, NULL);
game_set_cb_on_keypress(game, NULL, NULL);
}
static int life_init_state(GameData *game, LifeState *state)
{
const int x_left = game_x_left_bound(game) ;
const int x_right = game_x_right_bound(game);
const int y_top = game_y_top_bound(game);
const int y_bottom = game_y_bottom_bound(game) + 1;
state->x_left_bound = x_left;
state->x_right_bound = x_right;
state->y_top_bound = y_top;
state->y_bottom_bound = y_bottom;
const int x_mid = x_left + ((x_right - x_left) / 2);
const int y_mid = y_top + ((y_bottom - y_top) / 2);
state->curs_x = x_mid;
state->curs_y = y_mid;
const int num_rows = (y_bottom - y_top) + LIFE_BOUNDARY_BUFFER;
const int num_columns = (x_right - x_left) + LIFE_BOUNDARY_BUFFER;
if (num_rows <= 0 || num_columns <= 0) {
return -1;
}
state->num_columns = num_columns;
state->num_rows = num_rows;
state->cells = calloc(1, num_rows * sizeof(Cell *));
if (state->cells == NULL) {
return -1;
}
for (int i = 0; i < num_rows; ++i) {
state->cells[i] = calloc(1, num_columns * sizeof(Cell));
if (state->cells[i] == NULL) {
return -1;
}
for (int j = 0; j < num_columns; ++j) {
state->cells[i][j].coords.y = i + (state->y_top_bound - (LIFE_BOUNDARY_BUFFER / 2));
state->cells[i][j].coords.x = j + (state->x_left_bound - (LIFE_BOUNDARY_BUFFER / 2));
}
}
state->speed = LIFE_DEFAULT_SPEED;
state->colour = LIFE_CELL_DEFAULT_COLOUR;
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life_restart(game, state);
return 0;
}
int life_initialize(GameData *game)
{
// Try best fit from largest to smallest before giving up
if (game_set_window_shape(game, GW_ShapeRectangleLarge) == -1) {
if (game_set_window_shape(game, GW_ShapeSquareLarge) == -1) {
if (game_set_window_shape(game, GW_ShapeRectangle) == -1) {
if (game_set_window_shape(game, GW_ShapeSquare) == -1) {
return -1;
}
}
}
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}
LifeState *state = calloc(1, sizeof(LifeState));
if (state == NULL) {
return -1;
}
if (life_init_state(game, state) == -1) {
life_free_cells(state);
free(state);
return -1;
}
game_set_update_interval(game, 40);
game_show_score(game, true);
game_set_cb_update_state(game, life_cb_update_game_state, state);
game_set_cb_render_window(game, life_cb_render_window, state);
game_set_cb_on_keypress(game, life_cb_on_keypress, state);
game_set_cb_on_pause(game, life_cb_pause, state);
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game_set_cb_kill(game, life_cb_kill, state);
return 0;
}