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677 lines
15 KiB
C
677 lines
15 KiB
C
/* game_life.c
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*
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*
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* Copyright (C) 2021 Toxic All Rights Reserved.
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*
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* This file is part of Toxic.
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*
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* Toxic is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Toxic is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Toxic. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "game_life.h"
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#define LIFE_DEFAULT_CELL_CHAR 'o'
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#define LIFE_CELL_DEFAULT_COLOUR CYAN
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#define LIFE_DEFAULT_SPEED 25
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#define LIFE_MAX_SPEED 40
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/* Determines the additional size of the grid beyond the visible boundaries.
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*
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* This buffer allows cells to continue growing off-screen giving the illusion of an
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* infinite grid to a certain point.
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*/
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#define LIFE_BOUNDARY_BUFFER 50
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typedef struct Cell {
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Coords coords;
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bool alive;
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bool marked; // true if cell should invert alive status at end of current cycle
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int display_char;
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size_t age;
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} Cell;
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typedef struct LifeState {
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TIME_MS time_last_cycle;
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size_t speed;
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size_t generation;
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bool paused;
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Cell **cells;
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int num_columns;
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int num_rows;
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int curs_x;
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int curs_y;
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int x_left_bound;
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int x_right_bound;
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int y_top_bound;
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int y_bottom_bound;
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short display_candy;
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int colour;
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} LifeState;
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static void life_increase_speed(LifeState *state)
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{
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if (state->speed < LIFE_MAX_SPEED) {
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++state->speed;
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}
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}
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static void life_decrease_speed(LifeState *state)
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{
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if (state->speed > 1) {
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--state->speed;
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}
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}
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static int life_get_display_char(const LifeState *state, const Cell *cell)
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{
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if (state->display_candy == 1) {
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if (cell->age == 1) {
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return '.';
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}
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return '+';
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}
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if (state->display_candy == 2) {
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if (cell->age == 1) {
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return '.';
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}
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if (cell->age == 2) {
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return '-';
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}
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if (cell->age == 3) {
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return 'o';
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}
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return 'O';
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}
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return 'o';
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}
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static void life_toggle_display_candy(LifeState *state)
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{
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state->display_candy = (state->display_candy + 1) % 3; // magic number depends on life_get_display_char()
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}
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static void life_cycle_colour(LifeState *state)
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{
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switch (state->colour) {
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case RED: {
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state->colour = YELLOW;
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break;
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}
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case YELLOW: {
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state->colour = GREEN;
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break;
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}
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case GREEN: {
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state->colour = CYAN;
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break;
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}
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case CYAN: {
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state->colour = BLUE;
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break;
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}
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case BLUE: {
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state->colour = MAGENTA;
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break;
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}
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case MAGENTA: {
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state->colour = RED;
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break;
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}
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default: {
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state->colour = RED;
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break;
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}
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}
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}
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static Cell *life_get_cell_at_coords(const LifeState *state, const int x, const int y)
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{
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const int i = y - (state->y_top_bound - (LIFE_BOUNDARY_BUFFER / 2));
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const int j = x - (state->x_left_bound - (LIFE_BOUNDARY_BUFFER / 2));
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if (i >= 0 && j >= 0) {
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return &state->cells[i][j];
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}
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return NULL;
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}
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static void life_draw_cells(const GameData *game, WINDOW *win, LifeState *state)
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{
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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) {
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for (int j = LIFE_BOUNDARY_BUFFER / 2; j < state->num_columns + 1 - (LIFE_BOUNDARY_BUFFER / 2); ++j) {
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Cell *cell = &state->cells[i][j];
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if (cell->alive) {
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Coords coords = cell->coords;
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mvwaddch(win, coords.y, coords.x, cell->display_char);
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}
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}
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}
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wattroff(win, A_BOLD | COLOR_PAIR(state->colour));
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}
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static void life_toggle_cell(LifeState *state)
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{
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Cell *cell = life_get_cell_at_coords(state, state->curs_x, state->curs_y);
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if (cell == NULL) {
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return;
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}
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cell->alive ^= 1;
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}
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/*
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* Returns the number of live neighbours of cell at `i` `j` position.
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*
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* Returns NULL if cell is touching a border.
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*/
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static int life_get_live_neighbours(const LifeState *state, const int i, const int j)
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{
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Cell *n[8] = {0};
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if (i > 0 && j > 0) {
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n[0] = &state->cells[i - 1][j - 1];
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}
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if (i > 0) {
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n[1] = &state->cells[i - 1][j];
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}
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if (i > 0 && j < state->num_columns - 1) {
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n[2] = &state->cells[i - 1][j + 1];
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}
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if (j > 0) {
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n[3] = &state->cells[i][j - 1];
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}
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if (j < state->num_columns - 1) {
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n[4] = &state->cells[i][j + 1];
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}
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if (i < state->num_rows - 1 && j > 0) {
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n[5] = &state->cells[i + 1][j - 1];
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}
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if (i < state->num_rows - 1) {
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n[6] = &state->cells[i + 1][j];
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}
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if (i < state->num_rows - 1 && j < state->num_columns - 1) {
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n[7] = &state->cells[i + 1][j + 1];
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}
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int count = 0;
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for (size_t i = 0; i < 8; ++i) {
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if (n[i] == NULL) {
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return 0; // If we're at a boundary kill cell
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}
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if (n[i]->alive) {
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++count;
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}
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}
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return count;
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}
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static void life_restart(GameData *game, LifeState *state)
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{
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for (int i = 0; i < state->num_rows; ++i) {
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for (int j = 0; j < state->num_columns; ++j) {
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Cell *cell = &state->cells[i][j];
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cell->alive = false;
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cell->marked = false;
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cell->display_char = LIFE_DEFAULT_CELL_CHAR;
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cell->age = 0;
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}
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}
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game_set_score(game, 0);
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state->generation = 0;
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}
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static void life_do_cells(LifeState *state)
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{
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for (int i = 0; i < state->num_rows; ++i) {
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for (int j = 0; j < state->num_columns; ++j) {
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Cell *cell = &state->cells[i][j];
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if (cell->marked) {
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cell->marked = false;
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cell->alive ^= 1;
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cell->age = cell->alive;
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cell->display_char = life_get_display_char(state, cell);
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} else if (cell->alive) {
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++cell->age;
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cell->display_char = life_get_display_char(state, cell);
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}
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}
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}
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}
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static void life_cycle(GameData *game, LifeState *state)
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{
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if (state->generation == 0) {
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return;
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}
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TIME_MS cur_time = get_time_millis();
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if (!game_do_object_state_update(game, cur_time, state->time_last_cycle, state->speed)) {
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return;
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}
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state->time_last_cycle = get_time_millis();
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++state->generation;
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size_t live_cells = 0;
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for (int i = 0; i < state->num_rows; ++i) {
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for (int j = 0; j < state->num_columns; ++j) {
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Cell *cell = &state->cells[i][j];
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int live_neighbours = life_get_live_neighbours(state, i, j);
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if (cell->alive) {
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if (!(live_neighbours == 2 || live_neighbours == 3)) {
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cell->marked = true;
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} else {
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++live_cells;
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}
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} else {
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if (live_neighbours == 3) {
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cell->marked = true;
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++live_cells;
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}
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}
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}
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}
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if (live_cells == 0) {
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life_restart(game, state);
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return;
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}
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life_do_cells(state);
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game_update_score(game, 1);
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}
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static void life_start(GameData *game, LifeState *state)
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{
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state->generation = 1;
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}
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void life_cb_update_game_state(GameData *game, void *cb_data)
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{
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if (!cb_data) {
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return;
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}
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LifeState *state = (LifeState *)cb_data;
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life_cycle(game, state);
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}
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void life_cb_render_window(GameData *game, WINDOW *win, void *cb_data)
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{
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if (!cb_data) {
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return;
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}
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LifeState *state = (LifeState *)cb_data;
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move(state->curs_y, state->curs_x);
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if (state->generation == 0 || state->paused) {
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curs_set(1);
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}
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life_draw_cells(game, win, state);
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}
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static void life_move_curs_left(LifeState *state)
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{
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int new_x = state->curs_x - 1;
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if (new_x < state->x_left_bound) {
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return;
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}
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state->curs_x = new_x;
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}
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static void life_move_curs_right(LifeState *state)
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{
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int new_x = state->curs_x + 1;
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if (new_x > state->x_right_bound) {
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return;
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}
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state->curs_x = new_x;
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}
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static void life_move_curs_up(LifeState *state)
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{
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int new_y = state->curs_y - 1;
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if (new_y < state->y_top_bound) {
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return;
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}
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state->curs_y = new_y;
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}
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static void life_move_curs_down(LifeState *state)
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{
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int new_y = state->curs_y + 1;
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if (new_y >= state->y_bottom_bound) {
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return;
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}
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state->curs_y = new_y;
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}
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static void life_move_curs_up_left(LifeState *state)
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{
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life_move_curs_up(state);
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life_move_curs_left(state);
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}
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static void life_move_curs_up_right(LifeState *state)
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{
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life_move_curs_up(state);
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life_move_curs_right(state);
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}
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static void life_move_curs_down_right(LifeState *state)
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{
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life_move_curs_down(state);
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life_move_curs_right(state);
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}
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static void life_move_curs_down_left(LifeState *state)
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{
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life_move_curs_down(state);
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life_move_curs_left(state);
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}
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void life_cb_on_keypress(GameData *game, int key, void *cb_data)
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{
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if (!cb_data) {
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return;
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}
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LifeState *state = (LifeState *)cb_data;
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switch (key) {
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case KEY_LEFT: {
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life_move_curs_left(state);
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break;
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}
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case KEY_RIGHT: {
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life_move_curs_right(state);
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break;
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}
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case KEY_DOWN: {
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life_move_curs_down(state);
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break;
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}
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case KEY_UP: {
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life_move_curs_up(state);
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break;
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}
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case KEY_HOME: {
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life_move_curs_up_left(state);
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break;
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}
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case KEY_END: {
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life_move_curs_down_left(state);
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break;
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}
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case KEY_PPAGE: {
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life_move_curs_up_right(state);
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break;
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}
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case KEY_NPAGE: {
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life_move_curs_down_right(state);
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break;
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}
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case '\r': {
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if (state->generation > 0) {
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life_restart(game, state);
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} else {
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life_start(game, state);
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}
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break;
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}
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case ' ': {
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life_toggle_cell(state);
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break;
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}
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case '=':
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/* intentional fallthrough */
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case '+': {
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life_increase_speed(state);
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break;
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}
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case '-':
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/* intentional fallthrough */
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case '_': {
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life_decrease_speed(state);
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break;
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}
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case '\t': {
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life_toggle_display_candy(state);
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break;
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}
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case '`': {
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life_cycle_colour(state);
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break;
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}
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default: {
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return;
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}
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}
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}
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static void life_free_cells(LifeState *state)
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{
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if (state->cells == NULL) {
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return;
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}
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for (int i = 0; i < state->num_rows; ++i) {
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if (state->cells[i]) {
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free(state->cells[i]);
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}
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}
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free(state->cells);
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}
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void life_cb_pause(GameData *game, bool is_paused, void *cb_data)
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{
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if (!cb_data) {
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return;
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}
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LifeState *state = (LifeState *)cb_data;
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state->paused = is_paused;
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}
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void life_cb_kill(GameData *game, void *cb_data)
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{
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if (!cb_data) {
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return;
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}
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LifeState *state = (LifeState *)cb_data;
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life_free_cells(state);
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free(state);
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game_set_cb_update_state(game, NULL, NULL);
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game_set_cb_render_window(game, NULL, NULL);
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game_set_cb_kill(game, NULL, NULL);
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game_set_cb_on_keypress(game, NULL, NULL);
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}
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static int life_init_state(GameData *game, LifeState *state)
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{
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const int x_left = game_x_left_bound(game) ;
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const int x_right = game_x_right_bound(game);
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const int y_top = game_y_top_bound(game);
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const int y_bottom = game_y_bottom_bound(game) + 1;
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state->x_left_bound = x_left;
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state->x_right_bound = x_right;
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state->y_top_bound = y_top;
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state->y_bottom_bound = y_bottom;
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const int x_mid = x_left + ((x_right - x_left) / 2);
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const int y_mid = y_top + ((y_bottom - y_top) / 2);
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state->curs_x = x_mid;
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state->curs_y = y_mid;
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const int num_rows = (y_bottom - y_top) + LIFE_BOUNDARY_BUFFER;
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const int num_columns = (x_right - x_left) + LIFE_BOUNDARY_BUFFER;
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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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
game_set_cb_kill(game, life_cb_kill, state);
|
|
|
|
return 0;
|
|
}
|