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gameOfLife-ncurses-menu.cpp
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gameOfLife-ncurses-menu.cpp
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/*
Author: Gregory Mitchell
Date Created: 11/20/14
Last Modified: 11/23/14
email: [email protected]
Filename: gameOfLife-ncurses-menu.cpp
Overview: this is an ncurses animated implementation of Conway's
game of life.
-------------------------------------------------------*/
#include <iostream>
#include <string>
#include <cstring>
#include <cstdio>
#include <ncurses.h>
#include <menu.h>
#include <unistd.h> // usleep
#include <cstdlib> // calloc for menu
#define ROWS 22
#define COLS 80
#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0])) // used for menu
using namespace std;
struct cell {
int x;
int y;
bool occupied;
};
class game{
public:
void init() // constructor
{
sgPtr = &(startGen[0][0]);
ngPtr = &(nextGen[0][0]);
speed = 38000;
configuration = 0;
configs();
}
void configs();
int generation;
int configuration;
cell configurations[12]; // initial conditions
char startGen[COLS][ROWS]; // current generation
char nextGen[COLS][ROWS]; // next generation
// pointers to generations
char* sgPtr;
char* ngPtr;
int speed; // (microseconds). higher is slower
};
void game::configs()
{
for (int i = 0; i < ROWS*COLS; i++)
sgPtr[i] = ' ';
switch (configuration)
{
case 0: // r-pentomino
{
// r-pentomino
startGen[40][10] = '.';
startGen[40][11] = '.';
startGen[40][12] = '.';
startGen[39][11] = '.';
startGen[41][10] = '.';
break;
}
case 1: // glider
{
startGen[1][10] = '.';
startGen[2][10] = '.';
startGen[3][10] = '.';
startGen[3][9] = '.';
startGen[2][8] = '.';
break;
}
case 2: // 14x14 pulsar: pad with
{
startGen[36][10] = '.';
startGen[37][10] = '.';
startGen[38][10] = '.';
startGen[42][10] = '.';
startGen[43][10] = '.';
startGen[44][10] = '.';
startGen[34][12] = '.';
startGen[34][13] = '.';
startGen[34][14] = '.';
startGen[39][12] = '.';
startGen[39][13] = '.';
startGen[39][14] = '.';
startGen[41][12] = '.';
startGen[41][13] = '.';
startGen[41][14] = '.';
startGen[46][12] = '.';
startGen[46][13] = '.';
startGen[46][14] = '.';
startGen[46][12] = '.';
startGen[46][13] = '.';
startGen[46][14] = '.';
startGen[36][15] = '.';
startGen[37][15] = '.';
startGen[38][15] = '.';
startGen[42][15] = '.';
startGen[43][15] = '.';
startGen[44][15] = '.';
break;
}
case 3: // clock
{
startGen[40][5] = '.';
startGen[41][5] = '.';
startGen[40][6] = '.';
startGen[41][6] = '.';
startGen[38][8] = '.';
startGen[39][8] = '.';
startGen[40][8] = '.';
startGen[41][8] = '.';
startGen[34][9] = '.';
startGen[35][9] = '.';
startGen[34][10] = '.';
startGen[35][10] = '.';
startGen[37][9] = '.';
startGen[37][10] = '.';
startGen[37][11] = '.';
startGen[37][12] = '.';
startGen[38][13] = '.';
startGen[39][13] = '.';
startGen[40][13] = '.';
startGen[41][13] = '.';
startGen[42][12] = '.';
startGen[42][11] = '.';
startGen[42][10] = '.';
startGen[42][9] = '.';
startGen[44][11] = '.';
startGen[45][11] = '.';
startGen[44][12] = '.';
startGen[45][12] = '.';
startGen[38][15] = '.';
startGen[39][15] = '.';
startGen[38][16] = '.';
startGen[39][16] = '.';
// hands
startGen[39][10] = '.';
startGen[40][10] = '.';
startGen[41][11] = '.';
break;
}
case 4: // kok's galaxy
{
// double check cleanliness
for (int i = 0; i < ROWS; i++)
for (int j = 0; j < COLS; j++)
nextGen[j][i] = ' ';
int i = 40;
for (i; i > 34; i--)
{
startGen[i][6] = '.';
startGen[i][7] = '.';
}
for (i = 6 ; i < 12; i++)
{
startGen[42][i] = '.';
startGen[43][i] = '.';
}
for (i = 43; i > 37; i--)
{
startGen[i][14] = '.';
startGen[i][13] = '.';
}
for (i = 14; i > 8; i--)
{
startGen[35][i] = '.';
startGen[36][i] = '.';
}
break;
}
case 5: // early test cases
{
// // // simple blinker: (test left-right wrapping)
startGen[79][5] = '.';
startGen[0][5] = '.';
startGen[1][5] = '.';
// simple blinker (blows up block):
startGen[78][10] = '.';
startGen[79][10] = '.';
startGen[0][10] = '.';
// simple blinker (test top-bottom wrapping)
startGen[40][20] = '.';
startGen[40][21] = '.';
startGen[40][0] = '.';
// simple block:
startGen[1][10] = '.';
startGen[2][10] = '.';
startGen[1][11] = '.';
startGen[2][11] = '.';
break;
}
}
}
// walk clockwise around the current cell to get 8 neighbors
struct neighbors {
cell topLeft;
cell topCenter;
cell topRight;
cell centerRight;
cell bottomRight;
cell bottomCenter;
cell bottomLeft;
cell centerLeft;
cell all[8];
};
int mod(int a, int b)
{
int r = a % b;
return r < 0 ? r + b : r;
}
cell getTopLeft(cell current)
{
cell block; // create a new cell
block.x = mod(current.x - 1, COLS);
block.y = mod(current.y - 1, ROWS);
return block;
}
cell getTopCenter(cell current)
{
cell block; // create a new cell
block.x = mod(current.x, COLS);
block.y = mod(current.y - 1, ROWS);
return block;
}
cell getTopRight(cell current)
{
cell block; // create a new cell
block.x = mod(current.x + 1, COLS);
block.y = mod(current.y - 1, ROWS);
return block;
}
cell getCenterRight(cell current)
{
cell block; // create a new cell
block.x = mod(current.x + 1, COLS);
block.y = mod(current.y, ROWS);
return block;
}
cell getBottomRight(cell current)
{
cell block; // create a new cell
block.x = mod(current.x + 1, COLS);
block.y = mod(current.y + 1, ROWS);
return block;
}
cell getBottomCenter(cell current)
{
cell block; // create a new cell
block.x = mod(current.x, COLS);
block.y = mod(current.y + 1, ROWS);
return block;
}
cell getBottomLeft(cell current)
{
cell block; // create a new cell
block.x = mod(current.x - 1, COLS);
block.y = mod(current.y + 1, ROWS);
return block;
}
cell getCenterLeft(cell current)
{
cell block; // create a new cell
block.x = mod(current.x - 1, COLS);
block.y = mod(current.y, ROWS);
return block;
}
// purpose: return a structure containing all neighboring cells
neighbors getNeighbors (cell current)
{
neighbors hood;
hood.topLeft = getTopLeft(current);
hood.topCenter = getTopCenter(current);
hood.topRight = getTopRight(current);
hood.centerRight = getCenterRight(current);
hood.bottomRight = getBottomRight(current);
hood.bottomCenter = getBottomCenter(current);
hood.bottomLeft = getBottomLeft(current);
hood.centerLeft = getCenterLeft(current);
// store everything in array for easy iteration.
hood.all[0] = hood.topLeft;
hood.all[1] = hood.topCenter;
hood.all[2] = hood.topRight;
hood.all[3] = hood.centerRight;
hood.all[4] = hood.bottomRight;
hood.all[5] = hood.bottomCenter;
hood.all[6] = hood.bottomLeft;
hood.all[7] = hood.centerLeft;
return hood;
}
// purpose: search the world array for current cell to determine if it is empty
bool isVacant(cell current, char (&world)[COLS][ROWS])
{
char occupied = world[current.x][current.y];
if (occupied == ' ')
return true;
else
return false;
}
// purpose: get number of occupied/vacant neighbors
int numberOfVacantNeighbors(cell current, char (&world)[COLS][ROWS])
{
int vacancies = 0;
neighbors hood = getNeighbors(current);
// determine vacancy for each neighbor
for (int i = 0; i < 8; i++)
{
if (isVacant(hood.all[i], world))
vacancies++;
}
return vacancies;
}
// purpose: see if occupied cell can survive loneliness
// "If an occupied cell has zero or one neighbor, it dies of loneliness."
bool loneliness (cell current, char (&world)[COLS][ROWS])
{
int vacancies = numberOfVacantNeighbors(current, world);
int occupancies = 8 - vacancies;
if (occupancies <= 1)
return true;
else
return false;
}
// purpose: see if occupied cell can survive overcrowding
// "If an occupied cell has more than three neighbors, it dies of overcrowding."
bool overcrowding (cell current, char (&world)[COLS][ROWS])
{
int vacancies = numberOfVacantNeighbors(current, world);
int occupancies = 8 - vacancies;
if (occupancies > 3)
return true;
else
return false;
}
// purpose: see if vacant cell can regenerate
// "If an empty cell has exactly three occupied neighbor cells,
// there is a birth of a new cell to replace the empty cell."
bool rebirth (cell current, char (&world)[COLS][ROWS])
{
int vacancies = numberOfVacantNeighbors(current, world);
int occupancies = 8 - vacancies;
if (occupancies == 3)
return true;
else
return false;
}
void processWorlds (char (&startGen)[COLS][ROWS], char (&nextGen)[COLS][ROWS])
{
// generate cells for the next world
for (int i = 0; i < ROWS; i++)
for (int j = 0; j < COLS; j++)
{
cell me;
me.x = j;
me.y = i;
me.occupied = !isVacant(me, startGen);
if (me.occupied)
{
if (loneliness(me, startGen))
{
nextGen[j][i] = ' ';
// printf("killed nextGen[%d][%d] from loneliness\n",j,i);
}
else if (overcrowding(me, startGen))
{
nextGen[j][i] = ' ';
// printf("killed nextGen[%d][%d] from overcrowding\n",j,i);
}
else // not lonely or overcrowded so me live on
nextGen[j][i] = '#';
}
else // me am vacant
{
if (rebirth(me, startGen) )
{
nextGen[j][i] = '#';
// printf("birthed nextGen[%d][%d] from vacancy\n",j,i);
}
else
nextGen[j][i] = ' ';
}
}
}
void displayGen(WINDOW* board, char (&world)[COLS][ROWS])
{
// top border
/*
for (int i = 0; i < COLS; i++)
printw("-");
printw("\n");
*/
//move(0,0);
for (int i = 0; i < ROWS; i++)
{
move(i,0);
for (int j = 0; j < COLS; j++)
wprintw(board,"%c",world[j][i]);
}
// bottom border
/*
for (int i = 0; i < COLS; i++)
printw("-");
printw("\n");
*/
}
void gameDriver(game& life)
{
life.configs();
life.generation = 0;
timeout(0);
int ch;
displayGen(stdscr,life.startGen);
wprintw(stdscr,"\ngeneration: %d ",life.generation);
refresh();
usleep(life.speed*10);
while ((ch = getch()) != 'q') // while not tab
{
if (ch == 'r') // reset init cond.
gameDriver(life);
if (ch == 'p') // reset init cond.
life.speed += 5000;
if (ch == 'o') // reset init cond.
life.speed -= 5000;
// draw_borders(stdscr);
// wipe the next generation clean
for (int i = 0; i < ROWS*COLS; i++)
life.ngPtr[i] = ' ';
// repopulate the next generation
processWorlds(life.startGen, life.nextGen);
// display next generation cout << string(nextGen);
displayGen(stdscr,life.nextGen);
// startGen = nextGen on the next pass
for (int i = 0; i < ROWS*COLS; i++)
life.sgPtr[i] = life.ngPtr[i];
life.generation++;
wborder(stdscr,0,0,0,0,0,0,0,0);
wprintw(stdscr,"\ngeneration: %d ",life.generation);
wprintw(stdscr,"Press 'q' to return to menu, ");
wprintw(stdscr,"Press 'r' to reset initial conditions");
//refresh();
wmove(stdscr,0,35);
wprintw(stdscr,"Config: %d", life.configuration);
refresh();
usleep(life.speed);
}
// endwin();
}
void initOptions(game& life)
{
clear();
int choice = 0;
timeout(10000);
cbreak();
echo();
//timeout(0);
//timeout();
printw( "Game of Life ");
printw("Initial Conditions\n\n");
printw("0. R-Pentomino\n");
printw("1. Glider \n");
printw("2. Pulsar (broken. should be infinite.)\n");
printw("3. Clock \n");
printw("4. Kok's Galaxy (should be infinite, but broken)\n");
printw("5. Early Test \n\n");
printw("The following have not been implemented yet:\n");
printw("6. PinWheel \n");
printw("7. Octagon \n");
printw("8. Fumarole \n");
printw("9. Pentoad \n");
printw("10. Pentadecathod \n");
printw("11. Star \n");
printw("12. French Kiss \n");
//choice = forceInt("Please enter your selection now:");
printw("Please enter your selection now:");
refresh();
scanw("%d",&choice);
life.configuration = choice;
life.configs();
gameDriver(life);
//choice = getch();
//return choice;
}
// void initialConditions(game& life)
// {
// // clear the start generation
// for (int i = 0; i < ROWS*COLS; i++)
// life.sgPtr[i] = ' ';
// bool flag = true;
// // while (flag)
// // {
// // life.configuration(
// // /*
// // // simple blinker: (test left-right wrapping)
// // startGen[79][5] = '.';
// // startGen[0][5] = '.';
// // startGen[1][5] = '.';
// // simple blinker (blows up block):
// startGen[78][10] = '.';
// startGen[79][10] = '.';
// startGen[0][10] = '.';
// // simple blinker (test top-bottom wrapping)
// startGen[40][20] = '.';
// startGen[40][21] = '.';
// startGen[40][0] = '.';
// // simple block:
// startGen[1][10] = '.';
// startGen[2][10] = '.';
// startGen[1][11] = '.';
// startGen[2][11] = '.';
// */
// // glider
// /*
// startGen[1][10] = '.';
// startGen[2][10] = '.';
// startGen[3][10] = '.';
// startGen[3][9] = '.';
// startGen[2][8] = '.';
// */
// // r-pentomino
// life.startGen[12][10] = '.';
// life.startGen[13][10] = '.';
// life.startGen[12][9] = '.';
// life.startGen[11][9] = '.';
// life.startGen[12][8] = '.';
// }
int menuOptions()
{
clear();
int choice = 0;
timeout(5000);
cbreak();
echo();
//timeout(0);
//timeout();
printw( "Game of Life\n");
printw("Please select from the following options\n\n");
printw("1. set initial conditions\n");
printw("2. set update speed\n");
printw("3. play\n");
printw("4. exit\n\n");
//choice = forceInt("Please enter your selection now:");
printw("Please enter your selection now:");
refresh();
scanw("%d",&choice);
//choice = getch();
return choice;
}
int menu(game& life)
{
clear();
bool flag = true;
int choice;
while (flag)
{
choice = menuOptions();
switch (choice)
{
case 1: // set initial conditions
{
//life.config(life);
initOptions(life);
break;
}
case 2: // set update speed
{
clear();
printw("Enter a pause time in microseconds.");
scanw("%d",&life.speed);
break;
}
case 3: // play
{
gameDriver(life);
break;
}
case 4: // exit program
{
flag = false;
break;
}
default:
{
clear();
printw("%d is not a valid option",choice);
break;
}
}
}
}
int main()
{
// set pseudo-gui parameters
initscr();
start_color();
noecho();
//cbreak();
raw();
keypad(stdscr, TRUE);
game life; // create a game object
life.init();
// while (generation <= limit)
menu(life);
//printw("\n");
endwin();
return 0;
}