Example #1
0
/*
 * game_next -- calculates next iteration of the game
 */
void
game_next(struct game *gp)
{
	char *prev = gp->board;
	char *next = (gp->board == gp->board2) ? gp->board1 : gp->board2;

	for (int x = 0; x < gp->width; x++)
		for (int y = 0; y < gp->height; y++)
			CELL(gp, next, x, y) = cell_next(gp, prev, x, y);

	gp->board = next;
}
Example #2
0
int main(int argc, char** args)
{
	srand(time(NULL));

	int error;
	c_cpu_handle cpu;
	
	printf("Cuilien cell simulation.\n");

	printf("Initializing VM...\n");
	cpu = c_cpu_init();
	if(c_error_last)
	{
		c_error_print(c_error_last);
		return 1;
	}
	
	printf("Disabling a few opcodes...\n");
	c_instruction_vector[C_INSTR_PUTC] = NULL;
	c_instruction_vector[C_INSTR_GETC] = NULL;
	c_instruction_vector[C_INSTR_SHOW] = NULL;

	printf("Initializing IVT...\n");
	cpu->ivt = build_ivt();

	printf("Loading seed...\n");
	c_mem_handle seed = c_mem_init(MAX_CELL_MEMORY);
	c_mem_load_file(seed, "seed2.cx", 12);

	printf("Setting up graphics...\n");
	if((error = graphics_init()))
	{
		// TODO: handle error
		return 1;
	}
	
	printf("Creating world...\n");
	world_load(&world, "terrain3.bmp");
	graphics_init_world_image(world);

	printf("Spawning inital cells...\n");
	cells_init();

	champion_cell = cell_spawn(c_mem_copy(seed), 1, 0x00ff00, 5, 180, 200);
	champion_cell->save = true;

	cell_spawn(c_mem_copy(seed), 1, 0xff0000, 5, 1000, 200);
	// cell_spawn(c_mem_copy(seed), 0x0000ff, 5, 180, 600);
	// cell_spawn(c_mem_copy(seed), 0xffff00, 5, 1000, 600);
	
	printf("Ready.\n");
	
	while(!graphics_update() && cells_get_count())
	{
		world_update_waste(world);

		// simulate and render cells
		/* this turned out messier than I had envisioned it */
		int i = 0;
		while((current_cell = cell_next(&i)))
		{
			cpu->context = &current_cell->process.context;

			assert(cpu->context != NULL);
			assert(cpu->context->memory != NULL);

			int step;
			for(step = 0; step < 100 && current_cell->alive; ++step)
			{
				c_cpu_step(cpu);
			}

			if(current_cell->mass)
			{
				/* mass decay */
				--current_cell->mass;
			
				/* produce waste */
				tile_t* tile = world_get_tile(world, current_cell->x, current_cell->y);
				if(tile->waste != 255)
				{
					++tile->waste;
					graphics_update_world_image(current_cell->x, current_cell->y, tile);
				}
			}

			graphics_render_cell(current_cell);

			if(current_cell != champion_cell &&
					cell_lifetime(current_cell) >= cell_lifetime(champion_cell))
			{
				champion_cell->save = false;
				if(!champion_cell->alive)
					cell_kill(champion_cell);

				current_cell->save = true;
				champion_cell = current_cell;
			}

			if(current_cell->mass == 0 ||
					cell_lifetime(current_cell) > 1000) /* test death by age */
				cell_kill(current_cell);
		}

		++cycle;
	}

	printf("Champion: \n");
	printf(" * Color: %06X\n", champion_cell->color);
	printf(" * Generation: %d\n", champion_cell->generation);
	printf(" * Times split: %d\n", champion_cell->times_split);
	printf(" * Cycles lived: %d\n", cell_lifetime(champion_cell));
	printf(" * Time of birth: %d\n", champion_cell->birth);
	if(champion_cell->alive)
		printf(" * Time of death: ALIVE\n");
	else
		printf(" * Time of death: %d\n", champion_cell->death);
	printf(" * Place of death: %d, %d\n", champion_cell->x, champion_cell->y);
	c_mem_dump_to_file(champion_cell->process.context.memory, "champion.dump");
	printf("Memory dumped to champion.dump.\n");
	
	printf("Freeing memory...\n");
	cells_free();
	c_mem_free(seed);
	
	printf("Destroying graphics...\n");
	if((error = graphics_destroy()))
	{
		// TODO: handle error
		return 1;
	}

	printf("Freeing VM...\n");
	c_cpu_free(cpu);
	
	printf("Good bye!\n");
}