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#include "game.h"
int neighbors(struct GAME* game, int x, int y, unsigned char* halo_above, unsigned char* halo_below) {
int n = 0;
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
if (!(dx == 0 && dy == 0) && (x+dx) > 0 && (x+dx) < game->width+(game->padding*2)) {
if (y+dy == -1 && halo_above != NULL) {
if (halo_above[x+dx]) {
n++;
}
} else if (y+dy == game->height && halo_below != NULL) {
if (halo_below[x+dx]) {
n++;
}
} else if (game->grid[(y+dy) * (game->width+game->padding*2) + (x+dx)]) {
n++;
}
}
}
}
return n;
}
void next(struct GAME* game, unsigned char* halo_above, unsigned char* halo_below) {
unsigned char* newGrid = malloc(sizeof(unsigned char) * game->height * (game->width + 2*game->padding));
for (int y = 0; y < game->height; y++) {
for (int x = 0; x < game->width + 2*game->padding; x++) {
int my_neighbors = neighbors(game, x, y, halo_above, halo_below);
int my_coord = y * (game->width+game->padding*2) + x;
newGrid[my_coord] = 0; // It's possible that there are artifacts from the last iteration
if (game->grid[my_coord]) {
if (my_neighbors < 2 || my_neighbors > 3) {
newGrid[my_coord] = 0;
} else {
newGrid[my_coord] = 1;
}
} else {
if (my_neighbors == 3) {
newGrid[my_coord] = 1;
}
}
}
}
free(game->grid);
game->grid = newGrid;
}
void randomize(struct GAME* game) {
for (int y = game->padding; y < game->height+game->padding; y++) {
for (int x = game->padding; x < game->width+game->padding; x++) {
game->grid[y*(game->width+game->padding*2) + x] = (unsigned char) rand() & 1;
}
}
}
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