ref: a524fd06466b057638d8bf40f8f9f380033320fe
dir: /sys/src/games/mahjongg/level.c/
#include <u.h> #include <libc.h> #include <bio.h> #include <draw.h> #include "mahjongg.h" void consumeline(Biobuf *b) { while(Bgetc(b) != '\n') ; } /* parse a level file */ int parse(char *layout) { int x = 0, y = 0, depth = 0; char c; Biobuf *b; b = Bopen(layout, OREAD); if(b == nil) { fprint(2, "could not open file %s: %r\n", layout); return 0; } level.remaining = 0; while((c = Bgetc(b)) > 0) { switch(c) { case '\n': x = 0; y = (y+1) % Ly; if(!y) depth++; break; case '.': orig.board[depth][x][y].which = 0; x++; break; case '1': orig.remaining++; case '2': case '3': case '4': orig.board[depth][x++][y].which = c-48; break; default: consumeline(b); break; } } Bterm(b); return 1; } int indextype(int type) { int t; if(type < 108) t = (type/36)*Facey * 9 + ((type%36)/4)*Facex; else if(type < 112) t = Seasons; else if(type < 128) t = 3*Facey + (((type+12)%36)/4)*Facex; else if(type < 132) t = Flowers; else t = 4*Facey + (((type+28)%36)/4)*Facex; return t; } Point indexpt(int type) { Point p; /* * the first 108 bricks are 4 of each, 36 per line: * x = (index%36)/4 * y = (index)/36 * then multiply by the size of a single tile. * the next 4 are the seasons, so x = index%4... * and so on... */ if(type < 108) p = Pt(((type%36)/4)*Facex, (type/36)*Facey); else if(type < 112) p = Pt((type%4)*Facex, 3*Facey); else if(type < 128) p = Pt((((type+12)%36)/4)*Facex, 3*Facey); else if(type < 132) p = Pt(((type+4)%4)*Facex, 4*Facey); else p = Pt((((type+28)%36)/4)*Facex, 4*Facey); return p; } /* use the seed to generate a replayable game */ void generate(uint seed) { int x, y, d, n; int order[144]; Point p; srand(seed); for (x = 0; x < Tiles; x++) order[x] = x; for(x = 0; x < Tiles; x++) { n = order[x]; y = nrand(Tiles); order[x] = order[y]; order[y] = n; } n = 0; for(d = 0; d < Depth; d++) for(y = 0; y < Ly; y++) for(x = 0; x < Lx; x++) if(orig.board[d][x][y].which == 1) { orig.board[d][x][y].type = indextype(order[n]); p = indexpt(order[n++]); orig.board[d][x][y].start = p; orig.board[d][x+1][y].start = p; orig.board[d][x][y+1].start = p; orig.board[d][x+1][y+1].start = p; } if(n != orig.remaining) fprint(2, "level improperly generated: %d elements, " "should have %d\n", n, orig.remaining); orig.c = NC; orig.l = NC; orig.done = 0; level = orig; }