1 #include <u.h>
2 #include <libc.h>
3 #include <bio.h>
4 #include <draw.h>
5
6 #include "mahjongg.h"
7
8 void
consumeline(Biobuf * b)9 consumeline(Biobuf *b)
10 {
11 while(Bgetc(b) != '\n')
12 ;
13 }
14
15 /* parse a level file */
16 int
parse(char * layout)17 parse(char *layout)
18 {
19 int x = 0, y = 0, depth = 0;
20 char c;
21 Biobuf *b;
22
23 b = Bopen(layout, OREAD);
24 if(b == nil) {
25 fprint(2, "could not open file %s: %r\n", layout);
26 return 0;
27 }
28
29 level.remaining = 0;
30
31 while((c = Bgetc(b)) > 0) {
32 switch(c) {
33 case '\n':
34 x = 0;
35 y = (y+1) % Ly;
36 if(!y)
37 depth++;
38 break;
39 case '.':
40 orig.board[depth][x][y].which = 0;
41 x++;
42 break;
43 case '1':
44 orig.remaining++;
45 case '2':
46 case '3':
47 case '4':
48 orig.board[depth][x++][y].which = c-48;
49 break;
50 default:
51 consumeline(b);
52 break;
53 }
54 }
55 Bterm(b);
56
57 return 1;
58 }
59
60 int
indextype(int type)61 indextype(int type)
62 {
63 int t;
64
65 if(type < 108)
66 t = (type/36)*Facey * 9 + ((type%36)/4)*Facex;
67 else if(type < 112)
68 t = Seasons;
69 else if(type < 128)
70 t = 3*Facey + (((type+12)%36)/4)*Facex;
71 else if(type < 132)
72 t = Flowers;
73 else
74 t = 4*Facey + (((type+28)%36)/4)*Facex;
75
76 return t;
77
78 }
79
80 Point
indexpt(int type)81 indexpt(int type)
82 {
83 Point p;
84
85 /*
86 * the first 108 bricks are 4 of each, 36 per line:
87 * x = (index%36)/4
88 * y = (index)/36
89 * then multiply by the size of a single tile.
90 * the next 4 are the seasons, so x = index%4...
91 * and so on...
92 */
93
94 if(type < 108)
95 p = Pt(((type%36)/4)*Facex, (type/36)*Facey);
96 else if(type < 112)
97 p = Pt((type%4)*Facex, 3*Facey);
98 else if(type < 128)
99 p = Pt((((type+12)%36)/4)*Facex, 3*Facey);
100 else if(type < 132)
101 p = Pt(((type+4)%4)*Facex, 4*Facey);
102 else
103 p = Pt((((type+28)%36)/4)*Facex, 4*Facey);
104 return p;
105 }
106
107 /* use the seed to generate a replayable game */
108 void
generate(uint seed)109 generate(uint seed)
110 {
111 int x, y, d, n;
112 int order[144];
113 Point p;
114
115 srand(seed);
116
117 for (x = 0; x < Tiles; x++)
118 order[x] = x;
119
120 for(x = 0; x < Tiles; x++) {
121 n = order[x];
122 y = nrand(Tiles);
123 order[x] = order[y];
124 order[y] = n;
125 }
126
127 n = 0;
128 for(d = 0; d < Depth; d++)
129 for(y = 0; y < Ly; y++)
130 for(x = 0; x < Lx; x++)
131 if(orig.board[d][x][y].which == 1) {
132
133 orig.board[d][x][y].type = indextype(order[n]);
134 p = indexpt(order[n++]);
135 orig.board[d][x][y].start = p;
136 orig.board[d][x+1][y].start = p;
137 orig.board[d][x][y+1].start = p;
138 orig.board[d][x+1][y+1].start = p;
139 }
140
141 if(n != orig.remaining)
142 fprint(2, "level improperly generated: %d elements, "
143 "should have %d\n", n, orig.remaining);
144
145 orig.c = NC;
146 orig.l = NC;
147 orig.done = 0;
148 level = orig;
149 }
150