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/***************************************************************************
levels.c - description
-------------------
begin : Thu Sep 6 2001
copyright : (C) 2001 by Michael Speck
email : kulkanie@gmx.net
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "levels.h"
/*
====================================================================
Locals
====================================================================
*/
/*
====================================================================
Read in next line.
====================================================================
*/
static int next_line( FILE *file, char *buffer )
{
/* lines with an # are comments: ignore them */
if ( !fgets( buffer, 1023, file ) ) return 0;
if ( buffer[strlen(buffer) - 1] == 10 )
buffer[strlen(buffer) - 1] = 0;
return 1;
}
/* compare with brick conversion table and return true or false
* depending on whether brick is destructible by normal hit */
static int is_destructible( char brick )
{
if ( (brick >= 'a' && brick <= 'k') ||
(brick >= 'x' && brick <= 'z') ||
brick == 'v' ||
brick == '*' ||
brick == '!' )
return 1;
return 0;
}
/*
====================================================================
Publics
====================================================================
*/
/*
====================================================================
Open a levelset file by name.
====================================================================
*/
FILE *levelset_open( const char *fname, char *mode )
{
FILE *file;
char path[512];
if ( fname[0] == '~' ) {
snprintf( path, sizeof(path)-1, "%s/%s/lbreakout2-levels/%s",
(getenv( "HOME" )?getenv( "HOME" ):"."),
CONFIG_DIR_NAME, fname + 1 );
}
else
if ( fname[0] != '/' ) /* keep global pathes */
snprintf( path, sizeof(path)-1, "%s/levels/%s", SRC_DIR, fname );
else
snprintf( path, sizeof(path)-1, "%s", fname );
if ( ( file = fopen( path, mode ) ) == 0 ) {
fprintf( stderr, "couldn't open %s\n", path );
return 0;
}
return file;
}
/*
====================================================================
Load all levels from file and add them to the list.
====================================================================
*/
int levels_load( const char *fname, List *levels, int *version, int *update )
{
/* load all levels from levelset 'fname' and put
them to list 'levels' */
FILE *file;
Level *level;
/* get file handle */
if ( ( file = levelset_open( fname, "rb" ) ) == 0 )
return 0;
/* check version */
levelset_get_version( file, version, update );
/* read levels */
while( ( level = level_load( file ) ) != 0 )
list_add( levels, level );
fclose( file );
return 1;
}
/*
====================================================================
Load all levels from either
home directory (fname begins with ~) or installation directory.
addBonusLevels is also the seed if not 0.
====================================================================
*/
LevelSet *levelset_load( const char *fname, int addBonusLevels )
{
int version, update, i, j, num;
LevelSet *set;
Level *level;
List *levels = list_create( LIST_NO_AUTO_DELETE, 0 );
/* check virtual sets */
if (fname[0]=='!')
{
set = levelset_create_empty(1,"Michael Speck","Bonus Level");
sprintf(set->name,"%s",fname);
if (!strcmp(fname,_("!JUMPING_JACK!")))
set->levels[0]->type = LT_JUMPING_JACK;
else
if (!strcmp(fname,_("!OUTBREAK!")))
set->levels[0]->type = LT_OUTBREAK;
else
if (!strcmp(fname,_("!BARRIER!")))
set->levels[0]->type = LT_BARRIER;
else
if (!strcmp(fname,_("!SITTING_DUCKS!")))
set->levels[0]->type = LT_SITTING_DUCKS;
else
if (!strcmp(fname,_("!HUNTER!")))
set->levels[0]->type = LT_HUNTER;
else
if (!strcmp(fname,_("!INVADERS!")))
set->levels[0]->type = LT_DEFENDER;
return set;
}
/* load normal file */
levels_load( fname, levels, &version, &update );
/* add bonus levels every four normal levels */
if (addBonusLevels)
{
srand(addBonusLevels);
num = levels->count / 4;
for (i=0,j=4;i<num;i++)
{
level = level_create_empty("Michael Speck", "Bonus Level");
level->type = RANDOM(LT_JUMPING_JACK,LT_LAST-1);
list_insert(levels,level,j);
j += 5;
}
}
set = levelset_build_from_list( levels, fname, version, update );
if ( set == 0 )
fprintf( stderr, "empty levelset: %s\n", fname );
else
printf( "%s v%i.%02i: %i levels\n", fname, set->version, set->update, set->count );
return set;
}
/*
====================================================================
Load all levelSETS listed in 'levelsets' (names) into one big
levelset and shake the levels a bit. Use a fixed seed for this
and reinit random generator with current time when done.
Use sets from install directory only (no preceding ~)
====================================================================
*/
LevelSet *levelset_load_all( List *levelsets, int seed, int addBonusLevels )
{
LevelSet *set;
char *setname;
int version, update;
List *levels = list_create( LIST_NO_AUTO_DELETE, 0 );
int i, j, num;
ListEntry *entry;
Level **pointers, *level;
/* use sets from install directory only (no preceding ~) */
list_reset( levelsets );
while ( (setname = list_next( levelsets )) && setname[0] != '~' )
levels_load( setname, levels, &version, &update );
/* shake the levels a bit */
srand(seed);
list_reset( levels ); i = 0;
pointers = calloc( levels->count, sizeof( Level* ) );
while ( ( level = list_next( levels ) ) ) {
i = rand() % levels->count;
while ( pointers[i] ) {
i++;
if ( i == levels->count )
i = 0;
}
pointers[i] = level;
}
entry = levels->head->next;
for ( i = 0; i < levels->count; i++ ) {
entry->item = pointers[i];
entry = entry->next;
}
free( pointers );
/* add bonus levels every four normal levels */
if (addBonusLevels)
{
srand(addBonusLevels);
num = levels->count / 4;
for (i=0,j=4;i<num;i++)
{
level = level_create_empty("Michael Speck", "Bonus Level");
level->type = RANDOM(LT_JUMPING_JACK,LT_LAST-1);
list_insert(levels,level,j);
j += 5;
}
}
srand(time(0));
version = 1; update = 0;
set = levelset_build_from_list( levels, TOURNAMENT, version, update );
if ( set == 0 )
fprintf( stderr, "empty levelset: %s\n", TOURNAMENT );
else
printf( "%s v%i.%02i: %i levels\n", TOURNAMENT,
set->version, set->update, set->count );
return set;
}
/*
====================================================================
Build a levelset from a level list and delete the list.
The levels are taken from the list so it must not have AUTO_DELETE
enabled!
====================================================================
*/
LevelSet *levelset_build_from_list( List *levels, const char *name, int version, int update )
{
LevelSet *set = 0;
Level *level;
int i = 0;
if ( levels->count == 0 ) return 0;
set = salloc( 1, sizeof( LevelSet ) );
snprintf( set->name, 20, "%s", name );
set->levels = salloc( levels->count, sizeof( Level* ) );
set->count = levels->count;
set->version = version;
set->update = update;
list_reset( levels );
while ( (level = list_next( levels )) ) {
set->levels[i] = level;
i++;
}
list_delete( levels );
return set;
}
/*
====================================================================
Save levelset to home directory (regardsless of ~ in front of it).
Return Value: True if successful.
====================================================================
*/
int levelset_save( LevelSet *set, char *fname )
{
FILE *file;
Level *level;
char path[512];
int i, j, k;
if ( set == 0 || set->count == 0 ) return 0;
snprintf( path, sizeof(path)-1, "%s/%s/lbreakout2-levels/%s",
(getenv( "HOME" )?getenv( "HOME" ):"."),
CONFIG_DIR_NAME, (fname[0]=='~')?fname+1:fname );
if ( ( file = fopen( path, "w" ) ) == 0 ) {
fprintf( stderr, "couldn't open %s\n", path );
return 0;
}
fprintf( file, "Version: %i.%02i\n",
set->version, set->update );
for ( k = 0; k < set->count; k++ ) {
level = set->levels[k];
fprintf( file, "Level:\n%s\n%s\nBricks:\n",
level->author, level->name );
for ( j = 0; j < EDIT_HEIGHT; j++ ) {
for ( i = 0; i < EDIT_WIDTH; i++ )
fprintf( file, "%c", level->bricks[i][j] );
fprintf( file, "\n" );
}
fprintf( file, "Bonus:\n" );
for ( j = 0; j < EDIT_HEIGHT; j++ ) {
for ( i = 0; i < EDIT_WIDTH; i++ )
fprintf( file, "%c", level->extras[i][j] );
fprintf( file, "\n" );
}
}
fclose( file );
return 1;
}
/*
====================================================================
Create an all empty levelset.
====================================================================
*/
LevelSet *levelset_create_empty( int count, char *author, char *name )
{
int i;
LevelSet *set = salloc( 1, sizeof( LevelSet ) );
strcpy( set->name, name );
set->count = count;
set->levels = salloc( count, sizeof( Level* ) );
for ( i = 0; i < count; i++ )
set->levels[i] = level_create_empty( author, name );
set->version = 1; set->update = 0;
return set;
}
/*
====================================================================
Delete levels and set pointer NULL. Second version is for use with
lists.
====================================================================
*/
void levelset_delete( LevelSet **set )
{
int i;
if ( *set == 0 ) return;
if ( (*set)->levels ) {
for ( i = 0; i < (*set)->count; i++ )
if ( (*set)->levels[i] )
level_delete( (*set)->levels[i] );
free( (*set)->levels );
}
free( *set ); *set = 0;
}
void levelset_list_delete( void *ptr )
{
LevelSet *set = (LevelSet*)ptr;
levelset_delete( &set );
}
/*
====================================================================
Get next level from a set starting at the first level. If no more
levels remain, NULL is returned.
====================================================================
*/
Level* levelset_get_first( LevelSet *set )
{
return set->levels[0];
}
Level* levelset_get_next( LevelSet *set )
{
if ( set->cur_level == set->count )
return 0;
return set->levels[set->cur_level++];
}
/*
====================================================================
Return list id of this level or -1 if not within this set.
====================================================================
*/
int levelset_get_id( LevelSet *set, Level *level )
{
int i;
for ( i = 0; i < set->count; i++ )
if ( level == set->levels[i] )
return i;
return -1;
}
/*
====================================================================
Load level from current file position.
====================================================================
*/
Level* level_load( FILE *file )
{
Level *level = 0;
char buffer[1024];
int i, j;
/* file handle ok? */
if ( !file )
return 0;
/* get level mem */
level = calloc( 1, sizeof( Level ) );
/* read entries */
/* level: */
if ( !next_line( file, buffer ) ) goto failure;
if ( strncmp( "Level:", buffer, 6 ) ) goto failure;
/* author */
if ( !next_line( file, buffer ) ) goto failure;
snprintf( level->author, 31, "%s", buffer );
/* level name */
if ( !next_line( file, buffer ) ) goto failure;
snprintf( level->name, 31, "%s", buffer );
/* bricks: */
if ( !next_line( file, buffer ) ) goto failure;
if ( strncmp( "Bricks:", buffer, 7 ) ) goto failure;
/* load bricks */
for ( i = 0; i < EDIT_HEIGHT; i++ ) {
if ( !next_line( file, buffer ) ) goto failure;
if ( strlen( buffer ) < EDIT_WIDTH ) goto failure;
for ( j = 0; j < EDIT_WIDTH; j++ )
level->bricks[j][i] = buffer[j];
}
/* extras: */
if ( !next_line( file, buffer ) ) goto failure;
if ( strncmp( "Bonus:", buffer, 6 ) ) goto failure;
/* load extras */
for ( i = 0; i < EDIT_HEIGHT; i++ ) {
if ( !next_line( file, buffer ) ) goto failure;
if ( strlen( buffer ) < EDIT_WIDTH ) goto failure;
for ( j = 0; j < EDIT_WIDTH; j++ )
level->extras[j][i] = buffer[j];
}
/* count destructible bricks */
level->normal_brick_count = 0;
for ( i = 0; i < EDIT_HEIGHT; i++ )
for ( j = 0; j < EDIT_WIDTH; j++ )
if ( is_destructible(level->bricks[j][i]) )
level->normal_brick_count++;
/* a normally loaded level is always of type LT_NORMAL */
level->type = LT_NORMAL;
/* return level */
return level;
failure:
level_delete( level );
return 0;
}
/*
====================================================================
Create an empty level
====================================================================
*/
Level* level_create_empty( char *author, char *name )
{
int i, j;
Level *level = calloc( 1, sizeof( Level ) );
snprintf( level->author, 31, "%s", author );
snprintf( level->name, 31, "%s", name );
/* empty arena */
for ( i = 0; i < EDIT_WIDTH; i++ )
for ( j = 0; j < EDIT_HEIGHT; j++ ) {
level->extras[i][j] = '.';
level->bricks[i][j] = '.';
}
/* empty level is always of type LT_NORMAL */
level->type = LT_NORMAL;
return level;
}
/*
====================================================================
Delete level pointer.
====================================================================
*/
void level_delete( void *level_ptr )
{
Level *level = (Level*)level_ptr;
if ( level == 0 ) return;
free( level );
}
/*
====================================================================
Get version and current update of levelset: x.x
Will reset the file pointer to beginning.
====================================================================
*/
void levelset_get_version( FILE *file, int *version, int *update )
{
char buffer[1024];
*version = 1; *update = 0;
fseek( file, 0, SEEK_SET );
next_line( file, buffer );
if ( strlen( buffer ) > 8 && !strncmp( buffer, "Version:", 8 ) )
parse_version( buffer + 8, version, update );
else
fseek( file, 0, SEEK_SET );
}
/*
====================================================================
Get the name of the author of the first level.
====================================================================
*/
void levelset_get_first_author( FILE *file, char *author )
{
char buffer[1024];
int dummy;
levelset_get_version( file, &dummy, &dummy );
next_line( file, buffer );
next_line( file, buffer );
strcpy_lt( author, buffer, 31 );
}
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