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decode.c
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/*
Created by Evgeny Baskakov, 2004
Original LODE RUNNER level decoder
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cell code: XY, where X - row code, Y - item code.
Value interval for Y: [0, F] (16 possible values).
ENCODING TABLE:
0. 0: ladder 1. 0: concrete 2. 0: brick 3. 0: player
1: concrete 1: ladder 1: empty 1: enemy
Ex 2: brick Bx 2: empty 7x 2: ladder Dx 2: N/A
3: empty 3: brick 3: concrete 3: N/A
4: chest 4: empty-2 4: brick-2 4: N/A
5: empty-2 5: chest 5: bar 5: N/A
6: brick-2 6: bar 6: chest 6: N/A
7: bar 7: brick-2 7: empty-2 7: N/A
8: N/A 8: N/A 8: player 8: brick
9: N/A 9: N/A 9: enemy 9: empty
A: player A: enemy A: N/A A: ladder
B: enemy B: player B: N/A B: concrete
С: N/A С: N/A С: N/A С: brick-2
D: N/A D: N/A D: N/A D: bar
E: N/A E: N/A E: N/A E: chest
F: N/A F: N/A F: N/A F: empty-2
4. 0: enemy 5. 0: N/A 6. 0: N/A 7. 0: empty-2
1: player 1: N/A 1: N/A 1: chest
Bx 2: N/A Ex 2: N/A 5x 2: N/A 7x 2: bar
3: N/A 3: N/A 3: N/A 3: brick-2
4: N/A 4: enemy 4: enemy 4: concrete
5: N/A 5: player 5: player 5: ladder
6: N/A 6: N/A 6: N/A 6: empty
7: N/A 7: N/A 7: N/A 7: brick
8: empty 8: bar 8: bar 8: N/A
9: brick 9: brick-2 9: brick-2 9: N/A
A: concrete A: empty-2 A: empty-2 A: N/A
B: ladder B: chest B: chest B: N/A
С: bar С: empty С: empty С: N/A
D: brick-2 D: brick D: brick D: N/A
E: empty-2 E: concrete E: concrete E: enemy
F: chest F: ladder F: ladder F: player
8. 0: N/A 9. 0: N/A A. 0: chest B. 0: N/A
1: N/A 1: N/A 1: empty-2 1: N/A
2x 2: N/A 3x 2: player 9x 2: brick-2 1x 2: N/A
3: N/A 3: enemy 3: bar 3: N/A
4: N/A 4: N/A 4: ladder 4: player
5: N/A 5: N/A 5: concrete 5: enemy
6: enemy 6: N/A 6: brick 6: N/A
7: player 7: N/A 7: empty 7: N/A
8: empty-2 8: ladder 8: N/A 8: brick-2
9: chest 9: concrete 9: N/A 9: bar
A: bar A: brick A: N/A A: chest
B: brick-2 B: empty B: N/A B: empty-2
С: concrete С: chest С: N/A С: brick
D: ladder D: empty-2 D: N/A D: empty
E: empty E: brick-2 E: player E: ladder
F: brick F: bar F: enemy F: concrete
C. 0: N/A D. 0: N/A E. 0: brick-2 F. 0: chest
1: N/A 1: N/A 1: bar 1: empty-2
Cx 2: player 8x 2: N/A 6x 2: chest Cx 2: brick-2
3: enemy 3: N/A 3: empty-2 3: bar
4: N/A 4: N/A 4: brick 4: ladder
5: N/A 5: N/A 5: empty 5: concrete
6: N/A 6: enemy 6: ladder 6: brick
7: N/A 7: player 7: concrete 7: empty
8: ladder 8: empty-2 8: N/A 8: N/A (empty?)
9: concrete 9: chest 9: N/A 9: N/A (empty?)
A: brick A: bar A: N/A A: N/A (empty?)
B: empty B: brick-2 B: N/A B: N/A (empty?)
С: chest С: concrete С: player С: N/A (empty?)
D: empty-2 D: ladder D: enemy D: N/A (empty?)
E: brick-2 E: empty E: N/A E: player
F: bar F: brick F: N/A F: enemy
ENCODING METHOD:
0->1: odd/even positions are swapped
1->2: odd/even positions are swapped; then odd/even position pairs are swapped
2->3: 8-element tuples are swapped
3->4: odd/event positions are swapped
4->5: in each 8-element tuple position pairs are swapped: 1st and 3rd, 2nd and 4th
5->6: nothing changed
6->7: 8-element tuples are swapped; then odd/even position pairs are swapped
7->8: 8-element tuples are swapped
8->9: in each 8-element tuple position pairs are swapped: 1st and 3rd, 2nd and 4th;
then odd/event positions are swapped
9->A: 8-element tuples are swapped;
then in each 8-element tuple position pairs are swapped: 1st and 3rd, 2nd and 4th
A->B: 8-element tuples are swapped; then odd/even position pairs are swapped
B->C: in each 8-element tuple position pairs are swapped: 1st and 4th, 2nd and 3rd
С->D: in each 8-element tuple position pairs are swapped: 1st and 3rd, 2nd and 4th;
then odd/event positions are swapped
D->E: 8-element tuples are swapped;
then in each 8-element tuple position pairs are swapped: 1st and 2nd, 3rd and 4th;
then odd/event positions are swapped
E->F: odd/even positions are swapped
*/
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <errno.h>
#define LEVEL_SIZE 0x200
#define COLUMN_SIZE 16
#define POS_NUM 16
#define COLUMNS_NUM 26
#define ERROR -1
#define LADDER 0
#define CONCRETE 1
#define BRICK 2
#define EMPTY 3
#define GOLD 4
#define EMPTY_2 5
#define BRICK_2 6
#define POLE 7
#define PLAYER 8
#define ENEMY 9
const int row_codes[COLUMN_SIZE] = {
0xE, 0xB, 0x7, 0xD, 0xB, 0xE, 0x5, 0x7,
0x2, 0x3, 0x9, 0x1, 0xC, 0x8, 0x6, 0xC
};
int cell_codes[COLUMN_SIZE][POS_NUM];
int level[COLUMN_SIZE][COLUMNS_NUM];
int print_raw_level = 0;
void init_level() {
int i, j;
for(i = 0; i < COLUMN_SIZE; i++)
for(j = 0; j < COLUMNS_NUM; j++)
level[i][j] = 0;
}
void init_cell_codes() {
// init 0th element
cell_codes[0][ 0] = LADDER;
cell_codes[0][ 1] = CONCRETE;
cell_codes[0][ 2] = BRICK;
cell_codes[0][ 3] = EMPTY;
cell_codes[0][ 4] = GOLD;
cell_codes[0][ 5] = EMPTY_2;
cell_codes[0][ 6] = BRICK_2;
cell_codes[0][ 7] = POLE;
cell_codes[0][ 8] = ERROR;
cell_codes[0][ 9] = ERROR;
cell_codes[0][10] = PLAYER;
cell_codes[0][11] = ENEMY;
cell_codes[0][12] = ERROR;
cell_codes[0][13] = ERROR;
cell_codes[0][14] = ERROR;
cell_codes[0][15] = ERROR;
// init 1st element
cell_codes[1][ 0] = cell_codes[0][1];
cell_codes[1][ 1] = cell_codes[0][0];
cell_codes[1][ 2] = cell_codes[0][3];
cell_codes[1][ 3] = cell_codes[0][2];
cell_codes[1][ 4] = cell_codes[0][5];
cell_codes[1][ 5] = cell_codes[0][4];
cell_codes[1][ 6] = cell_codes[0][7];
cell_codes[1][ 7] = cell_codes[0][6];
cell_codes[1][ 8] = cell_codes[0][9];
cell_codes[1][ 9] = cell_codes[0][8];
cell_codes[1][10] = cell_codes[0][11];
cell_codes[1][11] = cell_codes[0][10];
cell_codes[1][12] = cell_codes[0][13];
cell_codes[1][13] = cell_codes[0][12];
cell_codes[1][14] = cell_codes[0][15];
cell_codes[1][15] = cell_codes[0][14];
// init 2nd element
cell_codes[2][ 0] = cell_codes[1][3];
cell_codes[2][ 1] = cell_codes[1][2];
cell_codes[2][ 2] = cell_codes[1][1];
cell_codes[2][ 3] = cell_codes[1][0];
cell_codes[2][ 4] = cell_codes[1][7];
cell_codes[2][ 5] = cell_codes[1][6];
cell_codes[2][ 6] = cell_codes[1][5];
cell_codes[2][ 7] = cell_codes[1][4];
cell_codes[2][ 8] = cell_codes[1][11];
cell_codes[2][ 9] = cell_codes[1][10];
cell_codes[2][10] = cell_codes[1][9];
cell_codes[2][11] = cell_codes[1][8];
cell_codes[2][12] = cell_codes[1][15];
cell_codes[2][13] = cell_codes[1][14];
cell_codes[2][14] = cell_codes[1][13];
cell_codes[2][15] = cell_codes[1][12];
// init 3rh element
cell_codes[3][ 0] = cell_codes[2][8];
cell_codes[3][ 1] = cell_codes[2][9];
cell_codes[3][ 2] = cell_codes[2][10];
cell_codes[3][ 3] = cell_codes[2][11];
cell_codes[3][ 4] = cell_codes[2][12];
cell_codes[3][ 5] = cell_codes[2][13];
cell_codes[3][ 6] = cell_codes[2][14];
cell_codes[3][ 7] = cell_codes[2][15];
cell_codes[3][ 8] = cell_codes[2][0];
cell_codes[3][ 9] = cell_codes[2][1];
cell_codes[3][10] = cell_codes[2][2];
cell_codes[3][11] = cell_codes[2][3];
cell_codes[3][12] = cell_codes[2][4];
cell_codes[3][13] = cell_codes[2][5];
cell_codes[3][14] = cell_codes[2][6];
cell_codes[3][15] = cell_codes[2][7];
// init 4th element
cell_codes[4][ 0] = cell_codes[3][1];
cell_codes[4][ 1] = cell_codes[3][0];
cell_codes[4][ 2] = cell_codes[3][3];
cell_codes[4][ 3] = cell_codes[3][2];
cell_codes[4][ 4] = cell_codes[3][5];
cell_codes[4][ 5] = cell_codes[3][4];
cell_codes[4][ 6] = cell_codes[3][7];
cell_codes[4][ 7] = cell_codes[3][6];
cell_codes[4][ 8] = cell_codes[3][9];
cell_codes[4][ 9] = cell_codes[3][8];
cell_codes[4][10] = cell_codes[3][11];
cell_codes[4][11] = cell_codes[3][10];
cell_codes[4][12] = cell_codes[3][13];
cell_codes[4][13] = cell_codes[3][12];
cell_codes[4][14] = cell_codes[3][15];
cell_codes[4][15] = cell_codes[3][14];
// init 5th element
cell_codes[5][ 0] = cell_codes[4][4];
cell_codes[5][ 1] = cell_codes[4][5];
cell_codes[5][ 2] = cell_codes[4][6];
cell_codes[5][ 3] = cell_codes[4][7];
cell_codes[5][ 4] = cell_codes[4][0];
cell_codes[5][ 5] = cell_codes[4][1];
cell_codes[5][ 6] = cell_codes[4][2];
cell_codes[5][ 7] = cell_codes[4][3];
cell_codes[5][ 8] = cell_codes[4][12];
cell_codes[5][ 9] = cell_codes[4][13];
cell_codes[5][10] = cell_codes[4][14];
cell_codes[5][11] = cell_codes[4][15];
cell_codes[5][12] = cell_codes[4][8];
cell_codes[5][13] = cell_codes[4][9];
cell_codes[5][14] = cell_codes[4][10];
cell_codes[5][15] = cell_codes[4][11];
// init 6th element
cell_codes[6][ 0] = cell_codes[5][0];
cell_codes[6][ 1] = cell_codes[5][1];
cell_codes[6][ 2] = cell_codes[5][2];
cell_codes[6][ 3] = cell_codes[5][3];
cell_codes[6][ 4] = cell_codes[5][4];
cell_codes[6][ 5] = cell_codes[5][5];
cell_codes[6][ 6] = cell_codes[5][6];
cell_codes[6][ 7] = cell_codes[5][7];
cell_codes[6][ 8] = cell_codes[5][8];
cell_codes[6][ 9] = cell_codes[5][9];
cell_codes[6][10] = cell_codes[5][10];
cell_codes[6][11] = cell_codes[5][11];
cell_codes[6][12] = cell_codes[5][12];
cell_codes[6][13] = cell_codes[5][13];
cell_codes[6][14] = cell_codes[5][14];
cell_codes[6][15] = cell_codes[5][15];
// init 7th element
cell_codes[7][ 0] = cell_codes[6][10];
cell_codes[7][ 1] = cell_codes[6][11];
cell_codes[7][ 2] = cell_codes[6][8];
cell_codes[7][ 3] = cell_codes[6][9];
cell_codes[7][ 4] = cell_codes[6][14];
cell_codes[7][ 5] = cell_codes[6][15];
cell_codes[7][ 6] = cell_codes[6][12];
cell_codes[7][ 7] = cell_codes[6][13];
cell_codes[7][ 8] = cell_codes[6][2];
cell_codes[7][ 9] = cell_codes[6][3];
cell_codes[7][10] = cell_codes[6][0];
cell_codes[7][11] = cell_codes[6][1];
cell_codes[7][12] = cell_codes[6][6];
cell_codes[7][13] = cell_codes[6][7];
cell_codes[7][14] = cell_codes[6][4];
cell_codes[7][15] = cell_codes[6][5];
// init 8th element
cell_codes[8][ 0] = cell_codes[7][8];
cell_codes[8][ 1] = cell_codes[7][9];
cell_codes[8][ 2] = cell_codes[7][10];
cell_codes[8][ 3] = cell_codes[7][11];
cell_codes[8][ 4] = cell_codes[7][12];
cell_codes[8][ 5] = cell_codes[7][13];
cell_codes[8][ 6] = cell_codes[7][14];
cell_codes[8][ 7] = cell_codes[7][15];
cell_codes[8][ 8] = cell_codes[7][0];
cell_codes[8][ 9] = cell_codes[7][1];
cell_codes[8][10] = cell_codes[7][2];
cell_codes[8][11] = cell_codes[7][3];
cell_codes[8][12] = cell_codes[7][4];
cell_codes[8][13] = cell_codes[7][5];
cell_codes[8][14] = cell_codes[7][6];
cell_codes[8][15] = cell_codes[7][7];
// init 9th element
cell_codes[9][ 0] = cell_codes[8][5];
cell_codes[9][ 1] = cell_codes[8][4];
cell_codes[9][ 2] = cell_codes[8][7];
cell_codes[9][ 3] = cell_codes[8][6];
cell_codes[9][ 4] = cell_codes[8][1];
cell_codes[9][ 5] = cell_codes[8][0];
cell_codes[9][ 6] = cell_codes[8][3];
cell_codes[9][ 7] = cell_codes[8][2];
cell_codes[9][ 8] = cell_codes[8][13];
cell_codes[9][ 9] = cell_codes[8][12];
cell_codes[9][10] = cell_codes[8][15];
cell_codes[9][11] = cell_codes[8][14];
cell_codes[9][12] = cell_codes[8][9];
cell_codes[9][13] = cell_codes[8][8];
cell_codes[9][14] = cell_codes[8][11];
cell_codes[9][15] = cell_codes[8][10];
// init 10th element
cell_codes[10][ 0] = cell_codes[9][12];
cell_codes[10][ 1] = cell_codes[9][13];
cell_codes[10][ 2] = cell_codes[9][14];
cell_codes[10][ 3] = cell_codes[9][15];
cell_codes[10][ 4] = cell_codes[9][8];
cell_codes[10][ 5] = cell_codes[9][9];
cell_codes[10][ 6] = cell_codes[9][10];
cell_codes[10][ 7] = cell_codes[9][11];
cell_codes[10][ 8] = cell_codes[9][4];
cell_codes[10][ 9] = cell_codes[9][5];
cell_codes[10][10] = cell_codes[9][6];
cell_codes[10][11] = cell_codes[9][7];
cell_codes[10][12] = cell_codes[9][0];
cell_codes[10][13] = cell_codes[9][1];
cell_codes[10][14] = cell_codes[9][2];
cell_codes[10][15] = cell_codes[9][3];
// init 11th element
cell_codes[11][ 0] = cell_codes[10][10];
cell_codes[11][ 1] = cell_codes[10][11];
cell_codes[11][ 2] = cell_codes[10][8];
cell_codes[11][ 3] = cell_codes[10][9];
cell_codes[11][ 4] = cell_codes[10][14];
cell_codes[11][ 5] = cell_codes[10][15];
cell_codes[11][ 6] = cell_codes[10][12];
cell_codes[11][ 7] = cell_codes[10][13];
cell_codes[11][ 8] = cell_codes[10][2];
cell_codes[11][ 9] = cell_codes[10][3];
cell_codes[11][10] = cell_codes[10][0];
cell_codes[11][11] = cell_codes[10][1];
cell_codes[11][12] = cell_codes[10][6];
cell_codes[11][13] = cell_codes[10][7];
cell_codes[11][14] = cell_codes[10][4];
cell_codes[11][15] = cell_codes[10][5];
// init 12th element
cell_codes[12][ 0] = cell_codes[11][6];
cell_codes[12][ 1] = cell_codes[11][7];
cell_codes[12][ 2] = cell_codes[11][4];
cell_codes[12][ 3] = cell_codes[11][5];
cell_codes[12][ 4] = cell_codes[11][2];
cell_codes[12][ 5] = cell_codes[11][3];
cell_codes[12][ 6] = cell_codes[11][0];
cell_codes[12][ 7] = cell_codes[11][1];
cell_codes[12][ 8] = cell_codes[11][14];
cell_codes[12][ 9] = cell_codes[11][15];
cell_codes[12][10] = cell_codes[11][12];
cell_codes[12][11] = cell_codes[11][13];
cell_codes[12][12] = cell_codes[11][10];
cell_codes[12][13] = cell_codes[11][11];
cell_codes[12][14] = cell_codes[11][8];
cell_codes[12][15] = cell_codes[11][9];
// init 13th element
cell_codes[13][ 0] = cell_codes[12][5];
cell_codes[13][ 1] = cell_codes[12][4];
cell_codes[13][ 2] = cell_codes[12][7];
cell_codes[13][ 3] = cell_codes[12][6];
cell_codes[13][ 4] = cell_codes[12][1];
cell_codes[13][ 5] = cell_codes[12][0];
cell_codes[13][ 6] = cell_codes[12][3];
cell_codes[13][ 7] = cell_codes[12][2];
cell_codes[13][ 8] = cell_codes[12][13];
cell_codes[13][ 9] = cell_codes[12][12];
cell_codes[13][10] = cell_codes[12][15];
cell_codes[13][11] = cell_codes[12][14];
cell_codes[13][12] = cell_codes[12][9];
cell_codes[13][13] = cell_codes[12][8];
cell_codes[13][14] = cell_codes[12][11];
cell_codes[13][15] = cell_codes[12][10];
// init 14th element
cell_codes[14][ 0] = cell_codes[13][11];
cell_codes[14][ 1] = cell_codes[13][10];
cell_codes[14][ 2] = cell_codes[13][9];
cell_codes[14][ 3] = cell_codes[13][8];
cell_codes[14][ 4] = cell_codes[13][15];
cell_codes[14][ 5] = cell_codes[13][14];
cell_codes[14][ 6] = cell_codes[13][13];
cell_codes[14][ 7] = cell_codes[13][12];
cell_codes[14][ 8] = cell_codes[13][3];
cell_codes[14][ 9] = cell_codes[13][2];
cell_codes[14][10] = cell_codes[13][1];
cell_codes[14][11] = cell_codes[13][0];
cell_codes[14][12] = cell_codes[13][7];
cell_codes[14][13] = cell_codes[13][6];
cell_codes[14][14] = cell_codes[13][5];
cell_codes[14][15] = cell_codes[13][4];
// init 15th element
cell_codes[15][ 0] = cell_codes[14][2];
cell_codes[15][ 1] = cell_codes[14][3];
cell_codes[15][ 2] = cell_codes[14][0];
cell_codes[15][ 3] = cell_codes[14][1];
cell_codes[15][ 4] = cell_codes[14][6];
cell_codes[15][ 5] = cell_codes[14][7];
cell_codes[15][ 6] = cell_codes[14][4];
cell_codes[15][ 7] = cell_codes[14][5];
cell_codes[15][ 8] = cell_codes[14][10];
cell_codes[15][ 9] = cell_codes[14][11];
cell_codes[15][10] = cell_codes[14][8];
cell_codes[15][11] = cell_codes[14][9];
cell_codes[15][12] = cell_codes[14][14];
cell_codes[15][13] = cell_codes[14][15];
cell_codes[15][14] = cell_codes[14][12];
cell_codes[15][15] = cell_codes[14][13];
}
void bad_code(int code, int n, int col_no) {
printf("bad code %X, column %d, pos %d\n", code, col_no, n);
exit(1);
}
int decode(int code, int n, int col_no) {
assert(n >= 0 && n < COLUMN_SIZE);
// code adjustment for odd columns
if(col_no % 2 == 1) {
if(n % 2 == 0)
n++;
else
n--;
}
// check the code
if((code >> 4) != row_codes[n])
bad_code(code, n, col_no);
// do decode
return cell_codes[n][code & 0x0f];
}
void decode_column(const char *buffer, int col_no) {
int i;
for(i = 0; i < COLUMN_SIZE; i++) {
int elem = decode(((int)buffer[i]) & 0xFF, i, col_no);
//printf("%02d ", elem);
level[i][col_no] = elem;
}
//printf("\n");
}
void print_level() {
int i, j;
if(print_raw_level) {
const int M_NOTHING = 0;
const int M_BRICK = 1;
const int M_CONCRETE = 2;
const int M_LADDER = 3;
const int M_GOLD = 4;
const int M_PLAYER = 5;
const int M_ENEMY = 6;
const int M_POLE = 7;
printf("%d %d\n", COLUMNS_NUM, COLUMN_SIZE);
for(i = 0; i < COLUMN_SIZE; i++) {
for(j = 0; j < COLUMNS_NUM; j++) {
int c;
switch(level[i][j]) {
case LADDER: c = M_LADDER; break;
case CONCRETE: c = M_CONCRETE; break;
case BRICK: c = M_BRICK; break;
case EMPTY: c = M_NOTHING; break;
case GOLD: c = M_GOLD; break;
case EMPTY_2: c = M_NOTHING; break;
case BRICK_2: c = M_BRICK; break;
case POLE: c = M_POLE; break;
case PLAYER: c = M_PLAYER; break;
case ENEMY: c = M_ENEMY; break;
default:
assert(0);
}
printf("%02d ", c);
}
printf("\n");
}
} else {
char ch;
//printf(" ");
/*for(j = 0; j < COLUMNS_NUM; j++)
printf(" %02d", j);*/
//printf("\n");
for(i = 0; i < COLUMN_SIZE; i++) {
//printf("#%02d ", i);
for(j = 0; j < COLUMNS_NUM; j++) {
switch(level[i][j]) {
case LADDER: ch = 'L'; break;
case CONCRETE: ch = 'C'; break;
case BRICK: ch = 'B'; break;
case EMPTY: ch = 'E'; break;
case GOLD: ch = 'G'; break;
case EMPTY_2: ch = '1'; break;
case BRICK_2: ch = '2'; break;
case POLE: ch = '3'; break;
case PLAYER: ch = 'P'; break;
case ENEMY: ch = '4'; break;
default:
assert(0);
}
printf("%c", ch);
}
printf("\n");
}
}
}
int main(int argc, char **argv) {
char buffer[COLUMN_SIZE];
char *filename;
FILE *fin;
FILE *fout = stdout;
size_t rd;
int level_no;
int ch;
int cnt;
int i;
if(argc != 2 && argc != 3 && argc != 4) {
printf("decode <datafile> [level [raw]]\n");
return 1;
}
if(argc >= 3) {
const char *lno = argv[2];
level_no = atoi(lno) - 1;
if(level_no < 0) {
printf("level must be > 0\n");
return 1;
}
} else {
level_no = 0;
}
if(argc == 4) {
const char *raw = argv[3];
if(strcmp(raw, "raw") == 0) {
print_raw_level = 1;
} else {
printf("unknown parameter '%s'\n", raw);
return 1;
}
}
filename = argv[1];
fin = fopen(filename, "rb");
if(!fin) {
printf("cannot open %s\n", filename);
return 1;
}
init_cell_codes();
init_level();
if(fseek(fin, LEVEL_SIZE * level_no, SEEK_SET) != 0) {
printf("cannot read level %d (%s)\n", level_no + 1, strerror(errno));
return 1;
}
for(cnt = 0; cnt < COLUMNS_NUM; cnt++) {
if((rd = fread(buffer, 1, COLUMN_SIZE, fin)) != COLUMN_SIZE) {
if(rd == 0)
printf("cannot read level %d\n", level_no);
else
printf("error reading level %d: read only %lu bytes instead of %d\n", level_no, rd, COLUMN_SIZE);
return 1;
}
decode_column(buffer, cnt);
}
fclose(fin);
print_level();
return 0;
}