Files
puzzles/misc.c
Simon Tatham bb63d0d399 Introduce a `shuffle' utility function.
[originally from svn r6090]
2005-07-14 17:37:05 +00:00

216 lines
6.3 KiB
C

/*
* misc.c: Miscellaneous helpful functions.
*/
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include "puzzles.h"
void free_cfg(config_item *cfg)
{
config_item *i;
for (i = cfg; i->type != C_END; i++)
if (i->type == C_STRING)
sfree(i->sval);
sfree(cfg);
}
/*
* The Mines (among others) game descriptions contain the location of every
* mine, and can therefore be used to cheat.
*
* It would be pointless to attempt to _prevent_ this form of
* cheating by encrypting the description, since Mines is
* open-source so anyone can find out the encryption key. However,
* I think it is worth doing a bit of gentle obfuscation to prevent
* _accidental_ spoilers: if you happened to note that the game ID
* starts with an F, for example, you might be unable to put the
* knowledge of those mines out of your mind while playing. So,
* just as discussions of film endings are rot13ed to avoid
* spoiling it for people who don't want to be told, we apply a
* keyless, reversible, but visually completely obfuscatory masking
* function to the mine bitmap.
*/
void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
{
int bytes, firsthalf, secondhalf;
struct step {
unsigned char *seedstart;
int seedlen;
unsigned char *targetstart;
int targetlen;
} steps[2];
int i, j;
/*
* My obfuscation algorithm is similar in concept to the OAEP
* encoding used in some forms of RSA. Here's a specification
* of it:
*
* + We have a `masking function' which constructs a stream of
* pseudorandom bytes from a seed of some number of input
* bytes.
*
* + We pad out our input bit stream to a whole number of
* bytes by adding up to 7 zero bits on the end. (In fact
* the bitmap passed as input to this function will already
* have had this done in practice.)
*
* + We divide the _byte_ stream exactly in half, rounding the
* half-way position _down_. So an 81-bit input string, for
* example, rounds up to 88 bits or 11 bytes, and then
* dividing by two gives 5 bytes in the first half and 6 in
* the second half.
*
* + We generate a mask from the second half of the bytes, and
* XOR it over the first half.
*
* + We generate a mask from the (encoded) first half of the
* bytes, and XOR it over the second half. Any null bits at
* the end which were added as padding are cleared back to
* zero even if this operation would have made them nonzero.
*
* To de-obfuscate, the steps are precisely the same except
* that the final two are reversed.
*
* Finally, our masking function. Given an input seed string of
* bytes, the output mask consists of concatenating the SHA-1
* hashes of the seed string and successive decimal integers,
* starting from 0.
*/
bytes = (bits + 7) / 8;
firsthalf = bytes / 2;
secondhalf = bytes - firsthalf;
steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
steps[decode ? 1 : 0].seedlen = secondhalf;
steps[decode ? 1 : 0].targetstart = bmp;
steps[decode ? 1 : 0].targetlen = firsthalf;
steps[decode ? 0 : 1].seedstart = bmp;
steps[decode ? 0 : 1].seedlen = firsthalf;
steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
steps[decode ? 0 : 1].targetlen = secondhalf;
for (i = 0; i < 2; i++) {
SHA_State base, final;
unsigned char digest[20];
char numberbuf[80];
int digestpos = 20, counter = 0;
SHA_Init(&base);
SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
for (j = 0; j < steps[i].targetlen; j++) {
if (digestpos >= 20) {
sprintf(numberbuf, "%d", counter++);
final = base;
SHA_Bytes(&final, numberbuf, strlen(numberbuf));
SHA_Final(&final, digest);
digestpos = 0;
}
steps[i].targetstart[j] ^= digest[digestpos++];
}
/*
* Mask off the pad bits in the final byte after both steps.
*/
if (bits % 8)
bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
}
}
/* err, yeah, these two pretty much rely on unsigned char being 8 bits.
* Platforms where this is not the case probably have bigger problems
* than just making these two work, though... */
char *bin2hex(const unsigned char *in, int inlen)
{
char *ret = snewn(inlen*2 + 1, char), *p = ret;
int i;
for (i = 0; i < inlen*2; i++) {
int v = in[i/2];
if (i % 2 == 0) v >>= 4;
*p++ = "0123456789abcdef"[v & 0xF];
}
*p = '\0';
return ret;
}
unsigned char *hex2bin(const char *in, int outlen)
{
unsigned char *ret = snewn(outlen, unsigned char);
int i;
debug(("hex2bin: in '%s'", in));
memset(ret, 0, outlen*sizeof(unsigned char));
for (i = 0; i < outlen*2; i++) {
int c = in[i];
int v;
assert(c != 0);
if (c >= '0' && c <= '9')
v = c - '0';
else if (c >= 'a' && c <= 'f')
v = c - 'a' + 10;
else if (c >= 'A' && c <= 'F')
v = c - 'A' + 10;
else
v = 0;
ret[i / 2] |= v << (4 * (1 - (i % 2)));
}
return ret;
}
void game_mkhighlight(frontend *fe, float *ret,
int background, int highlight, int lowlight)
{
float max;
int i;
frontend_default_colour(fe, &ret[background * 3]);
/*
* Drop the background colour so that the highlight is
* noticeably brighter than it while still being under 1.
*/
max = ret[background*3];
for (i = 1; i < 3; i++)
if (ret[background*3+i] > max)
max = ret[background*3+i];
if (max * 1.2F > 1.0F) {
for (i = 0; i < 3; i++)
ret[background*3+i] /= (max * 1.2F);
}
for (i = 0; i < 3; i++) {
ret[highlight * 3 + i] = ret[background * 3 + i] * 1.2F;
ret[lowlight * 3 + i] = ret[background * 3 + i] * 0.8F;
}
}
void shuffle(void *array, int nelts, int eltsize, random_state *rs)
{
char *tmp = smalloc(eltsize);
char *carray = (char *)array;
int i;
for (i = nelts; i-- > 1 ;) {
int j = random_upto(rs, i+1);
if (j != i) {
memcpy(tmp, carray + eltsize * i, eltsize);
memcpy(carray + eltsize * i, carray + eltsize * j, eltsize);
memcpy(carray + eltsize * j, tmp, eltsize);
}
}
}
/* vim: set shiftwidth=4 tabstop=8: */