Files
puzzles/misc.c
Simon Tatham af59dcf685 Substantial infrastructure upheaval. I've separated the drawing API
as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.

The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.

Advantages of the new mechanism available right now:
 - Map is now printable, because the new print function can make use
   of the output from the existing game ID decoder rather than me
   having to replicate all those fiddly algorithms in Python.
 - the new print functions can cope with non-initial game states,
   which means each puzzle supporting --print also supports
   --with-solutions.
 - there's also a --scale option permitting users to adjust the size
   of the printed puzzles.

Advantages which will be available at some point:
 - the new API should permit me to implement native printing
   mechanisms on Windows and OS X.

[originally from svn r6190]
2005-08-18 17:50:14 +00:00

243 lines
6.7 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;
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;
}
}
static void memswap(void *av, void *bv, int size)
{
char tmpbuf[512];
char *a = av, *b = bv;
while (size > 0) {
int thislen = min(size, sizeof(tmpbuf));
memcpy(tmpbuf, a, thislen);
memcpy(a, b, thislen);
memcpy(b, tmpbuf, thislen);
a += thislen;
b += thislen;
size -= thislen;
}
}
void shuffle(void *array, int nelts, int eltsize, random_state *rs)
{
char *carray = (char *)array;
int i;
for (i = nelts; i-- > 1 ;) {
int j = random_upto(rs, i+1);
if (j != i)
memswap(carray + eltsize * i, carray + eltsize * j, eltsize);
}
}
void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour)
{
int x0 = x, x1 = x+w-1, y0 = y, y1 = y+h-1;
int coords[8];
coords[0] = x0;
coords[1] = y0;
coords[2] = x0;
coords[3] = y1;
coords[4] = x1;
coords[5] = y1;
coords[6] = x1;
coords[7] = y0;
draw_polygon(dr, coords, 4, -1, colour);
}
/* vim: set shiftwidth=4 tabstop=8: */