forked from len0rd/rockbox
Port of Simon Tatham's Puzzle Collection
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
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363
apps/plugins/puzzles/misc.c
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363
apps/plugins/puzzles/misc.c
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/*
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* misc.c: Miscellaneous helpful functions.
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*/
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#include "rbassert.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include "puzzles.h"
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void free_cfg(config_item *cfg)
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{
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config_item *i;
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for (i = cfg; i->type != C_END; i++)
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if (i->type == C_STRING)
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sfree(i->sval);
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sfree(cfg);
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}
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/*
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* The Mines (among others) game descriptions contain the location of every
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* mine, and can therefore be used to cheat.
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*
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* It would be pointless to attempt to _prevent_ this form of
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* cheating by encrypting the description, since Mines is
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* open-source so anyone can find out the encryption key. However,
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* I think it is worth doing a bit of gentle obfuscation to prevent
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* _accidental_ spoilers: if you happened to note that the game ID
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* starts with an F, for example, you might be unable to put the
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* knowledge of those mines out of your mind while playing. So,
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* just as discussions of film endings are rot13ed to avoid
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* spoiling it for people who don't want to be told, we apply a
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* keyless, reversible, but visually completely obfuscatory masking
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* function to the mine bitmap.
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*/
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void obfuscate_bitmap(unsigned char *bmp, int bits, int decode)
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{
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int bytes, firsthalf, secondhalf;
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struct step {
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unsigned char *seedstart;
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int seedlen;
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unsigned char *targetstart;
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int targetlen;
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} steps[2];
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int i, j;
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/*
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* My obfuscation algorithm is similar in concept to the OAEP
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* encoding used in some forms of RSA. Here's a specification
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* of it:
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*
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* + We have a `masking function' which constructs a stream of
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* pseudorandom bytes from a seed of some number of input
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* bytes.
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*
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* + We pad out our input bit stream to a whole number of
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* bytes by adding up to 7 zero bits on the end. (In fact
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* the bitmap passed as input to this function will already
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* have had this done in practice.)
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*
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* + We divide the _byte_ stream exactly in half, rounding the
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* half-way position _down_. So an 81-bit input string, for
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* example, rounds up to 88 bits or 11 bytes, and then
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* dividing by two gives 5 bytes in the first half and 6 in
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* the second half.
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*
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* + We generate a mask from the second half of the bytes, and
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* XOR it over the first half.
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*
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* + We generate a mask from the (encoded) first half of the
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* bytes, and XOR it over the second half. Any null bits at
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* the end which were added as padding are cleared back to
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* zero even if this operation would have made them nonzero.
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*
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* To de-obfuscate, the steps are precisely the same except
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* that the final two are reversed.
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*
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* Finally, our masking function. Given an input seed string of
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* bytes, the output mask consists of concatenating the SHA-1
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* hashes of the seed string and successive decimal integers,
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* starting from 0.
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*/
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bytes = (bits + 7) / 8;
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firsthalf = bytes / 2;
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secondhalf = bytes - firsthalf;
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steps[decode ? 1 : 0].seedstart = bmp + firsthalf;
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steps[decode ? 1 : 0].seedlen = secondhalf;
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steps[decode ? 1 : 0].targetstart = bmp;
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steps[decode ? 1 : 0].targetlen = firsthalf;
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steps[decode ? 0 : 1].seedstart = bmp;
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steps[decode ? 0 : 1].seedlen = firsthalf;
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steps[decode ? 0 : 1].targetstart = bmp + firsthalf;
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steps[decode ? 0 : 1].targetlen = secondhalf;
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for (i = 0; i < 2; i++) {
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SHA_State base, final;
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unsigned char digest[20];
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char numberbuf[80];
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int digestpos = 20, counter = 0;
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SHA_Init(&base);
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SHA_Bytes(&base, steps[i].seedstart, steps[i].seedlen);
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for (j = 0; j < steps[i].targetlen; j++) {
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if (digestpos >= 20) {
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sprintf(numberbuf, "%d", counter++);
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final = base;
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SHA_Bytes(&final, numberbuf, strlen(numberbuf));
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SHA_Final(&final, digest);
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digestpos = 0;
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}
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steps[i].targetstart[j] ^= digest[digestpos++];
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}
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/*
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* Mask off the pad bits in the final byte after both steps.
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*/
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if (bits % 8)
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bmp[bits / 8] &= 0xFF & (0xFF00 >> (bits % 8));
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}
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}
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/* err, yeah, these two pretty much rely on unsigned char being 8 bits.
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* Platforms where this is not the case probably have bigger problems
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* than just making these two work, though... */
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char *bin2hex(const unsigned char *in, int inlen)
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{
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char *ret = snewn(inlen*2 + 1, char), *p = ret;
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int i;
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for (i = 0; i < inlen*2; i++) {
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int v = in[i/2];
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if (i % 2 == 0) v >>= 4;
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*p++ = "0123456789abcdef"[v & 0xF];
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}
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*p = '\0';
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return ret;
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}
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unsigned char *hex2bin(const char *in, int outlen)
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{
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unsigned char *ret = snewn(outlen, unsigned char);
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int i;
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memset(ret, 0, outlen*sizeof(unsigned char));
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for (i = 0; i < outlen*2; i++) {
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int c = in[i];
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int v;
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assert(c != 0);
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if (c >= '0' && c <= '9')
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v = c - '0';
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else if (c >= 'a' && c <= 'f')
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v = c - 'a' + 10;
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else if (c >= 'A' && c <= 'F')
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v = c - 'A' + 10;
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else
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v = 0;
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ret[i / 2] |= v << (4 * (1 - (i % 2)));
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}
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return ret;
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}
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void game_mkhighlight_specific(frontend *fe, float *ret,
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int background, int highlight, int lowlight)
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{
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float max;
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int i;
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/*
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* Drop the background colour so that the highlight is
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* noticeably brighter than it while still being under 1.
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*/
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max = ret[background*3];
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for (i = 1; i < 3; i++)
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if (ret[background*3+i] > max)
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max = ret[background*3+i];
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if (max * 1.2F > 1.0F) {
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for (i = 0; i < 3; i++)
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ret[background*3+i] /= (max * 1.2F);
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}
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for (i = 0; i < 3; i++) {
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if (highlight >= 0)
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ret[highlight * 3 + i] = ret[background * 3 + i] * 1.2F;
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if (lowlight >= 0)
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ret[lowlight * 3 + i] = ret[background * 3 + i] * 0.8F;
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}
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}
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void game_mkhighlight(frontend *fe, float *ret,
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int background, int highlight, int lowlight)
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{
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frontend_default_colour(fe, &ret[background * 3]);
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game_mkhighlight_specific(fe, ret, background, highlight, lowlight);
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}
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static void memswap(void *av, void *bv, int size)
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{
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char tmpbuf[512];
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char *a = av, *b = bv;
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while (size > 0) {
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int thislen = min(size, sizeof(tmpbuf));
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memcpy(tmpbuf, a, thislen);
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memcpy(a, b, thislen);
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memcpy(b, tmpbuf, thislen);
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a += thislen;
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b += thislen;
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size -= thislen;
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}
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}
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void shuffle(void *array, int nelts, int eltsize, random_state *rs)
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{
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char *carray = (char *)array;
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int i;
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for (i = nelts; i-- > 1 ;) {
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int j = random_upto(rs, i+1);
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if (j != i)
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memswap(carray + eltsize * i, carray + eltsize * j, eltsize);
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}
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}
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void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour)
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{
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int x0 = x, x1 = x+w-1, y0 = y, y1 = y+h-1;
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int coords[8];
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coords[0] = x0;
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coords[1] = y0;
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coords[2] = x0;
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coords[3] = y1;
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coords[4] = x1;
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coords[5] = y1;
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coords[6] = x1;
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coords[7] = y0;
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draw_polygon(dr, coords, 4, -1, colour);
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}
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void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col)
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{
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draw_line(dr, cx - r, cy - r, cx - r, cy - r/2, col);
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draw_line(dr, cx - r, cy - r, cx - r/2, cy - r, col);
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draw_line(dr, cx - r, cy + r, cx - r, cy + r/2, col);
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draw_line(dr, cx - r, cy + r, cx - r/2, cy + r, col);
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draw_line(dr, cx + r, cy - r, cx + r, cy - r/2, col);
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draw_line(dr, cx + r, cy - r, cx + r/2, cy - r, col);
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draw_line(dr, cx + r, cy + r, cx + r, cy + r/2, col);
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draw_line(dr, cx + r, cy + r, cx + r/2, cy + r, col);
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}
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void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap)
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{
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int dx = 0, dy = 0;
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switch (button) {
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case CURSOR_UP: dy = -1; break;
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case CURSOR_DOWN: dy = 1; break;
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case CURSOR_RIGHT: dx = 1; break;
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case CURSOR_LEFT: dx = -1; break;
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default: return;
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}
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if (wrap) {
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*x = (*x + dx + maxw) % maxw;
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*y = (*y + dy + maxh) % maxh;
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} else {
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*x = min(max(*x+dx, 0), maxw - 1);
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*y = min(max(*y+dy, 0), maxh - 1);
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}
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}
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/* Used in netslide.c and sixteen.c for cursor movement around edge. */
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int c2pos(int w, int h, int cx, int cy)
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{
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if (cy == -1)
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return cx; /* top row, 0 .. w-1 (->) */
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else if (cx == w)
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return w + cy; /* R col, w .. w+h -1 (v) */
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else if (cy == h)
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return w + h + (w-cx-1); /* bottom row, w+h .. w+h+w-1 (<-) */
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else if (cx == -1)
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return w + h + w + (h-cy-1); /* L col, w+h+w .. w+h+w+h-1 (^) */
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assert(!"invalid cursor pos!");
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return -1; /* not reached */
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}
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int c2diff(int w, int h, int cx, int cy, int button)
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{
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int diff = 0;
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assert(IS_CURSOR_MOVE(button));
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/* Obvious moves around edge. */
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if (cy == -1)
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diff = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : diff;
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if (cy == h)
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diff = (button == CURSOR_RIGHT) ? -1 : (button == CURSOR_LEFT) ? +1 : diff;
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if (cx == -1)
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diff = (button == CURSOR_UP) ? +1 : (button == CURSOR_DOWN) ? -1 : diff;
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if (cx == w)
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diff = (button == CURSOR_UP) ? -1 : (button == CURSOR_DOWN) ? +1 : diff;
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if (button == CURSOR_LEFT && cx == w && (cy == 0 || cy == h-1))
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diff = (cy == 0) ? -1 : +1;
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if (button == CURSOR_RIGHT && cx == -1 && (cy == 0 || cy == h-1))
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diff = (cy == 0) ? +1 : -1;
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if (button == CURSOR_DOWN && cy == -1 && (cx == 0 || cx == w-1))
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diff = (cx == 0) ? -1 : +1;
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if (button == CURSOR_UP && cy == h && (cx == 0 || cx == w-1))
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diff = (cx == 0) ? +1 : -1;
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debug(("cx,cy = %d,%d; w%d h%d, diff = %d", cx, cy, w, h, diff));
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return diff;
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}
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void pos2c(int w, int h, int pos, int *cx, int *cy)
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{
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int max = w+h+w+h;
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pos = (pos + max) % max;
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if (pos < w) {
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*cx = pos; *cy = -1; return;
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}
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pos -= w;
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if (pos < h) {
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*cx = w; *cy = pos; return;
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}
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pos -= h;
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if (pos < w) {
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*cx = w-pos-1; *cy = h; return;
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}
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pos -= w;
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if (pos < h) {
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*cx = -1; *cy = h-pos-1; return;
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}
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assert(!"invalid pos, huh?"); /* limited by % above! */
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}
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void draw_text_outline(drawing *dr, int x, int y, int fonttype,
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int fontsize, int align,
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int text_colour, int outline_colour, char *text)
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{
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if (outline_colour > -1) {
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draw_text(dr, x-1, y, fonttype, fontsize, align, outline_colour, text);
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draw_text(dr, x+1, y, fonttype, fontsize, align, outline_colour, text);
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draw_text(dr, x, y-1, fonttype, fontsize, align, outline_colour, text);
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draw_text(dr, x, y+1, fonttype, fontsize, align, outline_colour, text);
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}
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draw_text(dr, x, y, fonttype, fontsize, align, text_colour, text);
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}
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/* vim: set shiftwidth=4 tabstop=8: */
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