#include <gdfontmb.h>
#include <gdfontg.h>
#include <zlib.h>
+#include <openssl/conf.h>
+#include <openssl/evp.h>
+#include <openssl/err.h>
#include "constantstrings.h"
#define MAX_PUZZLE_SIZE 25
char salt[256];
} Puzzle;
+/* The player data struct type - for the player app */
+typedef struct {
+ Puzzle puzzle;
+ char filename[65535];
+ bool is_loaded;
+ char char_ans[MAX_PUZZLE_SIZE][MAX_PUZZLE_SIZE];
+ int cur_row;
+ int cur_col;
+ bool solution_revealed;
+ enum ORIENTATION current_movement;
+} MainPlayerData;
+
+/* compute the hash of a password */
+void digest_message(const unsigned char *message,
+ size_t message_len, unsigned char **digest, unsigned int *digest_len)
+{
+ EVP_MD_CTX *mdctx;
+
+ if((mdctx = EVP_MD_CTX_new()) == NULL)
+ goto err;
+
+ if(1 != EVP_DigestInit_ex(mdctx, EVP_sha256(), NULL))
+ goto err;
+
+ if(1 != EVP_DigestUpdate(mdctx, message, message_len))
+ goto err;
+
+ if((*digest = (unsigned char *)
+ OPENSSL_malloc(EVP_MD_size(EVP_sha256()))) == NULL)
+ goto err;
+
+ if(1 != EVP_DigestFinal_ex(mdctx, *digest, digest_len))
+ goto err;
+
+ EVP_MD_CTX_free(mdctx);
+ return;
+err:
+ EVP_MD_CTX_free(mdctx);
+ ERR_print_errors_fp(stderr);
+ exit (2);
+}
+
+/* convert the hashed binary password to hexadecimal representation and
+ free the hashed binary password */
+void to_hexadecimal (char *hex, unsigned char *binary_pwd, unsigned int len)
+{
+ char buf[3];
+ /* keep reference to beginning of the hashed password */
+ unsigned char *binary_pw_begin = binary_pwd;
+ for (int i = 0; i < len; i ++)
+ {
+ sprintf (buf, "%02x", (*binary_pwd)&0xff);
+ strcat (hex, buf);
+ binary_pwd ++;
+ }
+ /* free the hashed password */
+ OPENSSL_free (binary_pw_begin);
+}
+
/* get a number from the user */
int get_num ()
{
return true;
/* hash the user input password and compare it with the stored password */
- char* hashed_password = crypt (password, (const char *)p->salt);
+ unsigned char* hashed_password;
+ unsigned int len;
+ digest_message ((const unsigned char *)password, strlen(password),
+ &hashed_password, &len);
+ char hashed_hex_pwd[256] = { (char) NULL };
+ to_hexadecimal (hashed_hex_pwd, hashed_password, len);
- if (strcmp (p->hashed_password, hashed_password) == 0)
+ if (strcmp (p->hashed_password, hashed_hex_pwd) == 0)
return true;
-
+
return false;
}
}
else
{
- srand (time(NULL));
- char salt[256];
- sprintf (salt, "puzzle%d", rand()%1000);
- char* hashedpwd = crypt (password, (const char*)salt);
- strcpy (p->hashed_password, hashedpwd);
- strcpy (p->salt, salt);
+
+ unsigned char* hashedpwd;
+ unsigned int len;
+ digest_message ((const unsigned char *)password, strlen(password),
+ &hashedpwd, &len);
+ /* the hashedpwd contains binary data - we will convert it to
+ hexadecimal data and store in file */
+
+ to_hexadecimal (p->hashed_password, hashedpwd, len);
+ printf ("%s\n", p->hashed_password);
+
+ strcpy (p->salt, "\0");
+
}
}
printf ("\x1B[0m");
}
+/* check if the prev row has a block or not */
+bool prev_row_block (Puzzle *p, int r, int c)
+{
+ if (r == 0)
+ return true;
+ if (p->chars[r-1][c] == '#')
+ return true;
+ return false;
+}
+
+/* check if the next row has a block or not */
+bool next_row_block (Puzzle *p, int r, int c)
+{
+ if (r == p->grid_size-1)
+ return true;
+ if (p->chars[r+1][c] == '#')
+ return true;
+ return false;
+}
+
+/* check if the prev col has a block or not */
+bool prev_col_block (Puzzle *p, int r, int c)
+{
+ if (c == 0)
+ return true;
+ if (p->chars[r][c-1] == '#')
+ return true;
+ return false;
+}
+
+/* check if the next col has a block or not */
+bool next_col_block (Puzzle *p, int r, int c)
+{
+ if (c == p->grid_size - 1)
+ return true;
+ if (p->chars[r][c+1] == '#')
+ return true;
+ return false;
+}
+
/* check if previous row is blank or not */
bool prev_row_blank (Puzzle *p, int r, int c)
{
return false;
}
+/* set the current row/col to the beginning of word index (across or down) */
+void set_selection_to_word_start (MainPlayerData *app_data,
+ enum ORIENTATION orient, int word_index)
+{
+ for (int i = 0; i < app_data->puzzle.grid_size; i ++)
+ {
+ for (int j = 0; j < app_data->puzzle.grid_size; j ++)
+ {
+ if (orient == ACROSS &&
+ app_data->puzzle.start_across_word[i][j] == word_index)
+ {
+ app_data->current_movement = ACROSS;
+ app_data->cur_row = i;
+ app_data->cur_col = j;
+ break;
+ }
+ else if (orient == DOWN &&
+ app_data->puzzle.start_down_word[i][j] == word_index)
+ {
+ app_data->current_movement = DOWN;
+ app_data->cur_row = i;
+ app_data->cur_col = j;
+ break;
+ }
+ }
+ }
+}
+
/* unfreeze the grid - make editing possible to change words */
void unfreeze_puzzle (Puzzle *p)
{
/* freeze the grid - make editing impossible because it finalizes the
across and down words in the grid */
void freeze_puzzle (Puzzle *p)
-{
+{
int word_num = 1;
bool across_word_start, down_word_start;
for (int i = 0; i < p->grid_size; i ++)
across_word_start = false;
down_word_start = false;
/* if it is a blank cell - cover it with a block */
- if (p->chars[i][j] == ' ')
+ if (p->chars[i][j] == ' ' || p->chars[i][j] == '#')
p->chars[i][j] = '#';
/* it is not a blank cell - check all possibilities */
else
printf ("\u2550");
printf ("\u2557");
reset_color (); printf ("\n");
+ set_color (fg, bg, NORMAL);
printf ("\u2551");
set_color (fg, bg, BOLD);
printf ("%-*s", padding, title);
reset_color (); printf ("\n");
}
+/* reset the player data, loading from the puzzle file */
+void reset_player_data (MainPlayerData *app_data, const char *filename)
+{
+ app_data->puzzle = load_puzzle (filename);
+
+ app_data->is_loaded = app_data->puzzle.grid_frozen;
+ app_data->cur_col = -1;
+ app_data->cur_row = -1;
+ app_data->solution_revealed = false;
+ strcpy (app_data->filename, filename);
+ /* reset the answer keys */
+ for (int i = 0; i < app_data->puzzle.grid_size; i ++)
+ for (int j = 0; j < app_data->puzzle.grid_size; j ++)
+ app_data->char_ans[i][j] = ' ';
+
+}
+
+/* in the player app, move the current selection index left or right */
+void move_current_col (MainPlayerData *app_data, enum DIRECTION dir)
+{
+ int r = app_data->cur_row;
+ int c = app_data->cur_col;
+ if (dir == DIR_FORWARD)
+ {
+ c ++;
+ while (c < app_data->puzzle.grid_size)
+ {
+ if (app_data->puzzle.chars[r][c] == '#')
+ c ++;
+ else
+ break;
+ }
+ if (c < app_data->puzzle.grid_size)
+ app_data->cur_col = c;
+ }
+ else
+ {
+ c --;
+ while (c >= 0)
+ {
+ if (app_data->puzzle.chars[r][c] == '#')
+ c --;
+ else
+ break;
+ }
+ if (c >= 0)
+ app_data->cur_col = c;
+ }
+}
+
+/* in the player app move the current selection index up or down */
+void move_current_row (MainPlayerData *app_data, enum DIRECTION dir)
+{
+ int r = app_data->cur_row;
+ int c = app_data->cur_col;
+ if (dir == DIR_FORWARD)
+ {
+ r ++;
+ while (r < app_data->puzzle.grid_size)
+ {
+ if (app_data->puzzle.chars[r][c] == '#')
+ r ++;
+ else
+ break;
+ }
+ if (r < app_data->puzzle.grid_size)
+ app_data->cur_row = r;
+ }
+ else
+ {
+ r --;
+ while (r >= 0)
+ {
+ if (app_data->puzzle.chars[r][c] == '#')
+ r --;
+ else
+ break;
+ }
+ if (r >= 0)
+ app_data->cur_row = r;
+ }
+}
+
#endif