Rewrite save/resume in idiomatic C. Savefile version bumped to 26.
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5 changed files with 73 additions and 188 deletions
2
Makefile
2
Makefile
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@ -14,7 +14,7 @@
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VERS=1.0
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CC?=gcc
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CCFLAGS+=-std=c99 -D _DEFAULT_SOURCE
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CCFLAGS+=-std=c99 -D _DEFAULT_SOURCE -g
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LIBS=
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UNAME_S := $(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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1
NEWS
1
NEWS
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@ -3,6 +3,7 @@
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Repository head::
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Include tests directory in generated tarball.
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Support command-line editing with arrow keys and Emacs keystrokes.
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Save format has changed.
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1.0: 2016-06-05::
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Forward port of Crowther & Woods's 430-point Adventure 2.5.
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@ -41,8 +41,8 @@ There have been no gameplay changes.
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== BUGS ==
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The binary save file format is fragile and unlikely to survive
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through version bumps.
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The binary save file format is fragile, dependent on your machine word
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size and endianness, and unlikely to survive through version bumps.
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== REPORTING BUGS ==
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Report bugs to Eric S. Raymond <esr@thyrsus.com>. The project page is
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@ -173,6 +173,13 @@ The adventure.text file is no longer required at runtime. Instead, it
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is compiled at build time to a source module containing C structures,
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which is then linked to the advent binary.
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The game-save format has changed. This was done to simplify
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FORTRAN-derived code that formerly implemented these functions;
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without C's fread(3)/fwrite() and structs it was necessarily pretty
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ugly by modern stabdards. Encryption and checksumming have been
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discarded - it's pointless to try tamper-prooing saves when everyone
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has the source code.
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== Sources ==
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[bibliography]
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245
saveresume.c
245
saveresume.c
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@ -1,217 +1,94 @@
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#include <stdlib.h>
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#include <string.h>
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#include "advent.h"
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#include "database.h"
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#include "linenoise/linenoise.h"
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#define VRSION 25 /* bump on save format change */
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/*
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* (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code;
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* see the history.adoc file in the source distribution for discussion.
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*/
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static void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
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#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
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static void fSAVARR(long*,long);
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#define SAVARR(ARR,N) fSAVARR(ARR,N)
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static void fSAVWRD(long,long*);
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#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
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static void fSAVEIO(long,long,long*);
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#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
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#define VRSION 26 /* bump on save format change */
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/* Suspend/resume I/O routines (SAVWDS, SAVARR, SAVWRD) */
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static void fSAVWDS(long *W1, long *W2, long *W3, long *W4,
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long *W5, long *W6, long *W7)
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/* Write or read 7 variables. See SAVWRD. */
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{
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SAVWRD(0,(*W1));
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SAVWRD(0,(*W2));
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SAVWRD(0,(*W3));
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SAVWRD(0,(*W4));
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SAVWRD(0,(*W5));
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SAVWRD(0,(*W6));
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SAVWRD(0,(*W7));
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}
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static void fSAVARR(long arr[], long n)
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/* Write or read an array of n words. See SAVWRD. */
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{
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long i;
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for (i=1; i<=n; i++) {
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SAVWRD(0,arr[i]);
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}
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return;
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}
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static void fSAVWRD(long op, long *pword)
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/* If OP<0, start writing a file, using word to initialise encryption; save
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* word in the file. If OP>0, start reading a file; read the file to find
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* the value with which to decrypt the rest. In either case, if a file is
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* already open, finish writing/reading it and don't start a new one. If OP=0,
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* read/write a single word. Words are buffered in case that makes for more
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* efficient disk use. We also compute a simple checksum to catch elementary
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* poking within the saved file. When we finish reading/writing the file,
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* we store zero into *PWORD if there's no checksum error, else nonzero. */
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{
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static long buf[250], cksum = 0, h1, hash = 0, n = 0, state = 0;
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if (op != 0)
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{
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long ifvar = state;
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switch (ifvar<0 ? -1 : (ifvar>0 ? 1 : 0))
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{
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case -1:
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case 1:
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if (n == 250)SAVEIO(1,state > 0,buf);
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n=MOD(n,250)+1;
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if (state <= 0) {
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n--; buf[n]=cksum; n++;
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SAVEIO(1,false,buf);
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}
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n--; *pword=buf[n]-cksum; n++;
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SAVEIO(-1,state > 0,buf);
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state=0;
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break;
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case 0: /* FIXME: Huh? should be impossible */
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state=op;
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SAVEIO(0,state > 0,buf);
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n=1;
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if (state <= 0) {
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hash=MOD(*pword,1048576L);
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buf[0]=1234L*5678L-hash;
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}
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SAVEIO(1,true,buf);
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hash=MOD(1234L*5678L-buf[0],1048576L);
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cksum=buf[0];
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return;
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}
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}
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if (state == 0)
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return;
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if (n == 250)
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SAVEIO(1,state > 0,buf);
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n=MOD(n,250)+1;
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h1=MOD(hash*1093L+221573L,1048576L);
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hash=MOD(h1*1093L+221573L,1048576L);
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h1=MOD(h1,1234)*765432+MOD(hash,123);
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n--;
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if (state > 0)
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*pword=buf[n]+h1;
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buf[n]=*pword-h1;
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n++;
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cksum=MOD(cksum*13+*pword,1000000000L);
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}
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static void fSAVEIO(long op, long in, long arr[])
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/* If OP=0, ask for a file name and open a file. (If IN=true, the file is for
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* input, else output.) If OP>0, read/write ARR from/into the previously-opened
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* file. (ARR is a 250-integer array.) If OP<0, finish reading/writing the
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* file. (Finishing writing can be a no-op if a "stop" statement does it
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* automatically. Finishing reading can be a no-op as long as a subsequent
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* SAVEIO(0,false,X) will still work.) */
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{
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static FILE *fp = NULL;
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char* name;
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switch (op < 0 ? -1 : (op > 0 ? 1 : 0))
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{
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case -1:
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fclose(fp);
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break;
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case 0:
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while (fp == NULL) {
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name = linenoise("File name: ");
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fp = fopen(name,(in ? READ_MODE : WRITE_MODE));
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if (fp == NULL)
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printf("Can't open file %s, try again.\n", name);
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}
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linenoiseFree(name);
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break;
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case 1:
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if (in)
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IGNORE(fread(arr,sizeof(long),250,fp));
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else
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IGNORE(fwrite(arr,sizeof(long),250,fp));
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break;
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}
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}
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/*
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* If you change the first three members, the resume function may not properly
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* reject saves from older versions. Yes, this glues us to a hardware-
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* dependent length of long. Later members can change, but bump the version
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* when you do that.
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*/
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struct save_t {
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long savetime;
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long mode; /* not used, must be present for version detection */
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long version;
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struct game_t game;
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long bird;
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long bivalve;
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};
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struct save_t save;
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int saveresume(FILE *input, bool resume)
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/* Suspend and resume */
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{
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int kk;
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long i;
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long i, k;
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FILE *fp = NULL;
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char *name;
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if (!resume) {
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/* Suspend. Offer to save things in a file, but charging
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* some points (so can't win by using saved games to retry
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* battles or to start over after learning zzword). */
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SPK=201;
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RSPEAK(260);
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if (!YES(input,200,54,54)) return(2012);
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game.saved=game.saved+5;
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kk= -1;
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}
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else
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{
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/* Resume. Read a suspended game back from a file. */
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kk=1;
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if (game.loc != 1 || game.abbrev[1] != 1) {
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RSPEAK(268);
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if (!YES(input,200,54,54)) return(2012);
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}
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}
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/* Suspend vs resume cases are distinguished by the value of kk
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* (-1 for suspend, +1 for resume). */
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while (fp == NULL) {
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name = linenoise("File name: ");
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fp = fopen(name,(resume ? READ_MODE : WRITE_MODE));
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if (fp == NULL)
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printf("Can't open file %s, try again.\n", name);
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}
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linenoiseFree(name);
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/*
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* FIXME: This is way more complicated than it needs to be in C.
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* What we ought to do is define a save-block structure that
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* includes a game state block and then use a single fread/fwrite
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* for I/O. All the SAV* functions can be scrapped.
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*/
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DATIME(&i,&K);
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K=i+650*K;
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SAVWRD(kk,K);
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K=VRSION;
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SAVWRD(0,K);
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if (K != VRSION) {
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SETPRM(1,K/10,MOD(K,10));
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SETPRM(3,VRSION/10,MOD(VRSION,10));
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RSPEAK(269);
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DATIME(&i,&k);
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k=i+650*k;
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if (!resume)
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{
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save.savetime = k;
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save.mode = -1;
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save.version = VRSION;
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memcpy(&save.game, &game, sizeof(struct game_t));
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save.bird = OBJSND[BIRD];
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save.bivalve = OBJTXT[OYSTER];
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IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
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fclose(fp);
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RSPEAK(266);
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exit(0);
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} else {
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IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
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fclose(fp);
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if (save.version != VRSION) {
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SETPRM(1,k/10,MOD(k,10));
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SETPRM(3,VRSION/10,MOD(VRSION,10));
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RSPEAK(269);
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return(2000);
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}
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memcpy(&game, &save.game, sizeof(struct game_t));
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OBJSND[BIRD] = save.bird;
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OBJTXT[OYSTER] = save.bivalve;
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game.zzword=RNDVOC(3,game.zzword);
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return(2000);
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}
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/* Herewith are all the variables whose values can change during a game,
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* omitting a few (such as I, J) whose values between turns are
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* irrelevant and some whose values when a game is
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
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SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
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SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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SAVARR(game.abbrev,LOCSIZ);
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SAVARR(game.atloc,LOCSIZ);
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SAVARR(game.dloc,NDWARVES);
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SAVARR(game.dseen,NDWARVES);
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SAVARR(game.fixed,NOBJECTS);
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SAVARR(game.hinted,HNTSIZ);
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SAVARR(game.hintlc,HNTSIZ);
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SAVARR(game.link,NOBJECTS*2);
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SAVARR(game.odloc,NDWARVES);
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SAVARR(game.place,NOBJECTS);
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SAVARR(game.prop,NOBJECTS);
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SAVWRD(kk,K);
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if (K != 0) {
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RSPEAK(270);
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exit(0);
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}
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K=NUL;
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game.zzword=RNDVOC(3,game.zzword);
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if (kk > 0) return(8);
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RSPEAK(266);
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exit(0);
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}
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/* end */
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