/* * Saving and resuming. * * (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code; * see the history.adoc file in the source distribution for discussion. * * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods * SPDX-FileCopyrightText: 2017 by Eric S. Raymond * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include "advent.h" #include "dungeon.h" /* * Use this to detect endianness mismatch. Can't be unchanged by byte-swapping. */ #define ENDIAN_MAGIC 2317 struct save_t save; #define IGNORE(r) do{if (r){}}while(0) int savefile(FILE *fp) /* Save game to file. No input or output from user. */ { memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)); if (save.version == 0) save.version = SAVE_VERSION; if (save.canary == 0) save.canary = ENDIAN_MAGIC; save.game = game; IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp)); return (0); } /* Suspend and resume */ static char *strip(char *name) { // Trim leading whitespace while(isspace((unsigned char)*name)) name++; // LCOV_EXCL_LINE if(*name != '\0') { // Trim trailing whitespace; // might be left there by autocomplete char *end = name + strlen(name) - 1; while(end > name && isspace((unsigned char)*end)) end--; // Write new null terminator character end[1] = '\0'; } return name; } int suspend(void) { /* Suspend. Offer to save things in a file, but charging * some points (so can't win by using saved games to retry * battles or to start over after learning zzword). * If ADVENT_NOSAVE is defined, gripe instead. */ #if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE rspeak(SAVERESUME_DISABLED); return GO_TOP; #endif FILE *fp = NULL; rspeak(SUSPEND_WARNING); if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ; game.saved = game.saved + 5; while (fp == NULL) { char* name = myreadline("\nFile name: "); if (name == NULL) return GO_TOP; name = strip(name); if (strlen(name) == 0) return GO_TOP; // LCOV_EXCL_LINE fp = fopen(strip(name), WRITE_MODE); if (fp == NULL) printf("Can't open file %s, try again.\n", name); free(name); } savefile(fp); fclose(fp); rspeak(RESUME_HELP); exit(EXIT_SUCCESS); } int resume(void) { /* Resume. Read a suspended game back from a file. * If ADVENT_NOSAVE is defined, gripe instead. */ #if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE rspeak(SAVERESUME_DISABLED); return GO_TOP; #endif FILE *fp = NULL; if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) { rspeak(RESUME_ABANDON); if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ; } while (fp == NULL) { char* name = myreadline("\nFile name: "); if (name == NULL) return GO_TOP; name = strip(name); if (strlen(name) == 0) return GO_TOP; // LCOV_EXCL_LINE fp = fopen(name, READ_MODE); if (fp == NULL) printf("Can't open file %s, try again.\n", name); free(name); } return restore(fp); } int restore(FILE* fp) { /* Read and restore game state from file, assuming * sane initial state. * If ADVENT_NOSAVE is defined, gripe instead. */ #ifdef ADVENT_NOSAVE rspeak(SAVERESUME_DISABLED) return GO_TOP; #endif IGNORE(fread(&save, sizeof(struct save_t), 1, fp)); fclose(fp); if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC) rspeak(BAD_SAVE); else if (save.version != SAVE_VERSION) { rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10)); } else if (!is_valid(save.game)) { rspeak(SAVE_TAMPERING); exit(EXIT_SUCCESS); } else { game = save.game; } return GO_TOP; } bool is_valid(struct game_t valgame) { /* Save files can be roughly grouped into three groups: * With valid, reachable state, with valid, but unreachable * state and with invalid state. We check that state is * valid: no states are outside minimal or maximal value */ /* Prevent division by zero */ if (valgame.abbnum == 0) { return false; // LCOV_EXCL_LINE } /* Check for RNG overflow. Truncate */ if (valgame.lcg_x >= LCG_M) { valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE } /* Check for RNG underflow. Transpose */ if (valgame.lcg_x < LCG_M) { valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M); } /* Bounds check for locations */ if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS || valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS || valgame.loc < 0 || valgame.loc > NLOCATIONS || valgame.newloc < 0 || valgame.newloc > NLOCATIONS || valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS || valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) { return false; // LCOV_EXCL_LINE } /* Bounds check for location arrays */ for (int i = 0; i <= NDWARVES; i++) { if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS || valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) { return false; // LCOV_EXCL_LINE } } for (int i = 0; i <= NOBJECTS; i++) { if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS || valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) { return false; // LCOV_EXCL_LINE } } /* Bounds check for dwarves */ if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES || valgame.dkill < 0 || valgame.dkill > NDWARVES) { return false; // LCOV_EXCL_LINE } /* Validate that we didn't die too many times in save */ if (valgame.numdie >= NDEATHS) { return false; // LCOV_EXCL_LINE } /* Recalculate tally, throw the towel if in disagreement */ int temp_tally = 0; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { if (valgame.objects[treasure].prop == STATE_NOTFOUND) { ++temp_tally; } } } if (temp_tally != valgame.tally) { return false; // LCOV_EXCL_LINE } /* Check that properties of objects aren't beyond expected */ for (obj_t obj = 0; obj <= NOBJECTS; obj++) { /* Magic number -2 allows a STASHED version of state 1 */ if (valgame.objects[obj].prop < -2 || valgame.objects[obj].prop > 1) { switch (obj) { case RUG: case DRAGON: case BIRD: case BOTTLE: case PLANT: case PLANT2: case TROLL: case URN: case EGGS: case VASE: case CHAIN: if (valgame.objects[obj].prop == 2) // There are multiple different states, but it's convenient to clump them together continue; // LCOV_EXCL_LINE /* FALLTHRU */ case BEAR: if (valgame.objects[BEAR].prop == CONTENTED_BEAR || valgame.objects[BEAR].prop == BEAR_DEAD) continue; /* FALLTHRU */ default: return false; // LCOV_EXCL_LINE } } } /* Check that values in linked lists for objects in locations are inside bounds */ for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) { if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) { return false; // LCOV_EXCL_LINE } } for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) { if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) { return false; // LCOV_EXCL_LINE } } return true; } /* end */