/* * 'cheat' is a tool for generating save game files to test states that ought * not happen. It leverages chunks of advent, mostly initialize() and * savefile(), so we know we're always outputing save files that advent * can import. */ #include #include #include #include #include "advent.h" FILE *logfp = NULL; bool oldstyle = false; bool prompt = true; int main(int argc, char *argv[]) { int ch; char *savefilename = NULL; long numdie = 0; long saved = 1; long version = 0; FILE *fp = NULL; /* Options. */ const char* opts = "d:s:v:o:"; const char* usage = "Usage: %s [-d numdie] [-s numsaves] [-v version] -o savefilename \n" " -d number of deaths. Signed integer value.\n" " -s number of saves. Signed integer value.\n" " -v version number of save format.\n" " -o required. File name of save game to write.\n"; while ((ch = getopt(argc, argv, opts)) != EOF) { switch (ch) { case 'd': numdie = (long)atoi(optarg); break; case 's': saved = (long)atoi(optarg); break; case 'v': version = (long)atoi(optarg);; break; case 'o': savefilename = optarg; break; default: fprintf(stderr, usage, argv[0]); exit(EXIT_FAILURE); break; } } // Save filename required; the point of cheat is to generate save file if (savefilename == NULL) { fprintf(stderr, usage, argv[0]); fprintf(stderr, "ERROR: filename required\n"); exit(EXIT_FAILURE); } // Initialize game variables initialise(); // apply cheats game.numdie = numdie; game.saved = saved; fp = fopen(savefilename, WRITE_MODE); if (fp == NULL) { fprintf(stderr, "Can't open file %s. Exiting.\n", savefilename); exit(EXIT_FAILURE); } savefile(fp, version); printf("cheat: %s created.\n", savefilename); return EXIT_SUCCESS; }