open-adventure/saveresume.c
Eric S. Raymond 04df0ce64c Add message and bailout on invalid save.
Note: save/resume still fails at saveresume.4
at this revision.
2023-03-12 06:39:57 -04:00

263 lines
7.8 KiB
C

/*
* 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.
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <inttypes.h>
#include "advent.h"
#include "dungeon.h"
/*
* Bump on save format change.
*
* Note: Verify that the tests run clean before bumping this, then rebuild the check
* files afterwards. Otherwise you will get a spurious failure due to the old version
* having been generated into a check file.
*/
#define VRSION 29
/*
* If you change the first three members, the resume function may not properly
* reject saves from older versions. Yes, this glues us to a hardware-
* dependent length of int. Later members can change, but bump the version
* when you do that.
*/
struct save_t {
int64_t savetime;
int32_t mode; /* not used, must be present for version detection */
int32_t version;
struct game_t game;
};
struct save_t save;
#define IGNORE(r) do{if (r){}}while(0)
int savefile(FILE *fp, int32_t version)
/* Save game to file. No input or output from user. */
{
save.savetime = time(NULL);
save.mode = -1;
save.version = (version == 0) ? VRSION : version;
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
}
/* Suspend and resume */
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;
fp = fopen(name, WRITE_MODE);
if (fp == NULL)
printf("Can't open file %s, try again.\n", name);
free(name);
}
savefile(fp, VRSION);
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 != 1 ||
game.abbrev[1] != 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: ");
// Autocomplete can leave the input with an extra trailing space.
if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ')
name[strlen(name) - 1] = '\0';
if (name == NULL)
return GO_TOP;
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 (save.version != VRSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 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, reacheable 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.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
for (int i = 0; i <= NOBJECTS; i++) {
if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
valgame.fixed[i] < -1 || valgame.fixed[i] > 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.prop[treasure] == 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++) {
if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 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.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
continue; // LCOV_EXCL_LINE
/* FALLTHRU */
case BEAR:
if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == 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.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > 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 */