273 lines
8 KiB
C
273 lines
8 KiB
C
/*
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* Saving and resuming.
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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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* SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
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* SPDX-FileCopyrightText: 2017 by Eric S. Raymond
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include <time.h>
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#include <inttypes.h>
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#include "advent.h"
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#include "dungeon.h"
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/*
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* Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
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*/
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#define ENDIAN_MAGIC 2317
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struct save_t save;
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#define IGNORE(r) do{if (r){}}while(0)
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int savefile(FILE *fp)
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/* Save game to file. No input or output from user. */
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{
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memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
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if (save.version == 0)
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save.version = SAVE_VERSION;
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if (save.canary == 0)
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save.canary = ENDIAN_MAGIC;
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save.game = game;
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IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
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return (0);
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}
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/* Suspend and resume */
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static char *strip(char *name)
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{
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// Trim leading whitespace
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while(isspace((unsigned char)*name))
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name++; // LCOV_EXCL_LINE
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if(*name != '\0') {
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// Trim trailing whitespace;
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// might be left there by autocomplete
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char *end = name + strlen(name) - 1;
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while(end > name && isspace((unsigned char)*end))
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end--;
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// Write new null terminator character
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end[1] = '\0';
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}
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return name;
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}
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int suspend(void)
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{
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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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* If ADVENT_NOSAVE is defined, gripe instead. */
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#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
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rspeak(SAVERESUME_DISABLED);
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return GO_TOP;
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#endif
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FILE *fp = NULL;
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rspeak(SUSPEND_WARNING);
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if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
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return GO_CLEAROBJ;
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game.saved = game.saved + 5;
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while (fp == NULL) {
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char* name = myreadline("\nFile name: ");
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if (name == NULL)
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return GO_TOP;
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name = strip(name);
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if (strlen(name) == 0)
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return GO_TOP; // LCOV_EXCL_LINE
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fp = fopen(strip(name), 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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free(name);
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}
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savefile(fp);
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fclose(fp);
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rspeak(RESUME_HELP);
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exit(EXIT_SUCCESS);
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}
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int resume(void)
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{
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/* Resume. Read a suspended game back from a file.
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* If ADVENT_NOSAVE is defined, gripe instead. */
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#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
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rspeak(SAVERESUME_DISABLED);
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return GO_TOP;
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#endif
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FILE *fp = NULL;
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if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
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rspeak(RESUME_ABANDON);
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if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
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return GO_CLEAROBJ;
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}
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while (fp == NULL) {
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char* name = myreadline("\nFile name: ");
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if (name == NULL)
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return GO_TOP;
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name = strip(name);
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if (strlen(name) == 0)
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return GO_TOP; // LCOV_EXCL_LINE
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fp = fopen(name, READ_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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free(name);
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}
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return restore(fp);
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}
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int restore(FILE* fp)
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{
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/* Read and restore game state from file, assuming
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* sane initial state.
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* If ADVENT_NOSAVE is defined, gripe instead. */
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#ifdef ADVENT_NOSAVE
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rspeak(SAVERESUME_DISABLED)
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return GO_TOP;
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#endif
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IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
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fclose(fp);
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if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC)
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rspeak(BAD_SAVE);
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else if (save.version != SAVE_VERSION) {
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rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
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} else if (!is_valid(save.game)) {
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rspeak(SAVE_TAMPERING);
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exit(EXIT_SUCCESS);
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} else {
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game = save.game;
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}
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return GO_TOP;
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}
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bool is_valid(struct game_t valgame)
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{
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/* Save files can be roughly grouped into three groups:
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* With valid, reachable state, with valid, but unreachable
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* state and with invalid state. We check that state is
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* valid: no states are outside minimal or maximal value
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*/
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/* Prevent division by zero */
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if (valgame.abbnum == 0) {
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return false; // LCOV_EXCL_LINE
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}
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/* Check for RNG overflow. Truncate */
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if (valgame.lcg_x >= LCG_M) {
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valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
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}
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/* Check for RNG underflow. Transpose */
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if (valgame.lcg_x < LCG_M) {
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valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
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}
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/* Bounds check for locations */
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if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
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valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
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valgame.loc < 0 || valgame.loc > NLOCATIONS ||
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valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
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valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
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valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
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return false; // LCOV_EXCL_LINE
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}
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/* Bounds check for location arrays */
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for (int i = 0; i <= NDWARVES; i++) {
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if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
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valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > NLOCATIONS) {
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return false; // LCOV_EXCL_LINE
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}
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}
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for (int i = 0; i <= NOBJECTS; i++) {
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if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
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valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
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return false; // LCOV_EXCL_LINE
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}
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}
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/* Bounds check for dwarves */
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if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
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valgame.dkill < 0 || valgame.dkill > NDWARVES) {
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return false; // LCOV_EXCL_LINE
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}
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/* Validate that we didn't die too many times in save */
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if (valgame.numdie >= NDEATHS) {
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return false; // LCOV_EXCL_LINE
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}
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/* Recalculate tally, throw the towel if in disagreement */
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int temp_tally = 0;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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if (PROP_IS_NOTFOUND2(valgame, treasure)) {
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++temp_tally;
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}
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}
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}
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if (temp_tally != valgame.tally) {
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return false; // LCOV_EXCL_LINE
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}
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/* Check that properties of objects aren't beyond expected */
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for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
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if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
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switch (obj) {
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case RUG:
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case DRAGON:
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case BIRD:
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case BOTTLE:
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case PLANT:
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case PLANT2:
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case TROLL:
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case URN:
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case EGGS:
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case VASE:
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case CHAIN:
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if (valgame.objects[obj].prop == 2) // There are multiple different states, but it's convenient to clump them together
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continue; // LCOV_EXCL_LINE
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/* FALLTHRU */
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case BEAR:
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if (valgame.objects[BEAR].prop == CONTENTED_BEAR || valgame.objects[BEAR].prop == BEAR_DEAD)
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continue;
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/* FALLTHRU */
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default:
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return false; // LCOV_EXCL_LINE
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}
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}
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}
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/* Check that values in linked lists for objects in locations are inside bounds */
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for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
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if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) {
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return false; // LCOV_EXCL_LINE
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}
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}
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for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
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if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
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return false; // LCOV_EXCL_LINE
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}
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}
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return true;
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}
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/* end */
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