4 * (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code;
5 * see the history.adoc file in the source distribution for discussion.
7 * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
8 * Copyright (c) 2017 by Eric S. Raymond
9 * SPDX-License-Identifier: BSD-2-clause
22 * Bump on save format change.
24 * Note: Verify that the tests run clean before bumping this, then rebuild the check
25 * files afterwards. Otherwise you will get a spurious failure due to the old version
26 * having been generated into a check file.
31 * If you change the first three members, the resume function may not properly
32 * reject saves from older versions. Yes, this glues us to a hardware-
33 * dependent length of int. Later members can change, but bump the version
38 int32_t mode; /* not used, must be present for version detection */
44 #define IGNORE(r) do{if (r){}}while(0)
46 int savefile(FILE *fp, int32_t version)
47 /* Save game to file. No input or output from user. */
49 save.savetime = time(NULL);
51 save.version = (version == 0) ? VRSION : version;
54 IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
58 /* Suspend and resume */
60 static char *strip(char *name)
62 // Trim leading whitespace
63 while(isspace((unsigned char)*name))
64 name++; // LCOV_EXCL_LINE
66 // Trim trailing whitespace;
67 // might be left there by autocomplete
68 char *end = name + strlen(name) - 1;
69 while(end > name && isspace((unsigned char)*end))
71 // Write new null terminator character
80 /* Suspend. Offer to save things in a file, but charging
81 * some points (so can't win by using saved games to retry
82 * battles or to start over after learning zzword).
83 * If ADVENT_NOSAVE is defined, gripe instead. */
85 #if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
86 rspeak(SAVERESUME_DISABLED);
91 rspeak(SUSPEND_WARNING);
92 if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
94 game.saved = game.saved + 5;
97 char* name = myreadline("\nFile name: ");
101 if (strlen(name) == 0)
102 return GO_TOP; // LCOV_EXCL_LINE
103 fp = fopen(strip(name), WRITE_MODE);
105 printf("Can't open file %s, try again.\n", name);
109 savefile(fp, VRSION);
117 /* Resume. Read a suspended game back from a file.
118 * If ADVENT_NOSAVE is defined, gripe instead. */
120 #if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
121 rspeak(SAVERESUME_DISABLED);
127 game.abbrev[1] != 1) {
128 rspeak(RESUME_ABANDON);
129 if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
134 char* name = myreadline("\nFile name: ");
138 if (strlen(name) == 0)
139 return GO_TOP; // LCOV_EXCL_LINE
140 fp = fopen(name, READ_MODE);
142 printf("Can't open file %s, try again.\n", name);
149 int restore(FILE* fp)
151 /* Read and restore game state from file, assuming
152 * sane initial state.
153 * If ADVENT_NOSAVE is defined, gripe instead. */
155 rspeak(SAVERESUME_DISABLED)
159 IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
161 if (save.version != VRSION) {
162 rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
163 } else if (!is_valid(save.game)) {
164 rspeak(SAVE_TAMPERING);
172 bool is_valid(struct game_t valgame)
174 /* Save files can be roughly grouped into three groups:
175 * With valid, reacheable state, with valid, but unreachable
176 * state and with invalid state. We check that state is
177 * valid: no states are outside minimal or maximal value
180 /* Prevent division by zero */
181 if (valgame.abbnum == 0) {
182 return false; // LCOV_EXCL_LINE
185 /* Check for RNG overflow. Truncate */
186 if (valgame.lcg_x >= LCG_M) {
187 valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
190 /* Check for RNG underflow. Transpose */
191 if (valgame.lcg_x < LCG_M) {
192 valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
195 /* Bounds check for locations */
196 if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
197 valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
198 valgame.loc < 0 || valgame.loc > NLOCATIONS ||
199 valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
200 valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
201 valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
202 return false; // LCOV_EXCL_LINE
204 /* Bounds check for location arrays */
205 for (int i = 0; i <= NDWARVES; i++) {
206 if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
207 valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
208 return false; // LCOV_EXCL_LINE
212 for (int i = 0; i <= NOBJECTS; i++) {
213 if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
214 valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
215 return false; // LCOV_EXCL_LINE
219 /* Bounds check for dwarves */
220 if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
221 valgame.dkill < 0 || valgame.dkill > NDWARVES) {
222 return false; // LCOV_EXCL_LINE
225 /* Validate that we didn't die too many times in save */
226 if (valgame.numdie >= NDEATHS) {
227 return false; // LCOV_EXCL_LINE
230 /* Recalculate tally, throw the towel if in disagreement */
232 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
233 if (objects[treasure].is_treasure) {
234 if (valgame.prop[treasure] == STATE_NOTFOUND) {
239 if (temp_tally != valgame.tally) {
240 return false; // LCOV_EXCL_LINE
243 /* Check that properties of objects aren't beyond expected */
244 for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
245 /* Magic number -2 allows a STASHED version of state 1 */
246 if (valgame.prop[obj] < -2 || valgame.prop[obj] > 1) {
259 if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
260 continue; // LCOV_EXCL_LINE
263 if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
267 return false; // LCOV_EXCL_LINE
272 /* Check that values in linked lists for objects in locations are inside bounds */
273 for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
274 if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
275 return false; // LCOV_EXCL_LINE
278 for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
279 if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
280 return false; // LCOV_EXCL_LINE