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
21 * Bump on save format change.
23 * Note: Verify that the tests run clean before bumping this, then rebuild the check
24 * files afterwards. Otherwise you will get a spurious failure due to the old version
25 * having been generated into a check file.
30 * If you change the first three members, the resume function may not properly
31 * reject saves from older versions. Yes, this glues us to a hardware-
32 * dependent length of int. Later members can change, but bump the version
37 int32_t mode; /* not used, must be present for version detection */
43 #define IGNORE(r) do{if (r){}}while(0)
45 int savefile(FILE *fp, int32_t version)
46 /* Save game to file. No input or output from user. */
48 save.savetime = time(NULL);
50 save.version = (version == 0) ? VRSION : version;
53 IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
57 /* Suspend and resume */
60 /* Suspend. Offer to save things in a file, but charging
61 * some points (so can't win by using saved games to retry
62 * battles or to start over after learning zzword).
63 * If ADVENT_NOSAVE is defined, do nothing instead. */
70 rspeak(SUSPEND_WARNING);
71 if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
73 game.saved = game.saved + 5;
76 char* name = myreadline("\nFile name: ");
79 fp = fopen(name, WRITE_MODE);
81 printf("Can't open file %s, try again.\n", name);
93 /* Resume. Read a suspended game back from a file.
94 * If ADVENT_NOSAVE is defined, do nothing instead. */
102 game.abbrev[1] != 1) {
103 rspeak(RESUME_ABANDON);
104 if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
109 char* name = myreadline("\nFile name: ");
110 // Autocomplete can leave the input with an extra trailing space.
111 if (name != NULL && strlen(name) > 0 && name[strlen(name) - 1] == ' ')
112 name[strlen(name) - 1] = '\0';
115 fp = fopen(name, READ_MODE);
117 printf("Can't open file %s, try again.\n", name);
124 int restore(FILE* fp)
126 /* Read and restore game state from file, assuming
127 * sane initial state.
128 * If ADVENT_NOSAVE is defined, do nothing instead. */
133 IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
135 if (save.version != VRSION) {
136 rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
137 } else if (is_valid(save.game)) {
143 bool is_valid(struct game_t valgame)
145 /* Save files can be roughly grouped into three groups:
146 * With valid, reaceable state, with valid, but unreachable
147 * state and with invaild state. We check that state is
148 * valid: no states are outside minimal or maximal value
151 /* Prevent division by zero */
152 if (valgame.abbnum == 0) {
153 return false; // LCOV_EXCL_LINE
156 /* Check for RNG overflow. Truncate */
157 if (valgame.lcg_x >= LCG_M) {
158 valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
161 /* Check for RNG underflow. Transpose */
162 if (valgame.lcg_x < LCG_M) {
163 valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
166 /* Bounds check for locations */
167 if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
168 valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
169 valgame.loc < 0 || valgame.loc > NLOCATIONS ||
170 valgame.newloc < 0 || valgame.newloc > NLOCATIONS ||
171 valgame.oldloc < 0 || valgame.oldloc > NLOCATIONS ||
172 valgame.oldlc2 < 0 || valgame.oldlc2 > NLOCATIONS) {
173 return false; // LCOV_EXCL_LINE
175 /* Bounds check for location arrays */
176 for (int i = 0; i <= NDWARVES; i++) {
177 if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
178 valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
179 return false; // LCOV_EXCL_LINE
183 for (int i = 0; i <= NOBJECTS; i++) {
184 if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
185 valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
186 return false; // LCOV_EXCL_LINE
190 /* Bounds check for dwarves */
191 if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
192 valgame.dkill < 0 || valgame.dkill > NDWARVES) {
193 return false; // LCOV_EXCL_LINE
196 /* Validate that we didn't die too many times in save */
197 if (valgame.numdie >= NDEATHS) {
198 return false; // LCOV_EXCL_LINE
201 /* Recalculate tally, throw the towel if in disagreement */
203 for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
204 if (objects[treasure].is_treasure) {
205 if (valgame.prop[treasure] == STATE_NOTFOUND) {
210 if (temp_tally != valgame.tally) {
211 return false; // LCOV_EXCL_LINE
214 /* Check that properties of objects aren't beyond expected */
215 for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
216 if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) {
229 if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
233 if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
237 return false; // LCOV_EXCL_LINE
242 /* Check that values in linked lists for objects in locations are inside bounds */
243 for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
244 if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
245 return false; // LCOV_EXCL_LINE
248 for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
249 if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
250 return false; // LCOV_EXCL_LINE