#include "advent.h"
#include "dungeon.h"
+/*
+ * Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
+ */
+#define ENDIAN_MAGIC 2317
+
struct save_t save;
#define IGNORE(r) do{if (r){}}while(0)
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
if (save.version == 0)
save.version = SAVE_VERSION;
+ if (save.canary == 0)
+ save.canary = ENDIAN_MAGIC;
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
#endif
FILE *fp = NULL;
- if (game.loc != LOC_START || game.abbrev[LOC_START] != 1) {
+ if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
rspeak(RESUME_ABANDON);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
return GO_CLEAROBJ;
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
- if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0)
+ if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 || save.canary != ENDIAN_MAGIC)
rspeak(BAD_SAVE);
else if (save.version != SAVE_VERSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
}
/* 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) {
+ if (valgame.dwarves[i].loc < -1 || valgame.dwarves[i].loc > NLOCATIONS ||
+ valgame.dwarves[i].oldloc < -1 || valgame.dwarves[i].oldloc > 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) {
+ if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
+ valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
- if (valgame.prop[treasure] == STATE_NOTFOUND) {
+ if (valgame.objects[treasure].prop == STATE_NOTFOUND) {
++temp_tally;
}
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
/* Magic number -2 allows a STASHED version of state 1 */
- if (valgame.prop[obj] < -2 || valgame.prop[obj] > 1) {
+ if (valgame.objects[obj].prop < -2 || valgame.objects[obj].prop > 1) {
switch (obj) {
case RUG:
case DRAGON:
case EGGS:
case VASE:
case CHAIN:
- if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
+ if (valgame.objects[obj].prop == 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)
+ if (valgame.objects[BEAR].prop == CONTENTED_BEAR || valgame.objects[BEAR].prop == BEAR_DEAD)
continue;
/* FALLTHRU */
default:
/* 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) {
+ if (valgame.locs[loc].atloc < NO_OBJECT || valgame.locs[loc].atloc > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}