+/*
+ * 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 <ctype.h>
+#include <time.h>
+#include <inttypes.h>
#include "advent.h"
-#include "database.h"
-#include "linenoise/linenoise.h"
+#include "dungeon.h"
-#define VRSION 25 /* bump on save format change */
+/*
+ * 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
-static void fSAVWDS(long*,long*,long*,long*,long*,long*,long*);
-#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7)
-static void fSAVARR(long*,long);
-#define SAVARR(ARR,N) fSAVARR(ARR,N)
-static void fSAVWRD(long,long*);
-#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD)
-static void fSAVEIO(long,long,long*);
-#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR)
+/*
+ * 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;
-/* Suspend/resume I/O routines (SAVWDS, SAVARR, SAVWRD) */
+#define IGNORE(r) do{if (r){}}while(0)
-static void fSAVWDS(long *W1, long *W2, long *W3, long *W4,
- long *W5, long *W6, long *W7)
-/* Write or read 7 variables. See SAVWRD. */
+int savefile(FILE *fp, int32_t version)
+/* Save game to file. No input or output from user. */
{
- SAVWRD(0,(*W1));
- SAVWRD(0,(*W2));
- SAVWRD(0,(*W3));
- SAVWRD(0,(*W4));
- SAVWRD(0,(*W5));
- SAVWRD(0,(*W6));
- SAVWRD(0,(*W7));
+ 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);
}
-static void fSAVARR(long arr[], long n)
-/* Write or read an array of n words. See SAVWRD. */
+/* Suspend and resume */
+
+static char *strip(char *name)
{
- long i;
+ // Trim leading whitespace
+ while(isspace((unsigned char)*name))
+ name++; // LCOV_EXCL_LINE
+ if(*name != '\0') {
+ // Trim trailing whitespace;
+ // might be left there by autocomplete
+ char *end = name + strlen(name) - 1;
+ while(end > name && isspace((unsigned char)*end))
+ end--;
+ // Write new null terminator character
+ end[1] = '\0';
+ }
+
+ return name;
+}
+
+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;
- for (i=1; i<=n; i++) {
- SAVWRD(0,arr[i]);
+ while (fp == NULL) {
+ char* name = myreadline("\nFile name: ");
+ if (name == NULL)
+ return GO_TOP;
+ name = strip(name);
+ if (strlen(name) == 0)
+ return GO_TOP; // LCOV_EXCL_LINE
+ fp = fopen(strip(name), WRITE_MODE);
+ if (fp == NULL)
+ printf("Can't open file %s, try again.\n", name);
+ free(name);
}
- return;
+
+ savefile(fp, VRSION);
+ fclose(fp);
+ rspeak(RESUME_HELP);
+ exit(EXIT_SUCCESS);
}
-static void fSAVWRD(long op, long *pword)
-/* If OP<0, start writing a file, using word to initialise encryption; save
- * word in the file. If OP>0, start reading a file; read the file to find
- * the value with which to decrypt the rest. In either case, if a file is
- * already open, finish writing/reading it and don't start a new one. If OP=0,
- * read/write a single word. Words are buffered in case that makes for more
- * efficient disk use. We also compute a simple checksum to catch elementary
- * poking within the saved file. When we finish reading/writing the file,
- * we store zero into *PWORD if there's no checksum error, else nonzero. */
+int resume(void)
{
- static long buf[250], cksum = 0, h1, hash = 0, n = 0, state = 0;
-
- if (op != 0)
- {
- long ifvar = state;
- switch (ifvar<0 ? -1 : (ifvar>0 ? 1 : 0))
- {
- case -1:
- case 1:
- if (n == 250)SAVEIO(1,state > 0,buf);
- n=MOD(n,250)+1;
- if (state <= 0) {
- n--; buf[n]=cksum; n++;
- SAVEIO(1,false,buf);
- }
- n--; *pword=buf[n]-cksum; n++;
- SAVEIO(-1,state > 0,buf);
- state=0;
- break;
- case 0: /* FIXME: Huh? should be impossible */
- state=op;
- SAVEIO(0,state > 0,buf);
- n=1;
- if (state <= 0) {
- hash=MOD(*pword,1048576L);
- buf[0]=1234L*5678L-hash;
- }
- SAVEIO(1,true,buf);
- hash=MOD(1234L*5678L-buf[0],1048576L);
- cksum=buf[0];
- return;
- }
- }
- if (state == 0)
- return;
- if (n == 250)
- SAVEIO(1,state > 0,buf);
- n=MOD(n,250)+1;
- h1=MOD(hash*1093L+221573L,1048576L);
- hash=MOD(h1*1093L+221573L,1048576L);
- h1=MOD(h1,1234)*765432+MOD(hash,123);
- n--;
- if (state > 0)
- *pword=buf[n]+h1;
- buf[n]=*pword-h1;
- n++;
- cksum=MOD(cksum*13+*pword,1000000000L);
+ /* 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: ");
+ if (name == NULL)
+ return GO_TOP;
+ name = strip(name);
+ if (strlen(name) == 0)
+ return GO_TOP; // LCOV_EXCL_LINE
+ fp = fopen(name, READ_MODE);
+ if (fp == NULL)
+ printf("Can't open file %s, try again.\n", name);
+ free(name);
+ }
+
+ return restore(fp);
}
-static void fSAVEIO(long op, long in, long arr[])
-/* If OP=0, ask for a file name and open a file. (If IN=true, the file is for
- * input, else output.) If OP>0, read/write ARR from/into the previously-opened
- * file. (ARR is a 250-integer array.) If OP<0, finish reading/writing the
- * file. (Finishing writing can be a no-op if a "stop" statement does it
- * automatically. Finishing reading can be a no-op as long as a subsequent
- * SAVEIO(0,false,X) will still work.) */
+int restore(FILE* fp)
{
- static FILE *fp = NULL;
- char* name;
-
- switch (op < 0 ? -1 : (op > 0 ? 1 : 0))
- {
- case -1:
- fclose(fp);
- break;
- case 0:
- while (fp == NULL) {
- name = linenoise("File name: ");
- fp = fopen(name,(in ? READ_MODE : WRITE_MODE));
- if (fp == NULL)
- printf("Can't open file %s, try again.\n", name);
- }
- linenoiseFree(name);
- break;
- case 1:
- if (in)
- IGNORE(fread(arr,sizeof(long),250,fp));
- else
- IGNORE(fwrite(arr,sizeof(long),250,fp));
- break;
+ /* 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;
}
-int saveresume(FILE *input, bool resume)
-/* Suspend and resume */
+bool is_valid(struct game_t valgame)
{
- int kk;
- long i;
- if (!resume) {
- /* 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). */
- SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
- }
- else
- {
- /* Resume. Read a suspended game back from a file. */
- kk=1;
- if (game.loc != 1 || game.abbrev[1] != 1) {
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- }
- }
-
- /* Suspend vs resume cases are distinguished by the value of kk
- * (-1 for suspend, +1 for resume). */
-
- /*
- * FIXME: This is way more complicated than it needs to be in C.
- * What we ought to do is define a save-block structure that
- * includes a game state block and then use a single fread/fwrite
- * for I/O. All the SAV* functions can be scrapped.
+ /* 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
*/
- DATIME(&i,&K);
- K=i+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) {
- SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
- }
- /* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) {
- RSPEAK(270);
- exit(0);
- }
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
+ /* 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++) {
+ /* Magic number -2 allows a STASHED version of state 1 */
+ if (valgame.prop[obj] < -2 || 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 */