#include <stdlib.h>
#include <string.h>
+#include <editline/readline.h>
+#include <time.h>
#include "advent.h"
-#include "database.h"
-#include "newdb.h"
-#include "linenoise/linenoise.h"
+#include "dungeon.h"
/*
* (ESR) This replaces a bunch of particularly nasty FORTRAN-derived code;
* see the history.adoc file in the source distribution for discussion.
*/
-#define VRSION 26 /* bump on save format change */
+#define VRSION 27 /* bump on save format change */
/*
* If you change the first three members, the resume function may not properly
};
struct save_t save;
+#define IGNORE(r) do{if (r){}}while(0)
+
int savefile(FILE *fp, long version)
- /* Save game to file. No input or output from user. */
+/* Save game to file. No input or output from user. */
{
- long i, k;
- datime(&i, &k);
- k = i + 650 * k;
- save.savetime = k;
+ save.savetime = time(NULL);
save.mode = -1;
-
save.version = (version == 0) ? VRSION : version;
-
- memcpy(&save.game, &game, sizeof(struct game_t));
+
+ save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
- return(0);
+ return (0);
}
/* Suspend and resume */
FILE *fp = NULL;
rspeak(SUSPEND_WARNING);
- if (!yes(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ;
+ if (!yes(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ return GO_CLEAROBJ;
game.saved = game.saved + 5;
while (fp == NULL) {
- char* name = linenoise("\nFile name: ");
+ char* name = readline("\nFile name: ");
if (name == NULL)
return GO_TOP;
fp = fopen(name, WRITE_MODE);
if (fp == NULL)
printf("Can't open file %s, try again.\n", name);
- linenoiseFree(name);
+ free(name);
}
savefile(fp, VRSION);
fclose(fp);
rspeak(RESUME_HELP);
- exit(0);
+ exit(EXIT_SUCCESS);
}
int resume(void)
#endif
FILE *fp = NULL;
- if (game.loc != 1 || game.abbrev[1] != 1) {
+ if (game.loc != 1 ||
+ game.abbrev[1] != 1) {
rspeak(RESUME_ABANDON);
- if (!yes(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) return GO_CLEAROBJ;
+ if (!yes(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+ return GO_CLEAROBJ;
}
while (fp == NULL) {
- char* name = linenoise("\nFile name: ");
+ char* name = readline("\nFile name: ");
if (name == NULL)
return GO_TOP;
fp = fopen(name, READ_MODE);
if (fp == NULL)
printf("Can't open file %s, try again.\n", name);
- linenoiseFree(name);
+ free(name);
}
return restore(fp);
}
+bool is_valid(struct game_t);
+
int restore(FILE* fp)
{
/* Read and restore game state from file, assuming
fclose(fp);
if (save.version != VRSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
- } else {
- memcpy(&game, &save.game, sizeof(struct game_t));
- //game.zzword = rndvoc(3, game.zzword);
- make_zzword(game.zzword);
+ } else if (is_valid(save.game)) {
+ game = save.game;
}
return GO_TOP;
}
-/* end */
+bool is_valid(struct game_t valgame)
+{
+ /* Save files can be roughly grouped into three groups:
+ * With valid, reaceable state, with valid, but unreachable
+ * state and with invaild state. We check that state is
+ * valid: no states are outside minimal or maximal value
+ */
+
+ /* Bounds check for locations
+ */
+ if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
+ valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
+ valgame.loc < -1 || valgame.loc > NLOCATIONS ||
+ valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
+ valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
+ valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS) {
+ return false;
+ }
+ /* 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;
+ }
+ }
+
+ 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;
+ }
+ }
+
+ /* Bounds check for dwarves */
+ if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
+ valgame.dkill < 0 || valgame.dkill > NDWARVES) {
+ return false;
+ }
+
+ /* Validate that we didn't die too many times in save */
+ if (valgame.numdie >= NDEATHS) {
+ return false;
+ }
+
+ /* Recalculate tally, throw the towel if in disagreement */
+ long 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;
+ }
+
+ /* Check that properties of objects aren't beyond expected */
+ for (int obj = 0; obj <= NOBJECTS; obj++) {
+ if (valgame.prop[obj] < STATE_NOTFOUND || 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;
+ case BEAR:
+ if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD)
+ continue;
+ default:
+ return false;
+ }
+ }
+ }
+
+ /* Check that we have objects at locations */
+ for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
+ if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2 + 1) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+/* end */
\ No newline at end of file