+/*
+ * 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 <editline/readline.h>
#include <time.h>
+#include <inttypes.h>
#include "advent.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 27 /* bump on save format change */
+#define VRSION 28 /* bump on save format change */
/*
* If you change the first three members, the resume function may not properly
* when you do that.
*/
struct save_t {
- long savetime;
- long mode; /* not used, must be present for version detection */
- long version;
+ 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;
#define IGNORE(r) do{if (r){}}while(0)
-int savefile(FILE *fp, long version)
+int savefile(FILE *fp, int32_t version)
/* Save game to file. No input or output from user. */
{
save.savetime = time(NULL);
return restore(fp);
}
-bool is_valid(struct game_t);
-
int restore(FILE* fp)
{
/* Read and restore game state from file, assuming
/* Prevent division by zero */
if (valgame.abbnum == 0) {
- return false;
+ 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 < -1 || valgame.loc > NLOCATIONS ||
- valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
- valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
- valgame.oldlc2 < -1 || valgame.oldlc2 > NLOCATIONS) {
- return false;
+ 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;
+ 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;
+ return false; // LCOV_EXCL_LINE
}
}
/* Bounds check for dwarves */
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
- valgame.dkill < 0 || valgame.dkill > NDWARVES) {
- return false;
+ 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;
+ return false; // LCOV_EXCL_LINE
}
/* Recalculate tally, throw the towel if in disagreement */
}
}
if (temp_tally != valgame.tally) {
- return false;
+ return false; // LCOV_EXCL_LINE
}
/* Check that properties of objects aren't beyond expected */
case CHAIN:
if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
continue;
+ /* FALLTHRU */
case BEAR:
- if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD)
+ if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
continue;
+ /* FALLTHRU */
default:
- return false;
+ 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;
+ 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;
+ return false; // LCOV_EXCL_LINE
}
}
return true;
}
-/* end */
\ No newline at end of file
+/* end */