From: Eric S. Raymond Date: Wed, 14 Nov 2018 16:52:55 +0000 (-0500) Subject: Prepare for sync with the issue #37 bugfix branch. X-Git-Tag: 1.6~8 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=876fbb2f78bc63b3c99091ab658042f578b3df35;p=open-adventure.git Prepare for sync with the issue #37 bugfix branch. --- diff --git a/advent.h b/advent.h index 232032e..fbdd580 100644 --- a/advent.h +++ b/advent.h @@ -232,7 +232,7 @@ extern int restore(FILE *); extern long initialise(void); extern int action(command_t command); extern void state_change(obj_t, int); -extern bool is_valid(struct game_t *valgame); +extern bool is_valid(struct game_t); void bug(enum bugtype, const char *) __attribute__((__noreturn__)); diff --git a/saveresume.c b/saveresume.c index 7bf0c71..bbd1376 100644 --- a/saveresume.c +++ b/saveresume.c @@ -125,13 +125,13 @@ int restore(FILE* 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)) { + } else if (is_valid(save.game)) { game = save.game; } return GO_TOP; } -bool is_valid(struct game_t* valgame) +bool is_valid(struct game_t valgame) { /* Save files can be roughly grouped into three groups: * With valid, reaceable state, with valid, but unreachable @@ -140,52 +140,52 @@ bool is_valid(struct game_t* valgame) */ /* Prevent division by zero */ - if (valgame->abbnum == 0) { + if (valgame.abbnum == 0) { return false; } /* Check for RNG overflow. Truncate */ - if (valgame->lcg_x >= LCG_M) { - valgame->lcg_x %= LCG_M; + if (valgame.lcg_x >= LCG_M) { + valgame.lcg_x %= LCG_M; } /* Check for RNG underflow. Transpose */ - if (valgame->lcg_x < LCG_M) { - valgame->lcg_x = LCG_M + (valgame->lcg_x % LCG_M); + 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) { + 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; } /* 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.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) { + 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) { + 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) { + if (valgame.numdie >= NDEATHS) { return false; } @@ -193,18 +193,18 @@ bool is_valid(struct game_t* valgame) long temp_tally = 0; for (int treasure = 1; treasure <= NOBJECTS; treasure++) { if (objects[treasure].is_treasure) { - if (valgame->prop[treasure] == STATE_NOTFOUND) { + if (valgame.prop[treasure] == STATE_NOTFOUND) { ++temp_tally; } } } - if (temp_tally != valgame->tally) { + if (temp_tally != valgame.tally) { return false; } /* Check that properties of objects aren't beyond expected */ for (obj_t obj = 0; obj <= NOBJECTS; obj++) { - if (valgame->prop[obj] < STATE_NOTFOUND || valgame->prop[obj] > 1) { + if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) { switch (obj) { case RUG: case DRAGON: @@ -217,11 +217,11 @@ bool is_valid(struct game_t* valgame) 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.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 || valgame->prop[BEAR] == BEAR_DEAD) + if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD) continue; /* FALLTHRU */ default: @@ -232,12 +232,12 @@ bool is_valid(struct game_t* valgame) /* 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.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) { return false; } } for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) { - if (valgame->link[obj] < NO_OBJECT || valgame->link[obj] > NOBJECTS * 2) { + if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) { return false; } }