X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=799e7af0b90225016ef03bb49150793cb439c529;hp=c8ba37abb59a11b268d31790f010a768616e0d83;hb=0dd40bba32c9b5225e4d2126a50b7d6516791d06;hpb=deb61e3dcd060dac685feb71aa21e52165fd8691 diff --git a/saveresume.c b/saveresume.c index c8ba37a..799e7af 100644 --- a/saveresume.c +++ b/saveresume.c @@ -1,17 +1,17 @@ #include #include +#include +#include #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 @@ -24,11 +24,23 @@ struct save_t { long mode; /* not used, must be present for version detection */ long version; struct game_t game; - long bird; - long bivalve; }; 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.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); +} + /* Suspend and resume */ int suspend(void) { @@ -40,35 +52,27 @@ int suspend(void) #ifdef ADVENT_NOSAVE return GO_UNKNOWN; #endif - long i, k; 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); } - DATIME(&i, &k); - k = i + 650 * k; - save.savetime = k; - save.mode = -1; - save.version = VRSION; - memcpy(&save.game, &game, sizeof(struct game_t)); - save.bird = OBJSND[BIRD]; - save.bivalve = OBJTXT[OYSTER]; - IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp)); + savefile(fp, VRSION); fclose(fp); rspeak(RESUME_HELP); - exit(0); + exit(EXIT_SUCCESS); } int resume(void) @@ -81,24 +85,28 @@ 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 @@ -112,13 +120,118 @@ 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 { - memcpy(&game, &save.game, sizeof(struct game_t)); - OBJSND[BIRD] = save.bird; - OBJTXT[OYSTER] = save.bivalve; - game.zzword = RNDVOC(3, 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 + */ + + /* Prevent division by zero */ + if (valgame.abbnum == 0) { + return false; + } + + /* Prevent RNG substitution. Why we are saving PRNG parameters? */ + + if (valgame.lcg_a != game.lcg_a || valgame.lcg_c != game.lcg_c || valgame.lcg_m != game.lcg_m) { + return false; + } + + /* 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; + } + /* 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 (obj_t 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 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; + } + } + for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) { + if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) { + return false; + } + } + + return true; +} + +/* end */ \ No newline at end of file