X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=bbd13761f17e7a51eab80159b24aea135e32166c;hp=015b4be88c383440aae845e04715ae2192007416;hb=876fbb2f78bc63b3c99091ab658042f578b3df35;hpb=a0a35d8c7b8ed65230748647ff3c40e8119a643f diff --git a/saveresume.c b/saveresume.c index 015b4be..bbd1376 100644 --- a/saveresume.c +++ b/saveresume.c @@ -1,17 +1,24 @@ -#include -#include - -#include "advent.h" -#include "database.h" -#include "newdb.h" -#include "linenoise/linenoise.h" - /* + * 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 */ -#define VRSION 26 /* bump on save format change */ +#include +#include +#include +#include +#include + +#include "advent.h" +#include "dungeon.h" + +#define VRSION 28 /* bump on save format change */ /* * If you change the first three members, the resume function may not properly @@ -20,89 +27,222 @@ * 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; - long bird; - long bivalve; }; struct save_t save; -/* Suspend and resume */ -int suspend(FILE *input) +#define IGNORE(r) do{if (r){}}while(0) + +int savefile(FILE *fp, int32_t version) +/* Save game to file. No input or output from user. */ { - long i, k; - FILE *fp = NULL; + 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) +{ /* 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). */ - RSPEAK(SUSPEND_WARNING); - if (!YES(input,THIS_ACCEPTABLE,OK_MAN,OK_MAN)) return GO_CLEAROBJ; - game.saved=game.saved+5; + * battles or to start over after learning zzword). + * If ADVENT_NOSAVE is defined, do nothing instead. */ + +#ifdef ADVENT_NOSAVE + return GO_UNKNOWN; +#endif + FILE *fp = NULL; + + rspeak(SUSPEND_WARNING); + 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: "); - 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); - } - - 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)); + 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); + free(name); + } + + savefile(fp, VRSION); fclose(fp); - RSPEAK(RESUME_HELP); - exit(0); + rspeak(RESUME_HELP); + exit(EXIT_SUCCESS); } -int resume(FILE *input) +int resume(void) { + /* Resume. Read a suspended game back from a file. + * If ADVENT_NOSAVE is defined, do nothing instead. */ + +#ifdef ADVENT_NOSAVE + return GO_UNKNOWN; +#endif FILE *fp = NULL; - - /* Resume. Read a suspended game back from a file. */ - if (game.loc != 1 || game.abbrev[1] != 1) { - RSPEAK(RESUME_ABANDON); - if (!YES(input,THIS_ACCEPTABLE,OK_MAN,OK_MAN)) return GO_CLEAROBJ; + + 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; } while (fp == NULL) { - char* name = linenoise("\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); + 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); + free(name); } - return restore(fp); + return restore(fp); } -int restore(FILE* fp){ +int restore(FILE* fp) +{ + /* Read and restore game state from file, assuming + * sane initial state. + * If ADVENT_NOSAVE is defined, do nothing instead. */ +#ifdef ADVENT_NOSAVE + return GO_UNKNOWN; +#endif + IGNORE(fread(&save, sizeof(struct save_t), 1, fp)); fclose(fp); if (save.version != VRSION) { - SETPRM(1,save.version/10,MOD(save.version,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(VERSION_SKEW); - } else { - memcpy(&game, &save.game, sizeof(struct game_t)); - OBJSND[BIRD] = save.bird; - OBJTXT[OYSTER] = save.bivalve; - game.zzword=RNDVOC(3,game.zzword); + rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10)); + } else if (is_valid(save.game)) { + game = save.game; } return GO_TOP; } -/* end */ \ No newline at end of file +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; + } + + /* Check for RNG overflow. Truncate */ + 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); + } + + /* 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; + } + /* 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; + /* FALLTHRU */ + case BEAR: + if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD) + continue; + /* FALLTHRU */ + 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 */