X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=bbd13761f17e7a51eab80159b24aea135e32166c;hp=49e0021b91c55f4434935774ca29d12884357f8e;hb=876fbb2f78bc63b3c99091ab658042f578b3df35;hpb=85f8334e17b9e3118a73f2e9405e9db5f94ad648 diff --git a/saveresume.c b/saveresume.c index 49e0021..bbd1376 100644 --- a/saveresume.c +++ b/saveresume.c @@ -1,16 +1,24 @@ +/* + * 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 #include #include +#include +#include #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 26 /* 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 @@ -19,27 +27,23 @@ * 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. */ { - 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); } @@ -88,7 +92,8 @@ 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; @@ -120,10 +125,124 @@ 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)); + } else if (is_valid(save.game)) { + game = save.game; } return GO_TOP; } +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 */