X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=bbd13761f17e7a51eab80159b24aea135e32166c;hp=80375ca889f8f8e96b74eb98789ef9fb5bba17da;hb=876fbb2f78bc63b3c99091ab658042f578b3df35;hpb=3af993abcacd18f114e8dd54f9d3be6a3a62ea2e diff --git a/saveresume.c b/saveresume.c index 80375ca..bbd1376 100644 --- a/saveresume.c +++ b/saveresume.c @@ -1,217 +1,248 @@ +/* + * 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 "database.h" -#include "linenoise/linenoise.h" +#include "dungeon.h" -#define VRSION 25 /* bump on save format change */ +#define VRSION 28 /* bump on save format change */ -static void fSAVWDS(long*,long*,long*,long*,long*,long*,long*); -#define SAVWDS(W1,W2,W3,W4,W5,W6,W7) fSAVWDS(&W1,&W2,&W3,&W4,&W5,&W6,&W7) -static void fSAVARR(long*,long); -#define SAVARR(ARR,N) fSAVARR(ARR,N) -static void fSAVWRD(long,long*); -#define SAVWRD(OP,WORD) fSAVWRD(OP,&WORD) -static void fSAVEIO(long,long,long*); -#define SAVEIO(OP,IN,ARR) fSAVEIO(OP,IN,ARR) +/* + * If you change the first three members, the resume function may not properly + * reject saves from older versions. Yes, this glues us to a hardware- + * dependent length of long. Later members can change, but bump the version + * when you do that. + */ +struct save_t { + 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; -/* Suspend/resume I/O routines (SAVWDS, SAVARR, SAVWRD) */ +#define IGNORE(r) do{if (r){}}while(0) -static void fSAVWDS(long *W1, long *W2, long *W3, long *W4, - long *W5, long *W6, long *W7) -/* Write or read 7 variables. See SAVWRD. */ +int savefile(FILE *fp, int32_t version) +/* Save game to file. No input or output from user. */ { - SAVWRD(0,(*W1)); - SAVWRD(0,(*W2)); - SAVWRD(0,(*W3)); - SAVWRD(0,(*W4)); - SAVWRD(0,(*W5)); - SAVWRD(0,(*W6)); - SAVWRD(0,(*W7)); + 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); } -static void fSAVARR(long arr[], long n) -/* Write or read an array of n words. See SAVWRD. */ +/* Suspend and resume */ +int suspend(void) { - long i; + /* 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). + * 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; - for (i=1; i<=n; i++) { - SAVWRD(0,arr[i]); + while (fp == NULL) { + 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); } - return; + + savefile(fp, VRSION); + fclose(fp); + rspeak(RESUME_HELP); + exit(EXIT_SUCCESS); } -static void fSAVWRD(long op, long *pword) -/* If OP<0, start writing a file, using word to initialise encryption; save - * word in the file. If OP>0, start reading a file; read the file to find - * the value with which to decrypt the rest. In either case, if a file is - * already open, finish writing/reading it and don't start a new one. If OP=0, - * read/write a single word. Words are buffered in case that makes for more - * efficient disk use. We also compute a simple checksum to catch elementary - * poking within the saved file. When we finish reading/writing the file, - * we store zero into *PWORD if there's no checksum error, else nonzero. */ +int resume(void) { - static long buf[250], cksum = 0, h1, hash = 0, n = 0, state = 0; - - if (op != 0) - { - long ifvar = state; - switch (ifvar<0 ? -1 : (ifvar>0 ? 1 : 0)) - { - case -1: - case 1: - if (n == 250)SAVEIO(1,state > 0,buf); - n=MOD(n,250)+1; - if (state <= 0) { - n--; buf[n]=cksum; n++; - SAVEIO(1,false,buf); - } - n--; *pword=buf[n]-cksum; n++; - SAVEIO(-1,state > 0,buf); - state=0; - break; - case 0: /* FIXME: Huh? should be impossible */ - state=op; - SAVEIO(0,state > 0,buf); - n=1; - if (state <= 0) { - hash=MOD(*pword,1048576L); - buf[0]=1234L*5678L-hash; - } - SAVEIO(1,true,buf); - hash=MOD(1234L*5678L-buf[0],1048576L); - cksum=buf[0]; - return; - } - } - if (state == 0) - return; - if (n == 250) - SAVEIO(1,state > 0,buf); - n=MOD(n,250)+1; - h1=MOD(hash*1093L+221573L,1048576L); - hash=MOD(h1*1093L+221573L,1048576L); - h1=MOD(h1,1234)*765432+MOD(hash,123); - n--; - if (state > 0) - *pword=buf[n]+h1; - buf[n]=*pword-h1; - n++; - cksum=MOD(cksum*13+*pword,1000000000L); + /* 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; + + 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 = 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); } -static void fSAVEIO(long op, long in, long arr[]) -/* If OP=0, ask for a file name and open a file. (If IN=true, the file is for - * input, else output.) If OP>0, read/write ARR from/into the previously-opened - * file. (ARR is a 250-integer array.) If OP<0, finish reading/writing the - * file. (Finishing writing can be a no-op if a "stop" statement does it - * automatically. Finishing reading can be a no-op as long as a subsequent - * SAVEIO(0,false,X) will still work.) */ +int restore(FILE* fp) { - static FILE *fp = NULL; - char* name; - - switch (op < 0 ? -1 : (op > 0 ? 1 : 0)) - { - case -1: - fclose(fp); - break; - case 0: - while (fp == NULL) { - name = linenoise("File name: "); - fp = fopen(name,(in ? READ_MODE : WRITE_MODE)); - if (fp == NULL) - printf("Can't open file %s, try again.\n", name); - } - linenoiseFree(name); - break; - case 1: - if (in) - IGNORE(fread(arr,sizeof(long),250,fp)); - else - IGNORE(fwrite(arr,sizeof(long),250,fp)); - break; + /* 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) { + 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; } -int saveresume(FILE *input, bool resume) -/* Suspend and resume */ +bool is_valid(struct game_t valgame) { - int kk; - long i; - if (!resume) { - /* 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). */ - SPK=201; - RSPEAK(260); - if (!YES(input,200,54,54)) return(2012); - game.saved=game.saved+5; - kk= -1; - } - else - { - /* Resume. Read a suspended game back from a file. */ - kk=1; - if (game.loc != 1 || game.abbrev[1] != 1) { - RSPEAK(268); - if (!YES(input,200,54,54)) return(2012); - } - } - - /* Suspend vs resume cases are distinguished by the value of kk - * (-1 for suspend, +1 for resume). */ - - /* - * FIXME: This is way more complicated than it needs to be in C. - * What we ought to do is define a save-block structure that - * includes a game state block and then use a single fread/fwrite - * for I/O. All the SAV* functions can be scrapped. + /* 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 */ - DATIME(&i,&K); - K=i+650*K; - SAVWRD(kk,K); - K=VRSION; - SAVWRD(0,K); - if (K != VRSION) { - SETPRM(1,K/10,MOD(K,10)); - SETPRM(3,VRSION/10,MOD(VRSION,10)); - RSPEAK(269); - return(2000); - } - /* Herewith are all the variables whose values can change during a game, - * omitting a few (such as I, J) whose values between turns are - * irrelevant and some whose values when a game is - * suspended or resumed are guaranteed to match. If unsure whether a value - * needs to be saved, include it. Overkill can't hurt. Pad the last savwds - * with junk variables to bring it up to 7 values. */ - SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); - SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); - SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie); - SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); - SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); - SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); - SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); - SAVARR(game.abbrev,LOCSIZ); - SAVARR(game.atloc,LOCSIZ); - SAVARR(game.dloc,NDWARVES); - SAVARR(game.dseen,NDWARVES); - SAVARR(game.fixed,NOBJECTS); - SAVARR(game.hinted,HNTSIZ); - SAVARR(game.hintlc,HNTSIZ); - SAVARR(game.link,NOBJECTS*2); - SAVARR(game.odloc,NDWARVES); - SAVARR(game.place,NOBJECTS); - SAVARR(game.prop,NOBJECTS); - SAVWRD(kk,K); - if (K != 0) { - RSPEAK(270); - exit(0); - } - K=NUL; - game.zzword=RNDVOC(3,game.zzword); - if (kk > 0) return(8); - RSPEAK(266); - exit(0); + /* 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 */