+#include <stdlib.h>
+
+#include "advent.h"
+#include "database.h"
+#include "linenoise/linenoise.h"
+
+#define VRSION 25 /* 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)
+
+/* Suspend/resume I/O routines (SAVWDS, SAVARR, SAVWRD) */
+
+static void fSAVWDS(long *W1, long *W2, long *W3, long *W4,
+ long *W5, long *W6, long *W7)
+/* Write or read 7 variables. See SAVWRD. */
+{
+ SAVWRD(0,(*W1));
+ SAVWRD(0,(*W2));
+ SAVWRD(0,(*W3));
+ SAVWRD(0,(*W4));
+ SAVWRD(0,(*W5));
+ SAVWRD(0,(*W6));
+ SAVWRD(0,(*W7));
+}
+
+static void fSAVARR(long arr[], long n)
+/* Write or read an array of n words. See SAVWRD. */
+{
+ long i;
+
+ for (i=1; i<=n; i++) {
+ SAVWRD(0,arr[i]);
+ }
+ return;
+}
+
+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. */
+{
+ 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);
+}
+
+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.) */
+{
+ 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;
+ }
+}
+
+int saveresume(FILE *input, bool resume)
+/* Suspend and resume */
+{
+ 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.
+ */
+
+ 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);
+}