Prepare for sync with the issue #37 bugfix branch.
authorEric S. Raymond <esr@thyrsus.com>
Wed, 14 Nov 2018 16:52:55 +0000 (11:52 -0500)
committerEric S. Raymond <esr@thyrsus.com>
Wed, 14 Nov 2018 16:52:55 +0000 (11:52 -0500)
advent.h
saveresume.c

index 232032eeea012d766320957ca429d3e03152652b..fbdd580e4dd2b73220f730ac65fba556fd7157a8 100644 (file)
--- a/advent.h
+++ b/advent.h
@@ -232,7 +232,7 @@ extern int restore(FILE *);
 extern long initialise(void);
 extern int action(command_t command);
 extern void state_change(obj_t, int);
-extern bool is_valid(struct game_t *valgame);
+extern bool is_valid(struct game_t);
 
 void bug(enum bugtype, const char *) __attribute__((__noreturn__));
 
index 7bf0c714c153ba5e0acf70e0b2252df858ddc7ce..bbd13761f17e7a51eab80159b24aea135e32166c 100644 (file)
@@ -125,13 +125,13 @@ 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 if (is_valid(&save.game)) {
+    } else if (is_valid(save.game)) {
         game = save.game;
     }
     return GO_TOP;
 }
 
-bool is_valid(struct game_t* valgame)
+bool is_valid(struct game_t valgame)
 {
     /*  Save files can be roughly grouped into three groups:
      *  With valid, reaceable state, with valid, but unreachable
@@ -140,52 +140,52 @@ bool is_valid(struct game_t* valgame)
      */
 
     /* Prevent division by zero */
-    if (valgame->abbnum == 0) {
+    if (valgame.abbnum == 0) {
         return false;
     }
 
     /* Check for RNG overflow. Truncate */
-    if (valgame->lcg_x >= LCG_M) {
-        valgame->lcg_x %= LCG_M;
+    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);
+    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) {
+    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) {
+        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) {
+        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) {
+    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) {
+    if (valgame.numdie >= NDEATHS) {
         return false;
     }
 
@@ -193,18 +193,18 @@ bool is_valid(struct game_t* valgame)
     long temp_tally = 0;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
         if (objects[treasure].is_treasure) {
-            if (valgame->prop[treasure] == STATE_NOTFOUND) {
+            if (valgame.prop[treasure] == STATE_NOTFOUND) {
                 ++temp_tally;
             }
         }
     }
-    if (temp_tally != valgame->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) {
+        if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) {
             switch (obj) {
             case RUG:
             case DRAGON:
@@ -217,11 +217,11 @@ bool is_valid(struct game_t* valgame)
             case EGGS:
             case VASE:
             case CHAIN:
-                if (valgame->prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
+                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)
+                if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
                     continue;
             /* FALLTHRU */
             default:
@@ -232,12 +232,12 @@ bool is_valid(struct game_t* valgame)
 
     /* 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) {
+        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) {
+        if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
             return false;
         }
     }