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/*
* 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.
*
* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <ctype.h>
#include <inttypes.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "advent.h"
/*
* Use this to detect endianness mismatch. Can't be unchanged by byte-swapping.
*/
#define ENDIAN_MAGIC 2317
struct save_t save;
#define IGNORE(r) \
do { \
if (r) { \
} \
} while (0)
int savefile(FILE *fp) {
/* Save game to file. No input or output from user. */
memcpy(&save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC));
if (save.version == 0) {
save.version = SAVE_VERSION;
}
if (save.canary == 0) {
save.canary = ENDIAN_MAGIC;
}
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
}
/* Suspend and resume */
static char *strip(char *name) {
// Trim leading whitespace
while (isspace((unsigned char)*name)) {
name++; // LCOV_EXCL_LINE
}
if (*name != '\0') {
// Trim trailing whitespace;
// might be left there by autocomplete
char *end = name + strlen(name) - 1;
while (end > name && isspace((unsigned char)*end)) {
end--;
}
// Write new null terminator character
end[1] = '\0';
}
return name;
}
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).
* If ADVENT_NOSAVE is defined, gripe instead. */
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
FILE *fp = NULL;
rspeak(SUSPEND_WARNING);
if (!yes_or_no(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 = myreadline("\nFile name: ");
if (name == NULL) {
return GO_TOP;
}
name = strip(name);
if (strlen(name) == 0) {
return GO_TOP; // LCOV_EXCL_LINE
}
fp = fopen(strip(name), WRITE_MODE);
if (fp == NULL) {
printf("Can't open file %s, try again.\n", name);
}
free(name);
}
savefile(fp);
fclose(fp);
rspeak(RESUME_HELP);
exit(EXIT_SUCCESS);
}
int resume(void) {
/* Resume. Read a suspended game back from a file.
* If ADVENT_NOSAVE is defined, gripe instead. */
#if defined ADVENT_NOSAVE || defined ADVENT_AUTOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
FILE *fp = NULL;
if (game.loc != LOC_START || game.locs[LOC_START].abbrev != 1) {
rspeak(RESUME_ABANDON);
if (!yes_or_no(arbitrary_messages[THIS_ACCEPTABLE],
arbitrary_messages[OK_MAN],
arbitrary_messages[OK_MAN])) {
return GO_CLEAROBJ;
}
}
while (fp == NULL) {
char *name = myreadline("\nFile name: ");
if (name == NULL) {
return GO_TOP;
}
name = strip(name);
if (strlen(name) == 0) {
return GO_TOP; // LCOV_EXCL_LINE
}
fp = fopen(name, READ_MODE);
if (fp == NULL) {
printf("Can't open file %s, try again.\n", name);
}
free(name);
}
return restore(fp);
}
int restore(FILE *fp) {
/* Read and restore game state from file, assuming
* sane initial state.
* If ADVENT_NOSAVE is defined, gripe instead. */
#ifdef ADVENT_NOSAVE
rspeak(SAVERESUME_DISABLED);
return GO_TOP;
#endif
IGNORE(fread(&save, sizeof(struct save_t), 1, fp));
fclose(fp);
if (memcmp(save.magic, ADVENT_MAGIC, sizeof(ADVENT_MAGIC)) != 0 ||
save.canary != ENDIAN_MAGIC) {
rspeak(BAD_SAVE);
} else if (save.version != SAVE_VERSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10),
SAVE_VERSION / 10, MOD(SAVE_VERSION, 10));
} else if (!is_valid(save.game)) {
rspeak(SAVE_TAMPERING);
exit(EXIT_SUCCESS);
} else {
game = save.game;
}
return GO_TOP;
}
bool is_valid(struct game_t valgame) {
/* Save files can be roughly grouped into three groups:
* With valid, reachable state, with valid, but unreachable
* state and with invalid 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; // LCOV_EXCL_LINE
}
/* Check for RNG overflow. Truncate */
if (valgame.lcg_x >= LCG_M) {
return false;
}
/* 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; // LCOV_EXCL_LINE
}
/* Bounds check for location arrays */
for (int i = 0; i <= NDWARVES; i++) {
if (valgame.dwarves[i].loc < -1 ||
valgame.dwarves[i].loc > NLOCATIONS ||
valgame.dwarves[i].oldloc < -1 ||
valgame.dwarves[i].oldloc > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
for (int i = 0; i <= NOBJECTS; i++) {
if (valgame.objects[i].place < -1 ||
valgame.objects[i].place > NLOCATIONS ||
valgame.objects[i].fixed < -1 ||
valgame.objects[i].fixed > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
/* Bounds check for dwarves */
if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
valgame.dkill < 0 || valgame.dkill > NDWARVES) {
return false; // LCOV_EXCL_LINE
}
/* Validate that we didn't die too many times in save */
if (valgame.numdie >= NDEATHS) {
return false; // LCOV_EXCL_LINE
}
/* Recalculate tally, throw the towel if in disagreement */
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (OBJECT_IS_NOTFOUND2(valgame, treasure)) {
++temp_tally;
}
}
}
if (temp_tally != valgame.tally) {
return false; // LCOV_EXCL_LINE
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
if (PROP_IS_INVALID(valgame.objects[obj].prop)) {
return false; // LCOV_EXCL_LINE
}
}
/* Check that values in linked lists for objects in locations are inside
* bounds */
for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
if (valgame.locs[loc].atloc < NO_OBJECT ||
valgame.locs[loc].atloc > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++) {
if (valgame.link[obj] < NO_OBJECT ||
valgame.link[obj] > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
return true;
}
/* end */
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