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saveresume.c
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saveresume.c
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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.
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#include <stdlib.h>
#include <string.h>
#ifndef CALCULATOR
#include <editline/readline.h>
#include <time.h>
#endif
#include <stdint.h>
#ifdef CALCULATOR
#include <fileioc.h>
#endif
#include "advent.h"
#include "dungeon.h"
#ifdef CALCULATOR
#include "calc.h"
#include "style.h"
#endif
struct save_t save;
#ifdef CALCULATOR
bool save_validated;
char* save_file_name;
#endif
#define IGNORE(r) do{if (r){}}while(0)
int savefile(FILE *fp, int32_t version)
/* Save game to file. No input or output from user. */
{
save.savetime = time(NULL);
save.mode = -1;
save.version = (version == 0) ? VRSION : version;
#ifdef CALCULATOR
strcpy(save.id_str, save_file_header);
#endif
save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
}
#ifdef CALCULATOR
static bool enough_mem()
{
char* ignored;
size_t free_mem;
free_mem = os_MemChk(&ignored);
/* _MemChk probably SHOULDN'T move anything around in this case, but we'll
* refresh the dungeon pointers just to be safe */
load_dungeon();
return free_mem >= sizeof(save_t) + 16;
}
static bool is_archived(char* name)
{
bool archived;
ti_var_t file;
if (!(file = ti_Open(name, "r")))
return false;
archived = ti_IsArchived(file);
ti_Close(file);
return archived;
}
void save_apd()
{
FILE *fp;
bool archived;
if (!save_file_name)
return;
if (!enough_mem())
return;
archived = is_archived(save_file_name);
fp = fopen(save_file_name, WRITE_MODE);
if (fp == NULL)
return;
/* Only deduct three points---they've either already waited a few minutes,
* or had to leave to do something else. */
game.saved += 3;
savefile(fp, VRSION);
if (archived)
{
gfx_End();
ti_SetArchiveStatus(true, fp->slot);
}
fclose(fp);
}
int set_save_file_name(void)
{
char* header;
char* name = NULL;
ti_var_t dungeon_file = 0;
if (!enough_mem())
{
print_compressed(NOT_ENOUGH_MEM);
return GO_TOP;
}
while (true) {
free(name);
name = readline_len(get_arbitrary_message(FILE_NAME_PROMPT), 8, save_file_name);
if (name == NULL || strlen(name) == 0)
{
free(name);
return GO_TOP;
}
if (!valid_name(name))
{
print_compressed(INVALID_FILE_NAME);
continue;
}
dungeon_file = ti_Open(name, "r");
if (dungeon_file)
{
header = ti_GetDataPtr(dungeon_file);
ti_Close(dungeon_file);
if (strcmp(header, save_file_header))
{
print_compressed(CREATED_BY_OTHER_PROGRAM);
continue;
}
}
break;
}
free(save_file_name);
save_file_name = name;
rspeak(OK_MAN);
return GO_TOP;
}
#endif
/* Suspend and resume */
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, do nothing instead. */
char* name;
FILE *fp = NULL;
#ifdef CALCULATOR
ti_var_t save_file;
bool was_archived = false;
#endif
#ifdef ADVENT_NOSAVE
return GO_UNKNOWN;
#endif
#ifdef CALCULATOR
if (!enough_mem())
{
print_compressed(NOT_ENOUGH_MEM);
return GO_TOP;
}
#endif
rspeak(SUSPEND_WARNING);
if (!yes(get_arbitrary_message_index(THIS_ACCEPTABLE), get_arbitrary_message_index(OK_MAN), get_arbitrary_message_index(OK_MAN)))
return GO_CLEAROBJ;
while (fp == NULL) {
#ifndef CALCULATOR
name = readline("\nFile name: ");
#else
name = readline_len(get_arbitrary_message(FILE_NAME_PROMPT), 8, save_file_name);
was_archived = false;
#endif
if (name == NULL || strlen(name) == 0)
{
free(name);
return GO_TOP;
}
#ifdef CALCULATOR
if (valid_name(name))
{
save_file = ti_Open(name, "r");
if (save_file)
{
if (strcmp(ti_GetDataPtr(save_file), save_file_header))
{
print_compressed(CREATED_BY_OTHER_PROGRAM);
free(name);
continue;
}
else
was_archived = ti_IsArchived(save_file);
}
ti_Close(save_file);
#endif
fp = fopen(name, WRITE_MODE);
if (fp == NULL)
#ifndef CALCULATOR
printf("Can't open file %s, try again.\n", name);
#else
print_compressed(FAILED_TO_OPEN);
#endif
#ifdef CALCULATOR
}
else
print_compressed(INVALID_FILE_NAME);
#endif
free(name);
}
game.saved = game.saved + 5;
savefile(fp, VRSION);
#ifdef CALCULATOR
if (was_archived)
{
gfx_End();
os_ClrHome();
os_PutStrFull(get_arbitrary_message(SAVING_FILE));
ti_SetArchiveStatus(true, fp->slot);
gfx_resume_render_splash();
gfx_FillScreen(background_color);
}
#endif
fclose(fp);
#ifdef CALCULATOR
/* Writing can potentially move the dungeon file, so refresh pointers to be
* safe. */
load_dungeon();
#endif
rspeak(RESUME_HELP);
#ifndef CALCULATOR
exit(EXIT_SUCCESS);
#else
exit_main(EXIT_SUCCESS);
/* make ZDS shut up */
return 0;
#endif
}
int resume()
{
/* Resume. Read a suspended game back from a file.
* If ADVENT_NOSAVE is defined, do nothing instead. */
char* name = NULL;
bool restore_successful;
#ifdef ADVENT_NOSAVE
return GO_UNKNOWN;
#endif
FILE *fp = NULL;
if (game.loc != 1 ||
game.abbrev[1] != 1) {
rspeak(RESUME_ABANDON);
if (!yes(get_arbitrary_message_index(THIS_ACCEPTABLE), get_arbitrary_message_index(OK_MAN), get_arbitrary_message_index(OK_MAN)))
return GO_CLEAROBJ;
}
while (fp == NULL) {
#ifndef CALCULATOR
name = readline("\nFile name: ");
#else
name = readline_len(get_arbitrary_message(FILE_NAME_PROMPT), 8, save_file_name);
#endif
if (name == NULL || strlen(name) == 0)
{
free(name);
return GO_TOP;
}
#ifdef CALCULATOR
/* This also handles converting the theta character as a side-effect. */
IGNORE(valid_name(name));
#endif
fp = fopen(name, READ_MODE);
if (fp == NULL)
#ifndef CALCULATOR
printf("Can't open file %s, try again.\n", name);
#else
print_compressed(FAILED_TO_OPEN_2);
#endif
else
break;
free(name);
}
#ifndef CALCULATOR
free(name);
#endif
restore_successful = restore(fp);
#ifdef CALCULATOR
if (save_validated)
{
free(save_file_name);
save_file_name = name;
}
else
{
free(name);
}
#endif
return restore_successful;
}
int restore(FILE* fp)
{
#ifdef CALCULATOR
save_validated = false;
#endif
/* 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);
#ifdef CALCULATOR
if (strcmp(save.id_str, save_file_header))
print_compressed(FILE_USED_BY_OTHER_PROGRAM);
else
#endif
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;
#ifdef CALCULATOR
save_validated = true;
#endif
}
#ifdef CALCULATOR
else
print_compressed(CORRUPTED_SAVE);
#endif
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
*/
int i, temp_tally, treasure;
obj_t obj;
loc_t loc;
/* Prevent division by zero */
if (valgame.abbnum == 0) {
return false; // LCOV_EXCL_LINE
}
/* Check for RNG overflow. Truncate */
if (valgame.lcg_x >= LCG_M) {
valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
}
/* 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; // LCOV_EXCL_LINE
}
/* Bounds check for location arrays */
for (i = 0; i <= NDWARVES; i++) {
if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
for (i = 0; i <= NOBJECTS; i++) {
if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
valgame.fixed[i] < -1 || valgame.fixed[i] > 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 */
temp_tally = 0;
for (treasure = 1; treasure <= NOBJECTS; treasure++) {
if (get_object(treasure)->is_treasure) {
if (valgame.prop[treasure] == STATE_NOTFOUND) {
++temp_tally;
}
}
}
if (temp_tally != valgame.tally) {
return false; // LCOV_EXCL_LINE
}
/* Check that properties of objects aren't beyond expected */
for (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; // LCOV_EXCL_LINE
}
}
}
/* Check that values in linked lists for objects in locations are inside bounds */
for (loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
return false; // LCOV_EXCL_LINE
}
}
for (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 */