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fileio.c
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fileio.c
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/*
* fileio.c
*
* File manipulation routines. Should be generic.
*
*/
#include "ztypes.h"
/* Static data */
static FILE *gfp = NULL; /* Game file pointer */
static FILE *sfp = NULL; /* Script file pointer */
static FILE *rfp = NULL; /* Record file pointer */
static char save_name[FILENAME_MAX + 1] = "";
static char script_name[FILENAME_MAX + 1] = "";
static char record_name[FILENAME_MAX + 1] = "";
static int undo_valid = FALSE;
static zword_t undo_stack[STACK_SIZE];
static int script_file_valid = FALSE;
#ifdef __STDC__
static int save_restore (const char *, int);
#else
static int save_restore ();
#endif
/*
* open_story
*
* Open game file for read.
*
*/
#ifdef __STDC__
void open_story (const char *storyname)
#else
void open_story (storyname)
const char *storyname;
#endif
{
gfp = fopen (storyname, "rb");
if (gfp == NULL)
fatal ("Game file not found");
}/* open_story */
/*
* close_story
*
* Close game file if open.
*
*/
#ifdef __STDC__
void close_story (void)
#else
void close_story ()
#endif
{
if (gfp != NULL)
fclose (gfp);
}/* close_story */
/*
* get_story_size
*
* Calculate the size of the game file. Only used for very old games that do not
* have the game file size in the header.
*
*/
#ifdef __STDC__
unsigned int get_story_size (void)
#else
unsigned int get_story_size ()
#endif
{
unsigned long file_length;
/* Read whole file to calculate file size */
rewind (gfp);
for (file_length = 0; fgetc (gfp) != EOF; file_length++)
;
rewind (gfp);
/* Calculate length of file in game allocation units */
file_length = (file_length + (unsigned long) (story_scaler - 1)) / (unsigned long) story_scaler;
return ((unsigned int) file_length);
}/* get_story_size */
/*
* read_page
*
* Read one game file page.
*
*/
#ifdef __STDC__
void read_page (int page, void *buffer)
#else
void read_page (page, buffer)
int page;
void *buffer;
#endif
{
unsigned long file_size;
unsigned int pages, offset;
/* Seek to start of page */
fseek (gfp, (long) page * PAGE_SIZE, SEEK_SET);
/* Read the page */
if (fread (buffer, PAGE_SIZE, 1, gfp) != 1) {
/* Read failed. Are we in the last page? */
file_size = (unsigned long) h_file_size * story_scaler;
pages = (unsigned int) ((unsigned long) file_size / PAGE_SIZE);
offset = (unsigned int) ((unsigned long) file_size & PAGE_MASK);
if ((unsigned int) page == pages) {
/* Read partial page if this is the last page in the game file */
fseek (gfp, (long) page * PAGE_SIZE, SEEK_SET);
if (fread (buffer, offset, 1, gfp) == 1)
return;
}
fatal ("Game file read error");
}
}/* read_page */
/*
* verify
*
* Verify game ($verify verb). Add all bytes in game file except for bytes in
* the game file header.
*
*/
#ifdef __STDC__
void verify (void)
#else
void verify ()
#endif
{
unsigned long file_size;
unsigned int pages, offset;
unsigned int start, end, i, j;
zword_t checksum = 0;
zbyte_t buffer[PAGE_SIZE];
/* Print version banner */
if (h_type < V4) {
write_string ("ZIP Interpreter ");
print_number (get_byte (H_INTERPRETER));
write_string (", Version ");
write_char (get_byte (H_INTERPRETER_VERSION));
write_string (".");
new_line ();
}
/* Calculate game file dimensions */
file_size = (unsigned long) h_file_size * story_scaler;
pages = (unsigned int) ((unsigned long) file_size / PAGE_SIZE);
offset = (unsigned int) file_size & PAGE_MASK;
/* Sum all bytes in game file, except header bytes */
for (i = 0; i <= pages; i++) {
read_page (i, buffer);
start = (i == 0) ? 64 : 0;
end = (i == pages) ? offset : PAGE_SIZE;
for (j = start; j < end; j++)
checksum += buffer[j];
}
/* Make a conditional jump based on whether the checksum is equal */
conditional_jump (checksum == h_checksum);
}/* verify */
/*
* save
*
* Save game state to disk. Returns:
* 0 = save failed
* 1 = save succeeded
*
*/
#ifdef __STDC__
int save (void)
#else
int save ()
#endif
{
char new_save_name[FILENAME_MAX + 1];
int status = 1;
/* Get the file name */
if (get_file_name (new_save_name, save_name, GAME_SAVE) == 0) {
/* Do a save operation */
if (save_restore (new_save_name, GAME_SAVE) == 0) {
/* Cleanup file */
file_cleanup (new_save_name, GAME_SAVE);
/* Save the new name as the default file name */
strcpy (save_name, new_save_name);
/* Indicate success */
status = 0;
}
}
/* Return result of save to Z-code */
if (h_type < V4)
conditional_jump (status == 0);
else
store_operand ((status == 0) ? 1 : 0);
return (status);
}/* save */
/*
* restore
*
* Restore game state from disk. Returns:
* 0 = restore failed
* 2 = restore succeeded
*
*/
#ifdef __STDC__
int restore (void)
#else
int restore ()
#endif
{
char new_save_name[FILENAME_MAX + 1];
int status = 1;
/* Get the file name */
if (get_file_name (new_save_name, save_name, GAME_RESTORE) == 0) {
/* Do the restore operation */
if (save_restore (new_save_name, GAME_RESTORE) == 0) {
/* Reset the status region (this is just for Seastalker) */
if (h_type < V4) {
set_status_size (0);
blank_status_line ();
}
/* Cleanup file */
file_cleanup (new_save_name, GAME_SAVE);
/* Save the new name as the default file name */
strcpy (save_name, new_save_name);
/* Indicate success */
status = 0;
}
}
/* Return result of save to Z-code */
if (h_type < V4)
conditional_jump (status == 0);
else
store_operand ((status == 0) ? 2 : 0);
return (status);
}/* restore */
/*
* undo_save
*
* Save the current Z machine state in memory for a future undo. Returns:
* -1 = feature unavailable
* 0 = save failed
* 1 = save succeeded
*
*/
#ifdef __STDC__
void undo_save (void)
#else
void undo_save ()
#endif
{
/* Check if undo is available first */
if (undo_datap != NULL) {
/* Save the undo data and return success */
save_restore (NULL, UNDO_SAVE);
undo_valid = TRUE;
store_operand (1);
} else
/* If no memory for data area then say undo is not available */
store_operand ((zword_t) -1);
}/* undo_save */
/*
* undo_restore
*
* Restore the current Z machine state from memory. Returns:
* -1 = feature unavailable
* 0 = restore failed
* 2 = restore succeeded
*
*/
#ifdef __STDC__
void undo_restore (void)
#else
void undo_restore ()
#endif
{
/* Check if undo is available first */
if (undo_datap != NULL) {
/* If no undo save done then return an error */
if (undo_valid == TRUE) {
/* Restore the undo data and return success */
save_restore (NULL, UNDO_RESTORE);
store_operand (2);
} else
store_operand (0);
} else
/* If no memory for data area then say undo is not available */
store_operand ((zword_t) -1);
}/* undo_restore */
/*
* save_restore
*
* Common save and restore code. Just save or restore the game stack and the
* writeable data area.
*
*/
#ifdef __STDC__
static int save_restore (const char *file_name, int flag)
#else
static int save_restore (file_name, flag)
const char *file_name;
int flag;
#endif
{
FILE *tfp = NULL;
int scripting_flag = 0, status = 0;
/* Open the save file and disable scripting */
if (flag == GAME_SAVE || flag == GAME_RESTORE) {
if ((tfp = fopen (file_name, (flag == GAME_SAVE) ? "wb" : "rb")) == NULL) {
output_line ("Cannot open SAVE file");
return (1);
}
scripting_flag = get_word (H_FLAGS) & SCRIPTING_FLAG;
set_word (H_FLAGS, get_word (H_FLAGS) & (~SCRIPTING_FLAG));
}
/* Push PC, FP, version and store SP in special location */
stack[--sp] = (zword_t) (pc / PAGE_SIZE);
stack[--sp] = (zword_t) (pc % PAGE_SIZE);
stack[--sp] = fp;
stack[--sp] = h_version;
stack[0] = sp;
/* Save or restore stack */
if (flag == GAME_SAVE) {
if (status == 0 && fwrite (stack, sizeof (stack), 1, tfp) != 1)
status = 1;
} else if (flag == GAME_RESTORE) {
if (status == 0 && fread (stack, sizeof (stack), 1, tfp) != 1)
status = 1;
} else if (flag == UNDO_SAVE) {
memmove (undo_stack, stack, sizeof (stack));
} else /* if (flag == UNDO_RESTORE) */
memmove (stack, undo_stack, sizeof (stack));
/* Restore SP, check version, restore FP and PC */
sp = stack[0];
if (stack[sp++] != h_version)
fatal ("Wrong game or version");
fp = stack[sp++];
pc = stack[sp++];
pc += (unsigned long) stack[sp++] * PAGE_SIZE;
/* Save or restore writeable game data area */
if (flag == GAME_SAVE) {
if (status == 0 && fwrite (datap, h_restart_size, 1, tfp) != 1)
status = 1;
} else if (flag == GAME_RESTORE) {
if (status == 0 && fread (datap, h_restart_size, 1, tfp) != 1)
status = 1;
} else if (flag == UNDO_SAVE) {
memmove (undo_datap, datap, h_restart_size);
} else /* if (flag == UNDO_RESTORE) */
memmove (datap, undo_datap, h_restart_size);
/* Close the save file and restore scripting */
if (flag == GAME_SAVE || flag == GAME_RESTORE) {
fclose (tfp);
if (scripting_flag)
set_word (H_FLAGS, get_word (H_FLAGS) | SCRIPTING_FLAG);
}
/* Handle read or write errors */
if (status) {
if (flag == GAME_SAVE) {
output_line ("Write to SAVE file failed");
unlink (file_name);
} else {
output_line ("Read from SAVE file failed");
}
}
return (status);
}/* save_restore */
/*
* open_script
*
* Open the scripting file.
*
*/
#ifdef __STDC__
void open_script (void)
#else
void open_script ()
#endif
{
char new_script_name[FILENAME_MAX + 1];
/* Open scripting file if closed */
if (scripting == OFF) {
if (script_file_valid == TRUE) {
sfp = fopen (script_name, "a");
/* Turn on scripting if open succeeded */
if (sfp != NULL)
scripting = ON;
else
output_line ("Script file open failed");
} else {
/* Get scripting file name and record it */
if (get_file_name (new_script_name, script_name, GAME_SCRIPT) == 0) {
/* Open scripting file */
sfp = fopen (new_script_name, "w");
/* Turn on scripting if open succeeded */
if (sfp != NULL) {
script_file_valid = TRUE;
/* Make file name the default name */
strcpy (script_name, new_script_name);
/* Turn on scripting */
scripting = ON;
} else
output_line ("Script file create failed");
}
}
}
/* Set the scripting flag in the game file flags */
if (scripting == ON)
set_word (H_FLAGS, get_word (H_FLAGS) | SCRIPTING_FLAG);
else
set_word (H_FLAGS, get_word (H_FLAGS) & (~SCRIPTING_FLAG));
}/* open_script */
/*
* close_script
*
* Close the scripting file.
*
*/
#ifdef __STDC__
void close_script (void)
#else
void close_script ()
#endif
{
/* Close scripting file if open */
if (scripting == ON) {
fclose (sfp);
#if 0
/* Cleanup */
file_cleanup (script_name, GAME_SCRIPT);
#endif
/* Turn off scripting */
scripting = OFF;
}
/* Set the scripting flag in the game file flags */
if (scripting == OFF)
set_word (H_FLAGS, get_word (H_FLAGS) & (~SCRIPTING_FLAG));
else
set_word (H_FLAGS, get_word (H_FLAGS) | SCRIPTING_FLAG);
}/* close_script */
/*
* script_char
*
* Write one character to scripting file.
*
* Check the state of the scripting flag first. Older games only set the
* scripting flag in the game flags instead of calling the set_print_modes
* function. This is because they expect a physically attached printer that
* doesn't need opening like a file.
*/
#ifdef __STDC__
void script_char (int c)
#else
void script_char (c)
int c;
#endif
{
/* Check the state of the scripting flag in the game flags. If it is on
then check to see if the scripting file is open as well */
if ((get_word (H_FLAGS) & SCRIPTING_FLAG) != 0 && scripting == OFF)
open_script ();
/* Check the state of the scripting flag in the game flags. If it is off
then check to see if the scripting file is closed as well */
if ((get_word (H_FLAGS) & SCRIPTING_FLAG) == 0 && scripting == ON)
close_script ();
/* If scripting file is open, we are in the text window and the character is
printable then write the character */
if (scripting == ON && scripting_disable == OFF && (c == '\n' || (isprint (c))))
putc (c, sfp);
}/* script_char */
/*
* script_string
*
* Write a string to the scripting file.
*
*/
#ifdef __STDC__
void script_string (const char *s)
#else
void script_string (s)
const char *s;
#endif
{
/* Write string */
while (*s)
script_char (*s++);
}/* script_string */
/*
* script_line
*
* Write a string followed by a new line to the scripting file.
*
*/
#ifdef __STDC__
void script_line (const char *s)
#else
void script_line (s)
const char *s;
#endif
{
/* Write string */
script_string (s);
/* Write new line */
script_new_line ();
}/* script_line */
/*
* script_new_line
*
* Write a new line to the scripting file.
*
*/
#ifdef __STDC__
void script_new_line (void)
#else
void script_new_line ()
#endif
{
script_char ('\n');
}/* script_new_line */
/*
* open_record
*
* Turn on recording of all input to an output file.
*
*/
#ifdef __STDC__
void open_record (void)
#else
void open_record ()
#endif
{
char new_record_name[FILENAME_MAX + 1];
/* If recording or playback is already on then complain */
if (recording == ON || replaying == ON) {
output_line ("Recording or playback are already active.");
} else {
/* Get recording file name */
if (get_file_name (new_record_name, record_name, GAME_RECORD) == 0) {
/* Open recording file */
rfp = fopen (new_record_name, "w");
/* Turn on recording if open succeeded */
if (rfp != NULL) {
/* Make file name the default name */
strcpy (record_name, new_record_name);
/* Set recording on */
recording = ON;
} else
output_line ("Record file create failed");
}
}
}/* open_record */
/*
* record_line
*
* Write a string followed by a new line to the recording file.
*
*/
#ifdef __STDC__
void record_line (const char *s)
#else
void record_line (s)
const char *s;
#endif
{
if (recording == ON && replaying == OFF) {
/* Write string */
fprintf (rfp, "%s\n", s);
}
}/* record_line */
/*
* record_key
*
* Write a key followed by a new line to the recording file.
*
*/
#ifdef __STDC__
void record_key (int c)
#else
void record_key (c)
int c;
#endif
{
if (recording == ON && replaying == OFF) {
/* Write the key */
fprintf (rfp, "<%0o>\n", c);
}
}/* record_key */
/*
* close_record
*
* Turn off recording of all input to an output file.
*
*/
#ifdef __STDC__
void close_record (void)
#else
void close_record ()
#endif
{
/* Close recording file */
if (rfp != NULL) {
fclose (rfp);
rfp = NULL;
/* Cleanup */
if (recording == ON)
file_cleanup (record_name, GAME_RECORD);
else /* (replaying == ON) */
file_cleanup (record_name, GAME_PLAYBACK);
}
/* Set recording and replaying off */
recording = OFF;
replaying = OFF;
}/* close_record */
/*
* open_playback
*
* Take input from command file instead of keyboard.
*
*/
#ifdef __STDC__
void open_playback (int arg)
#else
void open_playback (arg)
int arg;
#endif
{
char new_record_name[FILENAME_MAX + 1];
/* If recording or replaying is already on then complain */
if (recording == ON || replaying == ON) {
output_line ("Recording or replaying is already active.");
} else {
/* Get recording file name */
if (get_file_name (new_record_name, record_name, GAME_PLAYBACK) == 0) {
/* Open recording file */
rfp = fopen (new_record_name, "r");
/* Turn on recording if open succeeded */
if (rfp != NULL) {
/* Make file name the default name */
strcpy (record_name, new_record_name);
/* Set replaying on */
replaying = ON;
} else
output_line ("Record file open failed");
}
}
}/* open_playback */
/*
* playback_line
*
* Get a line of input from the command file.
*
*/
#ifdef __STDC__
int playback_line (int buflen, char *buffer, int *read_size)
#else
int playback_line (buflen, buffer, read_size)
int buflen;
char *buffer;
int *read_size;
#endif
{
char *cp;
if (recording == ON || replaying == OFF)
return (-1);
if (fgets (buffer, buflen, rfp) == NULL) {
close_record ();
return (-1);
} else {
cp = strrchr (buffer, '\n');
if (cp != NULL)
*cp = '\0';
*read_size = strlen (buffer);
output_line (buffer);
}
return ('\n');
}/* playback_line */
/*
* playback_key
*
* Get a key from the command file.
*
*/
#ifdef __STDC__
int playback_key (void)
#else
int playback_key ()
#endif
{
int c;
if (recording == ON || replaying == OFF)
return (-1);
if (fscanf (rfp, "<%o>\n", &c) == EOF) {
close_record ();
c = -1;
}
return (c);
}/* playback_key */