-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) {
- 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 (int 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 (int 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 */
- int temp_tally = 0;
- for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (objects[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_t obj = 0; obj <= NOBJECTS; obj++) {
- /* Magic number -2 allows a STASHED version of state 1 */
- if (valgame.prop[obj] < -2 || 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; // LCOV_EXCL_LINE
- /* 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_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
- if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > 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;
+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 (PROP_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;