+
+ /* Check for RNG overflow. Truncate */
+ 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);
+ }
+
+ /* 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;
+ }
+ /* Bounds check for location arrays */