+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
+ */
+
+ /* Bounds check for locations
+ */
+ if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
+ valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
+ valgame.loc < -1 || valgame.loc > NLOCATIONS ||
+ valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
+ valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
+ valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS) {
+ return false;
+ }
+ /* 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;
+ }
+ }
+
+ 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;
+ }
+ }
+
+ /* Bounds check for dwarves */
+ if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
+ valgame.dkill < 0 || valgame.dkill > NDWARVES) {
+ return false;
+ }
+
+ /* Validate that we didn't die too many times in save */
+ if (valgame.numdie >= NDEATHS) {
+ return false;
+ }
+
+ /* Recalculate tally, throw the towel if in disagreement */
+ long 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;
+ }
+
+ /* Check that properties of objects aren't beyond expected */
+ for (int 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;
+ case BEAR:
+ if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD)
+ continue;
+ default:
+ return false;
+ }
+ }
+ }
+
+ /* Check that we have objects at locations */
+ for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
+ if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NLOCATIONS) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+/* end */
\ No newline at end of file