}
/* Check that properties of objects aren't beyond expected */
- for (int obj = 0; obj <= NOBJECTS; obj++) {
+ for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) {
switch (obj) {
case RUG:
}
}
- /* Check that we have objects at locations */
+ /* 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] > NLOCATIONS) {
+ if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
+ return false;
+ }
+ }
+ for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
+ if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
return false;
}
}