save.mode = -1;
save.version = (version == 0) ? VRSION : version;
- memcpy(&save.game, &game, sizeof(struct game_t));
+ save.game = game;
IGNORE(fwrite(&save, sizeof(struct save_t), 1, fp));
return (0);
}
#endif
FILE *fp = NULL;
- if (game.loc != 1 || game.abbrev[1] != 1) {
+ if (game.loc != 1 ||
+ game.abbrev[1] != 1) {
rspeak(RESUME_ABANDON);
if (!yes(arbitrary_messages[THIS_ACCEPTABLE], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
return GO_CLEAROBJ;
return restore(fp);
}
+bool is_valid(struct game_t);
+
int restore(FILE* fp)
{
/* Read and restore game state from file, assuming
fclose(fp);
if (save.version != VRSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
- } else {
- memcpy(&game, &save.game, sizeof(struct game_t));
+ } else if (is_valid(save.game)) {
+ game = save.game;
}
return GO_TOP;
}
-/* end */
+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;
+ }
+ }
+ return true;
+}
+
+/* end */
\ No newline at end of file