fclose(fp);
if (save.version != VRSION) {
rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
- } else if (is_valid(&save.game)) {
+ } else if (is_valid(save.game)) {
game = save.game;
}
return GO_TOP;
}
-bool is_valid(struct game_t* valgame)
+bool is_valid(struct game_t valgame)
{
/* Save files can be roughly grouped into three groups:
* With valid, reaceable state, with valid, but unreachable
*/
/* Prevent division by zero */
- if (valgame->abbnum == 0) {
+ if (valgame.abbnum == 0) {
return false;
}
/* Check for RNG overflow. Truncate */
- if (valgame->lcg_x >= LCG_M) {
- valgame->lcg_x %= LCG_M;
+ 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);
+ 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) {
+ 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 */
for (int i = 0; i <= NDWARVES; i++) {
- if (valgame->dloc[i] < -1 || valgame->dloc[i] > NLOCATIONS ||
- valgame->odloc[i] < -1 || valgame->odloc[i] > NLOCATIONS) {
+ 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) {
+ 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) {
+ 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) {
+ if (valgame.numdie >= NDEATHS) {
return false;
}
long temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
- if (valgame->prop[treasure] == STATE_NOTFOUND) {
+ if (valgame.prop[treasure] == STATE_NOTFOUND) {
++temp_tally;
}
}
}
- if (temp_tally != valgame->tally) {
+ if (temp_tally != valgame.tally) {
return false;
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
- if (valgame->prop[obj] < STATE_NOTFOUND || valgame->prop[obj] > 1) {
+ if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) {
switch (obj) {
case RUG:
case DRAGON:
case EGGS:
case VASE:
case CHAIN:
- if (valgame->prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
+ if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
continue;
/* FALLTHRU */
case BEAR:
- if (valgame->prop[BEAR] == CONTENTED_BEAR || valgame->prop[BEAR] == BEAR_DEAD)
+ if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
continue;
/* FALLTHRU */
default:
/* 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) {
+ 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) {
+ if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
return false;
}
}