return restore(fp);
}
-bool is_valid(struct game_t);
+bool is_valid(struct game_t*);
int restore(FILE* fp)
{
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;
}
/* Prevent RNG substitution. Why we are saving PRNG parameters? */
- if (valgame.lcg_a != game.lcg_a || valgame.lcg_c != game.lcg_c || valgame.lcg_m != game.lcg_m) {
+ if (valgame->lcg_a != game.lcg_a || valgame->lcg_c != game.lcg_c || valgame->lcg_m != game.lcg_m) {
return false;
}
+ /* Check for RNG overflow. Truncate */
+ if (valgame->lcg_x >= game.lcg_m) {
+ valgame->lcg_x %= game.lcg_m;
+ }
+
/* Bounds check for locations */
- if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
- valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
- valgame.loc < -1 || valgame.loc > NLOCATIONS ||
- valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
- valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
- valgame.oldlc2 < -1 || valgame.oldlc2 > NLOCATIONS) {
+ if ( valgame->chloc < -1 || valgame->chloc > NLOCATIONS ||
+ valgame->chloc2 < -1 || valgame->chloc2 > NLOCATIONS ||
+ valgame->loc < -1 || valgame->loc > NLOCATIONS ||
+ valgame->newloc < -1 || valgame->newloc > NLOCATIONS ||
+ valgame->oldloc < -1 || valgame->oldloc > NLOCATIONS ||
+ valgame->oldlc2 < -1 || 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;
case BEAR:
- if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD)
+ if (valgame->prop[BEAR] == CONTENTED_BEAR || valgame->prop[BEAR] == BEAR_DEAD)
continue;
default:
return false;
/* 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;
}
}