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 > NDWARVVES) {
+ 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;
+ }
return true;
}