- /* 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) {
+ /* Prevent division by zero */
+ 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) {
+ 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) {
+ 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 > NDWARVES) {
+ 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) {