X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=74c03d76a1741d4aa92fe64598d6c4cad043f7ae;hp=c1b5eb202bb52f09b1f3ab963c7ec6bb666c2384;hb=96ead306b55b19b386b1bca93f335d3209dfdd97;hpb=f496bff9452415ea1babf9aab1019f905ca8735a diff --git a/saveresume.c b/saveresume.c index c1b5eb2..74c03d7 100644 --- a/saveresume.c +++ b/saveresume.c @@ -105,7 +105,7 @@ int resume(void) return restore(fp); } -bool is_valid(struct game_t); +bool is_valid(struct game_t*); int restore(FILE* fp) { @@ -120,13 +120,13 @@ 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 @@ -134,40 +134,54 @@ bool is_valid(struct game_t valgame) * 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) { + /* Prevent division by zero */ + if (valgame->abbnum == 0) { return false; } - /* Bounds check for location arrays - */ + + /* 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) { + 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; } @@ -175,15 +189,53 @@ bool is_valid(struct game_t valgame) 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) { + switch (obj) { + case RUG: + case DRAGON: + case BIRD: + case BOTTLE: + case PLANT: + case PLANT2: + case TROLL: + case URN: + case EGGS: + case VASE: + case CHAIN: + 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 || 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) { + return false; + } + } + for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) { + if (valgame->link[obj] < NO_OBJECT || valgame->link[obj] > NOBJECTS * 2) { + return false; + } + } + return true; }