X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=saveresume.c;h=c5d51816e3b664029fbf09c6eed7872811663798;hp=8a33c3e992fa8e217825c17f3a5cf9fa54e32fec;hb=e5a0c6e2b723186e452747bccef5f3386ce2f2f9;hpb=98b21323a65a6a80170dfabcfe08ac991f6814e8 diff --git a/saveresume.c b/saveresume.c index 8a33c3e..c5d5181 100644 --- a/saveresume.c +++ b/saveresume.c @@ -134,18 +134,27 @@ bool is_valid(struct game_t valgame) * valid: no states are outside minimal or maximal value */ - /* Bounds check for locations - */ + /* 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; + } + + /* Bounds check for locations */ if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS || - 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.oldloc < -1 || valgame.oldloc > NLOCATIONS) { + valgame.oldlc2 < -1 || valgame.oldlc2 > NLOCATIONS) { return false; } - /* Bounds check for location arrays - */ + /* 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) { @@ -185,8 +194,8 @@ bool is_valid(struct game_t valgame) } /* Check that properties of objects aren't beyond expected */ - for (int obj = 0; obj <= NOBJECTS; obj++) { - if (game.prop[obj] < STATE_NOTFOUND || game.prop[obj] > 1) { + for (obj_t obj = 0; obj <= NOBJECTS; obj++) { + if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) { switch (obj) { case RUG: case DRAGON: @@ -199,18 +208,29 @@ bool is_valid(struct game_t valgame) case EGGS: case VASE: case CHAIN: - if (game.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 (game.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD) + if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD) continue; default: - printf("%i", obj); 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; }