Prevent RNG overflow.
Pass save under validation by pointer, so we could mess with underlying values a little. Only thing I feel we can safely and sanely modify.
This commit is contained in:
parent
0dd40bba32
commit
96ead306b5
1 changed files with 30 additions and 25 deletions
55
saveresume.c
55
saveresume.c
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@ -105,7 +105,7 @@ int resume(void)
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return restore(fp);
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return restore(fp);
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}
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}
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bool is_valid(struct game_t);
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bool is_valid(struct game_t*);
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int restore(FILE* fp)
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int restore(FILE* fp)
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{
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{
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@ -120,13 +120,13 @@ int restore(FILE* fp)
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fclose(fp);
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fclose(fp);
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if (save.version != VRSION) {
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if (save.version != VRSION) {
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rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
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rspeak(VERSION_SKEW, save.version / 10, MOD(save.version, 10), VRSION / 10, MOD(VRSION, 10));
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} else if (is_valid(save.game)) {
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} else if (is_valid(&save.game)) {
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game = save.game;
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game = save.game;
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}
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}
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return GO_TOP;
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return GO_TOP;
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}
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}
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bool is_valid(struct game_t valgame)
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bool is_valid(struct game_t* valgame)
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{
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{
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/* Save files can be roughly grouped into three groups:
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/* Save files can be roughly grouped into three groups:
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* With valid, reaceable state, with valid, but unreachable
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* With valid, reaceable state, with valid, but unreachable
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@ -135,48 +135,53 @@ bool is_valid(struct game_t valgame)
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*/
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*/
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/* Prevent division by zero */
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/* Prevent division by zero */
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if (valgame.abbnum == 0) {
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if (valgame->abbnum == 0) {
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return false;
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return false;
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}
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}
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/* Prevent RNG substitution. Why we are saving PRNG parameters? */
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/* Prevent RNG substitution. Why we are saving PRNG parameters? */
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if (valgame.lcg_a != game.lcg_a || valgame.lcg_c != game.lcg_c || valgame.lcg_m != game.lcg_m) {
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if (valgame->lcg_a != game.lcg_a || valgame->lcg_c != game.lcg_c || valgame->lcg_m != game.lcg_m) {
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return false;
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return false;
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}
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}
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/* Check for RNG overflow. Truncate */
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if (valgame->lcg_x >= game.lcg_m) {
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valgame->lcg_x %= game.lcg_m;
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}
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/* Bounds check for locations */
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/* Bounds check for locations */
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if ( valgame.chloc < -1 || valgame.chloc > NLOCATIONS ||
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if ( valgame->chloc < -1 || valgame->chloc > NLOCATIONS ||
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valgame.chloc2 < -1 || valgame.chloc2 > NLOCATIONS ||
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valgame->chloc2 < -1 || valgame->chloc2 > NLOCATIONS ||
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valgame.loc < -1 || valgame.loc > NLOCATIONS ||
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valgame->loc < -1 || valgame->loc > NLOCATIONS ||
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valgame.newloc < -1 || valgame.newloc > NLOCATIONS ||
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valgame->newloc < -1 || valgame->newloc > NLOCATIONS ||
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valgame.oldloc < -1 || valgame.oldloc > NLOCATIONS ||
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valgame->oldloc < -1 || valgame->oldloc > NLOCATIONS ||
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valgame.oldlc2 < -1 || valgame.oldlc2 > NLOCATIONS) {
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valgame->oldlc2 < -1 || valgame->oldlc2 > NLOCATIONS) {
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return false;
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return false;
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}
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}
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/* Bounds check for location arrays */
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/* Bounds check for location arrays */
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for (int i = 0; i <= NDWARVES; i++) {
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for (int i = 0; i <= NDWARVES; i++) {
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if (valgame.dloc[i] < -1 || valgame.dloc[i] > NLOCATIONS ||
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if (valgame->dloc[i] < -1 || valgame->dloc[i] > NLOCATIONS ||
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valgame.odloc[i] < -1 || valgame.odloc[i] > NLOCATIONS) {
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valgame->odloc[i] < -1 || valgame->odloc[i] > NLOCATIONS) {
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return false;
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return false;
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}
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}
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}
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}
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for (int i = 0; i <= NOBJECTS; i++) {
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for (int i = 0; i <= NOBJECTS; i++) {
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if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
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if (valgame->place[i] < -1 || valgame->place[i] > NLOCATIONS ||
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valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
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valgame->fixed[i] < -1 || valgame->fixed[i] > NLOCATIONS) {
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return false;
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return false;
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}
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}
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}
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}
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/* Bounds check for dwarves */
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/* Bounds check for dwarves */
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if (valgame.dtotal < 0 || valgame.dtotal > NDWARVES ||
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if (valgame->dtotal < 0 || valgame->dtotal > NDWARVES ||
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valgame.dkill < 0 || valgame.dkill > NDWARVES) {
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valgame->dkill < 0 || valgame->dkill > NDWARVES) {
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return false;
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return false;
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}
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}
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/* Validate that we didn't die too many times in save */
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/* Validate that we didn't die too many times in save */
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if (valgame.numdie >= NDEATHS) {
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if (valgame->numdie >= NDEATHS) {
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return false;
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return false;
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}
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}
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@ -184,18 +189,18 @@ bool is_valid(struct game_t valgame)
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long temp_tally = 0;
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long temp_tally = 0;
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (objects[treasure].is_treasure) {
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if (objects[treasure].is_treasure) {
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if (valgame.prop[treasure] == STATE_NOTFOUND) {
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if (valgame->prop[treasure] == STATE_NOTFOUND) {
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++temp_tally;
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++temp_tally;
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}
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}
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}
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}
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}
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}
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if (temp_tally != valgame.tally) {
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if (temp_tally != valgame->tally) {
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return false;
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return false;
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}
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}
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/* Check that properties of objects aren't beyond expected */
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/* Check that properties of objects aren't beyond expected */
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for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
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for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
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if (valgame.prop[obj] < STATE_NOTFOUND || valgame.prop[obj] > 1) {
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if (valgame->prop[obj] < STATE_NOTFOUND || valgame->prop[obj] > 1) {
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switch (obj) {
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switch (obj) {
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case RUG:
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case RUG:
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case DRAGON:
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case DRAGON:
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@ -208,10 +213,10 @@ bool is_valid(struct game_t valgame)
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case EGGS:
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case EGGS:
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case VASE:
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case VASE:
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case CHAIN:
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case CHAIN:
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if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
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if (valgame->prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
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continue;
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continue;
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case BEAR:
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case BEAR:
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if (valgame.prop[BEAR] == CONTENTED_BEAR || game.prop[BEAR] == BEAR_DEAD)
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if (valgame->prop[BEAR] == CONTENTED_BEAR || valgame->prop[BEAR] == BEAR_DEAD)
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continue;
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continue;
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default:
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default:
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return false;
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return false;
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@ -221,12 +226,12 @@ bool is_valid(struct game_t valgame)
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/* Check that values in linked lists for objects in locations are inside bounds */
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/* Check that values in linked lists for objects in locations are inside bounds */
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for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
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for (loc_t loc = LOC_NOWHERE; loc <= NLOCATIONS; loc++) {
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if (valgame.atloc[loc] < NO_OBJECT || valgame.atloc[loc] > NOBJECTS * 2) {
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if (valgame->atloc[loc] < NO_OBJECT || valgame->atloc[loc] > NOBJECTS * 2) {
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return false;
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return false;
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}
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}
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}
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}
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for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
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for (obj_t obj = 0; obj <= NOBJECTS * 2; obj++ ) {
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if (valgame.link[obj] < NO_OBJECT || valgame.link[obj] > NOBJECTS * 2) {
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if (valgame->link[obj] < NO_OBJECT || valgame->link[obj] > NOBJECTS * 2) {
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return false;
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return false;
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}
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}
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}
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}
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