char **preset_names;
int npresets, presetsize;
- game_params *params, *tmpparams;
+ game_params *params, *curparams;
struct midend_state_entry *states;
game_drawstate *drawstate;
game_state *oldstate;
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = ourgame->default_params();
- me->tmpparams = NULL;
+ me->curparams = NULL;
me->desc = NULL;
me->seedstr = NULL;
me->aux_info = NULL;
if (me->aux_info)
me->ourgame->free_aux_info(me->aux_info);
me->ourgame->free_params(me->params);
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
sfree(me);
}
/*
* Generate a new random seed. 15 digits comes to about
* 48 bits, which should be more than enough.
+ *
+ * I'll avoid putting a leading zero on the number,
+ * just in case it confuses anybody who thinks it's
+ * processed as an integer rather than a string.
*/
char newseed[16];
int i;
newseed[15] = '\0';
- for (i = 0; i < 15; i++)
+ newseed[0] = '1' + random_upto(me->random, 9);
+ for (i = 1; i < 15; i++)
newseed[i] = '0' + random_upto(me->random, 10);
sfree(me->seedstr);
me->seedstr = dupstr(newseed);
+
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = me->ourgame->dup_params(me->params);
}
sfree(me->desc);
me->aux_info = NULL;
rs = random_init(me->seedstr, strlen(me->seedstr));
- me->desc = me->ourgame->new_desc
- (me->tmpparams ? me->tmpparams : me->params, rs, &me->aux_info);
+ me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info);
random_free(rs);
-
- if (me->tmpparams) {
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = NULL;
- }
}
ensure(me);
preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
+ if (me->ourgame->validate_params(preset)) {
+ /* Drop this one from the list. */
+ me->ourgame->free_params(preset);
+ continue;
+ }
+
if (me->presetsize <= me->npresets) {
me->presetsize = me->npresets + 10;
me->presets = sresize(me->presets, me->presetsize,
* the former is likely to persist across many code
* changes).
*/
- parstr = me->ourgame->encode_params(me->params, which == CFG_SEED);
+ parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
if (which == CFG_DESC) {
ret[0].sval = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
sprintf(ret[0].sval, "%s:%s", parstr, me->desc);
me->ourgame->free_params(tmpparams);
return error;
}
- if (me->tmpparams)
- me->ourgame->free_params(me->tmpparams);
- me->tmpparams = tmpparams;
+ if (me->curparams)
+ me->ourgame->free_params(me->curparams);
+ me->curparams = tmpparams;
/*
* Now filter only the persistent parts of this state into
if (seed || desc) {
char *tmpstr = me->ourgame->encode_params(tmpparams, FALSE);
me->ourgame->decode_params(me->params, tmpstr);
+ sfree(tmpstr);
} else {
me->ourgame->free_params(me->params);
me->params = me->ourgame->dup_params(tmpparams);
}
}
+ sfree(me->desc);
+ me->desc = NULL;
+ sfree(me->seedstr);
+ me->seedstr = NULL;
+
if (desc) {
error = me->ourgame->validate_desc(me->params, desc);
if (error)
return error;
- sfree(me->desc);
me->desc = dupstr(desc);
me->genmode = GOT_DESC;
if (me->aux_info)
}
if (seed) {
- sfree(me->seedstr);
me->seedstr = dupstr(seed);
me->genmode = GOT_SEED;
}