preset = me->ourgame->default_params();
me->ourgame->decode_params(preset, val);
- if (me->ourgame->validate_params(preset)) {
+ if (me->ourgame->validate_params(preset, TRUE)) {
/* Drop this one from the list. */
me->ourgame->free_params(preset);
continue;
if (par) {
newcurparams = me->ourgame->dup_params(me->params);
me->ourgame->decode_params(newcurparams, par);
- error = me->ourgame->validate_params(newcurparams);
+ error = me->ourgame->validate_params(newcurparams, desc == NULL);
if (error) {
me->ourgame->free_params(newcurparams);
return error;
switch (which) {
case CFG_SETTINGS:
params = me->ourgame->custom_params(cfg);
- error = me->ourgame->validate_params(params);
+ error = me->ourgame->validate_params(params, TRUE);
if (error) {
me->ourgame->free_params(params);
params = me->ourgame->default_params();
me->ourgame->decode_params(params, parstr);
- if (me->ourgame->validate_params(params)) {
+ if (me->ourgame->validate_params(params, TRUE)) {
ret = "Long-term parameters in save file are invalid";
goto cleanup;
}
cparams = me->ourgame->default_params();
me->ourgame->decode_params(cparams, cparstr);
- if (me->ourgame->validate_params(cparams)) {
+ if (me->ourgame->validate_params(cparams, FALSE)) {
ret = "Short-term parameters in save file are invalid";
goto cleanup;
}
+ if (seed && me->ourgame->validate_params(cparams, TRUE)) {
+ /*
+ * The seed's no use with this version, but we can perfectly
+ * well use the rest of the data.
+ */
+ sfree(seed);
+ seed = NULL;
+ }
if (!desc) {
ret = "Game description in save file is missing";
goto cleanup;