+int midend_wants_statusbar(midend *me)
+{
+ return me->ourgame->wants_statusbar;
+}
+
+void midend_supersede_game_desc(midend *me, char *desc, char *privdesc)
+{
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = dupstr(desc);
+ me->privdesc = privdesc ? dupstr(privdesc) : NULL;
+}
+
+config_item *midend_get_config(midend *me, int which, char **wintitle)
+{
+ char *titlebuf, *parstr, *rest;
+ config_item *ret;
+ char sep;
+
+ assert(wintitle);
+ titlebuf = snewn(40 + strlen(me->ourgame->name), char);
+
+ switch (which) {
+ case CFG_SETTINGS:
+ sprintf(titlebuf, "%s configuration", me->ourgame->name);
+ *wintitle = titlebuf;
+ return me->ourgame->configure(me->params);
+ case CFG_SEED:
+ case CFG_DESC:
+ if (!me->curparams) {
+ sfree(titlebuf);
+ return NULL;
+ }
+ sprintf(titlebuf, "%s %s selection", me->ourgame->name,
+ which == CFG_SEED ? "random" : "game");
+ *wintitle = titlebuf;
+
+ ret = snewn(2, config_item);
+
+ ret[0].type = C_STRING;
+ if (which == CFG_SEED)
+ ret[0].name = "Game random seed";
+ else
+ ret[0].name = "Game ID";
+ ret[0].ival = 0;
+ /*
+ * For CFG_DESC the text going in here will be a string
+ * encoding of the restricted parameters, plus a colon,
+ * plus the game description. For CFG_SEED it will be the
+ * full parameters, plus a hash, plus the random seed data.
+ * Either of these is a valid full game ID (although only
+ * the former is likely to persist across many code
+ * changes).
+ */
+ parstr = me->ourgame->encode_params(me->curparams, which == CFG_SEED);
+ assert(parstr);
+ if (which == CFG_DESC) {
+ rest = me->desc ? me->desc : "";
+ sep = ':';
+ } else {
+ rest = me->seedstr ? me->seedstr : "";
+ sep = '#';
+ }
+ ret[0].sval = snewn(strlen(parstr) + strlen(rest) + 2, char);
+ sprintf(ret[0].sval, "%s%c%s", parstr, sep, rest);
+ sfree(parstr);
+
+ ret[1].type = C_END;
+ ret[1].name = ret[1].sval = NULL;
+ ret[1].ival = 0;
+
+ return ret;
+ }
+
+ assert(!"We shouldn't be here");
+ return NULL;
+}
+
+static char *midend_game_id_int(midend *me, char *id, int defmode)
+{
+ char *error, *par, *desc, *seed;
+ game_params *newcurparams, *newparams, *oldparams1, *oldparams2;
+ int free_params;
+
+ seed = strchr(id, '#');
+ desc = strchr(id, ':');
+
+ if (desc && (!seed || desc < seed)) {
+ /*
+ * We have a colon separating parameters from game
+ * description. So `par' now points to the parameters
+ * string, and `desc' to the description string.
+ */
+ *desc++ = '\0';
+ par = id;
+ seed = NULL;
+ } else if (seed && (!desc || seed < desc)) {
+ /*
+ * We have a hash separating parameters from random seed.
+ * So `par' now points to the parameters string, and `seed'
+ * to the seed string.
+ */
+ *seed++ = '\0';
+ par = id;
+ desc = NULL;
+ } else {
+ /*
+ * We only have one string. Depending on `defmode', we take
+ * it to be either parameters, seed or description.
+ */
+ if (defmode == DEF_SEED) {
+ seed = id;
+ par = desc = NULL;
+ } else if (defmode == DEF_DESC) {
+ desc = id;
+ par = seed = NULL;
+ } else {
+ par = id;
+ seed = desc = NULL;
+ }
+ }
+
+ /*
+ * We must be reasonably careful here not to modify anything in
+ * `me' until we have finished validating things. This function
+ * must either return an error and do nothing to the midend, or
+ * return success and do everything; nothing in between is
+ * acceptable.
+ */
+ newcurparams = newparams = oldparams1 = oldparams2 = NULL;
+
+ if (par) {
+ newcurparams = me->ourgame->dup_params(me->params);
+ me->ourgame->decode_params(newcurparams, par);
+ error = me->ourgame->validate_params(newcurparams, desc == NULL);
+ if (error) {
+ me->ourgame->free_params(newcurparams);
+ return error;
+ }
+ oldparams1 = me->curparams;
+
+ /*
+ * Now filter only the persistent parts of this state into
+ * the long-term params structure, unless we've _only_
+ * received a params string in which case the whole lot is
+ * persistent.
+ */
+ oldparams2 = me->params;
+ if (seed || desc) {
+ char *tmpstr;
+
+ newparams = me->ourgame->dup_params(me->params);
+
+ tmpstr = me->ourgame->encode_params(newcurparams, FALSE);
+ me->ourgame->decode_params(newparams, tmpstr);
+
+ sfree(tmpstr);
+ } else {
+ newparams = me->ourgame->dup_params(newcurparams);
+ }
+ free_params = TRUE;
+ } else {
+ newcurparams = me->curparams;
+ newparams = me->params;
+ free_params = FALSE;
+ }
+
+ if (desc) {
+ error = me->ourgame->validate_desc(newparams, desc);
+ if (error) {
+ if (free_params) {
+ if (newcurparams)
+ me->ourgame->free_params(newcurparams);
+ if (newparams)
+ me->ourgame->free_params(newparams);
+ }
+ return error;
+ }
+ }
+
+ /*
+ * Now we've got past all possible error points. Update the
+ * midend itself.
+ */
+ me->params = newparams;
+ me->curparams = newcurparams;
+ if (oldparams1)
+ me->ourgame->free_params(oldparams1);
+ if (oldparams2)
+ me->ourgame->free_params(oldparams2);
+
+ sfree(me->desc);
+ sfree(me->privdesc);
+ me->desc = me->privdesc = NULL;
+ sfree(me->seedstr);
+ me->seedstr = NULL;
+
+ if (desc) {
+ me->desc = dupstr(desc);
+ me->genmode = GOT_DESC;
+ sfree(me->aux_info);
+ me->aux_info = NULL;
+ }
+
+ if (seed) {
+ me->seedstr = dupstr(seed);
+ me->genmode = GOT_SEED;
+ }
+
+ return NULL;
+}
+
+char *midend_game_id(midend *me, char *id)
+{
+ return midend_game_id_int(me, id, DEF_PARAMS);
+}
+
+char *midend_get_game_id(midend *me)
+{
+ char *parstr, *ret;
+
+ parstr = me->ourgame->encode_params(me->curparams, FALSE);
+ assert(parstr);
+ assert(me->desc);
+ ret = snewn(strlen(parstr) + strlen(me->desc) + 2, char);
+ sprintf(ret, "%s:%s", parstr, me->desc);
+ sfree(parstr);
+ return ret;
+}
+
+char *midend_set_config(midend *me, int which, config_item *cfg)
+{
+ char *error;
+ game_params *params;
+
+ switch (which) {
+ case CFG_SETTINGS:
+ params = me->ourgame->custom_params(cfg);
+ error = me->ourgame->validate_params(params, TRUE);
+
+ if (error) {
+ me->ourgame->free_params(params);
+ return error;
+ }
+
+ me->ourgame->free_params(me->params);
+ me->params = params;
+ break;
+
+ case CFG_SEED:
+ case CFG_DESC:
+ error = midend_game_id_int(me, cfg[0].sval,
+ (which == CFG_SEED ? DEF_SEED : DEF_DESC));
+ if (error)
+ return error;
+ break;
+ }
+
+ return NULL;
+}
+
+char *midend_text_format(midend *me)
+{
+ if (me->ourgame->can_format_as_text && me->statepos > 0)
+ return me->ourgame->text_format(me->states[me->statepos-1].state);
+ else
+ return NULL;
+}
+
+char *midend_solve(midend *me)
+{
+ game_state *s;
+ char *msg, *movestr;
+
+ if (!me->ourgame->can_solve)
+ return "This game does not support the Solve operation";
+
+ if (me->statepos < 1)
+ return "No game set up to solve"; /* _shouldn't_ happen! */
+
+ msg = NULL;
+ movestr = me->ourgame->solve(me->states[0].state,
+ me->states[me->statepos-1].state,
+ me->aux_info, &msg);
+ if (!movestr) {
+ if (!msg)
+ msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
+ return msg;
+ }
+ s = me->ourgame->execute_move(me->states[me->statepos-1].state, movestr);
+ assert(s);
+
+ /*
+ * Now enter the solved state as the next move.
+ */
+ midend_stop_anim(me);
+ while (me->nstates > me->statepos) {
+ me->ourgame->free_game(me->states[--me->nstates].state);
+ if (me->states[me->nstates].movestr)
+ sfree(me->states[me->nstates].movestr);
+ }
+ ensure(me);
+ me->states[me->nstates].state = s;
+ me->states[me->nstates].movestr = movestr;
+ me->states[me->nstates].movetype = SOLVE;
+ me->statepos = ++me->nstates;
+ if (me->ui)
+ me->ourgame->changed_state(me->ui,
+ me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state);
+ me->dir = +1;
+ if (me->ourgame->flags & SOLVE_ANIMATES) {
+ me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
+ me->anim_time =
+ me->ourgame->anim_length(me->states[me->statepos-2].state,
+ me->states[me->statepos-1].state,
+ +1, me->ui);
+ me->anim_pos = 0.0;
+ } else {
+ me->anim_time = 0.0;
+ midend_finish_move(me);
+ }
+ midend_redraw(me);
+ midend_set_timer(me);
+ return NULL;
+}
+
+char *midend_rewrite_statusbar(midend *me, char *text)
+{
+ /*
+ * An important special case is that we are occasionally called
+ * with our own laststatus, to update the timer.
+ */
+ if (me->laststatus != text) {
+ sfree(me->laststatus);
+ me->laststatus = dupstr(text);
+ }
+
+ if (me->ourgame->is_timed) {
+ char timebuf[100], *ret;
+ int min, sec;
+
+ sec = me->elapsed;
+ min = sec / 60;
+ sec %= 60;
+ sprintf(timebuf, "[%d:%02d] ", min, sec);
+
+ ret = snewn(strlen(timebuf) + strlen(text) + 1, char);
+ strcpy(ret, timebuf);
+ strcat(ret, text);
+ return ret;
+
+ } else {
+ return dupstr(text);
+ }
+}
+
+#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection"
+#define SERIALISE_VERSION "1"
+
+void midend_serialise(midend *me,
+ void (*write)(void *ctx, void *buf, int len),
+ void *wctx)
+{
+ int i;
+
+ /*
+ * Each line of the save file contains three components. First
+ * exactly 8 characters of header word indicating what type of
+ * data is contained on the line; then a colon followed by a
+ * decimal integer giving the length of the main string on the
+ * line; then a colon followed by the string itself (exactly as
+ * many bytes as previously specified, no matter what they
+ * contain). Then a newline (of reasonably flexible form).
+ */
+#define wr(h,s) do { \
+ char hbuf[80]; \
+ char *str = (s); \
+ sprintf(hbuf, "%-8.8s:%d:", (h), (int)strlen(str)); \
+ write(wctx, hbuf, strlen(hbuf)); \
+ write(wctx, str, strlen(str)); \
+ write(wctx, "\n", 1); \
+} while (0)
+
+ /*
+ * Magic string identifying the file, and version number of the
+ * file format.
+ */
+ wr("SAVEFILE", SERIALISE_MAGIC);
+ wr("VERSION", SERIALISE_VERSION);
+
+ /*
+ * The game name. (Copied locally to avoid const annoyance.)
+ */
+ {
+ char *s = dupstr(me->ourgame->name);
+ wr("GAME", s);
+ sfree(s);
+ }
+
+ /*
+ * The current long-term parameters structure, in full.
+ */
+ if (me->params) {
+ char *s = me->ourgame->encode_params(me->params, TRUE);
+ wr("PARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current short-term parameters structure, in full.
+ */
+ if (me->curparams) {
+ char *s = me->ourgame->encode_params(me->curparams, TRUE);
+ wr("CPARAMS", s);
+ sfree(s);
+ }
+
+ /*
+ * The current game description, the privdesc, and the random seed.
+ */
+ if (me->seedstr)
+ wr("SEED", me->seedstr);
+ if (me->desc)
+ wr("DESC", me->desc);
+ if (me->privdesc)
+ wr("PRIVDESC", me->privdesc);
+
+ /*
+ * The game's aux_info. We obfuscate this to prevent spoilers
+ * (people are likely to run `head' or similar on a saved game
+ * file simply to find out what it is, and don't necessarily
+ * want to be told the answer to the puzzle!)
+ */
+ if (me->aux_info) {
+ unsigned char *s1;
+ char *s2;
+ int len;
+
+ len = strlen(me->aux_info);
+ s1 = snewn(len, unsigned char);
+ memcpy(s1, me->aux_info, len);
+ obfuscate_bitmap(s1, len*8, FALSE);
+ s2 = bin2hex(s1, len);
+
+ wr("AUXINFO", s2);
+
+ sfree(s2);
+ sfree(s1);
+ }
+
+ /*
+ * Any required serialisation of the game_ui.
+ */
+ if (me->ui) {
+ char *s = me->ourgame->encode_ui(me->ui);
+ if (s) {
+ wr("UI", s);
+ sfree(s);
+ }
+ }
+
+ /*
+ * The game time, if it's a timed game.
+ */
+ if (me->ourgame->is_timed) {
+ char buf[80];
+ sprintf(buf, "%g", me->elapsed);
+ wr("TIME", buf);
+ }
+
+ /*
+ * The length of, and position in, the states list.
+ */
+ {
+ char buf[80];
+ sprintf(buf, "%d", me->nstates);
+ wr("NSTATES", buf);
+ sprintf(buf, "%d", me->statepos);
+ wr("STATEPOS", buf);
+ }
+
+ /*
+ * For each state after the initial one (which we know is
+ * constructed from either privdesc or desc), enough
+ * information for execute_move() to reconstruct it from the
+ * previous one.
+ */
+ for (i = 1; i < me->nstates; i++) {
+ assert(me->states[i].movetype != NEWGAME); /* only state 0 */
+ switch (me->states[i].movetype) {
+ case MOVE:
+ wr("MOVE", me->states[i].movestr);
+ break;
+ case SOLVE:
+ wr("SOLVE", me->states[i].movestr);
+ break;
+ case RESTART:
+ wr("RESTART", me->states[i].movestr);
+ break;
+ }
+ }
+
+#undef wr
+}
+
+/*
+ * This function returns NULL on success, or an error message.
+ */
+char *midend_deserialise(midend *me,
+ int (*read)(void *ctx, void *buf, int len),
+ void *rctx)
+{
+ int nstates = 0, statepos = -1, gotstates = 0;
+ int started = FALSE;
+ int i;
+
+ char *val = NULL;
+ /* Initially all errors give the same report */
+ char *ret = "Data does not appear to be a saved game file";
+
+ /*
+ * We construct all the new state in local variables while we
+ * check its sanity. Only once we have finished reading the
+ * serialised data and detected no errors at all do we start
+ * modifying stuff in the midend passed in.
+ */
+ char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL;
+ char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL;
+ float elapsed = 0.0F;
+ game_params *params = NULL, *cparams = NULL;
+ game_ui *ui = NULL;
+ struct midend_state_entry *states = NULL;
+
+ /*
+ * Loop round and round reading one key/value pair at a time
+ * from the serialised stream, until we have enough game states
+ * to finish.
+ */
+ while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) {
+ char key[9], c;
+ int len;
+
+ do {
+ if (!read(rctx, key, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+ } while (key[0] == '\r' || key[0] == '\n');
+
+ if (!read(rctx, key+1, 8)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (key[8] != ':') {
+ if (started)
+ ret = "Data was incorrectly formatted for a saved game file";
+ goto cleanup;
+ }
+ len = strcspn(key, ": ");
+ assert(len <= 8);
+ key[len] = '\0';
+
+ len = 0;
+ while (1) {
+ if (!read(rctx, &c, 1)) {
+ /* unexpected EOF */
+ goto cleanup;
+ }
+
+ if (c == ':') {
+ break;
+ } else if (c >= '0' && c <= '9') {
+ len = (len * 10) + (c - '0');
+ } else {
+ if (started)
+ ret = "Data was incorrectly formatted for a"
+ " saved game file";
+ goto cleanup;
+ }
+ }
+
+ val = snewn(len+1, char);
+ if (!read(rctx, val, len)) {
+ if (started)
+ goto cleanup;
+ }
+ val[len] = '\0';
+
+ if (!started) {
+ if (strcmp(key, "SAVEFILE") || strcmp(val, SERIALISE_MAGIC)) {
+ /* ret already has the right message in it */
+ goto cleanup;
+ }
+ /* Now most errors are this one, unless otherwise specified */
+ ret = "Saved data ended unexpectedly";
+ started = TRUE;
+ } else {
+ if (!strcmp(key, "VERSION")) {
+ if (strcmp(val, SERIALISE_VERSION)) {
+ ret = "Cannot handle this version of the saved game"
+ " file format";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "GAME")) {
+ if (strcmp(val, me->ourgame->name)) {
+ ret = "Save file is from a different game";
+ goto cleanup;
+ }
+ } else if (!strcmp(key, "PARAMS")) {
+ sfree(parstr);
+ parstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "CPARAMS")) {
+ sfree(cparstr);
+ cparstr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SEED")) {
+ sfree(seed);
+ seed = val;
+ val = NULL;
+ } else if (!strcmp(key, "DESC")) {
+ sfree(desc);
+ desc = val;
+ val = NULL;
+ } else if (!strcmp(key, "PRIVDESC")) {
+ sfree(privdesc);
+ privdesc = val;
+ val = NULL;
+ } else if (!strcmp(key, "AUXINFO")) {
+ unsigned char *tmp;
+ int len = strlen(val) / 2; /* length in bytes */
+ tmp = hex2bin(val, len);
+ obfuscate_bitmap(tmp, len*8, TRUE);
+
+ sfree(auxinfo);
+ auxinfo = snewn(len + 1, char);
+ memcpy(auxinfo, tmp, len);
+ auxinfo[len] = '\0';
+ sfree(tmp);
+ } else if (!strcmp(key, "UI")) {
+ sfree(uistr);
+ uistr = val;
+ val = NULL;
+ } else if (!strcmp(key, "TIME")) {
+ elapsed = atof(val);
+ } else if (!strcmp(key, "NSTATES")) {
+ nstates = atoi(val);
+ if (nstates <= 0) {
+ ret = "Number of states in save file was negative";
+ goto cleanup;
+ }
+ if (states) {
+ ret = "Two state counts provided in save file";
+ goto cleanup;
+ }
+ states = snewn(nstates, struct midend_state_entry);
+ for (i = 0; i < nstates; i++) {
+ states[i].state = NULL;
+ states[i].movestr = NULL;
+ states[i].movetype = NEWGAME;
+ }
+ } else if (!strcmp(key, "STATEPOS")) {
+ statepos = atoi(val);
+ } else if (!strcmp(key, "MOVE")) {
+ gotstates++;
+ states[gotstates].movetype = MOVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "SOLVE")) {
+ gotstates++;
+ states[gotstates].movetype = SOLVE;
+ states[gotstates].movestr = val;
+ val = NULL;
+ } else if (!strcmp(key, "RESTART")) {
+ gotstates++;
+ states[gotstates].movetype = RESTART;
+ states[gotstates].movestr = val;
+ val = NULL;
+ }
+ }
+
+ sfree(val);
+ val = NULL;
+ }
+
+ params = me->ourgame->default_params();
+ me->ourgame->decode_params(params, parstr);
+ 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, 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;
+ } else if (me->ourgame->validate_desc(params, desc)) {
+ ret = "Game description in save file is invalid";
+ goto cleanup;
+ }
+ if (privdesc && me->ourgame->validate_desc(params, privdesc)) {
+ ret = "Game private description in save file is invalid";
+ goto cleanup;
+ }
+ if (statepos < 0 || statepos >= nstates) {
+ ret = "Game position in save file is out of range";
+ }
+
+ states[0].state = me->ourgame->new_game(me, params,
+ privdesc ? privdesc : desc);
+ for (i = 1; i < nstates; i++) {
+ assert(states[i].movetype != NEWGAME);
+ switch (states[i].movetype) {
+ case MOVE:
+ case SOLVE:
+ states[i].state = me->ourgame->execute_move(states[i-1].state,
+ states[i].movestr);
+ if (states[i].state == NULL) {
+ ret = "Save file contained an invalid move";
+ goto cleanup;
+ }
+ break;
+ case RESTART:
+ if (me->ourgame->validate_desc(params, states[i].movestr)) {
+ ret = "Save file contained an invalid restart move";
+ goto cleanup;
+ }
+ states[i].state = me->ourgame->new_game(me, params,
+ states[i].movestr);
+ break;
+ }
+ }
+
+ ui = me->ourgame->new_ui(states[0].state);
+ me->ourgame->decode_ui(ui, uistr);
+
+ /*
+ * Now we've run out of possible error conditions, so we're
+ * ready to start overwriting the real data in the current
+ * midend. We'll do this by swapping things with the local
+ * variables, so that the same cleanup code will free the old
+ * stuff.
+ */
+ {
+ char *tmp;
+
+ tmp = me->desc;
+ me->desc = desc;
+ desc = tmp;
+
+ tmp = me->privdesc;
+ me->privdesc = privdesc;
+ privdesc = tmp;
+
+ tmp = me->seedstr;
+ me->seedstr = seed;
+ seed = tmp;
+
+ tmp = me->aux_info;
+ me->aux_info = auxinfo;
+ auxinfo = tmp;
+ }
+
+ me->genmode = GOT_NOTHING;
+
+ me->statesize = nstates;
+ nstates = me->nstates;
+ me->nstates = me->statesize;
+ {
+ struct midend_state_entry *tmp;
+ tmp = me->states;
+ me->states = states;
+ states = tmp;
+ }
+ me->statepos = statepos;
+
+ {
+ game_params *tmp;
+
+ tmp = me->params;
+ me->params = params;
+ params = tmp;
+
+ tmp = me->curparams;
+ me->curparams = cparams;
+ cparams = tmp;
+ }
+
+ me->oldstate = NULL;
+ me->anim_time = me->anim_pos = me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
+
+ {
+ game_ui *tmp;
+
+ tmp = me->ui;
+ me->ui = ui;
+ ui = tmp;
+ }
+
+ me->elapsed = elapsed;
+ me->pressed_mouse_button = 0;
+
+ midend_set_timer(me);
+
+ if (me->drawstate)
+ me->ourgame->free_drawstate(me->drawing, me->drawstate);
+ me->drawstate =
+ me->ourgame->new_drawstate(me->drawing,
+ me->states[me->statepos-1].state);
+ midend_size_new_drawstate(me);
+
+ ret = NULL; /* success! */
+
+ cleanup:
+ sfree(val);
+ sfree(seed);
+ sfree(parstr);
+ sfree(cparstr);
+ sfree(desc);
+ sfree(privdesc);
+ sfree(auxinfo);
+ sfree(uistr);
+ if (params)
+ me->ourgame->free_params(params);
+ if (cparams)
+ me->ourgame->free_params(cparams);
+ if (ui)
+ me->ourgame->free_ui(ui);
+ if (states) {
+ int i;
+
+ for (i = 0; i < nstates; i++) {
+ if (states[i].state)
+ me->ourgame->free_game(states[i].state);
+ sfree(states[i].movestr);
+ }
+ sfree(states);
+ }
+
+ return ret;
+}
+
+char *midend_print_puzzle(midend *me, document *doc, int with_soln)