X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ab53eb64790d5bee44525c3a50a420a6816e2495..acc7c231cc4a80bd0d2e2e9bad66a4b2bf3e7f49:/midend.c diff --git a/midend.c b/midend.c index b6b1720..e0e9cb0 100644 --- a/midend.c +++ b/midend.c @@ -15,9 +15,14 @@ enum { DEF_PARAMS, DEF_SEED, DEF_DESC }; /* for midend_game_id_int */ +enum { NEWGAME, MOVE, SOLVE, RESTART };/* for midend_state_entry.movetype */ + +#define special(type) ( (type) != MOVE ) + struct midend_state_entry { game_state *state; - int special; /* created by solve or restart */ + char *movestr; + int movetype; }; struct midend_data { @@ -25,20 +30,44 @@ struct midend_data { random_state *random; const game *ourgame; - char *desc, *seedstr; - game_aux_info *aux_info; - enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; - int nstates, statesize, statepos; - game_params **presets; char **preset_names; int npresets, presetsize; - game_params *params, *curparams; + /* + * `desc' and `privdesc' deserve a comment. + * + * `desc' is the game description as presented to the user when + * they ask for Game -> Specific. `privdesc', if non-NULL, is a + * different game description used to reconstruct the initial + * game_state when de-serialising. If privdesc is NULL, `desc' + * is used for both. + * + * For almost all games, `privdesc' is NULL and never used. The + * exception (as usual) is Mines: the initial game state has no + * squares open at all, but after the first click `desc' is + * rewritten to describe a game state with an initial click and + * thus a bunch of squares open. If we used that desc to + * serialise and deserialise, then the initial game state after + * deserialisation would look unlike the initial game state + * beforehand, and worse still execute_move() might fail on the + * attempted first click. So `privdesc' is also used in this + * case, to provide a game description describing the same + * fixed mine layout _but_ no initial click. (These game IDs + * may also be typed directly into Mines if you like.) + */ + char *desc, *privdesc, *seedstr; + char *aux_info; + enum { GOT_SEED, GOT_DESC, GOT_NOTHING } genmode; + + int nstates, statesize, statepos; struct midend_state_entry *states; + + game_params *params, *curparams; game_drawstate *drawstate; - game_state *oldstate; game_ui *ui; + + game_state *oldstate; float anim_time, anim_pos; float flash_time, flash_pos; int dir; @@ -48,6 +77,8 @@ struct midend_data { char *laststatus; int pressed_mouse_button; + + int winwidth, winheight; }; #define ensure(me) do { \ @@ -73,7 +104,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->states = NULL; me->params = ourgame->default_params(); me->curparams = NULL; - me->desc = NULL; + me->desc = me->privdesc = NULL; me->seedstr = NULL; me->aux_info = NULL; me->genmode = GOT_NOTHING; @@ -90,6 +121,7 @@ midend_data *midend_new(frontend *fe, const game *ourgame) me->laststatus = NULL; me->timing = FALSE; me->elapsed = 0.0F; + me->winwidth = me->winheight = 0; sfree(randseed); @@ -98,8 +130,11 @@ midend_data *midend_new(frontend *fe, const game *ourgame) static void midend_free_game(midend_data *me) { - while (me->nstates > 0) - me->ourgame->free_game(me->states[--me->nstates].state); + while (me->nstates > 0) { + me->nstates--; + me->ourgame->free_game(me->states[me->nstates].state); + sfree(me->states[me->nstates].movestr); + } if (me->drawstate) me->ourgame->free_drawstate(me->drawstate); @@ -115,8 +150,7 @@ void midend_free(midend_data *me) sfree(me->states); sfree(me->desc); sfree(me->seedstr); - if (me->aux_info) - me->ourgame->free_aux_info(me->aux_info); + sfree(me->aux_info); me->ourgame->free_params(me->params); if (me->npresets) { for (i = 0; i < me->npresets; i++) { @@ -134,9 +168,11 @@ void midend_free(midend_data *me) sfree(me); } -void midend_size(midend_data *me, int *x, int *y) +void midend_size(midend_data *me, int *x, int *y, int expand) { - me->ourgame->size(me->params, x, y); + me->ourgame->size(me->params, me->drawstate, x, y, expand); + me->winwidth = *x; + me->winheight = *y; } void midend_set_params(midend_data *me, game_params *params) @@ -155,11 +191,18 @@ static void midend_set_timer(midend_data *me) deactivate_timer(me->frontend); } +static void midend_size_new_drawstate(midend_data *me) +{ + me->ourgame->size(me->params, me->drawstate, &me->winwidth, &me->winheight, + TRUE); +} + void midend_force_redraw(midend_data *me) { if (me->drawstate) me->ourgame->free_drawstate(me->drawstate); me->drawstate = me->ourgame->new_drawstate(me->states[0].state); + midend_size_new_drawstate(me); midend_redraw(me); } @@ -200,23 +243,26 @@ void midend_new_game(midend_data *me) } sfree(me->desc); - if (me->aux_info) - me->ourgame->free_aux_info(me->aux_info); + sfree(me->privdesc); + sfree(me->aux_info); me->aux_info = NULL; rs = random_init(me->seedstr, strlen(me->seedstr)); me->desc = me->ourgame->new_desc(me->curparams, rs, &me->aux_info, TRUE); + me->privdesc = NULL; random_free(rs); } ensure(me); me->states[me->nstates].state = me->ourgame->new_game(me, me->params, me->desc); - me->states[me->nstates].special = TRUE; + me->states[me->nstates].movestr = NULL; + me->states[me->nstates].movetype = NEWGAME; me->nstates++; me->statepos = 1; me->drawstate = me->ourgame->new_drawstate(me->states[0].state); + midend_size_new_drawstate(me); me->elapsed = 0.0F; midend_set_timer(me); if (me->ui) @@ -228,6 +274,10 @@ void midend_new_game(midend_data *me) static int midend_undo(midend_data *me) { if (me->statepos > 1) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos-2].state); me->statepos--; me->dir = -1; return 1; @@ -238,6 +288,10 @@ static int midend_undo(midend_data *me) static int midend_redo(midend_data *me) { if (me->statepos < me->nstates) { + if (me->ui) + me->ourgame->changed_state(me->ui, + me->states[me->statepos-1].state, + me->states[me->statepos].state); me->statepos++; me->dir = +1; return 1; @@ -255,9 +309,9 @@ static void midend_finish_move(midend_data *me) * Restart moves. */ if ((me->oldstate || me->statepos > 1) && - ((me->dir > 0 && !me->states[me->statepos-1].special) || + ((me->dir > 0 && !special(me->states[me->statepos-1].movetype)) || (me->dir < 0 && me->statepos < me->nstates && - !me->states[me->statepos].special))) { + !special(me->states[me->statepos].movetype)))) { flashtime = me->ourgame->flash_length(me->oldstate ? me->oldstate : me->states[me->statepos-2].state, me->states[me->statepos-1].state, @@ -296,7 +350,14 @@ void midend_restart_game(midend_data *me) if (me->statepos == 1) return; /* no point doing anything at all! */ - s = me->ourgame->dup_game(me->states[0].state); + /* + * During restart, we reconstruct the game from the (public) + * game description rather than from states[0], because that + * way Mines gets slightly more sensible behaviour (restart + * goes to _after_ the first click so you don't have to + * remember where you clicked). + */ + s = me->ourgame->new_game(me, me->params, me->desc); /* * Now enter the restarted state as the next move. @@ -306,8 +367,13 @@ void midend_restart_game(midend_data *me) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); me->states[me->nstates].state = s; - me->states[me->nstates].special = TRUE; /* we just restarted */ + me->states[me->nstates].movestr = dupstr(me->desc); + me->states[me->nstates].movetype = RESTART; 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->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); @@ -329,7 +395,7 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) } else if (button == 'u' || button == 'u' || button == '\x1A' || button == '\x1F') { midend_stop_anim(me); - special = me->states[me->statepos-1].special; + special = special(me->states[me->statepos-1].movetype); gotspecial = TRUE; if (!midend_undo(me)) goto done; @@ -342,9 +408,21 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) ret = 0; goto done; } else { - game_state *s = - me->ourgame->make_move(me->states[me->statepos-1].state, - me->ui, me->drawstate, x, y, button); + game_state *s; + char *movestr; + + movestr = + me->ourgame->interpret_move(me->states[me->statepos-1].state, + me->ui, me->drawstate, x, y, button); + if (!movestr) + s = NULL; + else if (!*movestr) + s = me->states[me->statepos-1].state; + else { + s = me->ourgame->execute_move(me->states[me->statepos-1].state, + movestr); + assert(s != NULL); + } if (s == me->states[me->statepos-1].state) { /* @@ -359,17 +437,19 @@ static int midend_really_process_key(midend_data *me, int x, int y, int button) while (me->nstates > me->statepos) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); + assert(movestr != NULL); me->states[me->nstates].state = s; - me->states[me->nstates].special = FALSE; /* normal move */ + me->states[me->nstates].movestr = movestr; + me->states[me->nstates].movetype = MOVE; me->statepos = ++me->nstates; me->dir = +1; } else { - goto done; + goto done; } } if (!gotspecial) - special = me->states[me->statepos-1].special; + special = special(me->states[me->statepos-1].movetype); /* * See if this move requires an animation. @@ -565,13 +645,12 @@ float *midend_colours(midend_data *me, int *ncolours) float *ret; if (me->nstates == 0) { - game_aux_info *aux = NULL; + char *aux = NULL; char *desc = me->ourgame->new_desc(me->params, me->random, &aux, TRUE); state = me->ourgame->new_game(me, me->params, desc); sfree(desc); - if (aux) - me->ourgame->free_aux_info(aux); + sfree(aux); } else state = me->states[0].state; @@ -699,10 +778,12 @@ int midend_wants_statusbar(midend_data *me) return me->ourgame->wants_statusbar(); } -void midend_supersede_game_desc(midend_data *me, char *desc) +void midend_supersede_game_desc(midend_data *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_data *me, int which, char **wintitle) @@ -842,7 +923,8 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) } sfree(me->desc); - me->desc = NULL; + sfree(me->privdesc); + me->desc = me->privdesc = NULL; sfree(me->seedstr); me->seedstr = NULL; @@ -853,8 +935,7 @@ static char *midend_game_id_int(midend_data *me, char *id, int defmode) me->desc = dupstr(desc); me->genmode = GOT_DESC; - if (me->aux_info) - me->ourgame->free_aux_info(me->aux_info); + sfree(me->aux_info); me->aux_info = NULL; } @@ -913,7 +994,7 @@ char *midend_text_format(midend_data *me) char *midend_solve(midend_data *me) { game_state *s; - char *msg; + char *msg, *movestr; if (!me->ourgame->can_solve) return "This game does not support the Solve operation"; @@ -922,9 +1003,13 @@ char *midend_solve(midend_data *me) return "No game set up to solve"; /* _shouldn't_ happen! */ msg = "Solve operation failed"; /* game _should_ overwrite on error */ - s = me->ourgame->solve(me->states[0].state, me->aux_info, &msg); - if (!s) + movestr = me->ourgame->solve(me->states[0].state, + me->states[me->statepos-1].state, + me->aux_info, &msg); + if (!movestr) 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. @@ -934,8 +1019,13 @@ char *midend_solve(midend_data *me) me->ourgame->free_game(me->states[--me->nstates].state); ensure(me); me->states[me->nstates].state = s; - me->states[me->nstates].special = TRUE; /* created using solve */ + 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->anim_time = 0.0; midend_finish_move(me); midend_redraw(me); @@ -972,3 +1062,487 @@ char *midend_rewrite_statusbar(midend_data *me, char *text) return dupstr(text); } } + +#define SERIALISE_MAGIC "Simon Tatham's Portable Puzzle Collection" +#define SERIALISE_VERSION "1" + +void midend_serialise(midend_data *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), 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_data *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_data 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"; + } + 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 = strtod(val, NULL); + } 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)) { + 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)) { + ret = "Short-term parameters in save file are invalid"; + goto cleanup; + } + 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); + + 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; +}