summaryrefslogtreecommitdiffstats
path: root/apps/plugins/puzzles/src/slant.c
blob: 70b2585b810ea3878a62bfd9d28cb8169dba8792 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
/*
 * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal
 * line through each square of a grid.
 */

/*
 * In this puzzle you have a grid of squares, each of which must
 * contain a diagonal line; you also have clue numbers placed at
 * _points_ of that grid, which means there's a (w+1) x (h+1) array
 * of possible clue positions.
 * 
 * I'm therefore going to adopt a rigid convention throughout this
 * source file of using w and h for the dimensions of the grid of
 * squares, and W and H for the dimensions of the grid of points.
 * Thus, W == w+1 and H == h+1 always.
 * 
 * Clue arrays will be W*H `signed char's, and the clue at each
 * point will be a number from 0 to 4, or -1 if there's no clue.
 * 
 * Solution arrays will be W*H `signed char's, and the number at
 * each point will be +1 for a forward slash (/), -1 for a
 * backslash (\), and 0 for unknown.
 */

#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>

#include "puzzles.h"

enum {
    COL_BACKGROUND,
    COL_GRID,
    COL_INK,
    COL_SLANT1,
    COL_SLANT2,
    COL_ERROR,
    COL_CURSOR,
    COL_FILLEDSQUARE,
    NCOLOURS
};

/*
 * In standalone solver mode, `verbose' is a variable which can be
 * set by command-line option; in debugging mode it's simply always
 * true.
 */
#if defined STANDALONE_SOLVER
#define SOLVER_DIAGNOSTICS
bool verbose = false;
#elif defined SOLVER_DIAGNOSTICS
#define verbose true
#endif

/*
 * Difficulty levels. I do some macro ickery here to ensure that my
 * enum and the various forms of my name list always match up.
 */
#define DIFFLIST(A) \
    A(EASY,Easy,e) \
    A(HARD,Hard,h)
#define ENUM(upper,title,lower) DIFF_ ## upper,
#define TITLE(upper,title,lower) #title,
#define ENCODE(upper,title,lower) #lower
#define CONFIG(upper,title,lower) ":" #title
enum { DIFFLIST(ENUM) DIFFCOUNT };
static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
static char const slant_diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)

struct game_params {
    int w, h, diff;
};

typedef struct game_clues {
    int w, h;
    signed char *clues;
    int *tmpdsf;
    int refcount;
} game_clues;

#define ERR_VERTEX 1
#define ERR_SQUARE 2

struct game_state {
    struct game_params p;
    game_clues *clues;
    signed char *soln;
    unsigned char *errors;
    bool completed;
    bool used_solve;           /* used to suppress completion flash */
};

static game_params *default_params(void)
{
    game_params *ret = snew(game_params);

    ret->w = ret->h = 8;
    ret->diff = DIFF_EASY;

    return ret;
}

static const struct game_params slant_presets[] = {
    {5, 5, DIFF_EASY},
    {5, 5, DIFF_HARD},
    {8, 8, DIFF_EASY},
    {8, 8, DIFF_HARD},
    {12, 10, DIFF_EASY},
    {12, 10, DIFF_HARD},
};

static bool game_fetch_preset(int i, char **name, game_params **params)
{
    game_params *ret;
    char str[80];

    if (i < 0 || i >= lenof(slant_presets))
        return false;

    ret = snew(game_params);
    *ret = slant_presets[i];

    sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);

    *name = dupstr(str);
    *params = ret;
    return true;
}

static void free_params(game_params *params)
{
    sfree(params);
}

static game_params *dup_params(const game_params *params)
{
    game_params *ret = snew(game_params);
    *ret = *params;		       /* structure copy */
    return ret;
}

static void decode_params(game_params *ret, char const *string)
{
    ret->w = ret->h = atoi(string);
    while (*string && isdigit((unsigned char)*string)) string++;
    if (*string == 'x') {
        string++;
        ret->h = atoi(string);
	while (*string && isdigit((unsigned char)*string)) string++;
    }
    if (*string == 'd') {
	int i;
	string++;
	for (i = 0; i < DIFFCOUNT; i++)
	    if (*string == slant_diffchars[i])
		ret->diff = i;
	if (*string) string++;
    }
}

static char *encode_params(const game_params *params, bool full)
{
    char data[256];

    sprintf(data, "%dx%d", params->w, params->h);
    if (full)
	sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);

    return dupstr(data);
}

static config_item *game_configure(const game_params *params)
{
    config_item *ret;
    char buf[80];

    ret = snewn(4, config_item);

    ret[0].name = "Width";
    ret[0].type = C_STRING;
    sprintf(buf, "%d", params->w);
    ret[0].u.string.sval = dupstr(buf);

    ret[1].name = "Height";
    ret[1].type = C_STRING;
    sprintf(buf, "%d", params->h);
    ret[1].u.string.sval = dupstr(buf);

    ret[2].name = "Difficulty";
    ret[2].type = C_CHOICES;
    ret[2].u.choices.choicenames = DIFFCONFIG;
    ret[2].u.choices.selected = params->diff;

    ret[3].name = NULL;
    ret[3].type = C_END;

    return ret;
}

static game_params *custom_params(const config_item *cfg)
{
    game_params *ret = snew(game_params);

    ret->w = atoi(cfg[0].u.string.sval);
    ret->h = atoi(cfg[1].u.string.sval);
    ret->diff = cfg[2].u.choices.selected;

    return ret;
}

static const char *validate_params(const game_params *params, bool full)
{
    /*
     * (At least at the time of writing this comment) The grid
     * generator is actually capable of handling even zero grid
     * dimensions without crashing. Puzzles with a zero-area grid
     * are a bit boring, though, because they're already solved :-)
     * And puzzles with a dimension of 1 can't be made Hard, which
     * means the simplest thing is to forbid them altogether.
     */

    if (params->w < 2 || params->h < 2)
	return "Width and height must both be at least two";

    return NULL;
}

/*
 * Scratch space for solver.
 */
struct solver_scratch {
    /*
     * Disjoint set forest which tracks the connected sets of
     * points.
     */
    int *connected;

    /*
     * Counts the number of possible exits from each connected set
     * of points. (That is, the number of possible _simultaneous_
     * exits: an unconnected point labelled 2 has an exit count of
     * 2 even if all four possible edges are still under
     * consideration.)
     */
    int *exits;

    /*
     * Tracks whether each connected set of points includes a
     * border point.
     */
    bool *border;

    /*
     * Another disjoint set forest. This one tracks _squares_ which
     * are known to slant in the same direction.
     */
    int *equiv;

    /*
     * Stores slash values which we know for an equivalence class.
     * When we fill in a square, we set slashval[canonify(x)] to
     * the same value as soln[x], so that we can then spot other
     * squares equivalent to it and fill them in immediately via
     * their known equivalence.
     */
    signed char *slashval;

    /*
     * Stores possible v-shapes. This array is w by h in size, but
     * not every bit of every entry is meaningful. The bits mean:
     * 
     *  - bit 0 for a square means that that square and the one to
     *    its right might form a v-shape between them
     *  - bit 1 for a square means that that square and the one to
     *    its right might form a ^-shape between them
     *  - bit 2 for a square means that that square and the one
     *    below it might form a >-shape between them
     *  - bit 3 for a square means that that square and the one
     *    below it might form a <-shape between them
     * 
     * Any starting 1 or 3 clue rules out four bits in this array
     * immediately; a 2 clue propagates any ruled-out bit past it
     * (if the two squares on one side of a 2 cannot be a v-shape,
     * then neither can the two on the other side be the same
     * v-shape); we can rule out further bits during play using
     * partially filled 2 clues; whenever a pair of squares is
     * known not to be _either_ kind of v-shape, we can mark them
     * as equivalent.
     */
    unsigned char *vbitmap;

    /*
     * Useful to have this information automatically passed to
     * solver subroutines. (This pointer is not dynamically
     * allocated by new_scratch and free_scratch.)
     */
    const signed char *clues;
};

static struct solver_scratch *new_scratch(int w, int h)
{
    int W = w+1, H = h+1;
    struct solver_scratch *ret = snew(struct solver_scratch);
    ret->connected = snewn(W*H, int);
    ret->exits = snewn(W*H, int);
    ret->border = snewn(W*H, bool);
    ret->equiv = snewn(w*h, int);
    ret->slashval = snewn(w*h, signed char);
    ret->vbitmap = snewn(w*h, unsigned char);
    return ret;
}

static void free_scratch(struct solver_scratch *sc)
{
    sfree(sc->vbitmap);
    sfree(sc->slashval);
    sfree(sc->equiv);
    sfree(sc->border);
    sfree(sc->exits);
    sfree(sc->connected);
    sfree(sc);
}

/*
 * Wrapper on dsf_merge() which updates the `exits' and `border'
 * arrays.
 */
static void merge_vertices(int *connected,
			   struct solver_scratch *sc, int i, int j)
{
    int exits = -1;
    bool border = false;    /* initialise to placate optimiser */

    if (sc) {
	i = dsf_canonify(connected, i);
	j = dsf_canonify(connected, j);

	/*
	 * We have used one possible exit from each of the two
	 * classes. Thus, the viable exit count of the new class is
	 * the sum of the old exit counts minus two.
	 */
	exits = sc->exits[i] + sc->exits[j] - 2;

	border = sc->border[i] || sc->border[j];
    }

    dsf_merge(connected, i, j);

    if (sc) {
	i = dsf_canonify(connected, i);
	sc->exits[i] = exits;
	sc->border[i] = border;
    }
}

/*
 * Called when we have just blocked one way out of a particular
 * point. If that point is a non-clue point (thus has a variable
 * number of exits), we have therefore decreased its potential exit
 * count, so we must decrement the exit count for the group as a
 * whole.
 */
static void decr_exits(struct solver_scratch *sc, int i)
{
    if (sc->clues[i] < 0) {
	i = dsf_canonify(sc->connected, i);
	sc->exits[i]--;
    }
}

static void fill_square(int w, int h, int x, int y, int v,
			signed char *soln,
			int *connected, struct solver_scratch *sc)
{
    int W = w+1 /*, H = h+1 */;

    assert(x >= 0 && x < w && y >= 0 && y < h);

    if (soln[y*w+x] != 0) {
	return;			       /* do nothing */
    }

#ifdef SOLVER_DIAGNOSTICS
    if (verbose)
	printf("  placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
#endif

    soln[y*w+x] = v;

    if (sc) {
	int c = dsf_canonify(sc->equiv, y*w+x);
	sc->slashval[c] = v;
    }

    if (v < 0) {
	merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
	if (sc) {
	    decr_exits(sc, y*W+(x+1));
	    decr_exits(sc, (y+1)*W+x);
	}
    } else {
	merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
	if (sc) {
	    decr_exits(sc, y*W+x);
	    decr_exits(sc, (y+1)*W+(x+1));
	}
    }
}

static bool vbitmap_clear(int w, int h, struct solver_scratch *sc,
                          int x, int y, int vbits, const char *reason, ...)
{
    bool done_something = false;
    int vbit;

    for (vbit = 1; vbit <= 8; vbit <<= 1)
        if (vbits & sc->vbitmap[y*w+x] & vbit) {
            done_something = true;
#ifdef SOLVER_DIAGNOSTICS
            if (verbose) {
                va_list ap;

                printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
                       "!v^!>!!!<"[vbit], x, y,
                       x+((vbit&0x3)!=0), y+((vbit&0xC)!=0));

                va_start(ap, reason);
                vprintf(reason, ap);
                va_end(ap);

                printf(")\n");
            }
#endif
            sc->vbitmap[y*w+x] &= ~vbit;
        }

    return done_something;
}

/*
 * Solver. Returns 0 for impossibility, 1 for success, 2 for
 * ambiguity or failure to converge.
 */
static int slant_solve(int w, int h, const signed char *clues,
		       signed char *soln, struct solver_scratch *sc,
		       int difficulty)
{
    int W = w+1, H = h+1;
    int x, y, i, j;
    bool done_something;

    /*
     * Clear the output.
     */
    memset(soln, 0, w*h);

    sc->clues = clues;

    /*
     * Establish a disjoint set forest for tracking connectedness
     * between grid points.
     */
    dsf_init(sc->connected, W*H);

    /*
     * Establish a disjoint set forest for tracking which squares
     * are known to slant in the same direction.
     */
    dsf_init(sc->equiv, w*h);

    /*
     * Clear the slashval array.
     */
    memset(sc->slashval, 0, w*h);

    /*
     * Set up the vbitmap array. Initially all types of v are possible.
     */
    memset(sc->vbitmap, 0xF, w*h);

    /*
     * Initialise the `exits' and `border' arrays. These are used
     * to do second-order loop avoidance: the dual of the no loops
     * constraint is that every point must be somehow connected to
     * the border of the grid (otherwise there would be a solid
     * loop around it which prevented this).
     * 
     * I define a `dead end' to be a connected group of points
     * which contains no border point, and which can form at most
     * one new connection outside itself. Then I forbid placing an
     * edge so that it connects together two dead-end groups, since
     * this would yield a non-border-connected isolated subgraph
     * with no further scope to extend it.
     */
    for (y = 0; y < H; y++)
	for (x = 0; x < W; x++) {
	    if (y == 0 || y == H-1 || x == 0 || x == W-1)
		sc->border[y*W+x] = true;
	    else
		sc->border[y*W+x] = false;

	    if (clues[y*W+x] < 0)
		sc->exits[y*W+x] = 4;
	    else
		sc->exits[y*W+x] = clues[y*W+x];
	}

    /*
     * Repeatedly try to deduce something until we can't.
     */
    do {
	done_something = false;

	/*
	 * Any clue point with the number of remaining lines equal
	 * to zero or to the number of remaining undecided
	 * neighbouring squares can be filled in completely.
	 */
	for (y = 0; y < H; y++)
	    for (x = 0; x < W; x++) {
		struct {
		    int pos, slash;
		} neighbours[4];
		int nneighbours;
		int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;

		if ((c = clues[y*W+x]) < 0)
		    continue;

		/*
		 * We have a clue point. Start by listing its
		 * neighbouring squares, in order around the point,
		 * together with the type of slash that would be
		 * required in that square to connect to the point.
		 */
		nneighbours = 0;
		if (x > 0 && y > 0) {
		    neighbours[nneighbours].pos = (y-1)*w+(x-1);
		    neighbours[nneighbours].slash = -1;
		    nneighbours++;
		}
		if (x > 0 && y < h) {
		    neighbours[nneighbours].pos = y*w+(x-1);
		    neighbours[nneighbours].slash = +1;
		    nneighbours++;
		}
		if (x < w && y < h) {
		    neighbours[nneighbours].pos = y*w+x;
		    neighbours[nneighbours].slash = -1;
		    nneighbours++;
		}
		if (x < w && y > 0) {
		    neighbours[nneighbours].pos = (y-1)*w+x;
		    neighbours[nneighbours].slash = +1;
		    nneighbours++;
		}

		/*
		 * Count up the number of undecided neighbours, and
		 * also the number of lines already present.
		 *
		 * If we're not on DIFF_EASY, then in this loop we
		 * also track whether we've seen two adjacent empty
		 * squares belonging to the same equivalence class
		 * (meaning they have the same type of slash). If
		 * so, we count them jointly as one line.
		 */
		nu = 0;
		nl = c;
		last = neighbours[nneighbours-1].pos;
		if (soln[last] == 0)
		    eq = dsf_canonify(sc->equiv, last);
		else
		    eq = -1;
		meq = mj1 = mj2 = -1;
		for (i = 0; i < nneighbours; i++) {
		    j = neighbours[i].pos;
		    s = neighbours[i].slash;
		    if (soln[j] == 0) {
			nu++;	       /* undecided */
			if (meq < 0 && difficulty > DIFF_EASY) {
			    eq2 = dsf_canonify(sc->equiv, j);
			    if (eq == eq2 && last != j) {
				/*
				 * We've found an equivalent pair.
				 * Mark it. This also inhibits any
				 * further equivalence tracking
				 * around this square, since we can
				 * only handle one pair (and in
				 * particular we want to avoid
				 * being misled by two overlapping
				 * equivalence pairs).
				 */
				meq = eq;
				mj1 = last;
				mj2 = j;
				nl--;   /* count one line */
				nu -= 2;   /* and lose two undecideds */
			    } else
				eq = eq2;
			}
		    } else {
			eq = -1;
			if (soln[j] == s)
			    nl--;      /* here's a line */
		    }
		    last = j;
		}

		/*
		 * Check the counts.
		 */
		if (nl < 0 || nl > nu) {
		    /*
		     * No consistent value for this at all!
		     */
#ifdef SOLVER_DIAGNOSTICS
		    if (verbose)
			printf("need %d / %d lines around clue point at %d,%d!\n",
			       nl, nu, x, y);
#endif
		    return 0;	       /* impossible */
		}

		if (nu > 0 && (nl == 0 || nl == nu)) {
#ifdef SOLVER_DIAGNOSTICS
		    if (verbose) {
			if (meq >= 0)
			    printf("partially (since %d,%d == %d,%d) ",
				   mj1%w, mj1/w, mj2%w, mj2/w);
			printf("%s around clue point at %d,%d\n",
			       nl ? "filling" : "emptying", x, y);
		    }
#endif
		    for (i = 0; i < nneighbours; i++) {
			j = neighbours[i].pos;
			s = neighbours[i].slash;
			if (soln[j] == 0 && j != mj1 && j != mj2)
			    fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
					sc->connected, sc);
		    }

		    done_something = true;
		} else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
		    /*
		     * If we have precisely two undecided squares
		     * and precisely one line to place between
		     * them, _and_ those squares are adjacent, then
		     * we can mark them as equivalent to one
		     * another.
		     * 
		     * This even applies if meq >= 0: if we have a
		     * 2 clue point and two of its neighbours are
		     * already marked equivalent, we can indeed
		     * mark the other two as equivalent.
		     * 
		     * We don't bother with this on DIFF_EASY,
		     * since we wouldn't have used the results
		     * anyway.
		     */
		    last = -1;
		    for (i = 0; i < nneighbours; i++) {
			j = neighbours[i].pos;
			if (soln[j] == 0 && j != mj1 && j != mj2) {
			    if (last < 0)
				last = i;
			    else if (last == i-1 || (last == 0 && i == 3))
				break; /* found a pair */
			}
		    }
		    if (i < nneighbours) {
			int sv1, sv2;

			assert(last >= 0);
			/*
			 * neighbours[last] and neighbours[i] are
			 * the pair. Mark them equivalent.
			 */
#ifdef SOLVER_DIAGNOSTICS
			if (verbose) {
			    if (meq >= 0)
				printf("since %d,%d == %d,%d, ",
				       mj1%w, mj1/w, mj2%w, mj2/w);
			}
#endif
			mj1 = neighbours[last].pos;
			mj2 = neighbours[i].pos;
#ifdef SOLVER_DIAGNOSTICS
			if (verbose)
			    printf("clue point at %d,%d implies %d,%d == %d,"
				   "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
#endif
			mj1 = dsf_canonify(sc->equiv, mj1);
			sv1 = sc->slashval[mj1];
			mj2 = dsf_canonify(sc->equiv, mj2);
			sv2 = sc->slashval[mj2];
			if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
#ifdef SOLVER_DIAGNOSTICS
			    if (verbose)
				printf("merged two equivalence classes with"
				       " different slash values!\n");
#endif
			    return 0;
			}
			sv1 = sv1 ? sv1 : sv2;
			dsf_merge(sc->equiv, mj1, mj2);
			mj1 = dsf_canonify(sc->equiv, mj1);
			sc->slashval[mj1] = sv1;
		    }
		}
	    }

	if (done_something)
	    continue;

	/*
	 * Failing that, we now apply the second condition, which
	 * is that no square may be filled in such a way as to form
	 * a loop. Also in this loop (since it's over squares
	 * rather than points), we check slashval to see if we've
	 * already filled in another square in the same equivalence
	 * class.
	 * 
	 * The slashval check is disabled on DIFF_EASY, as is dead
	 * end avoidance. Only _immediate_ loop avoidance remains.
	 */
	for (y = 0; y < h; y++)
	    for (x = 0; x < w; x++) {
		bool fs, bs;
                int v, c1, c2;
#ifdef SOLVER_DIAGNOSTICS
		const char *reason = "<internal error>";
#endif

		if (soln[y*w+x])
		    continue;	       /* got this one already */

		fs = false;
		bs = false;

		if (difficulty > DIFF_EASY)
		    v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
		else
		    v = 0;

		/*
		 * Try to rule out connectivity between (x,y) and
		 * (x+1,y+1); if successful, we will deduce that we
		 * must have a forward slash.
		 */
		c1 = dsf_canonify(sc->connected, y*W+x);
		c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
		if (c1 == c2) {
		    fs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "simple loop avoidance";
#endif
		}
		if (difficulty > DIFF_EASY &&
		    !sc->border[c1] && !sc->border[c2] &&
		    sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
		    fs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "dead end avoidance";
#endif
		}
		if (v == +1) {
		    fs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "equivalence to an already filled square";
#endif
		}

		/*
		 * Now do the same between (x+1,y) and (x,y+1), to
		 * see if we are required to have a backslash.
		 */
		c1 = dsf_canonify(sc->connected, y*W+(x+1));
		c2 = dsf_canonify(sc->connected, (y+1)*W+x);
		if (c1 == c2) {
		    bs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "simple loop avoidance";
#endif
		}
		if (difficulty > DIFF_EASY &&
		    !sc->border[c1] && !sc->border[c2] &&
		    sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
		    bs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "dead end avoidance";
#endif
		}
		if (v == -1) {
		    bs = true;
#ifdef SOLVER_DIAGNOSTICS
		    reason = "equivalence to an already filled square";
#endif
		}

		if (fs && bs) {
		    /*
		     * No consistent value for this at all!
		     */
#ifdef SOLVER_DIAGNOSTICS
		    if (verbose)
			printf("%d,%d has no consistent slash!\n", x, y);
#endif
		    return 0;          /* impossible */
		}

		if (fs) {
#ifdef SOLVER_DIAGNOSTICS
		    if (verbose)
			printf("employing %s\n", reason);
#endif
		    fill_square(w, h, x, y, +1, soln, sc->connected, sc);
		    done_something = true;
		} else if (bs) {
#ifdef SOLVER_DIAGNOSTICS
		    if (verbose)
			printf("employing %s\n", reason);
#endif
		    fill_square(w, h, x, y, -1, soln, sc->connected, sc);
		    done_something = true;
		}
	    }

	if (done_something)
	    continue;

        /*
         * Now see what we can do with the vbitmap array. All
         * vbitmap deductions are disabled at Easy level.
         */
        if (difficulty <= DIFF_EASY)
            continue;

	for (y = 0; y < h; y++)
	    for (x = 0; x < w; x++) {
                int s, c;

                /*
                 * Any line already placed in a square must rule
                 * out any type of v which contradicts it.
                 */
                if ((s = soln[y*w+x]) != 0) {
                    if (x > 0)
                        done_something |=
                        vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2),
                                      "contradicts known edge at (%d,%d)",x,y);
                    if (x+1 < w)
                        done_something |=
                        vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1),
                                      "contradicts known edge at (%d,%d)",x,y);
                    if (y > 0)
                        done_something |=
                        vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8),
                                      "contradicts known edge at (%d,%d)",x,y);
                    if (y+1 < h)
                        done_something |=
                        vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4),
                                      "contradicts known edge at (%d,%d)",x,y);
                }

                /*
                 * If both types of v are ruled out for a pair of
                 * adjacent squares, mark them as equivalent.
                 */
                if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) {
                    int n1 = y*w+x, n2 = y*w+(x+1);
                    if (dsf_canonify(sc->equiv, n1) !=
                        dsf_canonify(sc->equiv, n2)) {
                        dsf_merge(sc->equiv, n1, n2);
                        done_something = true;
#ifdef SOLVER_DIAGNOSTICS
                        if (verbose)
                            printf("(%d,%d) and (%d,%d) must be equivalent"
                                   " because both v-shapes are ruled out\n",
                                   x, y, x+1, y);
#endif
                    }
                }
                if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) {
                    int n1 = y*w+x, n2 = (y+1)*w+x;
                    if (dsf_canonify(sc->equiv, n1) !=
                        dsf_canonify(sc->equiv, n2)) {
                        dsf_merge(sc->equiv, n1, n2);
                        done_something = true;
#ifdef SOLVER_DIAGNOSTICS
                        if (verbose)
                            printf("(%d,%d) and (%d,%d) must be equivalent"
                                   " because both v-shapes are ruled out\n",
                                   x, y, x, y+1);
#endif
                    }
                }

                /*
                 * The remaining work in this loop only works
                 * around non-edge clue points.
                 */
                if (y == 0 || x == 0)
                    continue;
		if ((c = clues[y*W+x]) < 0)
		    continue;

                /*
                 * x,y marks a clue point not on the grid edge. See
                 * if this clue point allows us to rule out any v
                 * shapes.
                 */

                if (c == 1) {
                    /*
                     * A 1 clue can never have any v shape pointing
                     * at it.
                     */
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y-1, 0x5,
                                      "points at 1 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y, 0x2,
                                      "points at 1 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x, y-1, 0x8,
                                      "points at 1 clue at (%d,%d)", x, y);
                } else if (c == 3) {
                    /*
                     * A 3 clue can never have any v shape pointing
                     * away from it.
                     */
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y-1, 0xA,
                                      "points away from 3 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y, 0x1,
                                      "points away from 3 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x, y-1, 0x4,
                                      "points away from 3 clue at (%d,%d)", x, y);
                } else if (c == 2) {
                    /*
                     * If a 2 clue has any kind of v ruled out on
                     * one side of it, the same v is ruled out on
                     * the other side.
                     */
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y-1,
                                      (sc->vbitmap[(y  )*w+(x-1)] & 0x3) ^ 0x3,
                                      "propagated by 2 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y-1,
                                      (sc->vbitmap[(y-1)*w+(x  )] & 0xC) ^ 0xC,
                                      "propagated by 2 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x-1, y,
                                      (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3,
                                      "propagated by 2 clue at (%d,%d)", x, y);
                    done_something |=
                        vbitmap_clear(w, h, sc, x, y-1,
                                      (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC,
                                      "propagated by 2 clue at (%d,%d)", x, y);
                }

#undef CLEARBITS

            }

    } while (done_something);

    /*
     * Solver can make no more progress. See if the grid is full.
     */
    for (i = 0; i < w*h; i++)
	if (!soln[i])
	    return 2;		       /* failed to converge */
    return 1;			       /* success */
}

/*
 * Filled-grid generator.
 */
static void slant_generate(int w, int h, signed char *soln, random_state *rs)
{
    int W = w+1, H = h+1;
    int x, y, i;
    int *connected, *indices;

    /*
     * Clear the output.
     */
    memset(soln, 0, w*h);

    /*
     * Establish a disjoint set forest for tracking connectedness
     * between grid points.
     */
    connected = snew_dsf(W*H);

    /*
     * Prepare a list of the squares in the grid, and fill them in
     * in a random order.
     */
    indices = snewn(w*h, int);
    for (i = 0; i < w*h; i++)
	indices[i] = i;
    shuffle(indices, w*h, sizeof(*indices), rs);

    /*
     * Fill in each one in turn.
     */
    for (i = 0; i < w*h; i++) {
	bool fs, bs;
        int v;

	y = indices[i] / w;
	x = indices[i] % w;

	fs = (dsf_canonify(connected, y*W+x) ==
	      dsf_canonify(connected, (y+1)*W+(x+1)));
	bs = (dsf_canonify(connected, (y+1)*W+x) ==
	      dsf_canonify(connected, y*W+(x+1)));

	/*
	 * It isn't possible to get into a situation where we
	 * aren't allowed to place _either_ type of slash in a
	 * square. Thus, filled-grid generation never has to
	 * backtrack.
	 * 
	 * Proof (thanks to Gareth Taylor):
	 * 
	 * If it were possible, it would have to be because there
	 * was an existing path (not using this square) between the
	 * top-left and bottom-right corners of this square, and
	 * another between the other two. These two paths would
	 * have to cross at some point.
	 * 
	 * Obviously they can't cross in the middle of a square, so
	 * they must cross by sharing a point in common. But this
	 * isn't possible either: if you chessboard-colour all the
	 * points on the grid, you find that any continuous
	 * diagonal path is entirely composed of points of the same
	 * colour. And one of our two hypothetical paths is between
	 * two black points, and the other is between two white
	 * points - therefore they can have no point in common. []
	 */
	assert(!(fs && bs));

	v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
	fill_square(w, h, x, y, v, soln, connected, NULL);
    }

    sfree(indices);
    sfree(connected);
}

static char *new_game_desc(const game_params *params, random_state *rs,
			   char **aux, bool interactive)
{
    int w = params->w, h = params->h, W = w+1, H = h+1;
    signed char *soln, *tmpsoln, *clues;
    int *clueindices;
    struct solver_scratch *sc;
    int x, y, v, i, j;
    char *desc;

    soln = snewn(w*h, signed char);
    tmpsoln = snewn(w*h, signed char);
    clues = snewn(W*H, signed char);
    clueindices = snewn(W*H, int);
    sc = new_scratch(w, h);

    do {
	/*
	 * Create the filled grid.
	 */
	slant_generate(w, h, soln, rs);

	/*
	 * Fill in the complete set of clues.
	 */
	for (y = 0; y < H; y++)
	    for (x = 0; x < W; x++) {
		v = 0;

		if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++;
		if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++;
		if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++;
		if (x < w && y < h && soln[y*w+x] == -1) v++;

		clues[y*W+x] = v;
	    }

	/*
	 * With all clue points filled in, all puzzles are easy: we can
	 * simply process the clue points in lexicographic order, and
	 * at each clue point we will always have at most one square
	 * undecided, which we can then fill in uniquely.
	 */
	assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);

	/*
	 * Remove as many clues as possible while retaining solubility.
	 *
	 * In DIFF_HARD mode, we prioritise the removal of obvious
	 * starting points (4s, 0s, border 2s and corner 1s), on
	 * the grounds that having as few of these as possible
	 * seems like a good thing. In particular, we can often get
	 * away without _any_ completely obvious starting points,
	 * which is even better.
	 */
	for (i = 0; i < W*H; i++)
	    clueindices[i] = i;
	shuffle(clueindices, W*H, sizeof(*clueindices), rs);
	for (j = 0; j < 2; j++) {
	    for (i = 0; i < W*H; i++) {
		int pass;
                bool yb, xb;

		y = clueindices[i] / W;
		x = clueindices[i] % W;
		v = clues[y*W+x];

		/*
		 * Identify which pass we should process this point
		 * in. If it's an obvious start point, _or_ we're
		 * in DIFF_EASY, then it goes in pass 0; otherwise
		 * pass 1.
		 */
		xb = (x == 0 || x == W-1);
		yb = (y == 0 || y == H-1);
		if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
		    (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
		    pass = 0;
		else
		    pass = 1;

		if (pass == j) {
		    clues[y*W+x] = -1;
		    if (slant_solve(w, h, clues, tmpsoln, sc,
				    params->diff) != 1)
			clues[y*W+x] = v;	       /* put it back */
		}
	    }
	}

	/*
	 * And finally, verify that the grid is of _at least_ the
	 * requested difficulty, by running the solver one level
	 * down and verifying that it can't manage it.
	 */
    } while (params->diff > 0 &&
	     slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);

    /*
     * Now we have the clue set as it will be presented to the
     * user. Encode it in a game desc.
     */
    {
	char *p;
	int run, i;

	desc = snewn(W*H+1, char);
	p = desc;
	run = 0;
	for (i = 0; i <= W*H; i++) {
	    int n = (i < W*H ? clues[i] : -2);

	    if (n == -1)
		run++;
	    else {
		if (run) {
		    while (run > 0) {
			int c = 'a' - 1 + run;
			if (run > 26)
			    c = 'z';
			*p++ = c;
			run -= c - ('a' - 1);
		    }
		}
		if (n >= 0)
		    *p++ = '0' + n;
		run = 0;
	    }
	}
	assert(p - desc <= W*H);
	*p++ = '\0';
	desc = sresize(desc, p - desc, char);
    }

    /*
     * Encode the solution as an aux_info.
     */
    {
	char *auxbuf;
	*aux = auxbuf = snewn(w*h+1, char);
	for (i = 0; i < w*h; i++)
	    auxbuf[i] = soln[i] < 0 ? '\\' : '/';
	auxbuf[w*h] = '\0';
    }

    free_scratch(sc);
    sfree(clueindices);
    sfree(clues);
    sfree(tmpsoln);
    sfree(soln);

    return desc;
}

static const char *validate_desc(const game_params *params, const char *desc)
{
    int w = params->w, h = params->h, W = w+1, H = h+1;
    int area = W*H;
    int squares = 0;

    while (*desc) {
        int n = *desc++;
        if (n >= 'a' && n <= 'z') {
            squares += n - 'a' + 1;
        } else if (n >= '0' && n <= '4') {
            squares++;
        } else
            return "Invalid character in game description";
    }

    if (squares < area)
        return "Not enough data to fill grid";

    if (squares > area)
        return "Too much data to fit in grid";

    return NULL;
}

static game_state *new_game(midend *me, const game_params *params,
                            const char *desc)
{
    int w = params->w, h = params->h, W = w+1, H = h+1;
    game_state *state = snew(game_state);
    int area = W*H;
    int squares = 0;

    state->p = *params;
    state->soln = snewn(w*h, signed char);
    memset(state->soln, 0, w*h);
    state->completed = state->used_solve = false;
    state->errors = snewn(W*H, unsigned char);
    memset(state->errors, 0, W*H);

    state->clues = snew(game_clues);
    state->clues->w = w;
    state->clues->h = h;
    state->clues->clues = snewn(W*H, signed char);
    state->clues->refcount = 1;
    state->clues->tmpdsf = snewn(W*H*2+W+H, int);
    memset(state->clues->clues, -1, W*H);
    while (*desc) {
        int n = *desc++;
        if (n >= 'a' && n <= 'z') {
            squares += n - 'a' + 1;
        } else if (n >= '0' && n <= '4') {
            state->clues->clues[squares++] = n - '0';
        } else
	    assert(!"can't get here");
    }
    assert(squares == area);

    return state;
}

static game_state *dup_game(const game_state *state)
{
    int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
    game_state *ret = snew(game_state);

    ret->p = state->p;
    ret->clues = state->clues;
    ret->clues->refcount++;
    ret->completed = state->completed;
    ret->used_solve = state->used_solve;

    ret->soln = snewn(w*h, signed char);
    memcpy(ret->soln, state->soln, w*h);

    ret->errors = snewn(W*H, unsigned char);
    memcpy(ret->errors, state->errors, W*H);

    return ret;
}

static void free_game(game_state *state)
{
    sfree(state->errors);
    sfree(state->soln);
    assert(state->clues);
    if (--state->clues->refcount <= 0) {
        sfree(state->clues->clues);
        sfree(state->clues->tmpdsf);
        sfree(state->clues);
    }
    sfree(state);
}

/*
 * Utility function to return the current degree of a vertex. If
 * `anti' is set, it returns the number of filled-in edges
 * surrounding the point which _don't_ connect to it; thus 4 minus
 * its anti-degree is the maximum degree it could have if all the
 * empty spaces around it were filled in.
 * 
 * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
 * 
 * If ret > 0, *sx and *sy are set to the coordinates of one of the
 * squares that contributed to it.
 */
static int vertex_degree(int w, int h, signed char *soln, int x, int y,
                         bool anti, int *sx, int *sy)
{
    int ret = 0;

    assert(x >= 0 && x <= w && y >= 0 && y <= h);
    if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
        if (sx) *sx = x-1;
        if (sy) *sy = y-1;
        ret++;
    }
    if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
        if (sx) *sx = x-1;
        if (sy) *sy = y;
        ret++;
    }
    if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
        if (sx) *sx = x;
        if (sy) *sy = y-1;
        ret++;
    }
    if (x < w && y < h && soln[y*w+x] - anti < 0) {
        if (sx) *sx = x;
        if (sy) *sy = y;
        ret++;
    }

    return anti ? 4 - ret : ret;
}

struct slant_neighbour_ctx {
    const game_state *state;
    int i, n, neighbours[4];
};
static int slant_neighbour(int vertex, void *vctx)
{
    struct slant_neighbour_ctx *ctx = (struct slant_neighbour_ctx *)vctx;

    if (vertex >= 0) {
        int w = ctx->state->p.w, h = ctx->state->p.h, W = w+1;
        int x = vertex % W, y = vertex / W;
        ctx->n = ctx->i = 0;
        if (x < w && y < h && ctx->state->soln[y*w+x] < 0)
            ctx->neighbours[ctx->n++] = (y+1)*W+(x+1);
        if (x > 0 && y > 0 && ctx->state->soln[(y-1)*w+(x-1)] < 0)
            ctx->neighbours[ctx->n++] = (y-1)*W+(x-1);
        if (x > 0 && y < h && ctx->state->soln[y*w+(x-1)] > 0)
            ctx->neighbours[ctx->n++] = (y+1)*W+(x-1);
        if (x < w && y > 0 && ctx->state->soln[(y-1)*w+x] > 0)
            ctx->neighbours[ctx->n++] = (y-1)*W+(x+1);
    }

    if (ctx->i < ctx->n)
        return ctx->neighbours[ctx->i++];
    else
        return -1;
}

static bool check_completion(game_state *state)
{
    int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
    int x, y;
    bool err = false;

    memset(state->errors, 0, W*H);

    /*
     * Detect and error-highlight loops in the grid.
     */
    {
        struct findloopstate *fls = findloop_new_state(W*H);
        struct slant_neighbour_ctx ctx;
        ctx.state = state;

        if (findloop_run(fls, W*H, slant_neighbour, &ctx))
            err = true;
        for (y = 0; y < h; y++) {
            for (x = 0; x < w; x++) {
                int u, v;
                if (state->soln[y*w+x] == 0) {
                    continue;
                } else if (state->soln[y*w+x] > 0) {
                    u = y*W+(x+1);
                    v = (y+1)*W+x;
                } else {
                    u = (y+1)*W+(x+1);
                    v = y*W+x;
                }
                if (findloop_is_loop_edge(fls, u, v))
                    state->errors[y*W+x] |= ERR_SQUARE;
	    }
        }

        findloop_free_state(fls);
    }

    /*
     * Now go through and check the degree of each clue vertex, and
     * mark it with ERR_VERTEX if it cannot be fulfilled.
     */
    for (y = 0; y < H; y++)
        for (x = 0; x < W; x++) {
            int c;

	    if ((c = state->clues->clues[y*W+x]) < 0)
		continue;

            /*
             * Check to see if there are too many connections to
             * this vertex _or_ too many non-connections. Either is
             * grounds for marking the vertex as erroneous.
             */
            if (vertex_degree(w, h, state->soln, x, y,
                              false, NULL, NULL) > c ||
                vertex_degree(w, h, state->soln, x, y,
                              true, NULL, NULL) > 4-c) {
                state->errors[y*W+x] |= ERR_VERTEX;
                err = true;
            }
        }

    /*
     * Now our actual victory condition is that (a) none of the
     * above code marked anything as erroneous, and (b) every
     * square has an edge in it.
     */

    if (err)
        return false;

    for (y = 0; y < h; y++)
	for (x = 0; x < w; x++)
	    if (state->soln[y*w+x] == 0)
		return false;

    return true;
}

static char *solve_game(const game_state *state, const game_state *currstate,
                        const char *aux, const char **error)
{
    int w = state->p.w, h = state->p.h;
    signed char *soln;
    int bs, ret;
    bool free_soln = false;
    char *move, buf[80];
    int movelen, movesize;
    int x, y;

    if (aux) {
	/*
	 * If we already have the solution, save ourselves some
	 * time.
	 */
	soln = (signed char *)aux;
	bs = (signed char)'\\';
	free_soln = false;
    } else {
	struct solver_scratch *sc = new_scratch(w, h);
	soln = snewn(w*h, signed char);
	bs = -1;
	ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
	free_scratch(sc);
	if (ret != 1) {
	    sfree(soln);
	    if (ret == 0)
		*error = "This puzzle is not self-consistent";
	    else
		*error = "Unable to find a unique solution for this puzzle";
            return NULL;
	}
	free_soln = true;
    }

    /*
     * Construct a move string which turns the current state into
     * the solved state.
     */
    movesize = 256;
    move = snewn(movesize, char);
    movelen = 0;
    move[movelen++] = 'S';
    move[movelen] = '\0';
    for (y = 0; y < h; y++)
	for (x = 0; x < w; x++) {
	    int v = (soln[y*w+x] == bs ? -1 : +1);
	    if (state->soln[y*w+x] != v) {
		int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y);
		if (movelen + len >= movesize) {
		    movesize = movelen + len + 256;
		    move = sresize(move, movesize, char);
		}
		strcpy(move + movelen, buf);
		movelen += len;
	    }
	}

    if (free_soln)
	sfree(soln);

    return move;
}

static bool game_can_format_as_text_now(const game_params *params)
{
    return true;
}

static char *game_text_format(const game_state *state)
{
    int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
    int x, y, len;
    char *ret, *p;

    /*
     * There are h+H rows of w+W columns.
     */
    len = (h+H) * (w+W+1) + 1;
    ret = snewn(len, char);
    p = ret;

    for (y = 0; y < H; y++) {
	for (x = 0; x < W; x++) {
	    if (state->clues->clues[y*W+x] >= 0)
		*p++ = state->clues->clues[y*W+x] + '0';
	    else
		*p++ = '+';
	    if (x < w)
		*p++ = '-';
	}
	*p++ = '\n';
	if (y < h) {
	    for (x = 0; x < W; x++) {
		*p++ = '|';
		if (x < w) {
		    if (state->soln[y*w+x] != 0)
			*p++ = (state->soln[y*w+x] < 0 ? '\\' : '/');
		    else
			*p++ = ' ';
		}
	    }
	    *p++ = '\n';
	}
    }
    *p++ = '\0';

    assert(p - ret == len);
    return ret;
}

struct game_ui {
    int cur_x, cur_y;
    bool cur_visible;
};

static game_ui *new_ui(const game_state *state)
{
    game_ui *ui = snew(game_ui);
    ui->cur_x = ui->cur_y = 0;
    ui->cur_visible = false;
    return ui;
}

static void free_ui(game_ui *ui)
{
    sfree(ui);
}

static char *encode_ui(const game_ui *ui)
{
    return NULL;
}

static void decode_ui(game_ui *ui, const char *encoding)
{
}

static void game_changed_state(game_ui *ui, const game_state *oldstate,
                               const game_state *newstate)
{
}

#define PREFERRED_TILESIZE 32
#define TILESIZE (ds->tilesize)
#define BORDER TILESIZE
#define CLUE_RADIUS (TILESIZE / 3)
#define CLUE_TEXTSIZE (TILESIZE / 2)
#define COORD(x)  ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x)  ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )

#define FLASH_TIME 0.30F

/*
 * Bit fields in the `grid' and `todraw' elements of the drawstate.
 */
#define BACKSLASH 0x00000001L
#define FORWSLASH 0x00000002L
#define L_T       0x00000004L
#define ERR_L_T   0x00000008L
#define L_B       0x00000010L
#define ERR_L_B   0x00000020L
#define T_L       0x00000040L
#define ERR_T_L   0x00000080L
#define T_R       0x00000100L
#define ERR_T_R   0x00000200L
#define C_TL      0x00000400L
#define ERR_C_TL  0x00000800L
#define FLASH     0x00001000L
#define ERRSLASH  0x00002000L
#define ERR_TL    0x00004000L
#define ERR_TR    0x00008000L
#define ERR_BL    0x00010000L
#define ERR_BR    0x00020000L
#define CURSOR    0x00040000L

struct game_drawstate {
    int tilesize;
    bool started;
    long *grid;
    long *todraw;
};

static char *interpret_move(const game_state *state, game_ui *ui,
                            const game_drawstate *ds,
                            int x, int y, int button)
{
    int w = state->p.w, h = state->p.h;
    int v;
    char buf[80];
    enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;

    if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
	/*
	 * This is an utterly awful hack which I should really sort out
	 * by means of a proper configuration mechanism. One Slant
	 * player has observed that they prefer the mouse buttons to
	 * function exactly the opposite way round, so here's a
	 * mechanism for environment-based configuration. I cache the
	 * result in a global variable - yuck! - to avoid repeated
	 * lookups.
	 */
	{
	    static int swap_buttons = -1;
	    if (swap_buttons < 0) {
		char *env = getenv("SLANT_SWAP_BUTTONS");
		swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
	    }
	    if (swap_buttons) {
		if (button == LEFT_BUTTON)
		    button = RIGHT_BUTTON;
		else
		    button = LEFT_BUTTON;
	    }
	}
        action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;

        x = FROMCOORD(x);
        y = FROMCOORD(y);
        if (x < 0 || y < 0 || x >= w || y >= h)
            return NULL;
        ui->cur_visible = false;
    } else if (IS_CURSOR_SELECT(button)) {
        if (!ui->cur_visible) {
            ui->cur_visible = true;
            return UI_UPDATE;
        }
        x = ui->cur_x;
        y = ui->cur_y;

        action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
    } else if (IS_CURSOR_MOVE(button)) {
        move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, false);
        ui->cur_visible = true;
        return UI_UPDATE;
    } else if (button == '\\' || button == '\b' || button == '/') {
	int x = ui->cur_x, y = ui->cur_y;
	if (button == ("\\" "\b" "/")[state->soln[y*w + x] + 1]) return NULL;
	sprintf(buf, "%c%d,%d", button == '\b' ? 'C' : button, x, y);
	return dupstr(buf);
    }

    if (action != NONE) {
        if (action == CLOCKWISE) {
            /*
             * Left-clicking cycles blank -> \ -> / -> blank.
             */
            v = state->soln[y*w+x] - 1;
            if (v == -2)
                v = +1;
        } else {
            /*
             * Right-clicking cycles blank -> / -> \ -> blank.
             */
            v = state->soln[y*w+x] + 1;
            if (v == +2)
                v = -1;
        }

        sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y);
        return dupstr(buf);
    }

    return NULL;
}

static game_state *execute_move(const game_state *state, const char *move)
{
    int w = state->p.w, h = state->p.h;
    char c;
    int x, y, n;
    game_state *ret = dup_game(state);

    while (*move) {
        c = *move;
	if (c == 'S') {
	    ret->used_solve = true;
	    move++;
	} else if (c == '\\' || c == '/' || c == 'C') {
            move++;
            if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
                x < 0 || y < 0 || x >= w || y >= h) {
                free_game(ret);
                return NULL;
            }
            ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0);
            move += n;
        } else {
            free_game(ret);
            return NULL;
        }
        if (*move == ';')
            move++;
        else if (*move) {
            free_game(ret);
            return NULL;
        }
    }

    /*
     * We never clear the `completed' flag, but we must always
     * re-run the completion check because it also highlights
     * errors in the grid.
     */
    ret->completed = check_completion(ret) || ret->completed;

    return ret;
}

/* ----------------------------------------------------------------------
 * Drawing routines.
 */

static void game_compute_size(const game_params *params, int tilesize,
                              int *x, int *y)
{
    /* fool the macros */
    struct dummy { int tilesize; } dummy, *ds = &dummy;
    dummy.tilesize = tilesize;

    *x = 2 * BORDER + params->w * TILESIZE + 1;
    *y = 2 * BORDER + params->h * TILESIZE + 1;
}

static void game_set_size(drawing *dr, game_drawstate *ds,
                          const game_params *params, int tilesize)
{
    ds->tilesize = tilesize;
}

static float *game_colours(frontend *fe, int *ncolours)
{
    float *ret = snewn(3 * NCOLOURS, float);

    /* CURSOR colour is a background highlight. */
    game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);

    ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
    ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
    ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];

    ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
    ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
    ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F;

    ret[COL_INK * 3 + 0] = 0.0F;
    ret[COL_INK * 3 + 1] = 0.0F;
    ret[COL_INK * 3 + 2] = 0.0F;

    ret[COL_SLANT1 * 3 + 0] = 0.0F;
    ret[COL_SLANT1 * 3 + 1] = 0.0F;
    ret[COL_SLANT1 * 3 + 2] = 0.0F;

    ret[COL_SLANT2 * 3 + 0] = 0.0F;
    ret[COL_SLANT2 * 3 + 1] = 0.0F;
    ret[COL_SLANT2 * 3 + 2] = 0.0F;

    ret[COL_ERROR * 3 + 0] = 1.0F;
    ret[COL_ERROR * 3 + 1] = 0.0F;
    ret[COL_ERROR * 3 + 2] = 0.0F;

    *ncolours = NCOLOURS;
    return ret;
}

static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
    int w = state->p.w, h = state->p.h;
    int i;
    struct game_drawstate *ds = snew(struct game_drawstate);

    ds->tilesize = 0;
    ds->started = false;
    ds->grid = snewn((w+2)*(h+2), long);
    ds->todraw = snewn((w+2)*(h+2), long);
    for (i = 0; i < (w+2)*(h+2); i++)
	ds->grid[i] = ds->todraw[i] = -1;

    return ds;
}

static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
    sfree(ds->todraw);
    sfree(ds->grid);
    sfree(ds);
}

static void draw_clue(drawing *dr, game_drawstate *ds,
		      int x, int y, long v, bool err, int bg, int colour)
{
    char p[2];
    int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
    int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;

    if (v < 0)
	return;

    p[0] = (char)v + '0';
    p[1] = '\0';
    draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
		bg >= 0 ? bg : COL_BACKGROUND, ccol);
    draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
	      CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
}

static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
		      int x, int y, long v)
{
    int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
    int chesscolour = (x ^ y) & 1;
    int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
    int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;

    clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);

    draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
	      (v & FLASH) ? COL_GRID :
              (v & CURSOR) ? COL_CURSOR :
	      (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
	      COL_BACKGROUND);

    /*
     * Draw the grid lines.
     */
    if (x >= 0 && x < w && y >= 0)
        draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
    if (x >= 0 && x < w && y < h)
        draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
    if (y >= 0 && y < h && x >= 0)
        draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
    if (y >= 0 && y < h && x < w)
        draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
    if (x == -1 && y == -1)
        draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
    if (x == -1 && y == h)
        draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
    if (x == w && y == -1)
        draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
    if (x == w && y == h)
        draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);

    /*
     * Draw the slash.
     */
    if (v & BACKSLASH) {
        int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
	draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
	draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
		  scol);
	draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
		  scol);
    } else if (v & FORWSLASH) {
        int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
	draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
	draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
		  scol);
	draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
		  scol);
    }

    /*
     * Draw dots on the grid corners that appear if a slash is in a
     * neighbouring cell.
     */
    if (v & (L_T | BACKSLASH))
	draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
                  (v & ERR_L_T ? COL_ERROR : bscol));
    if (v & (L_B | FORWSLASH))
	draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
                  (v & ERR_L_B ? COL_ERROR : fscol));
    if (v & (T_L | BACKSLASH))
	draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
                  (v & ERR_T_L ? COL_ERROR : bscol));
    if (v & (T_R | FORWSLASH))
	draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
                  (v & ERR_T_R ? COL_ERROR : fscol));
    if (v & (C_TL | BACKSLASH))
	draw_rect(dr, COORD(x), COORD(y), 1, 1,
                  (v & ERR_C_TL ? COL_ERROR : bscol));

    /*
     * And finally the clues at the corners.
     */
    if (x >= 0 && y >= 0)
        draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
    if (x < w && y >= 0)
        draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
    if (x >= 0 && y < h)
        draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
    if (x < w && y < h)
        draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
		  -1, -1);

    unclip(dr);
    draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
}

static void game_redraw(drawing *dr, game_drawstate *ds,
                        const game_state *oldstate, const game_state *state,
                        int dir, const game_ui *ui,
                        float animtime, float flashtime)
{
    int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
    int x, y;
    bool flashing;

    if (flashtime > 0)
	flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
    else
	flashing = false;

    if (!ds->started) {
	int ww, wh;
	game_compute_size(&state->p, TILESIZE, &ww, &wh);
	draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
	draw_update(dr, 0, 0, ww, wh);
	ds->started = true;
    }

    /*
     * Loop over the grid and work out where all the slashes are.
     * We need to do this because a slash in one square affects the
     * drawing of the next one along.
     */
    for (y = -1; y <= h; y++)
	for (x = -1; x <= w; x++) {
            if (x >= 0 && x < w && y >= 0 && y < h)
                ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
            else
                ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
        }

    for (y = 0; y < h; y++) {
	for (x = 0; x < w; x++) {
            bool err = state->errors[y*W+x] & ERR_SQUARE;

	    if (state->soln[y*w+x] < 0) {
		ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
                ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
                ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
                ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
                if (err) {
                    ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | 
			ERR_T_L | ERR_L_T | ERR_C_TL;
                    ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
                    ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
                    ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
                }
	    } else if (state->soln[y*w+x] > 0) {
		ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
                ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
                ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
                if (err) {
                    ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
			ERR_L_B | ERR_T_R;
                    ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
                    ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
                }
	    }
            if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
                ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
	}
    }

    for (y = 0; y < H; y++)
        for (x = 0; x < W; x++)
            if (state->errors[y*W+x] & ERR_VERTEX) {
                ds->todraw[y*(w+2)+x] |= ERR_BR;
                ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
                ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
                ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
            }

    /*
     * Now go through and draw the grid squares.
     */
    for (y = -1; y <= h; y++) {
	for (x = -1; x <= w; x++) {
	    if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
		draw_tile(dr, ds, state->clues, x, y,
                          ds->todraw[(y+1)*(w+2)+(x+1)]);
		ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
	    }
	}
    }
}

static float game_anim_length(const game_state *oldstate,
                              const game_state *newstate, int dir, game_ui *ui)
{
    return 0.0F;
}

static float game_flash_length(const game_state *oldstate,
                               const game_state *newstate, int dir, game_ui *ui)
{
    if (!oldstate->completed && newstate->completed &&
	!oldstate->used_solve && !newstate->used_solve)
        return FLASH_TIME;

    return 0.0F;
}

static int game_status(const game_state *state)
{
    return state->completed ? +1 : 0;
}

static bool game_timing_state(const game_state *state, game_ui *ui)
{
    return true;
}

static void game_print_size(const game_params *params, float *x, float *y)
{
    int pw, ph;

    /*
     * I'll use 6mm squares by default.
     */
    game_compute_size(params, 600, &pw, &ph);
    *x = pw / 100.0F;
    *y = ph / 100.0F;
}

static void game_print(drawing *dr, const game_state *state, int tilesize)
{
    int w = state->p.w, h = state->p.h, W = w+1;
    int ink = print_mono_colour(dr, 0);
    int paper = print_mono_colour(dr, 1);
    int x, y;

    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
    game_drawstate ads, *ds = &ads;
    game_set_size(dr, ds, NULL, tilesize);

    /*
     * Border.
     */
    print_line_width(dr, TILESIZE / 16);
    draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);

    /*
     * Grid.
     */
    print_line_width(dr, TILESIZE / 24);
    for (x = 1; x < w; x++)
	draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
    for (y = 1; y < h; y++)
	draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);

    /*
     * Solution.
     */
    print_line_width(dr, TILESIZE / 12);
    for (y = 0; y < h; y++)
	for (x = 0; x < w; x++)
	    if (state->soln[y*w+x]) {
		int ly, ry;
		/*
		 * To prevent nasty line-ending artefacts at
		 * corners, I'll do something slightly cunning
		 * here.
		 */
		clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
		if (state->soln[y*w+x] < 0)
		    ly = y-1, ry = y+2;
		else
		    ry = y-1, ly = y+2;
		draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
			  ink);
		unclip(dr);
	    }

    /*
     * Clues.
     */
    print_line_width(dr, TILESIZE / 24);
    for (y = 0; y <= h; y++)
	for (x = 0; x <= w; x++)
	    draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
		      false, paper, ink);
}

#ifdef COMBINED
#define thegame slant
#endif

const struct game thegame = {
    "Slant", "games.slant", "slant",
    default_params,
    game_fetch_preset, NULL,
    decode_params,
    encode_params,
    free_params,
    dup_params,
    true, game_configure, custom_params,
    validate_params,
    new_game_desc,
    validate_desc,
    new_game,
    dup_game,
    free_game,
    true, solve_game,
    true, game_can_format_as_text_now, game_text_format,
    new_ui,
    free_ui,
    encode_ui,
    decode_ui,
    NULL, /* game_request_keys */
    game_changed_state,
    interpret_move,
    execute_move,
    PREFERRED_TILESIZE, game_compute_size, game_set_size,
    game_colours,
    game_new_drawstate,
    game_free_drawstate,
    game_redraw,
    game_anim_length,
    game_flash_length,
    game_status,
    true, false, game_print_size, game_print,
    false,			       /* wants_statusbar */
    false, game_timing_state,
    0,				       /* flags */
};

#ifdef STANDALONE_SOLVER

#include <stdarg.h>

int main(int argc, char **argv)
{
    game_params *p;
    game_state *s;
    char *id = NULL, *desc;
    const char *err;
    bool grade = false;
    int ret, diff;
    bool really_verbose = false;
    struct solver_scratch *sc;

    while (--argc > 0) {
        char *p = *++argv;
        if (!strcmp(p, "-v")) {
            really_verbose = true;
        } else if (!strcmp(p, "-g")) {
            grade = true;
        } else if (*p == '-') {
            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
            return 1;
        } else {
            id = p;
        }
    }

    if (!id) {
        fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
        return 1;
    }

    desc = strchr(id, ':');
    if (!desc) {
        fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
        return 1;
    }
    *desc++ = '\0';

    p = default_params();
    decode_params(p, id);
    err = validate_desc(p, desc);
    if (err) {
        fprintf(stderr, "%s: %s\n", argv[0], err);
        return 1;
    }
    s = new_game(NULL, p, desc);

    sc = new_scratch(p->w, p->h);

    /*
     * When solving an Easy puzzle, we don't want to bother the
     * user with Hard-level deductions. For this reason, we grade
     * the puzzle internally before doing anything else.
     */
    ret = -1;			       /* placate optimiser */
    for (diff = 0; diff < DIFFCOUNT; diff++) {
	ret = slant_solve(p->w, p->h, s->clues->clues,
			  s->soln, sc, diff);
	if (ret < 2)
	    break;
    }

    if (diff == DIFFCOUNT) {
	if (grade)
	    printf("Difficulty rating: harder than Hard, or ambiguous\n");
	else
	    printf("Unable to find a unique solution\n");
    } else {
	if (grade) {
	    if (ret == 0)
		printf("Difficulty rating: impossible (no solution exists)\n");
	    else if (ret == 1)
		printf("Difficulty rating: %s\n", slant_diffnames[diff]);
	} else {
	    verbose = really_verbose;
	    ret = slant_solve(p->w, p->h, s->clues->clues,
			      s->soln, sc, diff);
	    if (ret == 0)
		printf("Puzzle is inconsistent\n");
	    else
		fputs(game_text_format(s), stdout);
	}
    }

    return 0;
}

#endif

/* vim: set shiftwidth=4 tabstop=8: */