chiark / gitweb /
Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
[sgt-puzzles.git] / pattern.c
index cbedbf6a090188d0e33078e4492d7315d669419d..eacade4eb57cbc7bdca7d98513b6d5099cf42416 100644 (file)
--- a/pattern.c
+++ b/pattern.c
@@ -1,9 +1,5 @@
 /*
  * pattern.c: the pattern-reconstruction game known as `nonograms'.
- * 
- * TODO before checkin:
- * 
- *  - make some sort of stab at number-of-numbers judgment
  */
 
 #include <stdio.h>
 
 #include "puzzles.h"
 
-#define max(x,y) ( (x)>(y) ? (x):(y) )
-#define min(x,y) ( (x)<(y) ? (x):(y) )
-
 enum {
     COL_BACKGROUND,
     COL_EMPTY,
     COL_FULL,
+    COL_TEXT,
     COL_UNKNOWN,
     COL_GRID,
     NCOLOURS
 };
 
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (3 * TILE_SIZE / 4)
 #define TLBORDER(d) ( (d) / 5 + 2 )
-#define GUTTER 12
-#define TILE_SIZE 24
+#define GUTTER (TILE_SIZE / 2)
 
 #define FROMCOORD(d, x) \
         ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
 
 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
+#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
 
 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
 
@@ -52,7 +48,7 @@ struct game_state {
     unsigned char *grid;
     int rowsize;
     int *rowdata, *rowlen;
-    int completed;
+    int completed, cheated;
 };
 
 #define FLASH_TIME 0.13F
@@ -66,24 +62,26 @@ static game_params *default_params(void)
     return ret;
 }
 
+static const struct game_params pattern_presets[] = {
+    {10, 10},
+    {15, 15},
+    {20, 20},
+#ifndef SLOW_SYSTEM
+    {25, 25},
+    {30, 30},
+#endif
+};
+
 static int game_fetch_preset(int i, char **name, game_params **params)
 {
     game_params *ret;
     char str[80];
-    static const struct { int x, y; } values[] = {
-        {10, 10},
-        {15, 15},
-        {20, 20},
-        {25, 25},
-        {30, 30},
-    };
-
-    if (i < 0 || i >= lenof(values))
+
+    if (i < 0 || i >= lenof(pattern_presets))
         return FALSE;
 
     ret = snew(game_params);
-    ret->w = values[i].x;
-    ret->h = values[i].y;
+    *ret = pattern_presets[i];
 
     sprintf(str, "%dx%d", ret->w, ret->h);
 
@@ -104,25 +102,22 @@ static game_params *dup_params(game_params *params)
     return ret;
 }
 
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
 {
-    game_params *ret = default_params();
     char const *p = string;
 
     ret->w = atoi(p);
-    while (*p && isdigit(*p)) p++;
+    while (*p && isdigit((unsigned char)*p)) p++;
     if (*p == 'x') {
         p++;
         ret->h = atoi(p);
-        while (*p && isdigit(*p)) p++;
+        while (*p && isdigit((unsigned char)*p)) p++;
     } else {
         ret->h = ret->w;
     }
-
-    return ret;
 }
 
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
 {
     char ret[400];
     int len;
@@ -171,14 +166,10 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
-    if (params->w <= 0 && params->h <= 0)
+    if (params->w <= 0 || params->h <= 0)
        return "Width and height must both be greater than zero";
-    if (params->w <= 0)
-       return "Width must be greater than zero";
-    if (params->h <= 0)
-       return "Height must be greater than zero";
     return NULL;
 }
 
@@ -476,17 +467,39 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
     return grid;
 }
 
-static char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          char **aux, int interactive)
 {
     unsigned char *grid;
     int i, j, max, rowlen, *rowdata;
-    char intbuf[80], *seed;
-    int seedlen, seedpos;
+    char intbuf[80], *desc;
+    int desclen, descpos;
 
     grid = generate_soluble(rs, params->w, params->h);
     max = max(params->w, params->h);
     rowdata = snewn(max, int);
 
+    /*
+     * Save the solved game in aux.
+     */
+    {
+       char *ai = snewn(params->w * params->h + 2, char);
+
+        /*
+         * String format is exactly the same as a solve move, so we
+         * can just dupstr this in solve_game().
+         */
+
+        ai[0] = 'S';
+
+        for (i = 0; i < params->w * params->h; i++)
+            ai[i+1] = grid[i] ? '1' : '0';
+
+        ai[params->w * params->h + 1] = '\0';
+
+       *aux = ai;
+    }
+
     /*
      * Seed is a slash-separated list of row contents; each row
      * contents section is a dot-separated list of integers. Row
@@ -497,7 +510,7 @@ static char *new_game_seed(game_params *params, random_state *rs)
      * passes, first computing the seed size and then writing it
      * out.
      */
-    seedlen = 0;
+    desclen = 0;
     for (i = 0; i < params->w + params->h; i++) {
         if (i < params->w)
             rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
@@ -506,14 +519,14 @@ static char *new_game_seed(game_params *params, random_state *rs)
                                      params->w, 1);
         if (rowlen > 0) {
             for (j = 0; j < rowlen; j++) {
-                seedlen += 1 + sprintf(intbuf, "%d", rowdata[j]);
+                desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
             }
         } else {
-            seedlen++;
+            desclen++;
         }
     }
-    seed = snewn(seedlen, char);
-    seedpos = 0;
+    desc = snewn(desclen, char);
+    descpos = 0;
     for (i = 0; i < params->w + params->h; i++) {
         if (i < params->w)
             rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
@@ -522,25 +535,26 @@ static char *new_game_seed(game_params *params, random_state *rs)
                                      params->w, 1);
         if (rowlen > 0) {
             for (j = 0; j < rowlen; j++) {
-                int len = sprintf(seed+seedpos, "%d", rowdata[j]);
+                int len = sprintf(desc+descpos, "%d", rowdata[j]);
                 if (j+1 < rowlen)
-                    seed[seedpos + len] = '.';
+                    desc[descpos + len] = '.';
                 else
-                    seed[seedpos + len] = '/';
-                seedpos += len+1;
+                    desc[descpos + len] = '/';
+                descpos += len+1;
             }
         } else {
-            seed[seedpos++] = '/';
+            desc[descpos++] = '/';
         }
     }
-    assert(seedpos == seedlen);
-    assert(seed[seedlen-1] == '/');
-    seed[seedlen-1] = '\0';
+    assert(descpos == desclen);
+    assert(desc[desclen-1] == '/');
+    desc[desclen-1] = '\0';
     sfree(rowdata);
-    return seed;
+    sfree(grid);
+    return desc;
 }
 
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
 {
     int i, n, rowspace;
     char *p;
@@ -551,10 +565,10 @@ static char *validate_seed(game_params *params, char *seed)
         else
             rowspace = params->w + 1;
 
-        if (*seed && isdigit((unsigned char)*seed)) {
+        if (*desc && isdigit((unsigned char)*desc)) {
             do {
-                p = seed;
-                while (seed && isdigit((unsigned char)*seed)) seed++;
+                p = desc;
+                while (desc && isdigit((unsigned char)*desc)) desc++;
                 n = atoi(p);
                 rowspace -= n+1;
 
@@ -564,15 +578,15 @@ static char *validate_seed(game_params *params, char *seed)
                     else
                         return "at least one row contains more numbers than will fit";
                 }
-            } while (*seed++ == '.');
+            } while (*desc++ == '.');
         } else {
-            seed++;                    /* expect a slash immediately */
+            desc++;                    /* expect a slash immediately */
         }
 
-        if (seed[-1] == '/') {
+        if (desc[-1] == '/') {
             if (i+1 == params->w + params->h)
                 return "too many row/column specifications";
-        } else if (seed[-1] == '\0') {
+        } else if (desc[-1] == '\0') {
             if (i+1 < params->w + params->h)
                 return "too few row/column specifications";
         } else
@@ -582,7 +596,7 @@ static char *validate_seed(game_params *params, char *seed)
     return NULL;
 }
 
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     int i;
     char *p;
@@ -598,19 +612,19 @@ static game_state *new_game(game_params *params, char *seed)
     state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
     state->rowlen = snewn(state->w + state->h, int);
 
-    state->completed = FALSE;
+    state->completed = state->cheated = FALSE;
 
     for (i = 0; i < params->w + params->h; i++) {
         state->rowlen[i] = 0;
-        if (*seed && isdigit((unsigned char)*seed)) {
+        if (*desc && isdigit((unsigned char)*desc)) {
             do {
-                p = seed;
-                while (seed && isdigit((unsigned char)*seed)) seed++;
+                p = desc;
+                while (desc && isdigit((unsigned char)*desc)) desc++;
                 state->rowdata[state->rowsize * i + state->rowlen[i]++] =
                     atoi(p);
-            } while (*seed++ == '.');
+            } while (*desc++ == '.');
         } else {
-            seed++;                    /* expect a slash immediately */
+            desc++;                    /* expect a slash immediately */
         }
     }
 
@@ -636,6 +650,7 @@ static game_state *dup_game(game_state *state)
            (ret->w + ret->h) * sizeof(int));
 
     ret->completed = state->completed;
+    ret->cheated = state->cheated;
 
     return ret;
 }
@@ -648,6 +663,76 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *ai, char **error)
+{
+    unsigned char *matrix;
+    int w = state->w, h = state->h;
+    int i;
+    char *ret;
+    int done_any, max;
+    unsigned char *workspace;
+    int *rowdata;
+
+    /*
+     * If we already have the solved state in ai, copy it out.
+     */
+    if (ai)
+        return dupstr(ai);
+
+    matrix = snewn(w*h, unsigned char);
+    max = max(w, h);
+    workspace = snewn(max*3, unsigned char);
+    rowdata = snewn(max+1, int);
+
+    memset(matrix, 0, w*h);
+
+    do {
+        done_any = 0;
+        for (i=0; i<h; i++) {
+            memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
+                   max*sizeof(int));
+            rowdata[state->rowlen[w+i]] = 0;
+            done_any |= do_row(workspace, workspace+max, workspace+2*max,
+                               matrix+i*w, w, 1, rowdata);
+        }
+        for (i=0; i<w; i++) {
+            memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
+            rowdata[state->rowlen[i]] = 0;
+            done_any |= do_row(workspace, workspace+max, workspace+2*max,
+                               matrix+i, h, w, rowdata);
+        }
+    } while (done_any);
+
+    sfree(workspace);
+    sfree(rowdata);
+
+    for (i = 0; i < w*h; i++) {
+        if (matrix[i] != BLOCK && matrix[i] != DOT) {
+            sfree(matrix);
+            *error = "Solving algorithm cannot complete this puzzle";
+            return NULL;
+        }
+    }
+
+    ret = snewn(w*h+2, char);
+    ret[0] = 'S';
+    for (i = 0; i < w*h; i++) {
+       assert(matrix[i] == BLOCK || matrix[i] == DOT);
+       ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
+    }
+    ret[w*h+1] = '\0';
+
+    sfree(matrix);
+
+    return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
 struct game_ui {
     int dragging;
     int drag_start_x;
@@ -672,15 +757,36 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static game_state *make_move(game_state *from, game_ui *ui,
-                            int x, int y, int button)
+static char *encode_ui(game_ui *ui)
 {
-    game_state *ret;
+    return NULL;
+}
 
-    x = FROMCOORD(from->w, x);
-    y = FROMCOORD(from->h, y);
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+struct game_drawstate {
+    int started;
+    int w, h;
+    int tilesize;
+    unsigned char *visible;
+};
 
-    if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
+{
+    button &= ~MOD_MASK;
+
+    x = FROMCOORD(state->w, x);
+    y = FROMCOORD(state->h, y);
+
+    if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
         (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
          button == MIDDLE_BUTTON)) {
 
@@ -703,7 +809,7 @@ static game_state *make_move(game_state *from, game_ui *ui,
         ui->drag_start_x = ui->drag_end_x = x;
         ui->drag_start_y = ui->drag_end_y = y;
 
-        return from;                   /* UI activity occurred */
+        return "";                    /* UI activity occurred */
     }
 
     if (ui->dragging && button == ui->drag) {
@@ -726,13 +832,13 @@ static game_state *make_move(game_state *from, game_ui *ui,
 
         if (x < 0) x = 0;
         if (y < 0) y = 0;
-        if (x >= from->w) x = from->w - 1;
-        if (y >= from->h) y = from->h - 1;
+        if (x >= state->w) x = state->w - 1;
+        if (y >= state->h) y = state->h - 1;
 
         ui->drag_end_x = x;
         ui->drag_end_y = y;
 
-        return from;                   /* UI activity occurred */
+        return "";                    /* UI activity occurred */
     }
 
     if (ui->dragging && button == ui->release) {
@@ -746,76 +852,118 @@ static game_state *make_move(game_state *from, game_ui *ui,
 
         for (yy = y1; yy <= y2; yy++)
             for (xx = x1; xx <= x2; xx++)
-                if (from->grid[yy * from->w + xx] != ui->state)
+                if (state->grid[yy * state->w + xx] != ui->state)
                     move_needed = TRUE;
 
         ui->dragging = FALSE;
 
         if (move_needed) {
-            ret = dup_game(from);
-            for (yy = y1; yy <= y2; yy++)
-                for (xx = x1; xx <= x2; xx++)
-                    ret->grid[yy * ret->w + xx] = ui->state;
-
-            /*
-             * An actual change, so check to see if we've completed
-             * the game.
-             */
-            if (!ret->completed) {
-                int *rowdata = snewn(ret->rowsize, int);
-                int i, len;
-
-                ret->completed = TRUE;
-
-                for (i=0; i<ret->w; i++) {
-                    len = compute_rowdata(rowdata,
-                                          ret->grid+i, ret->h, ret->w);
-                    if (len != ret->rowlen[i] ||
-                        memcmp(ret->rowdata+i*ret->rowsize, rowdata,
-                               len * sizeof(int))) {
-                        ret->completed = FALSE;
-                        break;
-                    }
-                }
-                for (i=0; i<ret->h; i++) {
-                    len = compute_rowdata(rowdata,
-                                          ret->grid+i*ret->w, ret->w, 1);
-                    if (len != ret->rowlen[i+ret->w] ||
-                        memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
-                               len * sizeof(int))) {
-                        ret->completed = FALSE;
-                        break;
-                    }
-                }
-
-                sfree(rowdata);
-            }
-
-            return ret;
+           char buf[80];
+           sprintf(buf, "%c%d,%d,%d,%d",
+                   (char)(ui->state == GRID_FULL ? 'F' :
+                          ui->state == GRID_EMPTY ? 'E' : 'U'),
+                   x1, y1, x2-x1+1, y2-y1+1);
+           return dupstr(buf);
         } else
-            return from;               /* UI activity occurred */
+            return "";                /* UI activity occurred */
     }
 
     return NULL;
 }
 
+static game_state *execute_move(game_state *from, char *move)
+{
+    game_state *ret;
+    int x1, x2, y1, y2, xx, yy;
+    int val;
+
+    if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
+       int i;
+
+       ret = dup_game(from);
+
+       for (i = 0; i < ret->w * ret->h; i++)
+           ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
+
+       ret->completed = ret->cheated = TRUE;
+
+       return ret;
+    } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
+       sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
+       x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
+       y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+
+       x2 += x1;
+       y2 += y1;
+       val = (move[0] == 'F' ? GRID_FULL :
+                move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
+
+       ret = dup_game(from);
+       for (yy = y1; yy < y2; yy++)
+           for (xx = x1; xx < x2; xx++)
+               ret->grid[yy * ret->w + xx] = val;
+
+       /*
+        * An actual change, so check to see if we've completed the
+        * game.
+        */
+       if (!ret->completed) {
+           int *rowdata = snewn(ret->rowsize, int);
+           int i, len;
+
+           ret->completed = TRUE;
+
+           for (i=0; i<ret->w; i++) {
+               len = compute_rowdata(rowdata,
+                                     ret->grid+i, ret->h, ret->w);
+               if (len != ret->rowlen[i] ||
+                   memcmp(ret->rowdata+i*ret->rowsize, rowdata,
+                          len * sizeof(int))) {
+                   ret->completed = FALSE;
+                   break;
+               }
+           }
+           for (i=0; i<ret->h; i++) {
+               len = compute_rowdata(rowdata,
+                                     ret->grid+i*ret->w, ret->w, 1);
+               if (len != ret->rowlen[i+ret->w] ||
+                   memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
+                          len * sizeof(int))) {
+                   ret->completed = FALSE;
+                   break;
+               }
+           }
+
+           sfree(rowdata);
+       }
+
+       return ret;
+    } else
+       return NULL;
+}
+
 /* ----------------------------------------------------------------------
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h;
-    unsigned char *visible;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
+
     *x = SIZE(params->w);
     *y = SIZE(params->h);
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -829,6 +977,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_UNKNOWN * 3 + 1] = 0.5F;
     ret[COL_UNKNOWN * 3 + 2] = 0.5F;
 
+    ret[COL_TEXT * 3 + 0] = 0.0F;
+    ret[COL_TEXT * 3 + 1] = 0.0F;
+    ret[COL_TEXT * 3 + 2] = 0.0F;
+
     ret[COL_FULL * 3 + 0] = 0.0F;
     ret[COL_FULL * 3 + 1] = 0.0F;
     ret[COL_FULL * 3 + 2] = 0.0F;
@@ -841,7 +993,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
@@ -849,23 +1001,24 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->w = state->w;
     ds->h = state->h;
     ds->visible = snewn(ds->w * ds->h, unsigned char);
+    ds->tilesize = 0;                  /* not decided yet */
     memset(ds->visible, 255, ds->w * ds->h);
 
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->visible);
     sfree(ds);
 }
 
-static void grid_square(frontend *fe, game_drawstate *ds,
+static void grid_square(drawing *dr, game_drawstate *ds,
                         int y, int x, int state)
 {
     int xl, xr, yt, yb;
 
-    draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+    draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
               TILE_SIZE, TILE_SIZE, COL_GRID);
 
     xl = (x % 5 == 0 ? 1 : 0);
@@ -873,18 +1026,61 @@ static void grid_square(frontend *fe, game_drawstate *ds,
     xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
     yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
 
-    draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
+    draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
               TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
               (state == GRID_FULL ? COL_FULL :
                state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
 
-    draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+    draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
                 TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, int dir, game_ui *ui,
-                 float animtime, float flashtime)
+static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
+                        int colour)
+{
+    int i, j;
+
+    /*
+     * Draw the numbers.
+     */
+    for (i = 0; i < state->w + state->h; i++) {
+       int rowlen = state->rowlen[i];
+       int *rowdata = state->rowdata + state->rowsize * i;
+       int nfit;
+
+       /*
+        * Normally I space the numbers out by the same
+        * distance as the tile size. However, if there are
+        * more numbers than available spaces, I have to squash
+        * them up a bit.
+        */
+       nfit = max(rowlen, TLBORDER(state->h))-1;
+       assert(nfit > 0);
+
+       for (j = 0; j < rowlen; j++) {
+           int x, y;
+           char str[80];
+
+           if (i < state->w) {
+               x = TOCOORD(state->w, i);
+               y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
+               y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+           } else {
+               y = TOCOORD(state->h, i - state->w);
+               x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
+               x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+           }
+
+           sprintf(str, "%d", rowdata[j]);
+           draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
+                     TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
+       }
+    }
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+                        game_state *state, int dir, game_ui *ui,
+                        float animtime, float flashtime)
 {
     int i, j;
     int x1, x2, y1, y2;
@@ -896,56 +1092,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
          * all games should start by drawing a big background-
          * colour rectangle covering the whole window.
          */
-        draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
-
-        /*
-         * Draw the numbers.
-         */
-        for (i = 0; i < ds->w + ds->h; i++) {
-            int rowlen = state->rowlen[i];
-            int *rowdata = state->rowdata + state->rowsize * i;
-           int nfit;
-
-           /*
-            * Normally I space the numbers out by the same
-            * distance as the tile size. However, if there are
-            * more numbers than available spaces, I have to squash
-            * them up a bit.
-            */
-           nfit = max(rowlen, TLBORDER(ds->h))-1;
-           assert(nfit > 0);
-
-            for (j = 0; j < rowlen; j++) {
-                int x, y;
-                char str[80];
-
-                if (i < ds->w) {
-                    x = TOCOORD(ds->w, i);
-                    y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
-                   y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
-                } else {
-                    y = TOCOORD(ds->h, i - ds->w);
-                    x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
-                   x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
-                }
+        draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
 
-                sprintf(str, "%d", rowdata[j]);
-                draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
-                          TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
-                          COL_FULL, str);   /* FIXME: COL_TEXT */
-            }
-        }
+       /*
+        * Draw the numbers.
+        */
+       draw_numbers(dr, ds, state, COL_TEXT);
 
         /*
          * Draw the grid outline.
          */
-        draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
+        draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
                   ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
                   COL_GRID);
 
         ds->started = TRUE;
 
-       draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
+       draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
     }
 
     if (ui->dragging) {
@@ -984,7 +1147,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
 
             if (ds->visible[i * ds->w + j] != val) {
-                grid_square(fe, ds, i, j, val);
+                grid_square(dr, ds, i, j, val);
                 ds->visible[i * ds->w + j] = val;
             }
         }
@@ -992,22 +1155,87 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 }
 
 static float game_anim_length(game_state *oldstate,
-                             game_state *newstate, int dir)
+                             game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
 static float game_flash_length(game_state *oldstate,
-                              game_state *newstate, int dir)
+                              game_state *newstate, int dir, game_ui *ui)
 {
-    if (!oldstate->completed && newstate->completed)
+    if (!oldstate->completed && newstate->completed &&
+       !oldstate->cheated && !newstate->cheated)
         return FLASH_TIME;
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+static void game_print_size(game_params *params, float *x, float *y)
 {
-    return FALSE;
+    int pw, ph;
+
+    /*
+     * I'll use 5mm squares by default.
+     */
+    game_compute_size(params, 500, &pw, &ph);
+    *x = pw / 100.0;
+    *y = ph / 100.0;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+    int w = state->w, h = state->h;
+    int ink = print_mono_colour(dr, 0);
+    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, TILE_SIZE / 16);
+    draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
+                     w*TILE_SIZE, h*TILE_SIZE, ink);
+
+    /*
+     * Grid.
+     */
+    for (x = 1; x < w; x++) {
+       print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
+       draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
+                 TOCOORD(w, x), TOCOORD(h, h), ink);
+    }
+    for (y = 1; y < h; y++) {
+       print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
+       draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
+                 TOCOORD(w, w), TOCOORD(h, y), ink);
+    }
+
+    /*
+     * Clues.
+     */
+    draw_numbers(dr, ds, state, ink);
+
+    /*
+     * Solution.
+     */
+    print_line_width(dr, TILE_SIZE / 128);
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++) {
+           if (state->grid[y*w+x] == GRID_FULL)
+               draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
+                         TILE_SIZE, TILE_SIZE, ink);
+           else if (state->grid[y*w+x] == GRID_EMPTY)
+               draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
+                           TOCOORD(h, y) + TILE_SIZE/2,
+                           TILE_SIZE/12, ink, ink);
+       }
 }
 
 #ifdef COMBINED
@@ -1015,84 +1243,54 @@ static int game_wants_statusbar(void)
 #endif
 
 const struct game thegame = {
-    "Pattern", "games.pattern", TRUE,
+    "Pattern", "games.pattern",
     default_params,
     game_fetch_preset,
     decode_params,
     encode_params,
     free_params,
     dup_params,
-    game_configure,
-    custom_params,
+    TRUE, game_configure, custom_params,
     validate_params,
-    new_game_seed,
-    validate_seed,
+    new_game_desc,
+    validate_desc,
     new_game,
     dup_game,
     free_game,
+    TRUE, solve_game,
+    FALSE, game_text_format,
     new_ui,
     free_ui,
-    make_move,
-    game_size,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    TRUE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,                                /* flags */
 };
 
 #ifdef STANDALONE_SOLVER
 
-/*
- * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
- */
-
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
-               int align, int colour, char *text) {}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(frontend *fe, int *coords, int npoints,
-                  int fill, int colour) {}
-void clip(frontend *fe, int x, int y, int w, int h) {}
-void unclip(frontend *fe) {}
-void start_draw(frontend *fe) {}
-void draw_update(frontend *fe, int x, int y, int w, int h) {}
-void end_draw(frontend *fe) {}
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-
-void fatal(char *fmt, ...)
-{
-    va_list ap;
-
-    fprintf(stderr, "fatal error: ");
-
-    va_start(ap, fmt);
-    vfprintf(stderr, fmt, ap);
-    va_end(ap);
-
-    fprintf(stderr, "\n");
-    exit(1);
-}
-
 int main(int argc, char **argv)
 {
     game_params *p;
     game_state *s;
-    int recurse = TRUE;
-    char *id = NULL, *seed, *err;
-    int y, x;
-    int grade = FALSE;
+    char *id = NULL, *desc, *err;
 
     while (--argc > 0) {
         char *p = *++argv;
        if (*p == '-') {
-            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
+            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
             return 1;
         } else {
             id = p;
@@ -1104,20 +1302,21 @@ int main(int argc, char **argv)
         return 1;
     }
 
-    seed = strchr(id, ':');
-    if (!seed) {
+    desc = strchr(id, ':');
+    if (!desc) {
         fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
         return 1;
     }
-    *seed++ = '\0';
+    *desc++ = '\0';
 
-    p = decode_params(id);
-    err = validate_seed(p, seed);
+    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(p, seed);
+    s = new_game(NULL, p, desc);
 
     {
        int w = p->w, h = p->h, i, j, done_any, max;