chiark / gitweb /
Cleanup: the `mouse_priorities' field in the back end has been a
[sgt-puzzles.git] / slant.c
diff --git a/slant.c b/slant.c
index 2c9b5f41a1f45f0f53150d1b17296b6b80db3471..ebc5bbb6d65be95d0f244fe1dd3de6005c109b8e 100644 (file)
--- a/slant.c
+++ b/slant.c
@@ -37,6 +37,7 @@ enum {
     COL_INK,
     COL_SLANT1,
     COL_SLANT2,
+    COL_ERROR,
     NCOLOURS
 };
 
@@ -75,14 +76,19 @@ struct game_params {
 typedef struct game_clues {
     int w, h;
     signed char *clues;
-    int *dsf;                         /* scratch space for completion check */
+    int *tmpdsf;
     int refcount;
 } game_clues;
 
+#define ERR_VERTEX 1
+#define ERR_SQUARE 2
+#define ERR_SQUARE_TMP 4
+
 struct game_state {
     struct game_params p;
     game_clues *clues;
     signed char *soln;
+    unsigned char *errors;
     int completed;
     int used_solve;                   /* used to suppress completion flash */
 };
@@ -171,7 +177,7 @@ static config_item *game_configure(game_params *params)
     config_item *ret;
     char buf[80];
 
-    ret = snewn(2, config_item);
+    ret = snewn(4, config_item);
 
     ret[0].name = "Width";
     ret[0].type = C_STRING;
@@ -1098,7 +1104,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     int w = params->w, h = params->h, W = w+1, H = h+1;
     game_state *state = snew(game_state);
@@ -1109,13 +1115,15 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
     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->dsf = snewn(W*H, int);
+    state->clues->tmpdsf = snewn(W*H, int);
     memset(state->clues->clues, -1, W*H);
     while (*desc) {
         int n = *desc++;
@@ -1133,7 +1141,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
 
 static game_state *dup_game(game_state *state)
 {
-    int w = state->p.w, h = state->p.h;
+    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;
@@ -1145,84 +1153,264 @@ static game_state *dup_game(game_state *state)
     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->dsf);
+        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,
+                         int 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;
+}
+
 static int check_completion(game_state *state)
 {
     int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
-    int i, x, y;
+    int i, x, y, err = FALSE;
+    int *dsf;
 
-    /*
-     * Establish a disjoint set forest for tracking connectedness
-     * between grid points. Use the dsf scratch space in the shared
-     * clues structure, to avoid mallocing too often.
-     */
-    for (i = 0; i < W*H; i++)
-       state->clues->dsf[i] = i;      /* initially all distinct */
+    memset(state->errors, 0, W*H);
 
     /*
-     * Now go through the grid checking connectedness. While we're
-     * here, also check that everything is filled in.
+     * To detect loops in the grid, we iterate through each edge
+     * building up a dsf of connected components, and raise the
+     * alarm whenever we find an edge that connects two
+     * already-connected vertices.
+     * 
+     * We use the `tmpdsf' scratch space in the shared clues
+     * structure, to avoid mallocing too often.
+     * 
+     * When we find such an edge, we then search around the grid to
+     * find the loop it is a part of, so that we can highlight it
+     * as an error for the user. We do this by the hand-on-one-wall
+     * technique: the search will follow branches off the inside of
+     * the loop, discover they're dead ends, and unhighlight them
+     * again when returning to the actual loop.
+     * 
+     * This technique guarantees that every loop it tracks will
+     * surround a disjoint area of the grid (since if an existing
+     * loop appears on the boundary of a new one, so that there are
+     * multiple possible paths that would come back to the starting
+     * point, it will pick the one that allows it to turn right
+     * most sharply and hence the one that does not re-surround the
+     * area of the previous one). Thus, the total time taken in
+     * searching round loops is linear in the grid area since every
+     * edge is visited at most twice.
      */
+    dsf = state->clues->tmpdsf;
+    for (i = 0; i < W*H; i++)
+        dsf[i] = i;                   /* initially all distinct */
     for (y = 0; y < h; y++)
-       for (x = 0; x < w; x++) {
-           int i1, i2;
+        for (x = 0; x < w; x++) {
+            int i1, i2;
+
+            if (state->soln[y*w+x] == 0)
+                continue;
+            if (state->soln[y*w+x] < 0) {
+                i1 = y*W+x;
+                i2 = (y+1)*W+(x+1);
+            } else {
+                i1 = y*W+(x+1);
+                i2 = (y+1)*W+x;
+            }
 
-           if (state->soln[y*w+x] == 0)
-               return FALSE;
-           if (state->soln[y*w+x] < 0) {
-               i1 = y*W+x;
-               i2 = (y+1)*W+(x+1);
-           } else {
-               i1 = (y+1)*W+x;
-               i2 = y*W+(x+1);
-           }
+            /*
+             * Our edge connects i1 with i2. If they're already
+             * connected, flag an error. Otherwise, link them.
+             */
+            if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
+               int x1, y1, x2, y2, dx, dy, dt, pass;
 
-           /*
-            * Our edge connects i1 with i2. If they're already
-            * connected, return failure. Otherwise, link them.
-            */
-           if (dsf_canonify(state->clues->dsf, i1) ==
-               dsf_canonify(state->clues->dsf, i2))
-               return FALSE;
-           else
-               dsf_merge(state->clues->dsf, i1, i2);
-       }
+               err = TRUE;
+
+               /*
+                * Now search around the boundary of the loop to
+                * highlight it.
+                * 
+                * We have to do this in two passes. The first
+                * time, we toggle ERR_SQUARE_TMP on each edge;
+                * this pass terminates with ERR_SQUARE_TMP set on
+                * exactly the loop edges. In the second pass, we
+                * trace round that loop again and turn
+                * ERR_SQUARE_TMP into ERR_SQUARE. We have to do
+                * this because otherwise we might cancel part of a
+                * loop highlighted in a previous iteration of the
+                * outer loop.
+                */
+
+               for (pass = 0; pass < 2; pass++) {
+
+                   x1 = i1 % W;
+                   y1 = i1 / W;
+                   x2 = i2 % W;
+                   y2 = i2 / W;
+
+                   do {
+                       /* Mark this edge. */
+                       if (pass == 0) {
+                           state->errors[min(y1,y2)*W+min(x1,x2)] ^=
+                               ERR_SQUARE_TMP;
+                       } else {
+                           state->errors[min(y1,y2)*W+min(x1,x2)] |=
+                               ERR_SQUARE;
+                           state->errors[min(y1,y2)*W+min(x1,x2)] &=
+                               ~ERR_SQUARE_TMP;
+                       }
+
+                       /*
+                        * Progress to the next edge by turning as
+                        * sharply right as possible. In fact we do
+                        * this by facing back along the edge and
+                        * turning _left_ until we see an edge we
+                        * can follow.
+                        */
+                       dx = x1 - x2;
+                       dy = y1 - y2;
+
+                       for (i = 0; i < 4; i++) {
+                           /*
+                            * Rotate (dx,dy) to the left.
+                            */
+                           dt = dx; dx = dy; dy = -dt;
+
+                           /*
+                            * See if (x2,y2) has an edge in direction
+                            * (dx,dy).
+                            */
+                           if (x2+dx < 0 || x2+dx >= W ||
+                               y2+dy < 0 || y2+dy >= H)
+                               continue;  /* off the side of the grid */
+                           /* In the second pass, ignore unmarked edges. */
+                           if (pass == 1 &&
+                               !(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
+                                 ERR_SQUARE_TMP))
+                               continue;
+                           if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
+                               (dx==dy ? -1 : +1))
+                               break;
+                       }
+
+                       /*
+                        * In pass 0, we expect to have found
+                        * _some_ edge we can follow, even if it
+                        * was found by rotating all the way round
+                        * and going back the way we came.
+                        * 
+                        * In pass 1, because we're removing the
+                        * mark on each edge that allows us to
+                        * follow it, we expect to find _no_ edge
+                        * we can follow when we've come all the
+                        * way round the loop.
+                        */
+                       if (pass == 1 && i == 4)
+                           break;
+                       assert(i < 4);
+
+                       /*
+                        * Set x1,y1 to x2,y2, and x2,y2 to be the
+                        * other end of the new edge.
+                        */
+                       x1 = x2;
+                       y1 = y2;
+                       x2 += dx;
+                       y2 += dy;
+                   } while (y2*W+x2 != i2);
+
+               }
+               
+           } else
+                dsf_merge(dsf, i1, i2);
+        }
 
     /*
-     * The grid is _a_ valid grid; let's see if it matches the
-     * clues.
+     * 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 v, c;
+        for (x = 0; x < W; x++) {
+            int c;
 
            if ((c = state->clues->clues[y*W+x]) < 0)
                continue;
 
-           v = 0;
+            /*
+             * 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;
+            }
+        }
 
-           if (x > 0 && y > 0 && state->soln[(y-1)*w+(x-1)] == -1) v++;
-           if (x > 0 && y < h && state->soln[y*w+(x-1)] == +1) v++;
-           if (x < w && y > 0 && state->soln[(y-1)*w+x] == +1) v++;
-           if (x < w && y < h && state->soln[y*w+x] == -1) v++;
+    /*
+     * 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 (c != v)
+    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;
 }
@@ -1370,27 +1558,30 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 /*
  * Bit fields in the `grid' and `todraw' elements of the drawstate.
  */
-#define BACKSLASH 0x0001
-#define FORWSLASH 0x0002
-#define L_T       0x0004
-#define L_B       0x0008
-#define T_L       0x0010
-#define T_R       0x0020
-#define R_T       0x0040
-#define R_B       0x0080
-#define B_L       0x0100
-#define B_R       0x0200
-#define C_TL      0x0400
-#define C_TR      0x0800
-#define C_BL      0x1000
-#define C_BR      0x2000
-#define FLASH     0x4000
+#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
 
 struct game_drawstate {
     int tilesize;
     int started;
-    int *grid;
-    int *todraw;
+    long *grid;
+    long *todraw;
 };
 
 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@@ -1402,6 +1593,29 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         int v;
         char buf[80];
 
+       /*
+        * 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;
+           }
+       }
+
         x = FROMCOORD(x);
         y = FROMCOORD(y);
         if (x < 0 || y < 0 || x >= w || y >= h)
@@ -1463,8 +1677,12 @@ static game_state *execute_move(game_state *state, char *move)
         }
     }
 
-    if (!ret->completed)
-       ret->completed = check_completion(ret);
+    /*
+     * 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;
 }
@@ -1483,8 +1701,8 @@ static void game_compute_size(game_params *params, int tilesize,
     *y = 2 * BORDER + params->h * TILESIZE + 1;
 }
 
-static void game_set_size(game_drawstate *ds, game_params *params,
-                         int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -1511,11 +1729,15 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     int w = state->p.w, h = state->p.h;
     int i;
@@ -1523,118 +1745,129 @@ static game_drawstate *game_new_drawstate(game_state *state)
 
     ds->tilesize = 0;
     ds->started = FALSE;
-    ds->grid = snewn(w*h, int);
-    ds->todraw = snewn(w*h, int);
-    for (i = 0; i < w*h; i++)
+    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(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->todraw);
     sfree(ds->grid);
     sfree(ds);
 }
 
-static void draw_clue(frontend *fe, game_drawstate *ds,
-                     int x, int y, int v)
+static void draw_clue(drawing *dr, game_drawstate *ds,
+                     int x, int y, long v, long err, int bg, int colour)
 {
     char p[2];
-    int col = ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
+    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] = v + '0';
     p[1] = '\0';
-    draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS, COL_BACKGROUND, col);
-    draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE,
-             CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE,
-             COL_INK, p);
+    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(frontend *fe, game_drawstate *ds, game_clues *clues,
-                     int x, int y, int v)
+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 xx, yy;
+    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(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+    clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
 
-    draw_rect(fe, COORD(x), COORD(y), TILESIZE, TILESIZE,
+    draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
              (v & FLASH) ? COL_GRID : COL_BACKGROUND);
 
     /*
      * Draw the grid lines.
      */
-    draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y), COL_GRID);
-    draw_line(fe, COORD(x), COORD(y+1), COORD(x+1), COORD(y+1), COL_GRID);
-    draw_line(fe, COORD(x), COORD(y), COORD(x), COORD(y+1), COL_GRID);
-    draw_line(fe, COORD(x+1), COORD(y), COORD(x+1), COORD(y+1), COL_GRID);
+    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) {
-       draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), bscol);
-       draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
-                 bscol);
-       draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
-                 bscol);
+        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) {
-       draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), fscol);
-       draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
-                 fscol);
-       draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
-                 fscol);
+        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)
-       draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, bscol);
-    if (v & L_B)
-       draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, fscol);
-    if (v & R_T)
-       draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, fscol);
-    if (v & R_B)
-       draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, bscol);
-    if (v & T_L)
-       draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, bscol);
-    if (v & T_R)
-       draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, fscol);
-    if (v & B_L)
-       draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, fscol);
-    if (v & B_R)
-       draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, bscol);
-    if (v & C_TL)
-       draw_rect(fe, COORD(x), COORD(y), 1, 1, bscol);
-    if (v & C_TR)
-       draw_rect(fe, COORD(x+1), COORD(y), 1, 1, fscol);
-    if (v & C_BL)
-       draw_rect(fe, COORD(x), COORD(y+1), 1, 1, fscol);
-    if (v & C_BR)
-       draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, bscol);
+    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.
      */
-    for (xx = x; xx <= x+1; xx++)
-       for (yy = y; yy <= y+1; yy++)
-           draw_clue(fe, ds, xx, yy, clues->clues[yy*W+xx]);
-
-    unclip(fe);
-    draw_update(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+    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(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                        game_state *state, int dir, game_ui *ui,
                        float animtime, float flashtime)
 {
@@ -1650,22 +1883,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     if (!ds->started) {
        int ww, wh;
        game_compute_size(&state->p, TILESIZE, &ww, &wh);
-       draw_rect(fe, 0, 0, ww, wh, COL_BACKGROUND);
-       draw_update(fe, 0, 0, ww, wh);
-
-       /*
-        * Draw any clues on the very edges (since normal tile
-        * redraw won't draw the bits outside the grid boundary).
-        */
-       for (y = 0; y < H; y++) {
-           draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]);
-           draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]);
-       }
-       for (x = 0; x < W; x++) {
-           draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]);
-           draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]);
-       }
-
+       draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
+       draw_update(dr, 0, 0, ww, wh);
        ds->started = TRUE;
     }
 
@@ -1674,52 +1893,62 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
      * We need to do this because a slash in one square affects the
      * drawing of the next one along.
      */
-    for (y = 0; y < h; y++)
-       for (x = 0; x < w; x++)
-           ds->todraw[y*w+x] = flashing ? FLASH : 0;
+    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++) {
+            int err = state->errors[y*W+x] & ERR_SQUARE;
+
            if (state->soln[y*w+x] < 0) {
-               ds->todraw[y*w+x] |= BACKSLASH;
-               if (x > 0)
-                   ds->todraw[y*w+(x-1)] |= R_T | C_TR;
-               if (x+1 < w)
-                   ds->todraw[y*w+(x+1)] |= L_B | C_BL;
-               if (y > 0)
-                   ds->todraw[(y-1)*w+x] |= B_L | C_BL;
-               if (y+1 < h)
-                   ds->todraw[(y+1)*w+x] |= T_R | C_TR;
-               if (x > 0 && y > 0)
-                   ds->todraw[(y-1)*w+(x-1)] |= C_BR;
-               if (x+1 < w && y+1 < h)
-                   ds->todraw[(y+1)*w+(x+1)] |= C_TL;
+               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*w+x] |= FORWSLASH;
-               if (x > 0)
-                   ds->todraw[y*w+(x-1)] |= R_B | C_BR;
-               if (x+1 < w)
-                   ds->todraw[y*w+(x+1)] |= L_T | C_TL;
-               if (y > 0)
-                   ds->todraw[(y-1)*w+x] |= B_R | C_BR;
-               if (y+1 < h)
-                   ds->todraw[(y+1)*w+x] |= T_L | C_TL;
-               if (x > 0 && y+1 < h)
-                   ds->todraw[(y+1)*w+(x-1)] |= C_TR;
-               if (x+1 < w && y > 0)
-                   ds->todraw[(y-1)*w+(x+1)] |= C_BL;
+               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;
+                }
            }
        }
     }
 
+    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 = 0; y < h; y++) {
-       for (x = 0; x < w; x++) {
-           if (ds->todraw[y*w+x] != ds->grid[y*w+x]) {
-               draw_tile(fe, ds, state->clues, x, y, ds->todraw[y*w+x]);
-               ds->grid[y*w+x] = ds->todraw[y*w+x];
+    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)];
            }
        }
     }
@@ -1751,6 +1980,77 @@ 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)
+{
+    int pw, ph;
+
+    /*
+     * I'll use 6mm squares by default.
+     */
+    game_compute_size(params, 600, &pw, &ph);
+    *x = pw / 100.0;
+    *y = ph / 100.0;
+}
+
+static void game_print(drawing *dr, 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
@@ -1786,67 +2086,29 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    TRUE, FALSE, game_print_size, game_print,
     game_wants_statusbar,
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
 
 #ifdef STANDALONE_SOLVER
 
 #include <stdarg.h>
 
-/*
- * gcc -DSTANDALONE_SOLVER -o slantsolver slant.c malloc.c
- */
-
-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 fillcolour, int outlinecolour) {}
-void draw_circle(frontend *fe, int cx, int cy, int radius,
-                 int fillcolour, int outlinecolour) {}
-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_bits(random_state *state, int bits)
-{ assert(!"Shouldn't get randomness"); return 0; }
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-void shuffle(void *array, int nelts, int eltsize, random_state *rs)
-{ assert(!"Shouldn't get randomness"); }
-
-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;
     char *id = NULL, *desc, *err;
     int grade = FALSE;
-    int ret;
+    int ret, diff, really_verbose = FALSE;
     struct solver_scratch *sc;
 
     while (--argc > 0) {
         char *p = *++argv;
         if (!strcmp(p, "-v")) {
-            verbose = TRUE;
+            really_verbose = TRUE;
         } else if (!strcmp(p, "-g")) {
             grade = TRUE;
         } else if (*p == '-') {
@@ -1880,32 +2142,39 @@ int main(int argc, char **argv)
 
     sc = new_scratch(p->w, p->h);
 
-    if (grade) {
+    /*
+     * 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_EASY);
-       if (ret == 0)
-           printf("Difficulty rating: impossible (no solution exists)\n");
-       else if (ret == 1)
-           printf("Difficulty rating: Easy\n");
-       else {
-           ret = slant_solve(p->w, p->h, s->clues->clues,
-                             s->soln, sc, DIFF_HARD);
+                         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: Hard\n");
+               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
-               printf("Difficulty rating: harder than Hard, or ambiguous\n");
+               fputs(game_text_format(s), stdout);
        }
-    } else {
-       ret = slant_solve(p->w, p->h, s->clues->clues,
-                         s->soln, sc, DIFF_HARD);
-       if (ret == 0)
-           printf("Puzzle is inconsistent\n");
-       else if (ret > 1)
-           printf("Unable to find a unique solution\n");
-       else
-           printf("%s\n", game_text_format(s));
     }
 
     return 0;