chiark / gitweb /
Substantial infrastructure upheaval. I've separated the drawing API
[sgt-puzzles.git] / solo.c
diff --git a/solo.c b/solo.c
index c943ed44c534690df3ce0e5d83d9d177a3fe4381..c6d39ebcd94635f096c112f3ae252ff50c1a4b62 100644 (file)
--- a/solo.c
+++ b/solo.c
@@ -3,6 +3,30 @@
  *
  * TODO:
  *
+ *  - reports from users are that `Trivial'-mode puzzles are still
+ *    rather hard compared to newspapers' easy ones, so some better
+ *    low-end difficulty grading would be nice
+ *     + it's possible that really easy puzzles always have
+ *       _several_ things you can do, so don't make you hunt too
+ *       hard for the one deduction you can currently make
+ *     + it's also possible that easy puzzles require fewer
+ *       cross-eliminations: perhaps there's a higher incidence of
+ *       things you can deduce by looking only at (say) rows,
+ *       rather than things you have to check both rows and columns
+ *       for
+ *     + but really, what I need to do is find some really easy
+ *       puzzles and _play_ them, to see what's actually easy about
+ *       them
+ *     + while I'm revamping this area, filling in the _last_
+ *       number in a nearly-full row or column should certainly be
+ *       permitted even at the lowest difficulty level.
+ *     + also Owen noticed that `Basic' grids requiring numeric
+ *       elimination are actually very hard, so I wonder if a
+ *       difficulty gradation between that and positional-
+ *       elimination-only might be in order
+ *     + but it's not good to have _too_ many difficulty levels, or
+ *       it'll take too long to randomly generate a given level.
+ * 
  *  - it might still be nice to do some prioritisation on the
  *    removal of numbers from the grid
  *     + one possibility is to try to minimise the maximum number
  *      click, _or_ you highlight a square and then type. At most
  *      one thing is ever highlighted at a time, so there's no way
  *      to confuse the two.
- *     + `pencil marks' might be useful for more subtle forms of
- *       deduction, now we can create puzzles that require them.
+ *     + then again, I don't actually like sudoku.com's interface;
+ *       it's too much like a paint package whereas I prefer to
+ *       think of Solo as a text editor.
+ *     + another PDA-friendly possibility is a drag interface:
+ *       _drag_ numbers from the palette into the grid squares.
+ *       Thought experiments suggest I'd prefer that to the
+ *       sudoku.com approach, but I haven't actually tried it.
  */
 
 /*
 
 #ifdef STANDALONE_SOLVER
 #include <stdarg.h>
-int solver_show_working;
+int solver_show_working, solver_recurse_depth;
 #endif
 
 #include "puzzles.h"
 
-#define max(x,y) ((x)>(y)?(x):(y))
-
 /*
  * To save space, I store digits internally as unsigned char. This
  * imposes a hard limit of 255 on the order of the puzzle. Since
@@ -80,12 +107,14 @@ int solver_show_working;
 typedef unsigned char digit;
 #define ORDER_MAX 255
 
-#define TILE_SIZE 32
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
 
 #define FLASH_TIME 0.4F
 
-enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF4 };
+enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF2, SYMM_REF2D, SYMM_REF4,
+       SYMM_REF4D, SYMM_REF8 };
 
 enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT,
        DIFF_SET, DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE };
@@ -96,6 +125,8 @@ enum {
     COL_CLUE,
     COL_USER,
     COL_HIGHLIGHT,
+    COL_ERROR,
+    COL_PENCIL,
     NCOLOURS
 };
 
@@ -106,6 +137,7 @@ struct game_params {
 struct game_state {
     int c, r;
     digit *grid;
+    unsigned char *pencil;             /* c*r*c*r elements */
     unsigned char *immutable;         /* marks which digits are clues */
     int completed, cheated;
 };
@@ -146,8 +178,10 @@ static int game_fetch_preset(int i, char **name, game_params **params)
         { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } },
         { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } },
         { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } },
+#ifndef SLOW_SYSTEM
         { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } },
         { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } },
+#endif
     };
 
     if (i < 0 || i >= lenof(presets))
@@ -159,13 +193,9 @@ static int game_fetch_preset(int i, char **name, game_params **params)
     return TRUE;
 }
 
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
 {
-    game_params *ret = default_params();
-
     ret->c = ret->r = atoi(string);
-    ret->symm = SYMM_ROT2;
-    ret->diff = DIFF_BLOCK;
     while (*string && isdigit((unsigned char)*string)) string++;
     if (*string == 'x') {
         string++;
@@ -174,12 +204,22 @@ static game_params *decode_params(char const *string)
     }
     while (*string) {
         if (*string == 'r' || *string == 'm' || *string == 'a') {
-            int sn, sc;
+            int sn, sc, sd;
             sc = *string++;
+            if (*string == 'd') {
+                sd = TRUE;
+                string++;
+            } else {
+                sd = FALSE;
+            }
             sn = atoi(string);
             while (*string && isdigit((unsigned char)*string)) string++;
+            if (sc == 'm' && sn == 8)
+                ret->symm = SYMM_REF8;
             if (sc == 'm' && sn == 4)
-                ret->symm = SYMM_REF4;
+                ret->symm = sd ? SYMM_REF4D : SYMM_REF4;
+            if (sc == 'm' && sn == 2)
+                ret->symm = sd ? SYMM_REF2D : SYMM_REF2;
             if (sc == 'r' && sn == 4)
                 ret->symm = SYMM_ROT4;
             if (sc == 'r' && sn == 2)
@@ -201,20 +241,32 @@ static game_params *decode_params(char const *string)
         } else
             string++;                  /* eat unknown character */
     }
-
-    return ret;
 }
 
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
 {
     char str[80];
 
-    /*
-     * Symmetry is a game generation preference and hence is left
-     * out of the encoding. Users can add it back in as they see
-     * fit.
-     */
     sprintf(str, "%dx%d", params->c, params->r);
+    if (full) {
+        switch (params->symm) {
+          case SYMM_REF8: strcat(str, "m8"); break;
+          case SYMM_REF4: strcat(str, "m4"); break;
+          case SYMM_REF4D: strcat(str, "md4"); break;
+          case SYMM_REF2: strcat(str, "m2"); break;
+          case SYMM_REF2D: strcat(str, "md2"); break;
+          case SYMM_ROT4: strcat(str, "r4"); break;
+          /* case SYMM_ROT2: strcat(str, "r2"); break; [default] */
+          case SYMM_NONE: strcat(str, "a"); break;
+        }
+        switch (params->diff) {
+          /* case DIFF_BLOCK: strcat(str, "dt"); break; [default] */
+          case DIFF_SIMPLE: strcat(str, "db"); break;
+          case DIFF_INTERSECT: strcat(str, "di"); break;
+          case DIFF_SET: strcat(str, "da"); break;
+          case DIFF_RECURSIVE: strcat(str, "du"); break;
+        }
+    }
     return dupstr(str);
 }
 
@@ -239,7 +291,9 @@ static config_item *game_configure(game_params *params)
 
     ret[2].name = "Symmetry";
     ret[2].type = C_CHOICES;
-    ret[2].sval = ":None:2-way rotation:4-way rotation:4-way mirror";
+    ret[2].sval = ":None:2-way rotation:4-way rotation:2-way mirror:"
+        "2-way diagonal mirror:4-way mirror:4-way diagonal mirror:"
+        "8-way mirror";
     ret[2].ival = params->symm;
 
     ret[3].name = "Difficulty";
@@ -267,286 +321,28 @@ 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->c < 2 || params->r < 2)
        return "Both dimensions must be at least 2";
     if (params->c > ORDER_MAX || params->r > ORDER_MAX)
        return "Dimensions greater than "STR(ORDER_MAX)" are not supported";
+    if ((params->c * params->r) > 36)
+        return "Unable to support more than 36 distinct symbols in a puzzle";
     return NULL;
 }
 
 /* ----------------------------------------------------------------------
- * Full recursive Solo solver.
- *
- * The algorithm for this solver is shamelessly copied from a
- * Python solver written by Andrew Wilkinson (which is GPLed, but
- * I've reused only ideas and no code). It mostly just does the
- * obvious recursive thing: pick an empty square, put one of the
- * possible digits in it, recurse until all squares are filled,
- * backtrack and change some choices if necessary.
- *
- * The clever bit is that every time it chooses which square to
- * fill in next, it does so by counting the number of _possible_
- * numbers that can go in each square, and it prioritises so that
- * it picks a square with the _lowest_ number of possibilities. The
- * idea is that filling in lots of the obvious bits (particularly
- * any squares with only one possibility) will cut down on the list
- * of possibilities for other squares and hence reduce the enormous
- * search space as much as possible as early as possible.
- *
- * In practice the algorithm appeared to work very well; run on
- * sample problems from the Times it completed in well under a
- * second on my G5 even when written in Python, and given an empty
- * grid (so that in principle it would enumerate _all_ solved
- * grids!) it found the first valid solution just as quickly. So
- * with a bit more randomisation I see no reason not to use this as
- * my grid generator.
- */
-
-/*
- * Internal data structure used in solver to keep track of
- * progress.
- */
-struct rsolve_coord { int x, y, r; };
-struct rsolve_usage {
-    int c, r, cr;                     /* cr == c*r */
-    /* grid is a copy of the input grid, modified as we go along */
-    digit *grid;
-    /* row[y*cr+n-1] TRUE if digit n has been placed in row y */
-    unsigned char *row;
-    /* col[x*cr+n-1] TRUE if digit n has been placed in row x */
-    unsigned char *col;
-    /* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */
-    unsigned char *blk;
-    /* This lists all the empty spaces remaining in the grid. */
-    struct rsolve_coord *spaces;
-    int nspaces;
-    /* If we need randomisation in the solve, this is our random state. */
-    random_state *rs;
-    /* Number of solutions so far found, and maximum number we care about. */
-    int solns, maxsolns;
-};
-
-/*
- * The real recursive step in the solving function.
- */
-static void rsolve_real(struct rsolve_usage *usage, digit *grid)
-{
-    int c = usage->c, r = usage->r, cr = usage->cr;
-    int i, j, n, sx, sy, bestm, bestr;
-    int *digits;
-
-    /*
-     * Firstly, check for completion! If there are no spaces left
-     * in the grid, we have a solution.
-     */
-    if (usage->nspaces == 0) {
-       if (!usage->solns) {
-           /*
-            * This is our first solution, so fill in the output grid.
-            */
-           memcpy(grid, usage->grid, cr * cr);
-       }
-       usage->solns++;
-       return;
-    }
-
-    /*
-     * Otherwise, there must be at least one space. Find the most
-     * constrained space, using the `r' field as a tie-breaker.
-     */
-    bestm = cr+1;                     /* so that any space will beat it */
-    bestr = 0;
-    i = sx = sy = -1;
-    for (j = 0; j < usage->nspaces; j++) {
-       int x = usage->spaces[j].x, y = usage->spaces[j].y;
-       int m;
-
-       /*
-        * Find the number of digits that could go in this space.
-        */
-       m = 0;
-       for (n = 0; n < cr; n++)
-           if (!usage->row[y*cr+n] && !usage->col[x*cr+n] &&
-               !usage->blk[((y/c)*c+(x/r))*cr+n])
-               m++;
-
-       if (m < bestm || (m == bestm && usage->spaces[j].r < bestr)) {
-           bestm = m;
-           bestr = usage->spaces[j].r;
-           sx = x;
-           sy = y;
-           i = j;
-       }
-    }
-
-    /*
-     * Swap that square into the final place in the spaces array,
-     * so that decrementing nspaces will remove it from the list.
-     */
-    if (i != usage->nspaces-1) {
-       struct rsolve_coord t;
-       t = usage->spaces[usage->nspaces-1];
-       usage->spaces[usage->nspaces-1] = usage->spaces[i];
-       usage->spaces[i] = t;
-    }
-
-    /*
-     * Now we've decided which square to start our recursion at,
-     * simply go through all possible values, shuffling them
-     * randomly first if necessary.
-     */
-    digits = snewn(bestm, int);
-    j = 0;
-    for (n = 0; n < cr; n++)
-       if (!usage->row[sy*cr+n] && !usage->col[sx*cr+n] &&
-           !usage->blk[((sy/c)*c+(sx/r))*cr+n]) {
-           digits[j++] = n+1;
-       }
-
-    if (usage->rs) {
-       /* shuffle */
-       for (i = j; i > 1; i--) {
-           int p = random_upto(usage->rs, i);
-           if (p != i-1) {
-               int t = digits[p];
-               digits[p] = digits[i-1];
-               digits[i-1] = t;
-           }
-       }
-    }
-
-    /* And finally, go through the digit list and actually recurse. */
-    for (i = 0; i < j; i++) {
-       n = digits[i];
-
-       /* Update the usage structure to reflect the placing of this digit. */
-       usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
-           usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = TRUE;
-       usage->grid[sy*cr+sx] = n;
-       usage->nspaces--;
-
-       /* Call the solver recursively. */
-       rsolve_real(usage, grid);
-
-       /*
-        * If we have seen as many solutions as we need, terminate
-        * all processing immediately.
-        */
-       if (usage->solns >= usage->maxsolns)
-           break;
-
-       /* Revert the usage structure. */
-       usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
-           usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = FALSE;
-       usage->grid[sy*cr+sx] = 0;
-       usage->nspaces++;
-    }
-
-    sfree(digits);
-}
-
-/*
- * Entry point to solver. You give it dimensions and a starting
- * grid, which is simply an array of N^4 digits. In that array, 0
- * means an empty square, and 1..N mean a clue square.
- *
- * Return value is the number of solutions found; searching will
- * stop after the provided `max'. (Thus, you can pass max==1 to
- * indicate that you only care about finding _one_ solution, or
- * max==2 to indicate that you want to know the difference between
- * a unique and non-unique solution.) The input parameter `grid' is
- * also filled in with the _first_ (or only) solution found by the
- * solver.
- */
-static int rsolve(int c, int r, digit *grid, random_state *rs, int max)
-{
-    struct rsolve_usage *usage;
-    int x, y, cr = c*r;
-    int ret;
-
-    /*
-     * Create an rsolve_usage structure.
-     */
-    usage = snew(struct rsolve_usage);
-
-    usage->c = c;
-    usage->r = r;
-    usage->cr = cr;
-
-    usage->grid = snewn(cr * cr, digit);
-    memcpy(usage->grid, grid, cr * cr);
-
-    usage->row = snewn(cr * cr, unsigned char);
-    usage->col = snewn(cr * cr, unsigned char);
-    usage->blk = snewn(cr * cr, unsigned char);
-    memset(usage->row, FALSE, cr * cr);
-    memset(usage->col, FALSE, cr * cr);
-    memset(usage->blk, FALSE, cr * cr);
-
-    usage->spaces = snewn(cr * cr, struct rsolve_coord);
-    usage->nspaces = 0;
-
-    usage->solns = 0;
-    usage->maxsolns = max;
-
-    usage->rs = rs;
-
-    /*
-     * Now fill it in with data from the input grid.
-     */
-    for (y = 0; y < cr; y++) {
-       for (x = 0; x < cr; x++) {
-           int v = grid[y*cr+x];
-           if (v == 0) {
-               usage->spaces[usage->nspaces].x = x;
-               usage->spaces[usage->nspaces].y = y;
-               if (rs)
-                   usage->spaces[usage->nspaces].r = random_bits(rs, 31);
-               else
-                   usage->spaces[usage->nspaces].r = usage->nspaces;
-               usage->nspaces++;
-           } else {
-               usage->row[y*cr+v-1] = TRUE;
-               usage->col[x*cr+v-1] = TRUE;
-               usage->blk[((y/c)*c+(x/r))*cr+v-1] = TRUE;
-           }
-       }
-    }
-
-    /*
-     * Run the real recursive solving function.
-     */
-    rsolve_real(usage, grid);
-    ret = usage->solns;
-
-    /*
-     * Clean up the usage structure now we have our answer.
-     */
-    sfree(usage->spaces);
-    sfree(usage->blk);
-    sfree(usage->col);
-    sfree(usage->row);
-    sfree(usage->grid);
-    sfree(usage);
-
-    /*
-     * And return.
-     */
-    return ret;
-}
-
-/* ----------------------------------------------------------------------
- * End of recursive solver code.
- */
-
-/* ----------------------------------------------------------------------
- * Less capable non-recursive solver. This one is used to check
- * solubility of a grid as we gradually remove numbers from it: by
- * verifying a grid using this solver we can ensure it isn't _too_
- * hard (e.g. does not actually require guessing and backtracking).
- *
+ * Solver.
+ * 
+ * This solver is used for several purposes:
+ *  + to generate filled grids as the basis for new puzzles (by
+ *    supplying no clue squares at all)
+ *  + to check solubility of a grid as we gradually remove numbers
+ *    from it
+ *  + to solve an externally generated puzzle when the user selects
+ *    `Solve'.
+ * 
  * It supports a variety of specific modes of reasoning. By
  * enabling or disabling subsets of these modes we can arrange a
  * range of difficulty levels.
@@ -592,6 +388,11 @@ static int rsolve(int c, int r, digit *grid, random_state *rs, int max)
  *       places, found by taking the _complement_ of the union of
  *       the numbers' possible positions (or the spaces' possible
  *       contents).
+ * 
+ *  - Recursion. If all else fails, we pick one of the currently
+ *    most constrained empty squares and take a random guess at its
+ *    contents, then continue solving on that basis and see if we
+ *    get any further.
  */
 
 /*
@@ -610,7 +411,7 @@ static int rsolve(int c, int r, digit *grid, random_state *rs, int max)
 #define YTRANS(y) (((y)%c)*r+(y)/c)
 #define YUNTRANS(y) (((y)%r)*c+(y)/r)
 
-struct nsolve_usage {
+struct solver_usage {
     int c, r, cr;
     /*
      * We set up a cubic array, indexed by x, y and digit; each
@@ -646,7 +447,7 @@ struct nsolve_usage {
  * a particular number in it. The y-coordinate passed in here is
  * transformed.
  */
-static void nsolve_place(struct nsolve_usage *usage, int x, int y, int n)
+static void solver_place(struct solver_usage *usage, int x, int y, int n)
 {
     int c = usage->c, r = usage->r, cr = usage->cr;
     int i, j, bx, by;
@@ -697,7 +498,7 @@ static void nsolve_place(struct nsolve_usage *usage, int x, int y, int n)
        usage->blk[((y%r)*c+(x/r))*cr+n-1] = TRUE;
 }
 
-static int nsolve_elim(struct nsolve_usage *usage, int start, int step
+static int solver_elim(struct solver_usage *usage, int start, int step
 #ifdef STANDALONE_SOLVER
                        , char *fmt, ...
 #endif
@@ -731,22 +532,36 @@ static int nsolve_elim(struct nsolve_usage *usage, int start, int step
 #ifdef STANDALONE_SOLVER
             if (solver_show_working) {
                 va_list ap;
+               printf("%*s", solver_recurse_depth*4, "");
                 va_start(ap, fmt);
                 vprintf(fmt, ap);
                 va_end(ap);
-                printf(":\n  placing %d at (%d,%d)\n",
-                       n, 1+x, 1+YUNTRANS(y));
+                printf(":\n%*s  placing %d at (%d,%d)\n",
+                       solver_recurse_depth*4, "", n, 1+x, 1+YUNTRANS(y));
             }
 #endif
-            nsolve_place(usage, x, y, n);
-            return TRUE;
+            solver_place(usage, x, y, n);
+            return +1;
         }
+    } else if (m == 0) {
+#ifdef STANDALONE_SOLVER
+       if (solver_show_working) {
+           va_list ap;
+           printf("%*s", solver_recurse_depth*4, "");
+           va_start(ap, fmt);
+           vprintf(fmt, ap);
+           va_end(ap);
+           printf(":\n%*s  no possibilities available\n",
+                  solver_recurse_depth*4, "");
+       }
+#endif
+        return -1;
     }
 
-    return FALSE;
+    return 0;
 }
 
-static int nsolve_intersect(struct nsolve_usage *usage,
+static int solver_intersect(struct solver_usage *usage,
                             int start1, int step1, int start2, int step2
 #ifdef STANDALONE_SOLVER
                             , char *fmt, ...
@@ -765,16 +580,16 @@ static int nsolve_intersect(struct nsolve_usage *usage,
         if (usage->cube[p] &&
             !(p >= start2 && p < start2+cr*step2 &&
               (p - start2) % step2 == 0))
-            return FALSE;              /* there is, so we can't deduce */
+            return 0;                 /* there is, so we can't deduce */
     }
 
     /*
      * We have determined that all set bits in the first domain are
      * within its overlap with the second. So loop over the second
      * domain and remove all set bits that aren't also in that
-     * overlap; return TRUE iff we actually _did_ anything.
+     * overlap; return +1 iff we actually _did_ anything.
      */
-    ret = FALSE;
+    ret = 0;
     for (i = 0; i < cr; i++) {
         int p = start2+i*step2;
         if (usage->cube[p] &&
@@ -786,6 +601,7 @@ static int nsolve_intersect(struct nsolve_usage *usage,
 
                 if (!ret) {
                     va_list ap;
+                   printf("%*s", solver_recurse_depth*4, "");
                     va_start(ap, fmt);
                     vprintf(fmt, ap);
                     va_end(ap);
@@ -797,11 +613,11 @@ static int nsolve_intersect(struct nsolve_usage *usage,
                 px = py / cr;
                 py %= cr;
 
-                printf("  ruling out %d at (%d,%d)\n",
-                       pn, 1+px, 1+YUNTRANS(py));
+                printf("%*s  ruling out %d at (%d,%d)\n",
+                       solver_recurse_depth*4, "", pn, 1+px, 1+YUNTRANS(py));
             }
 #endif
-            ret = TRUE;                /* we did something */
+            ret = +1;                 /* we did something */
             usage->cube[p] = 0;
         }
     }
@@ -809,7 +625,12 @@ static int nsolve_intersect(struct nsolve_usage *usage,
     return ret;
 }
 
-static int nsolve_set(struct nsolve_usage *usage,
+struct solver_scratch {
+    unsigned char *grid, *rowidx, *colidx, *set;
+};
+
+static int solver_set(struct solver_usage *usage,
+                      struct solver_scratch *scratch,
                       int start, int step1, int step2
 #ifdef STANDALONE_SOLVER
                       , char *fmt, ...
@@ -818,10 +639,10 @@ static int nsolve_set(struct nsolve_usage *usage,
 {
     int c = usage->c, r = usage->r, cr = c*r;
     int i, j, n, count;
-    unsigned char *grid = snewn(cr*cr, unsigned char);
-    unsigned char *rowidx = snewn(cr, unsigned char);
-    unsigned char *colidx = snewn(cr, unsigned char);
-    unsigned char *set = snewn(cr, unsigned char);
+    unsigned char *grid = scratch->grid;
+    unsigned char *rowidx = scratch->rowidx;
+    unsigned char *colidx = scratch->colidx;
+    unsigned char *set = scratch->set;
 
     /*
      * We are passed a cr-by-cr matrix of booleans. Our first job
@@ -836,14 +657,15 @@ static int nsolve_set(struct nsolve_usage *usage,
         for (j = 0; j < cr; j++)
             if (usage->cube[start+i*step1+j*step2])
                 first = j, count++;
-        if (count == 0) {
-            /*
-             * This condition actually marks a completely insoluble
-             * (i.e. internally inconsistent) puzzle. We return and
-             * report no progress made.
-             */
-            return FALSE;
-        }
+
+       /*
+        * If count == 0, then there's a row with no 1s at all and
+        * the puzzle is internally inconsistent. However, we ought
+        * to have caught this already during the simpler reasoning
+        * methods, so we can safely fail an assertion if we reach
+        * this point here.
+        */
+       assert(count > 0);
         if (count == 1)
             rowidx[i] = colidx[first] = FALSE;
     }
@@ -909,7 +731,22 @@ static int nsolve_set(struct nsolve_usage *usage,
              * indicates a faulty deduction before this point or
              * even a bogus clue.
              */
-            assert(rows <= n - count);
+            if (rows > n - count) {
+#ifdef STANDALONE_SOLVER
+               if (solver_show_working) {
+                   va_list ap;
+                   printf("%*s", solver_recurse_depth*4,
+                          "");
+                   va_start(ap, fmt);
+                   vprintf(fmt, ap);
+                   va_end(ap);
+                   printf(":\n%*s  contradiction reached\n",
+                          solver_recurse_depth*4, "");
+               }
+#endif
+               return -1;
+           }
+
             if (rows >= n - count) {
                 int progress = FALSE;
 
@@ -917,8 +754,8 @@ static int nsolve_set(struct nsolve_usage *usage,
                  * We've got one! Now, for each row which _doesn't_
                  * satisfy the criterion, eliminate all its set
                  * bits in the positions _not_ listed in `set'.
-                 * Return TRUE (meaning progress has been made) if
-                 * we successfully eliminated anything at all.
+                 * Return +1 (meaning progress has been made) if we
+                 * successfully eliminated anything at all.
                  * 
                  * This involves referring back through
                  * rowidx/colidx in order to work out which actual
@@ -939,9 +776,11 @@ static int nsolve_set(struct nsolve_usage *usage,
 #ifdef STANDALONE_SOLVER
                                 if (solver_show_working) {
                                     int px, py, pn;
-                                    
+
                                     if (!progress) {
                                         va_list ap;
+                                       printf("%*s", solver_recurse_depth*4,
+                                              "");
                                         va_start(ap, fmt);
                                         vprintf(fmt, ap);
                                         va_end(ap);
@@ -953,7 +792,8 @@ static int nsolve_set(struct nsolve_usage *usage,
                                     px = py / cr;
                                     py %= cr;
 
-                                    printf("  ruling out %d at (%d,%d)\n",
+                                    printf("%*s  ruling out %d at (%d,%d)\n",
+                                          solver_recurse_depth*4, "",
                                            pn, 1+px, 1+YUNTRANS(py));
                                 }
 #endif
@@ -964,11 +804,7 @@ static int nsolve_set(struct nsolve_usage *usage,
                 }
 
                 if (progress) {
-                    sfree(set);
-                    sfree(colidx);
-                    sfree(rowidx);
-                    sfree(grid);
-                    return TRUE;
+                    return +1;
                 }
             }
         }
@@ -986,26 +822,42 @@ static int nsolve_set(struct nsolve_usage *usage,
             break;                     /* done */
     }
 
-    sfree(set);
-    sfree(colidx);
-    sfree(rowidx);
-    sfree(grid);
+    return 0;
+}
 
-    return FALSE;
+static struct solver_scratch *solver_new_scratch(struct solver_usage *usage)
+{
+    struct solver_scratch *scratch = snew(struct solver_scratch);
+    int cr = usage->cr;
+    scratch->grid = snewn(cr*cr, unsigned char);
+    scratch->rowidx = snewn(cr, unsigned char);
+    scratch->colidx = snewn(cr, unsigned char);
+    scratch->set = snewn(cr, unsigned char);
+    return scratch;
 }
 
-static int nsolve(int c, int r, digit *grid)
+static void solver_free_scratch(struct solver_scratch *scratch)
 {
-    struct nsolve_usage *usage;
+    sfree(scratch->set);
+    sfree(scratch->colidx);
+    sfree(scratch->rowidx);
+    sfree(scratch->grid);
+    sfree(scratch);
+}
+
+static int solver(int c, int r, digit *grid, int maxdiff)
+{
+    struct solver_usage *usage;
+    struct solver_scratch *scratch;
     int cr = c*r;
-    int x, y, n;
+    int x, y, n, ret;
     int diff = DIFF_BLOCK;
 
     /*
      * Set up a usage structure as a clean slate (everything
      * possible).
      */
-    usage = snew(struct nsolve_usage);
+    usage = snew(struct solver_usage);
     usage->c = c;
     usage->r = r;
     usage->cr = cr;
@@ -1020,13 +872,15 @@ static int nsolve(int c, int r, digit *grid)
     memset(usage->col, FALSE, cr * cr);
     memset(usage->blk, FALSE, cr * cr);
 
+    scratch = solver_new_scratch(usage);
+
     /*
      * Place all the clue numbers we are given.
      */
     for (x = 0; x < cr; x++)
        for (y = 0; y < cr; y++)
            if (grid[y*cr+x])
-               nsolve_place(usage, x, YTRANS(y), grid[y*cr+x]);
+               solver_place(usage, x, YTRANS(y), grid[y*cr+x]);
 
     /*
      * Now loop over the grid repeatedly trying all permitted modes
@@ -1051,45 +905,64 @@ static int nsolve(int c, int r, digit *grid)
        for (x = 0; x < cr; x += r)
            for (y = 0; y < r; y++)
                for (n = 1; n <= cr; n++)
-                   if (!usage->blk[(y*c+(x/r))*cr+n-1] &&
-                       nsolve_elim(usage, cubepos(x,y,n), r*cr
+                   if (!usage->blk[(y*c+(x/r))*cr+n-1]) {
+                       ret = solver_elim(usage, cubepos(x,y,n), r*cr
 #ifdef STANDALONE_SOLVER
-                                    , "positional elimination,"
-                                    " block (%d,%d)", 1+x/r, 1+y
+                                         , "positional elimination,"
+                                         " %d in block (%d,%d)", n, 1+x/r, 1+y
 #endif
-                                    )) {
-                        diff = max(diff, DIFF_BLOCK);
-                        goto cont;
+                                         );
+                       if (ret < 0) {
+                           diff = DIFF_IMPOSSIBLE;
+                           goto got_result;
+                       } else if (ret > 0) {
+                           diff = max(diff, DIFF_BLOCK);
+                           goto cont;
+                       }
                     }
 
+       if (maxdiff <= DIFF_BLOCK)
+           break;
+
        /*
         * Row-wise positional elimination.
         */
        for (y = 0; y < cr; y++)
            for (n = 1; n <= cr; n++)
-               if (!usage->row[y*cr+n-1] &&
-                   nsolve_elim(usage, cubepos(0,y,n), cr*cr
+               if (!usage->row[y*cr+n-1]) {
+                   ret = solver_elim(usage, cubepos(0,y,n), cr*cr
 #ifdef STANDALONE_SOLVER
-                                , "positional elimination,"
-                                " row %d", 1+YUNTRANS(y)
+                                     , "positional elimination,"
+                                     " %d in row %d", n, 1+YUNTRANS(y)
 #endif
-                                )) {
-                    diff = max(diff, DIFF_SIMPLE);
-                    goto cont;
+                                     );
+                   if (ret < 0) {
+                       diff = DIFF_IMPOSSIBLE;
+                       goto got_result;
+                   } else if (ret > 0) {
+                       diff = max(diff, DIFF_SIMPLE);
+                       goto cont;
+                   }
                 }
        /*
         * Column-wise positional elimination.
         */
        for (x = 0; x < cr; x++)
            for (n = 1; n <= cr; n++)
-               if (!usage->col[x*cr+n-1] &&
-                   nsolve_elim(usage, cubepos(x,0,n), cr
+               if (!usage->col[x*cr+n-1]) {
+                   ret = solver_elim(usage, cubepos(x,0,n), cr
 #ifdef STANDALONE_SOLVER
-                                , "positional elimination," " column %d", 1+x
+                                     , "positional elimination,"
+                                     " %d in column %d", n, 1+x
 #endif
-                                )) {
-                    diff = max(diff, DIFF_SIMPLE);
-                    goto cont;
+                                     );
+                   if (ret < 0) {
+                       diff = DIFF_IMPOSSIBLE;
+                       goto got_result;
+                   } else if (ret > 0) {
+                       diff = max(diff, DIFF_SIMPLE);
+                       goto cont;
+                   }
                 }
 
        /*
@@ -1097,39 +970,50 @@ static int nsolve(int c, int r, digit *grid)
         */
        for (x = 0; x < cr; x++)
            for (y = 0; y < cr; y++)
-               if (!usage->grid[YUNTRANS(y)*cr+x] &&
-                   nsolve_elim(usage, cubepos(x,y,1), 1
+               if (!usage->grid[YUNTRANS(y)*cr+x]) {
+                   ret = solver_elim(usage, cubepos(x,y,1), 1
 #ifdef STANDALONE_SOLVER
-                                , "numeric elimination at (%d,%d)", 1+x,
-                                1+YUNTRANS(y)
+                                     , "numeric elimination at (%d,%d)", 1+x,
+                                     1+YUNTRANS(y)
 #endif
-                                )) {
-                    diff = max(diff, DIFF_SIMPLE);
-                    goto cont;
+                                     );
+                   if (ret < 0) {
+                       diff = DIFF_IMPOSSIBLE;
+                       goto got_result;
+                   } else if (ret > 0) {
+                       diff = max(diff, DIFF_SIMPLE);
+                       goto cont;
+                   }
                 }
 
+       if (maxdiff <= DIFF_SIMPLE)
+           break;
+
         /*
          * Intersectional analysis, rows vs blocks.
          */
         for (y = 0; y < cr; y++)
             for (x = 0; x < cr; x += r)
                 for (n = 1; n <= cr; n++)
+                   /*
+                    * solver_intersect() never returns -1.
+                    */
                     if (!usage->row[y*cr+n-1] &&
                         !usage->blk[((y%r)*c+(x/r))*cr+n-1] &&
-                        (nsolve_intersect(usage, cubepos(0,y,n), cr*cr,
+                        (solver_intersect(usage, cubepos(0,y,n), cr*cr,
                                           cubepos(x,y%r,n), r*cr
 #ifdef STANDALONE_SOLVER
                                           , "intersectional analysis,"
-                                          " row %d vs block (%d,%d)",
-                                          1+YUNTRANS(y), 1+x/r, 1+y%r
+                                          " %d in row %d vs block (%d,%d)",
+                                          n, 1+YUNTRANS(y), 1+x/r, 1+y%r
 #endif
                                           ) ||
-                         nsolve_intersect(usage, cubepos(x,y%r,n), r*cr,
+                         solver_intersect(usage, cubepos(x,y%r,n), r*cr,
                                           cubepos(0,y,n), cr*cr
 #ifdef STANDALONE_SOLVER
                                           , "intersectional analysis,"
-                                          " block (%d,%d) vs row %d",
-                                          1+x/r, 1+y%r, 1+YUNTRANS(y)
+                                          " %d in block (%d,%d) vs row %d",
+                                          n, 1+x/r, 1+y%r, 1+YUNTRANS(y)
 #endif
                                           ))) {
                         diff = max(diff, DIFF_INTERSECT);
@@ -1144,65 +1028,83 @@ static int nsolve(int c, int r, digit *grid)
                 for (n = 1; n <= cr; n++)
                     if (!usage->col[x*cr+n-1] &&
                         !usage->blk[(y*c+(x/r))*cr+n-1] &&
-                        (nsolve_intersect(usage, cubepos(x,0,n), cr,
+                        (solver_intersect(usage, cubepos(x,0,n), cr,
                                           cubepos((x/r)*r,y,n), r*cr
 #ifdef STANDALONE_SOLVER
                                           , "intersectional analysis,"
-                                          " column %d vs block (%d,%d)",
-                                          1+x, 1+x/r, 1+y
+                                          " %d in column %d vs block (%d,%d)",
+                                          n, 1+x, 1+x/r, 1+y
 #endif
                                           ) ||
-                         nsolve_intersect(usage, cubepos((x/r)*r,y,n), r*cr,
+                         solver_intersect(usage, cubepos((x/r)*r,y,n), r*cr,
                                           cubepos(x,0,n), cr
 #ifdef STANDALONE_SOLVER
                                           , "intersectional analysis,"
-                                          " block (%d,%d) vs column %d",
-                                          1+x/r, 1+y, 1+x
+                                          " %d in block (%d,%d) vs column %d",
+                                          n, 1+x/r, 1+y, 1+x
 #endif
                                           ))) {
                         diff = max(diff, DIFF_INTERSECT);
                         goto cont;
                     }
 
+       if (maxdiff <= DIFF_INTERSECT)
+           break;
+
        /*
         * Blockwise set elimination.
         */
        for (x = 0; x < cr; x += r)
-           for (y = 0; y < r; y++)
-                if (nsolve_set(usage, cubepos(x,y,1), r*cr, 1
+           for (y = 0; y < r; y++) {
+               ret = solver_set(usage, scratch, cubepos(x,y,1), r*cr, 1
 #ifdef STANDALONE_SOLVER
-                               , "set elimination, block (%d,%d)", 1+x/r, 1+y
+                                , "set elimination, block (%d,%d)", 1+x/r, 1+y
 #endif
-                               )) {
-                    diff = max(diff, DIFF_SET);
-                    goto cont;
-                }
+                                );
+               if (ret < 0) {
+                   diff = DIFF_IMPOSSIBLE;
+                   goto got_result;
+               } else if (ret > 0) {
+                   diff = max(diff, DIFF_SET);
+                   goto cont;
+               }
+           }
 
        /*
         * Row-wise set elimination.
         */
-       for (y = 0; y < cr; y++)
-            if (nsolve_set(usage, cubepos(0,y,1), cr*cr, 1
+       for (y = 0; y < cr; y++) {
+            ret = solver_set(usage, scratch, cubepos(0,y,1), cr*cr, 1
 #ifdef STANDALONE_SOLVER
-                           , "set elimination, row %d", 1+YUNTRANS(y)
+                            , "set elimination, row %d", 1+YUNTRANS(y)
 #endif
-                           )) {
-                diff = max(diff, DIFF_SET);
-                goto cont;
-            }
+                            );
+           if (ret < 0) {
+               diff = DIFF_IMPOSSIBLE;
+               goto got_result;
+           } else if (ret > 0) {
+               diff = max(diff, DIFF_SET);
+               goto cont;
+           }
+       }
 
        /*
         * Column-wise set elimination.
         */
-       for (x = 0; x < cr; x++)
-            if (nsolve_set(usage, cubepos(x,0,1), cr, 1
+       for (x = 0; x < cr; x++) {
+            ret = solver_set(usage, scratch, cubepos(x,0,1), cr, 1
 #ifdef STANDALONE_SOLVER
-                           , "set elimination, column %d", 1+x
+                            , "set elimination, column %d", 1+x
 #endif
-                           )) {
-                diff = max(diff, DIFF_SET);
-                goto cont;
-            }
+                            );
+           if (ret < 0) {
+               diff = DIFF_IMPOSSIBLE;
+               goto got_result;
+           } else if (ret > 0) {
+               diff = max(diff, DIFF_SET);
+               goto cont;
+           }
+       }
 
        /*
         * If we reach here, we have made no deductions in this
@@ -1211,21 +1113,396 @@ static int nsolve(int c, int r, digit *grid)
        break;
     }
 
+    /*
+     * Last chance: if we haven't fully solved the puzzle yet, try
+     * recursing based on guesses for a particular square. We pick
+     * one of the most constrained empty squares we can find, which
+     * has the effect of pruning the search tree as much as
+     * possible.
+     */
+    if (maxdiff >= DIFF_RECURSIVE) {
+       int best, bestcount;
+
+       best = -1;
+       bestcount = cr+1;
+
+       for (y = 0; y < cr; y++)
+           for (x = 0; x < cr; x++)
+               if (!grid[y*cr+x]) {
+                   int count;
+
+                   /*
+                    * An unfilled square. Count the number of
+                    * possible digits in it.
+                    */
+                   count = 0;
+                   for (n = 1; n <= cr; n++)
+                       if (cube(x,YTRANS(y),n))
+                           count++;
+
+                   /*
+                    * We should have found any impossibilities
+                    * already, so this can safely be an assert.
+                    */
+                   assert(count > 1);
+
+                   if (count < bestcount) {
+                       bestcount = count;
+                       best = y*cr+x;
+                   }
+               }
+
+       if (best != -1) {
+           int i, j;
+           digit *list, *ingrid, *outgrid;
+
+           diff = DIFF_IMPOSSIBLE;    /* no solution found yet */
+
+           /*
+            * Attempt recursion.
+            */
+           y = best / cr;
+           x = best % cr;
+
+           list = snewn(cr, digit);
+           ingrid = snewn(cr * cr, digit);
+           outgrid = snewn(cr * cr, digit);
+           memcpy(ingrid, grid, cr * cr);
+
+           /* Make a list of the possible digits. */
+           for (j = 0, n = 1; n <= cr; n++)
+               if (cube(x,YTRANS(y),n))
+                   list[j++] = n;
+
+#ifdef STANDALONE_SOLVER
+           if (solver_show_working) {
+               char *sep = "";
+               printf("%*srecursing on (%d,%d) [",
+                      solver_recurse_depth*4, "", x, y);
+               for (i = 0; i < j; i++) {
+                   printf("%s%d", sep, list[i]);
+                   sep = " or ";
+               }
+               printf("]\n");
+           }
+#endif
+
+           /*
+            * And step along the list, recursing back into the
+            * main solver at every stage.
+            */
+           for (i = 0; i < j; i++) {
+               int ret;
+
+               memcpy(outgrid, ingrid, cr * cr);
+               outgrid[y*cr+x] = list[i];
+
+#ifdef STANDALONE_SOLVER
+               if (solver_show_working)
+                   printf("%*sguessing %d at (%d,%d)\n",
+                          solver_recurse_depth*4, "", list[i], x, y);
+               solver_recurse_depth++;
+#endif
+
+               ret = solver(c, r, outgrid, maxdiff);
+
+#ifdef STANDALONE_SOLVER
+               solver_recurse_depth--;
+               if (solver_show_working) {
+                   printf("%*sretracting %d at (%d,%d)\n",
+                          solver_recurse_depth*4, "", list[i], x, y);
+               }
+#endif
+
+               /*
+                * If we have our first solution, copy it into the
+                * grid we will return.
+                */
+               if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE)
+                   memcpy(grid, outgrid, cr*cr);
+
+               if (ret == DIFF_AMBIGUOUS)
+                   diff = DIFF_AMBIGUOUS;
+               else if (ret == DIFF_IMPOSSIBLE)
+                   /* do not change our return value */;
+               else {
+                   /* the recursion turned up exactly one solution */
+                   if (diff == DIFF_IMPOSSIBLE)
+                       diff = DIFF_RECURSIVE;
+                   else
+                       diff = DIFF_AMBIGUOUS;
+               }
+
+               /*
+                * As soon as we've found more than one solution,
+                * give up immediately.
+                */
+               if (diff == DIFF_AMBIGUOUS)
+                   break;
+           }
+
+           sfree(outgrid);
+           sfree(ingrid);
+           sfree(list);
+       }
+
+    } else {
+        /*
+         * We're forbidden to use recursion, so we just see whether
+         * our grid is fully solved, and return DIFF_IMPOSSIBLE
+         * otherwise.
+         */
+       for (y = 0; y < cr; y++)
+           for (x = 0; x < cr; x++)
+               if (!grid[y*cr+x])
+                    diff = DIFF_IMPOSSIBLE;
+    }
+
+    got_result:;
+
+#ifdef STANDALONE_SOLVER
+    if (solver_show_working)
+       printf("%*s%s found\n",
+              solver_recurse_depth*4, "",
+              diff == DIFF_IMPOSSIBLE ? "no solution" :
+              diff == DIFF_AMBIGUOUS ? "multiple solutions" :
+              "one solution");
+#endif
+
     sfree(usage->cube);
     sfree(usage->row);
     sfree(usage->col);
     sfree(usage->blk);
     sfree(usage);
 
-    for (x = 0; x < cr; x++)
-       for (y = 0; y < cr; y++)
-           if (!grid[y*cr+x])
-               return DIFF_IMPOSSIBLE;
+    solver_free_scratch(scratch);
+
     return diff;
 }
 
 /* ----------------------------------------------------------------------
- * End of non-recursive solver code.
+ * End of solver code.
+ */
+
+/* ----------------------------------------------------------------------
+ * Solo filled-grid generator.
+ *
+ * This grid generator works by essentially trying to solve a grid
+ * starting from no clues, and not worrying that there's more than
+ * one possible solution. Unfortunately, it isn't computationally
+ * feasible to do this by calling the above solver with an empty
+ * grid, because that one needs to allocate a lot of scratch space
+ * at every recursion level. Instead, I have a much simpler
+ * algorithm which I shamelessly copied from a Python solver
+ * written by Andrew Wilkinson (which is GPLed, but I've reused
+ * only ideas and no code). It mostly just does the obvious
+ * recursive thing: pick an empty square, put one of the possible
+ * digits in it, recurse until all squares are filled, backtrack
+ * and change some choices if necessary.
+ *
+ * The clever bit is that every time it chooses which square to
+ * fill in next, it does so by counting the number of _possible_
+ * numbers that can go in each square, and it prioritises so that
+ * it picks a square with the _lowest_ number of possibilities. The
+ * idea is that filling in lots of the obvious bits (particularly
+ * any squares with only one possibility) will cut down on the list
+ * of possibilities for other squares and hence reduce the enormous
+ * search space as much as possible as early as possible.
+ */
+
+/*
+ * Internal data structure used in gridgen to keep track of
+ * progress.
+ */
+struct gridgen_coord { int x, y, r; };
+struct gridgen_usage {
+    int c, r, cr;                     /* cr == c*r */
+    /* grid is a copy of the input grid, modified as we go along */
+    digit *grid;
+    /* row[y*cr+n-1] TRUE if digit n has been placed in row y */
+    unsigned char *row;
+    /* col[x*cr+n-1] TRUE if digit n has been placed in row x */
+    unsigned char *col;
+    /* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */
+    unsigned char *blk;
+    /* This lists all the empty spaces remaining in the grid. */
+    struct gridgen_coord *spaces;
+    int nspaces;
+    /* If we need randomisation in the solve, this is our random state. */
+    random_state *rs;
+};
+
+/*
+ * The real recursive step in the generating function.
+ */
+static int gridgen_real(struct gridgen_usage *usage, digit *grid)
+{
+    int c = usage->c, r = usage->r, cr = usage->cr;
+    int i, j, n, sx, sy, bestm, bestr, ret;
+    int *digits;
+
+    /*
+     * Firstly, check for completion! If there are no spaces left
+     * in the grid, we have a solution.
+     */
+    if (usage->nspaces == 0) {
+        memcpy(grid, usage->grid, cr * cr);
+       return TRUE;
+    }
+
+    /*
+     * Otherwise, there must be at least one space. Find the most
+     * constrained space, using the `r' field as a tie-breaker.
+     */
+    bestm = cr+1;                     /* so that any space will beat it */
+    bestr = 0;
+    i = sx = sy = -1;
+    for (j = 0; j < usage->nspaces; j++) {
+       int x = usage->spaces[j].x, y = usage->spaces[j].y;
+       int m;
+
+       /*
+        * Find the number of digits that could go in this space.
+        */
+       m = 0;
+       for (n = 0; n < cr; n++)
+           if (!usage->row[y*cr+n] && !usage->col[x*cr+n] &&
+               !usage->blk[((y/c)*c+(x/r))*cr+n])
+               m++;
+
+       if (m < bestm || (m == bestm && usage->spaces[j].r < bestr)) {
+           bestm = m;
+           bestr = usage->spaces[j].r;
+           sx = x;
+           sy = y;
+           i = j;
+       }
+    }
+
+    /*
+     * Swap that square into the final place in the spaces array,
+     * so that decrementing nspaces will remove it from the list.
+     */
+    if (i != usage->nspaces-1) {
+       struct gridgen_coord t;
+       t = usage->spaces[usage->nspaces-1];
+       usage->spaces[usage->nspaces-1] = usage->spaces[i];
+       usage->spaces[i] = t;
+    }
+
+    /*
+     * Now we've decided which square to start our recursion at,
+     * simply go through all possible values, shuffling them
+     * randomly first if necessary.
+     */
+    digits = snewn(bestm, int);
+    j = 0;
+    for (n = 0; n < cr; n++)
+       if (!usage->row[sy*cr+n] && !usage->col[sx*cr+n] &&
+           !usage->blk[((sy/c)*c+(sx/r))*cr+n]) {
+           digits[j++] = n+1;
+       }
+
+    if (usage->rs)
+       shuffle(digits, j, sizeof(*digits), usage->rs);
+
+    /* And finally, go through the digit list and actually recurse. */
+    ret = FALSE;
+    for (i = 0; i < j; i++) {
+       n = digits[i];
+
+       /* Update the usage structure to reflect the placing of this digit. */
+       usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
+           usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = TRUE;
+       usage->grid[sy*cr+sx] = n;
+       usage->nspaces--;
+
+       /* Call the solver recursively. Stop when we find a solution. */
+       if (gridgen_real(usage, grid))
+            ret = TRUE;
+
+       /* Revert the usage structure. */
+       usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
+           usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = FALSE;
+       usage->grid[sy*cr+sx] = 0;
+       usage->nspaces++;
+
+        if (ret)
+            break;
+    }
+
+    sfree(digits);
+    return ret;
+}
+
+/*
+ * Entry point to generator. You give it dimensions and a starting
+ * grid, which is simply an array of cr*cr digits.
+ */
+static void gridgen(int c, int r, digit *grid, random_state *rs)
+{
+    struct gridgen_usage *usage;
+    int x, y, cr = c*r;
+
+    /*
+     * Clear the grid to start with.
+     */
+    memset(grid, 0, cr*cr);
+
+    /*
+     * Create a gridgen_usage structure.
+     */
+    usage = snew(struct gridgen_usage);
+
+    usage->c = c;
+    usage->r = r;
+    usage->cr = cr;
+
+    usage->grid = snewn(cr * cr, digit);
+    memcpy(usage->grid, grid, cr * cr);
+
+    usage->row = snewn(cr * cr, unsigned char);
+    usage->col = snewn(cr * cr, unsigned char);
+    usage->blk = snewn(cr * cr, unsigned char);
+    memset(usage->row, FALSE, cr * cr);
+    memset(usage->col, FALSE, cr * cr);
+    memset(usage->blk, FALSE, cr * cr);
+
+    usage->spaces = snewn(cr * cr, struct gridgen_coord);
+    usage->nspaces = 0;
+
+    usage->rs = rs;
+
+    /*
+     * Initialise the list of grid spaces.
+     */
+    for (y = 0; y < cr; y++) {
+       for (x = 0; x < cr; x++) {
+            usage->spaces[usage->nspaces].x = x;
+            usage->spaces[usage->nspaces].y = y;
+            usage->spaces[usage->nspaces].r = random_bits(rs, 31);
+            usage->nspaces++;
+       }
+    }
+
+    /*
+     * Run the real generator function.
+     */
+    gridgen_real(usage, grid);
+
+    /*
+     * Clean up the usage structure now we have our answer.
+     */
+    sfree(usage->spaces);
+    sfree(usage->blk);
+    sfree(usage->col);
+    sfree(usage->row);
+    sfree(usage->grid);
+    sfree(usage);
+}
+
+/* ----------------------------------------------------------------------
+ * End of grid generator code.
  */
 
 /*
@@ -1292,88 +1569,113 @@ static int check_valid(int c, int r, digit *grid)
     return TRUE;
 }
 
-static void symmetry_limit(game_params *params, int *xlim, int *ylim, int s)
+static int symmetries(game_params *params, int x, int y, int *output, int s)
 {
     int c = params->c, r = params->r, cr = c*r;
+    int i = 0;
+
+#define ADD(x,y) (*output++ = (x), *output++ = (y), i++)
+
+    ADD(x, y);
 
     switch (s) {
       case SYMM_NONE:
-       *xlim = *ylim = cr;
-       break;
+       break;                         /* just x,y is all we need */
       case SYMM_ROT2:
-       *xlim = (cr+1) / 2;
-       *ylim = cr;
-       break;
-      case SYMM_REF4:
+        ADD(cr - 1 - x, cr - 1 - y);
+        break;
       case SYMM_ROT4:
-       *xlim = *ylim = (cr+1) / 2;
-       break;
+        ADD(cr - 1 - y, x);
+        ADD(y, cr - 1 - x);
+        ADD(cr - 1 - x, cr - 1 - y);
+        break;
+      case SYMM_REF2:
+        ADD(cr - 1 - x, y);
+        break;
+      case SYMM_REF2D:
+        ADD(y, x);
+        break;
+      case SYMM_REF4:
+        ADD(cr - 1 - x, y);
+        ADD(x, cr - 1 - y);
+        ADD(cr - 1 - x, cr - 1 - y);
+        break;
+      case SYMM_REF4D:
+        ADD(y, x);
+        ADD(cr - 1 - x, cr - 1 - y);
+        ADD(cr - 1 - y, cr - 1 - x);
+        break;
+      case SYMM_REF8:
+        ADD(cr - 1 - x, y);
+        ADD(x, cr - 1 - y);
+        ADD(cr - 1 - x, cr - 1 - y);
+        ADD(y, x);
+        ADD(y, cr - 1 - x);
+        ADD(cr - 1 - y, x);
+        ADD(cr - 1 - y, cr - 1 - x);
+        break;
     }
+
+#undef ADD
+
+    return i;
 }
 
-static int symmetries(game_params *params, int x, int y, int *output, int s)
+static char *encode_solve_move(int cr, digit *grid)
 {
-    int c = params->c, r = params->r, cr = c*r;
-    int i = 0;
+    int i, len;
+    char *ret, *p, *sep;
 
-    *output++ = x;
-    *output++ = y;
-    i++;
+    /*
+     * It's surprisingly easy to work out _exactly_ how long this
+     * string needs to be. To decimal-encode all the numbers from 1
+     * to n:
+     * 
+     *  - every number has a units digit; total is n.
+     *  - all numbers above 9 have a tens digit; total is max(n-9,0).
+     *  - all numbers above 99 have a hundreds digit; total is max(n-99,0).
+     *  - and so on.
+     */
+    len = 0;
+    for (i = 1; i <= cr; i *= 10)
+       len += max(cr - i + 1, 0);
+    len += cr;                /* don't forget the commas */
+    len *= cr;                /* there are cr rows of these */
 
-    switch (s) {
-      case SYMM_NONE:
-       break;                         /* just x,y is all we need */
-      case SYMM_REF4:
-      case SYMM_ROT4:
-       switch (s) {
-         case SYMM_REF4:
-           *output++ = cr - 1 - x;
-           *output++ = y;
-           i++;
-
-           *output++ = x;
-           *output++ = cr - 1 - y;
-           i++;
-           break;
-         case SYMM_ROT4:
-           *output++ = cr - 1 - y;
-           *output++ = x;
-           i++;
-
-           *output++ = y;
-           *output++ = cr - 1 - x;
-           i++;
-           break;
-       }
-       /* fall through */
-      case SYMM_ROT2:
-       *output++ = cr - 1 - x;
-       *output++ = cr - 1 - y;
-       i++;
-       break;
+    /*
+     * Now len is one bigger than the total size of the
+     * comma-separated numbers (because we counted an
+     * additional leading comma). We need to have a leading S
+     * and a trailing NUL, so we're off by one in total.
+     */
+    len++;
+
+    ret = snewn(len, char);
+    p = ret;
+    *p++ = 'S';
+    sep = "";
+    for (i = 0; i < cr*cr; i++) {
+       p += sprintf(p, "%s%d", sep, grid[i]);
+       sep = ",";
     }
+    *p++ = '\0';
+    assert(p - ret == len);
 
-    return i;
+    return ret;
 }
 
-struct game_aux_info {
-    int c, r;
-    digit *grid;
-};
-
-static char *new_game_seed(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          char **aux, int interactive)
 {
     int c = params->c, r = params->r, cr = c*r;
     int area = cr*cr;
     digit *grid, *grid2;
     struct xy { int x, y; } *locs;
     int nlocs;
-    int ret;
-    char *seed;
+    char *desc;
     int coords[16], ncoords;
-    int xlim, ylim;
-    int maxdiff, recursing;
+    int maxdiff;
+    int x, y, i, j;
 
     /*
      * Adjust the maximum difficulty level to be consistent with
@@ -1396,122 +1698,99 @@ static char *new_game_seed(game_params *params, random_state *rs,
      */
     do {
         /*
-         * Start the recursive solver with an empty grid to generate a
-         * random solved state.
+         * Generate a random solved state.
          */
-        memset(grid, 0, area);
-        ret = rsolve(c, r, grid, rs, 1);
-        assert(ret == 1);
+        gridgen(c, r, grid, rs);
         assert(check_valid(c, r, grid));
 
        /*
-        * Save the solved grid in the aux_info.
+        * Save the solved grid in aux.
         */
        {
-           game_aux_info *ai = snew(game_aux_info);
-           ai->c = c;
-           ai->r = r;
-           ai->grid = snewn(cr * cr, digit);
-           memcpy(ai->grid, grid, cr * cr * sizeof(digit));
-           *aux = ai;
+           /*
+            * We might already have written *aux the last time we
+            * went round this loop, in which case we should free
+            * the old aux before overwriting it with the new one.
+            */
+            if (*aux) {
+               sfree(*aux);
+            }
+
+            *aux = encode_solve_move(cr, grid);
        }
 
         /*
          * Now we have a solved grid, start removing things from it
          * while preserving solubility.
          */
-        symmetry_limit(params, &xlim, &ylim, params->symm);
-       recursing = FALSE;
-        while (1) {
-            int x, y, i, j;
 
-            /*
-             * Iterate over the grid and enumerate all the filled
-             * squares we could empty.
-             */
-            nlocs = 0;
-
-            for (x = 0; x < xlim; x++)
-                for (y = 0; y < ylim; y++)
-                    if (grid[y*cr+x]) {
-                        locs[nlocs].x = x;
-                        locs[nlocs].y = y;
-                        nlocs++;
-                    }
+        /*
+         * Find the set of equivalence classes of squares permitted
+         * by the selected symmetry. We do this by enumerating all
+         * the grid squares which have no symmetric companion
+         * sorting lower than themselves.
+         */
+        nlocs = 0;
+        for (y = 0; y < cr; y++)
+            for (x = 0; x < cr; x++) {
+                int i = y*cr+x;
+                int j;
 
-            /*
-             * Now shuffle that list.
-             */
-            for (i = nlocs; i > 1; i--) {
-                int p = random_upto(rs, i);
-                if (p != i-1) {
-                    struct xy t = locs[p];
-                    locs[p] = locs[i-1];
-                    locs[i-1] = t;
+                ncoords = symmetries(params, x, y, coords, params->symm);
+                for (j = 0; j < ncoords; j++)
+                    if (coords[2*j+1]*cr+coords[2*j] < i)
+                        break;
+                if (j == ncoords) {
+                    locs[nlocs].x = x;
+                    locs[nlocs].y = y;
+                    nlocs++;
                 }
             }
 
-            /*
-             * Now loop over the shuffled list and, for each element,
-             * see whether removing that element (and its reflections)
-             * from the grid will still leave the grid soluble by
-             * nsolve.
-             */
-            for (i = 0; i < nlocs; i++) {
-               int ret;
-
-                x = locs[i].x;
-                y = locs[i].y;
+        /*
+         * Now shuffle that list.
+         */
+        shuffle(locs, nlocs, sizeof(*locs), rs);
 
-                memcpy(grid2, grid, area);
-                ncoords = symmetries(params, x, y, coords, params->symm);
-                for (j = 0; j < ncoords; j++)
-                    grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
+        /*
+         * Now loop over the shuffled list and, for each element,
+         * see whether removing that element (and its reflections)
+         * from the grid will still leave the grid soluble.
+         */
+        for (i = 0; i < nlocs; i++) {
+            int ret;
 
-               if (recursing)
-                   ret = (rsolve(c, r, grid2, NULL, 2) == 1);
-               else
-                   ret = (nsolve(c, r, grid2) <= maxdiff);
+            x = locs[i].x;
+            y = locs[i].y;
 
-                if (ret) {
-                    for (j = 0; j < ncoords; j++)
-                        grid[coords[2*j+1]*cr+coords[2*j]] = 0;
-                    break;
-                }
-            }
+            memcpy(grid2, grid, area);
+            ncoords = symmetries(params, x, y, coords, params->symm);
+            for (j = 0; j < ncoords; j++)
+                grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
 
-            if (i == nlocs) {
-                /*
-                 * There was nothing we could remove without
-                 * destroying solvability. If we're trying to
-                 * generate a recursion-only grid and haven't
-                 * switched over to rsolve yet, we now do;
-                 * otherwise we give up.
-                 */
-               if (maxdiff == DIFF_RECURSIVE && !recursing) {
-                   recursing = TRUE;
-               } else {
-                   break;
-               }
+            ret = solver(c, r, grid2, maxdiff);
+            if (ret != DIFF_IMPOSSIBLE && ret != DIFF_AMBIGUOUS) {
+                for (j = 0; j < ncoords; j++)
+                    grid[coords[2*j+1]*cr+coords[2*j]] = 0;
             }
         }
 
         memcpy(grid2, grid, area);
-    } while (nsolve(c, r, grid2) < maxdiff);
+    } while (solver(c, r, grid2, maxdiff) < maxdiff);
 
     sfree(grid2);
     sfree(locs);
 
     /*
      * Now we have the grid as it will be presented to the user.
-     * Encode it in a game seed.
+     * Encode it in a game desc.
      */
     {
        char *p;
        int run, i;
 
-       seed = snewn(5 * area, char);
-       p = seed;
+       desc = snewn(5 * area, char);
+       p = desc;
        run = 0;
        for (i = 0; i <= area; i++) {
            int n = (i < area ? grid[i] : -1);
@@ -1533,7 +1812,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
                     * bottom right, there's no point putting an
                     * unnecessary _ before or after it.
                     */
-                   if (p > seed && n > 0)
+                   if (p > desc && n > 0)
                        *p++ = '_';
                }
                if (n > 0)
@@ -1541,39 +1820,33 @@ static char *new_game_seed(game_params *params, random_state *rs,
                run = 0;
            }
        }
-       assert(p - seed < 5 * area);
+       assert(p - desc < 5 * area);
        *p++ = '\0';
-       seed = sresize(seed, p - seed, char);
+       desc = sresize(desc, p - desc, char);
     }
 
     sfree(grid);
 
-    return seed;
-}
-
-static void game_free_aux_info(game_aux_info *aux)
-{
-    sfree(aux->grid);
-    sfree(aux);
+    return desc;
 }
 
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
 {
     int area = params->r * params->r * params->c * params->c;
     int squares = 0;
 
-    while (*seed) {
-        int n = *seed++;
+    while (*desc) {
+        int n = *desc++;
         if (n >= 'a' && n <= 'z') {
             squares += n - 'a' + 1;
         } else if (n == '_') {
             /* do nothing */;
         } else if (n > '0' && n <= '9') {
             squares++;
-            while (*seed >= '0' && *seed <= '9')
-                seed++;
+            while (*desc >= '0' && *desc <= '9')
+                desc++;
         } else
-            return "Invalid character in game specification";
+            return "Invalid character in game description";
     }
 
     if (squares < area)
@@ -1585,7 +1858,7 @@ 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)
 {
     game_state *state = snew(game_state);
     int c = params->c, r = params->r, cr = c*r, area = cr * cr;
@@ -1595,14 +1868,16 @@ static game_state *new_game(game_params *params, char *seed)
     state->r = params->r;
 
     state->grid = snewn(area, digit);
+    state->pencil = snewn(area * cr, unsigned char);
+    memset(state->pencil, 0, area * cr);
     state->immutable = snewn(area, unsigned char);
     memset(state->immutable, FALSE, area);
 
     state->completed = state->cheated = FALSE;
 
     i = 0;
-    while (*seed) {
-        int n = *seed++;
+    while (*desc) {
+        int n = *desc++;
         if (n >= 'a' && n <= 'z') {
             int run = n - 'a' + 1;
             assert(i + run <= area);
@@ -1613,9 +1888,9 @@ static game_state *new_game(game_params *params, char *seed)
         } else if (n > '0' && n <= '9') {
             assert(i < area);
            state->immutable[i] = TRUE;
-            state->grid[i++] = atoi(seed-1);
-            while (*seed >= '0' && *seed <= '9')
-                seed++;
+            state->grid[i++] = atoi(desc-1);
+            while (*desc >= '0' && *desc <= '9')
+                desc++;
         } else {
             assert(!"We can't get here");
         }
@@ -1636,6 +1911,9 @@ static game_state *dup_game(game_state *state)
     ret->grid = snewn(area, digit);
     memcpy(ret->grid, state->grid, area);
 
+    ret->pencil = snewn(area * cr, unsigned char);
+    memcpy(ret->pencil, state->pencil, area * cr);
+
     ret->immutable = snewn(area, unsigned char);
     memcpy(ret->immutable, state->immutable, area);
 
@@ -1648,43 +1926,46 @@ static game_state *dup_game(game_state *state)
 static void free_game(game_state *state)
 {
     sfree(state->immutable);
+    sfree(state->pencil);
     sfree(state->grid);
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_aux_info *ai,
-                             char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *ai, char **error)
 {
-    game_state *ret;
     int c = state->c, r = state->r, cr = c*r;
-    int rsolve_ret;
-
-    ret = dup_game(state);
-    ret->completed = ret->cheated = TRUE;
+    char *ret;
+    digit *grid;
+    int solve_ret;
 
     /*
-     * If we already have the solution in the aux_info, save
-     * ourselves some time.
+     * If we already have the solution in ai, save ourselves some
+     * time.
      */
-    if (ai) {
+    if (ai)
+        return dupstr(ai);
 
-       assert(c == ai->c);
-       assert(r == ai->r);
-       memcpy(ret->grid, ai->grid, cr * cr * sizeof(digit));
+    grid = snewn(cr*cr, digit);
+    memcpy(grid, state->grid, cr*cr);
+    solve_ret = solver(c, r, grid, DIFF_RECURSIVE);
 
-    } else {
-       rsolve_ret = rsolve(c, r, ret->grid, NULL, 2);
-
-       if (rsolve_ret != 1) {
-           free_game(ret);
-           if (rsolve_ret == 0)
-               *error = "No solution exists for this puzzle";
-           else
-               *error = "Multiple solutions exist for this puzzle";
-           return NULL;
-       }
+    *error = NULL;
+
+    if (solve_ret == DIFF_IMPOSSIBLE)
+       *error = "No solution exists for this puzzle";
+    else if (solve_ret == DIFF_AMBIGUOUS)
+       *error = "Multiple solutions exist for this puzzle";
+
+    if (*error) {
+        sfree(grid);
+        return NULL;
     }
 
+    ret = encode_solve_move(cr, grid);
+
+    sfree(grid);
+
     return ret;
 }
 
@@ -1758,6 +2039,11 @@ struct game_ui {
      * enter that number or letter in the grid.
      */
     int hx, hy;
+    /*
+     * This indicates whether the current highlight is a
+     * pencil-mark one or a real one.
+     */
+    int hpencil;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -1765,6 +2051,7 @@ static game_ui *new_ui(game_state *state)
     game_ui *ui = snew(game_ui);
 
     ui->hx = ui->hy = -1;
+    ui->hpencil = 0;
 
     return ui;
 }
@@ -1774,24 +2061,84 @@ 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)
 {
-    int c = from->c, r = from->r, cr = c*r;
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+    int c = newstate->c, r = newstate->r, cr = c*r;
+    /*
+     * We prevent pencil-mode highlighting of a filled square. So
+     * if the user has just filled in a square which we had a
+     * pencil-mode highlight in (by Undo, or by Redo, or by Solve),
+     * then we cancel the highlight.
+     */
+    if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
+        newstate->grid[ui->hy * cr + ui->hx] != 0) {
+        ui->hx = ui->hy = -1;
+    }
+}
+
+struct game_drawstate {
+    int started;
+    int c, r, cr;
+    int tilesize;
+    digit *grid;
+    unsigned char *pencil;
+    unsigned char *hl;
+    /* This is scratch space used within a single call to game_redraw. */
+    int *entered_items;
+};
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
+{
+    int c = state->c, r = state->r, cr = c*r;
     int tx, ty;
-    game_state *ret;
+    char buf[80];
+
+    button &= ~MOD_MASK;
 
     tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1;
     ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1;
 
-    if (tx >= 0 && tx < cr && ty >= 0 && ty < cr && button == LEFT_BUTTON) {
-       if (tx == ui->hx && ty == ui->hy) {
-           ui->hx = ui->hy = -1;
-       } else {
-           ui->hx = tx;
-           ui->hy = ty;
-       }
-       return from;                   /* UI activity occurred */
+    if (tx >= 0 && tx < cr && ty >= 0 && ty < cr) {
+        if (button == LEFT_BUTTON) {
+            if (state->immutable[ty*cr+tx]) {
+                ui->hx = ui->hy = -1;
+            } else if (tx == ui->hx && ty == ui->hy && ui->hpencil == 0) {
+                ui->hx = ui->hy = -1;
+            } else {
+                ui->hx = tx;
+                ui->hy = ty;
+                ui->hpencil = 0;
+            }
+            return "";                /* UI activity occurred */
+        }
+        if (button == RIGHT_BUTTON) {
+            /*
+             * Pencil-mode highlighting for non filled squares.
+             */
+            if (state->grid[ty*cr+tx] == 0) {
+                if (tx == ui->hx && ty == ui->hy && ui->hpencil) {
+                    ui->hx = ui->hy = -1;
+                } else {
+                    ui->hpencil = 1;
+                    ui->hx = tx;
+                    ui->hy = ty;
+                }
+            } else {
+                ui->hx = ui->hy = -1;
+            }
+            return "";                /* UI activity occurred */
+        }
     }
 
     if (ui->hx != -1 && ui->hy != -1 &&
@@ -1807,47 +2154,108 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
        if (button == ' ')
            n = 0;
 
-       if (from->immutable[ui->hy*cr+ui->hx])
-           return NULL;               /* can't overwrite this square */
+        /*
+         * Can't overwrite this square. In principle this shouldn't
+         * happen anyway because we should never have even been
+         * able to highlight the square, but it never hurts to be
+         * careful.
+         */
+       if (state->immutable[ui->hy*cr+ui->hx])
+           return NULL;
 
-       ret = dup_game(from);
-       ret->grid[ui->hy*cr+ui->hx] = n;
-       ui->hx = ui->hy = -1;
+        /*
+         * Can't make pencil marks in a filled square. In principle
+         * this shouldn't happen anyway because we should never
+         * have even been able to pencil-highlight the square, but
+         * it never hurts to be careful.
+         */
+        if (ui->hpencil && state->grid[ui->hy*cr+ui->hx])
+            return NULL;
 
-       /*
-        * We've made a real change to the grid. Check to see
-        * if the game has been completed.
-        */
-       if (!ret->completed && check_valid(c, r, ret->grid)) {
-           ret->completed = TRUE;
-       }
+       sprintf(buf, "%c%d,%d,%d",
+               (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
+
+       ui->hx = ui->hy = -1;
 
-       return ret;                    /* made a valid move */
+       return dupstr(buf);
     }
 
     return NULL;
 }
 
+static game_state *execute_move(game_state *from, char *move)
+{
+    int c = from->c, r = from->r, cr = c*r;
+    game_state *ret;
+    int x, y, n;
+
+    if (move[0] == 'S') {
+       char *p;
+
+       ret = dup_game(from);
+       ret->completed = ret->cheated = TRUE;
+
+       p = move+1;
+       for (n = 0; n < cr*cr; n++) {
+           ret->grid[n] = atoi(p);
+
+           if (!*p || ret->grid[n] < 1 || ret->grid[n] > cr) {
+               free_game(ret);
+               return NULL;
+           }
+
+           while (*p && isdigit((unsigned char)*p)) p++;
+           if (*p == ',') p++;
+       }
+
+       return ret;
+    } else if ((move[0] == 'P' || move[0] == 'R') &&
+       sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
+       x >= 0 && x < cr && y >= 0 && y < cr && n >= 0 && n <= cr) {
+
+       ret = dup_game(from);
+        if (move[0] == 'P' && n > 0) {
+            int index = (y*cr+x) * cr + (n-1);
+            ret->pencil[index] = !ret->pencil[index];
+        } else {
+            ret->grid[y*cr+x] = n;
+            memset(ret->pencil + (y*cr+x)*cr, 0, cr);
+
+            /*
+             * We've made a real change to the grid. Check to see
+             * if the game has been completed.
+             */
+            if (!ret->completed && check_valid(c, r, ret->grid)) {
+                ret->completed = TRUE;
+            }
+        }
+       return ret;
+    } else
+       return NULL;                   /* couldn't parse move string */
+}
+
 /* ----------------------------------------------------------------------
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int c, r, cr;
-    digit *grid;
-    unsigned char *hl;
-};
-
-#define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
-#define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
+#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
+#define GETTILESIZE(cr, w) ( (double)(w-1) / (double)(cr+1) )
 
-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)
 {
-    int c = params->c, r = params->r, cr = c*r;
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
 
-    *x = XSIZE(cr);
-    *y = YSIZE(cr);
+    *x = SIZE(params->c * params->r);
+    *y = SIZE(params->c * params->r);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
 }
 
 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
@@ -1872,11 +2280,19 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_HIGHLIGHT * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
     ret[COL_HIGHLIGHT * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
 
+    ret[COL_ERROR * 3 + 0] = 1.0F;
+    ret[COL_ERROR * 3 + 1] = 0.0F;
+    ret[COL_ERROR * 3 + 2] = 0.0F;
+
+    ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+    ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+    ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
+
     *ncolours = 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);
     int c = state->c, r = state->r, cr = c*r;
@@ -1887,20 +2303,25 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->cr = cr;
     ds->grid = snewn(cr*cr, digit);
     memset(ds->grid, 0, cr*cr);
+    ds->pencil = snewn(cr*cr*cr, digit);
+    memset(ds->pencil, 0, cr*cr*cr);
     ds->hl = snewn(cr*cr, unsigned char);
     memset(ds->hl, 0, cr*cr);
-
+    ds->entered_items = snewn(cr*cr, int);
+    ds->tilesize = 0;                  /* not decided yet */
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->hl);
+    sfree(ds->pencil);
     sfree(ds->grid);
+    sfree(ds->entered_items);
     sfree(ds);
 }
 
-static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
+static void draw_number(drawing *dr, game_drawstate *ds, game_state *state,
                        int x, int y, int hl)
 {
     int c = state->c, r = state->r, cr = c*r;
@@ -1908,7 +2329,9 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
     int cx, cy, cw, ch;
     char str[2];
 
-    if (ds->grid[y*cr+x] == state->grid[y*cr+x] && ds->hl[y*cr+x] == hl)
+    if (ds->grid[y*cr+x] == state->grid[y*cr+x] &&
+        ds->hl[y*cr+x] == hl &&
+        !memcmp(ds->pencil+(y*cr+x)*cr, state->pencil+(y*cr+x)*cr, cr))
        return;                        /* no change required */
 
     tx = BORDER + x * TILE_SIZE + 2;
@@ -1928,11 +2351,22 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
     if ((y+1) % c)
        ch++;
 
-    clip(fe, cx, cy, cw, ch);
-
-    /* background needs erasing? */
-    if (ds->grid[y*cr+x] || ds->hl[y*cr+x] != hl)
-       draw_rect(fe, cx, cy, cw, ch, hl ? COL_HIGHLIGHT : COL_BACKGROUND);
+    clip(dr, cx, cy, cw, ch);
+
+    /* background needs erasing */
+    draw_rect(dr, cx, cy, cw, ch, (hl & 15) == 1 ? COL_HIGHLIGHT : COL_BACKGROUND);
+
+    /* pencil-mode highlight */
+    if ((hl & 15) == 2) {
+        int coords[6];
+        coords[0] = cx;
+        coords[1] = cy;
+        coords[2] = cx+cw/2;
+        coords[3] = cy;
+        coords[4] = cx;
+        coords[5] = cy+ch/2;
+        draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+    }
 
     /* new number needs drawing? */
     if (state->grid[y*cr+x]) {
@@ -1940,20 +2374,59 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
        str[0] = state->grid[y*cr+x] + '0';
        if (str[0] > '9')
            str[0] += 'a' - ('9'+1);
-       draw_text(fe, tx + TILE_SIZE/2, ty + TILE_SIZE/2,
+       draw_text(dr, tx + TILE_SIZE/2, ty + TILE_SIZE/2,
                  FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
-                 state->immutable[y*cr+x] ? COL_CLUE : COL_USER, str);
+                 state->immutable[y*cr+x] ? COL_CLUE : (hl & 16) ? COL_ERROR : COL_USER, str);
+    } else {
+        int i, j, npencil;
+       int pw, ph, pmax, fontsize;
+
+        /* count the pencil marks required */
+        for (i = npencil = 0; i < cr; i++)
+            if (state->pencil[(y*cr+x)*cr+i])
+               npencil++;
+
+       /*
+        * It's not sensible to arrange pencil marks in the same
+        * layout as the squares within a block, because this leads
+        * to the font being too small. Instead, we arrange pencil
+        * marks in the nearest thing we can to a square layout,
+        * and we adjust the square layout depending on the number
+        * of pencil marks in the square.
+        */
+       for (pw = 1; pw * pw < npencil; pw++);
+       if (pw < 3) pw = 3;            /* otherwise it just looks _silly_ */
+       ph = (npencil + pw - 1) / pw;
+       if (ph < 2) ph = 2;            /* likewise */
+       pmax = max(pw, ph);
+       fontsize = TILE_SIZE/(pmax*(11-pmax)/8);
+
+        for (i = j = 0; i < cr; i++)
+            if (state->pencil[(y*cr+x)*cr+i]) {
+                int dx = j % pw, dy = j / pw;
+
+                str[1] = '\0';
+                str[0] = i + '1';
+                if (str[0] > '9')
+                    str[0] += 'a' - ('9'+1);
+                draw_text(dr, tx + (4*dx+3) * TILE_SIZE / (4*pw+2),
+                          ty + (4*dy+3) * TILE_SIZE / (4*ph+2),
+                          FONT_VARIABLE, fontsize,
+                          ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
+                j++;
+            }
     }
 
-    unclip(fe);
+    unclip(dr);
 
-    draw_update(fe, cx, cy, cw, ch);
+    draw_update(dr, cx, cy, cw, ch);
 
     ds->grid[y*cr+x] = state->grid[y*cr+x];
+    memcpy(ds->pencil+(y*cr+x)*cr, state->pencil+(y*cr+x)*cr, cr);
     ds->hl[y*cr+x] = hl;
 }
 
-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)
 {
@@ -1967,33 +2440,65 @@ 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, XSIZE(cr), YSIZE(cr), COL_BACKGROUND);
+       draw_rect(dr, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND);
 
        /*
         * Draw the grid.
         */
        for (x = 0; x <= cr; x++) {
            int thick = (x % r ? 0 : 1);
-           draw_rect(fe, BORDER + x*TILE_SIZE - thick, BORDER-1,
+           draw_rect(dr, BORDER + x*TILE_SIZE - thick, BORDER-1,
                      1+2*thick, cr*TILE_SIZE+3, COL_GRID);
        }
        for (y = 0; y <= cr; y++) {
            int thick = (y % c ? 0 : 1);
-           draw_rect(fe, BORDER-1, BORDER + y*TILE_SIZE - thick,
+           draw_rect(dr, BORDER-1, BORDER + y*TILE_SIZE - thick,
                      cr*TILE_SIZE+3, 1+2*thick, COL_GRID);
        }
     }
 
+    /*
+     * This array is used to keep track of rows, columns and boxes
+     * which contain a number more than once.
+     */
+    for (x = 0; x < cr * cr; x++)
+       ds->entered_items[x] = 0;
+    for (x = 0; x < cr; x++)
+       for (y = 0; y < cr; y++) {
+           digit d = state->grid[y*cr+x];
+           if (d) {
+               int box = (x/r)+(y/c)*c;
+               ds->entered_items[x*cr+d-1] |= ((ds->entered_items[x*cr+d-1] & 1) << 1) | 1;
+               ds->entered_items[y*cr+d-1] |= ((ds->entered_items[y*cr+d-1] & 4) << 1) | 4;
+               ds->entered_items[box*cr+d-1] |= ((ds->entered_items[box*cr+d-1] & 16) << 1) | 16;
+           }
+       }
+
     /*
      * Draw any numbers which need redrawing.
      */
     for (x = 0; x < cr; x++) {
        for (y = 0; y < cr; y++) {
-           draw_number(fe, ds, state, x, y,
-                       (x == ui->hx && y == ui->hy) ||
-                       (flashtime > 0 &&
-                        (flashtime <= FLASH_TIME/3 ||
-                         flashtime >= FLASH_TIME*2/3)));
+            int highlight = 0;
+            digit d = state->grid[y*cr+x];
+
+            if (flashtime > 0 &&
+                (flashtime <= FLASH_TIME/3 ||
+                 flashtime >= FLASH_TIME*2/3))
+                highlight = 1;
+
+            /* Highlight active input areas. */
+            if (x == ui->hx && y == ui->hy)
+                highlight = ui->hpencil ? 2 : 1;
+
+           /* Mark obvious errors (ie, numbers which occur more than once
+            * in a single row, column, or box). */
+           if (d && ((ds->entered_items[x*cr+d-1] & 2) ||
+                     (ds->entered_items[y*cr+d-1] & 8) ||
+                     (ds->entered_items[((x/r)+(y/c)*c)*cr+d-1] & 32)))
+               highlight |= 16;
+
+           draw_number(dr, ds, state, x, y, highlight);
        }
     }
 
@@ -2001,19 +2506,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
      * Update the _entire_ grid if necessary.
      */
     if (!ds->started) {
-       draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr));
+       draw_update(dr, 0, 0, SIZE(cr), SIZE(cr));
        ds->started = TRUE;
     }
 }
 
 static float game_anim_length(game_state *oldstate, game_state *newstate,
-                             int dir)
+                             int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
 static float game_flash_length(game_state *oldstate, game_state *newstate,
-                              int dir)
+                              int dir, game_ui *ui)
 {
     if (!oldstate->completed && newstate->completed &&
        !oldstate->cheated && !newstate->cheated)
@@ -2026,6 +2531,73 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
+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 9mm squares by default. They should be quite big
+     * for this game, because players will want to jot down no end
+     * of pencil marks in the squares.
+     */
+    game_compute_size(params, 900, &pw, &ph);
+    *x = pw / 100.0;
+    *y = ph / 100.0;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+    int c = state->c, r = state->r, cr = c*r;
+    int ink = print_mono_colour(dr, 0);
+    int x, y;
+
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    ads.tilesize = tilesize;
+
+    /*
+     * Border.
+     */
+    print_line_width(dr, 3 * TILE_SIZE / 40);
+    draw_rect_outline(dr, BORDER, BORDER, cr*TILE_SIZE, cr*TILE_SIZE, ink);
+
+    /*
+     * Grid.
+     */
+    for (x = 1; x < cr; x++) {
+       print_line_width(dr, (x % r ? 1 : 3) * TILE_SIZE / 40);
+       draw_line(dr, BORDER+x*TILE_SIZE, BORDER,
+                 BORDER+x*TILE_SIZE, BORDER+cr*TILE_SIZE, ink);
+    }
+    for (y = 1; y < cr; y++) {
+       print_line_width(dr, (y % c ? 1 : 3) * TILE_SIZE / 40);
+       draw_line(dr, BORDER, BORDER+y*TILE_SIZE,
+                 BORDER+cr*TILE_SIZE, BORDER+y*TILE_SIZE, ink);
+    }
+
+    /*
+     * Numbers.
+     */
+    for (y = 0; y < cr; y++)
+       for (x = 0; x < cr; x++)
+           if (state->grid[y*cr+x]) {
+               char str[2];
+               str[1] = '\0';
+               str[0] = state->grid[y*cr+x] + '0';
+               if (str[0] > '9')
+                   str[0] += 'a' - ('9'+1);
+               draw_text(dr, BORDER + x*TILE_SIZE + TILE_SIZE/2,
+                         BORDER + y*TILE_SIZE + TILE_SIZE/2,
+                         FONT_VARIABLE, TILE_SIZE/2,
+                         ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
+           }
+}
+
 #ifdef COMBINED
 #define thegame solo
 #endif
@@ -2040,9 +2612,8 @@ const struct game thegame = {
     dup_params,
     TRUE, game_configure, custom_params,
     validate_params,
-    new_game_seed,
-    game_free_aux_info,
-    validate_seed,
+    new_game_desc,
+    validate_desc,
     new_game,
     dup_game,
     free_game,
@@ -2050,15 +2621,22 @@ const struct game thegame = {
     TRUE, 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,
+    TRUE, FALSE, game_print_size, game_print,
     game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
 };
 
 #ifdef STANDALONE_SOLVER
@@ -2068,21 +2646,26 @@ const struct game thegame = {
  */
 
 void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
+void draw_text(drawing *dr, 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) {}
+void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
+void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour) {}
+void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
+void draw_polygon(drawing *dr, int *coords, int npoints,
+                  int fillcolour, int outlinecolour) {}
+void clip(drawing *dr, int x, int y, int w, int h) {}
+void unclip(drawing *dr) {}
+void start_draw(drawing *dr) {}
+void draw_update(drawing *dr, int x, int y, int w, int h) {}
+void end_draw(drawing *dr) {}
+int print_mono_colour(drawing *dr, int grey) { return 0; }
+void print_line_width(drawing *dr, int width) {}
 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, ...)
 {
@@ -2102,25 +2685,18 @@ int main(int argc, char **argv)
 {
     game_params *p;
     game_state *s;
-    int recurse = TRUE;
-    char *id = NULL, *seed, *err;
-    int y, x;
+    char *id = NULL, *desc, *err;
     int grade = FALSE;
+    int ret;
 
     while (--argc > 0) {
         char *p = *++argv;
-        if (!strcmp(p, "-r")) {
-            recurse = TRUE;
-        } else if (!strcmp(p, "-n")) {
-            recurse = FALSE;
-        } else if (!strcmp(p, "-v")) {
+        if (!strcmp(p, "-v")) {
             solver_show_working = TRUE;
-            recurse = FALSE;
         } else if (!strcmp(p, "-g")) {
             grade = TRUE;
-            recurse = FALSE;
         } else 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;
@@ -2128,61 +2704,41 @@ int main(int argc, char **argv)
     }
 
     if (!id) {
-        fprintf(stderr, "usage: %s [-n | -r | -g | -v] <game_id>\n", argv[0]);
+        fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
         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);
-
-    if (recurse) {
-        int ret = rsolve(p->c, p->r, s->grid, NULL, 2);
-        if (ret > 1) {
-            fprintf(stderr, "%s: rsolve: multiple solutions detected\n",
-                    argv[0]);
-        }
+    s = new_game(NULL, p, desc);
+
+    ret = solver(p->c, p->r, s->grid, DIFF_RECURSIVE);
+    if (grade) {
+       printf("Difficulty rating: %s\n",
+              ret==DIFF_BLOCK ? "Trivial (blockwise positional elimination only)":
+              ret==DIFF_SIMPLE ? "Basic (row/column/number elimination required)":
+              ret==DIFF_INTERSECT ? "Intermediate (intersectional analysis required)":
+              ret==DIFF_SET ? "Advanced (set elimination required)":
+              ret==DIFF_RECURSIVE ? "Unreasonable (guesswork and backtracking required)":
+              ret==DIFF_AMBIGUOUS ? "Ambiguous (multiple solutions exist)":
+              ret==DIFF_IMPOSSIBLE ? "Impossible (no solution exists)":
+              "INTERNAL ERROR: unrecognised difficulty code");
     } else {
-        int ret = nsolve(p->c, p->r, s->grid);
-        if (grade) {
-            if (ret == DIFF_IMPOSSIBLE) {
-                /*
-                 * Now resort to rsolve to determine whether it's
-                 * really soluble.
-                 */
-                ret = rsolve(p->c, p->r, s->grid, NULL, 2);
-                if (ret == 0)
-                    ret = DIFF_IMPOSSIBLE;
-                else if (ret == 1)
-                    ret = DIFF_RECURSIVE;
-                else
-                    ret = DIFF_AMBIGUOUS;
-            }
-            printf("Difficulty rating: %s\n",
-                   ret==DIFF_BLOCK ? "Trivial (blockwise positional elimination only)":
-                   ret==DIFF_SIMPLE ? "Basic (row/column/number elimination required)":
-                   ret==DIFF_INTERSECT ? "Intermediate (intersectional analysis required)":
-                   ret==DIFF_SET ? "Advanced (set elimination required)":
-                   ret==DIFF_RECURSIVE ? "Unreasonable (guesswork and backtracking required)":
-                   ret==DIFF_AMBIGUOUS ? "Ambiguous (multiple solutions exist)":
-                   ret==DIFF_IMPOSSIBLE ? "Impossible (no solution exists)":
-                   "INTERNAL ERROR: unrecognised difficulty code");
-        }
+        printf("%s\n", grid_text_format(p->c, p->r, s->grid));
     }
 
-    printf("%s\n", grid_text_format(p->c, p->r, s->grid));
-
     return 0;
 }