chiark / gitweb /
Net: reference-count the barriers array.
[sgt-puzzles.git] / net.c
diff --git a/net.c b/net.c
index 13aa191f4573f81a760e9297c15e9a73af29bc14..cece21d05e2ae9769b3f1789ef73988a7ddbc980 100644 (file)
--- a/net.c
+++ b/net.c
 #define D 0x08
 #define LOCKED 0x10
 #define ACTIVE 0x20
+#define RLOOP (R << 6)
+#define ULOOP (U << 6)
+#define LLOOP (L << 6)
+#define DLOOP (D << 6)
+#define LOOP(dir) ((dir) << 6)
 
 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
@@ -85,6 +90,7 @@ enum {
     COL_ENDPOINT,
     COL_POWERED,
     COL_BARRIER,
+    COL_LOOP,
     NCOLOURS
 };
 
@@ -96,12 +102,17 @@ struct game_params {
     float barrier_probability;
 };
 
+typedef struct game_immutable_state {
+    int refcount;
+    unsigned char *barriers;
+} game_immutable_state;
+
 struct game_state {
     int width, height, wrapping, completed;
     int last_rotate_x, last_rotate_y, last_rotate_dir;
     int used_solve;
     unsigned char *tiles;
-    unsigned char *barriers;
+    struct game_immutable_state *imm;
 };
 
 #define OFFSETWH(x2,y2,x1,y1,dir,width,height) \
@@ -113,7 +124,7 @@ struct game_state {
 
 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
 #define tile(state, x, y)     index(state, (state)->tiles, x, y)
-#define barrier(state, x, y)  index(state, (state)->barriers, x, y)
+#define barrier(state, x, y)  index(state, (state)->imm->barriers, x, y)
 
 struct xyd {
     int x, y, direction;
@@ -205,7 +216,7 @@ static void free_params(game_params *params)
     sfree(params);
 }
 
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
@@ -242,7 +253,7 @@ static void decode_params(game_params *ret, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char ret[400];
     int len;
@@ -260,7 +271,7 @@ static char *encode_params(game_params *params, int full)
     return dupstr(ret);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -303,7 +314,7 @@ static config_item *game_configure(game_params *params)
     return ret;
 }
 
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -316,7 +327,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     if (params->width <= 0 || params->height <= 0)
        return "Width and height must both be greater than zero";
@@ -453,6 +464,11 @@ static int todo_get(struct todo *todo) {
     return ret;
 }
 
+/*
+ * Return values: -1 means puzzle was proved inconsistent, 0 means we
+ * failed to narrow down to a unique solution, +1 means we solved it
+ * fully.
+ */
 static int net_solver(int w, int h, unsigned char *tiles,
                      unsigned char *barriers, int wrapping)
 {
@@ -727,7 +743,11 @@ static int net_solver(int w, int h, unsigned char *tiles,
 #endif
            }
 
-           assert(j > 0);             /* we can't lose _all_ possibilities! */
+           if (j == 0) {
+                /* If we've ruled out all possible orientations for a
+                 * tile, then our puzzle has no solution at all. */
+                return -1;
+            }
 
            if (j < i) {
                done_something = TRUE;
@@ -807,14 +827,14 @@ static int net_solver(int w, int h, unsigned char *tiles,
     /*
      * Mark all completely determined tiles as locked.
      */
-    j = TRUE;
+    j = +1;
     for (i = 0; i < w*h; i++) {
        if (tilestate[i * 4 + 1] == 255) {
            assert(tilestate[i * 4 + 0] != 255);
            tiles[i] = tilestate[i * 4] | LOCKED;
        } else {
            tiles[i] &= ~LOCKED;
-           j = FALSE;
+           j = 0;
        }
     }
 
@@ -1126,6 +1146,10 @@ static void perturb(int w, int h, unsigned char *tiles, int wrapping,
     sfree(perimeter);
 }
 
+static int *compute_loops_inner(int w, int h, int wrapping,
+                                const unsigned char *tiles,
+                                const unsigned char *barriers);
+
 static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
 {
@@ -1324,7 +1348,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
        /*
         * Run the solver to check unique solubility.
         */
-       while (!net_solver(w, h, tiles, NULL, params->wrapping)) {
+       while (net_solver(w, h, tiles, NULL, params->wrapping) != 1) {
            int n = 0;
 
            /*
@@ -1424,10 +1448,21 @@ static char *new_game_desc(const game_params *params, random_state *rs,
      * connectedness. However, that would take more effort, and
      * it's easier to simply make sure every grid is _obviously_
      * not solved.)
+     *
+     * We also require that our shuffle produces no loops in the
+     * initial grid state, because it's a bit rude to light up a 'HEY,
+     * YOU DID SOMETHING WRONG!' indicator when the user hasn't even
+     * had a chance to do _anything_ yet. This also is possible just
+     * by retrying the whole shuffle on failure, because it's clear
+     * that at least one non-solved shuffle with no loops must exist.
+     * (Proof: take the _solved_ state of the puzzle, and rotate one
+     * endpoint.)
      */
     while (1) {
-        int mismatches;
+        int mismatches, prev_loopsquares, this_loopsquares, i;
+        int *loops;
 
+      shuffle:
         for (y = 0; y < h; y++) {
             for (x = 0; x < w; x++) {
                 int orig = index(params, tiles, x, y);
@@ -1436,6 +1471,35 @@ static char *new_game_desc(const game_params *params, random_state *rs,
             }
         }
 
+        /*
+         * Check for loops, and try to fix them by reshuffling just
+         * the squares involved.
+         */
+        prev_loopsquares = w*h+1;
+        while (1) {
+            loops = compute_loops_inner(w, h, params->wrapping, tiles, NULL);
+            this_loopsquares = 0;
+            for (i = 0; i < w*h; i++) {
+                if (loops[i]) {
+                    int orig = tiles[i];
+                    int rot = random_upto(rs, 4);
+                    tiles[i] = ROT(orig, rot);
+                    this_loopsquares++;
+                }
+            }
+            sfree(loops);
+            if (this_loopsquares > prev_loopsquares) {
+                /*
+                 * We're increasing rather than reducing the number of
+                 * loops. Give up and go back to the full shuffle.
+                 */
+                goto shuffle;
+            }
+            if (this_loopsquares == 0)
+                break;
+            prev_loopsquares = this_loopsquares;
+        }
+
         mismatches = 0;
         /*
          * I can't even be bothered to check for mismatches across
@@ -1452,8 +1516,11 @@ static char *new_game_desc(const game_params *params, random_state *rs,
                 mismatches++;
         }
 
-        if (mismatches > 0)
-            break;
+        if (mismatches == 0)
+            continue;
+
+        /* OK. */
+        break;
     }
 
     /*
@@ -1545,7 +1612,7 @@ static char *new_game_desc(const game_params *params, random_state *rs,
     return desc;
 }
 
-static char *validate_desc(const game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int w = params->width, h = params->height;
     int i;
@@ -1575,7 +1642,8 @@ static char *validate_desc(const game_params *params, char *desc)
  * Construct an initial game state, given a description and parameters.
  */
 
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+                            const char *desc)
 {
     game_state *state;
     int w, h, x, y;
@@ -1590,12 +1658,14 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     w = state->width = params->width;
     h = state->height = params->height;
     state->wrapping = params->wrapping;
+    state->imm = snew(game_immutable_state);
+    state->imm->refcount = 1;
     state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
     state->completed = state->used_solve = FALSE;
     state->tiles = snewn(state->width * state->height, unsigned char);
     memset(state->tiles, 0, state->width * state->height);
-    state->barriers = snewn(state->width * state->height, unsigned char);
-    memset(state->barriers, 0, state->width * state->height);
+    state->imm->barriers = snewn(state->width * state->height, unsigned char);
+    memset(state->imm->barriers, 0, state->width * state->height);
 
     /*
      * Parse the game description into the grid.
@@ -1661,11 +1731,13 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     return state;
 }
 
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret;
 
     ret = snew(game_state);
+    ret->imm = state->imm;
+    ret->imm->refcount++;
     ret->width = state->width;
     ret->height = state->height;
     ret->wrapping = state->wrapping;
@@ -1676,21 +1748,22 @@ static game_state *dup_game(game_state *state)
     ret->last_rotate_y = state->last_rotate_y;
     ret->tiles = snewn(state->width * state->height, unsigned char);
     memcpy(ret->tiles, state->tiles, state->width * state->height);
-    ret->barriers = snewn(state->width * state->height, unsigned char);
-    memcpy(ret->barriers, state->barriers, state->width * state->height);
 
     return ret;
 }
 
 static void free_game(game_state *state)
 {
+    if (--state->imm->refcount == 0) {
+        sfree(state->imm->barriers);
+        sfree(state->imm);
+    }
     sfree(state->tiles);
-    sfree(state->barriers);
     sfree(state);
 }
 
-static char *solve_game(game_state *state, game_state *currstate,
-                       char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
     unsigned char *tiles;
     char *ret;
@@ -1704,9 +1777,17 @@ static char *solve_game(game_state *state, game_state *currstate,
         * Run the internal solver on the provided grid. This might
         * not yield a complete solution.
         */
+        int solver_result;
+
        memcpy(tiles, state->tiles, state->width * state->height);
-       net_solver(state->width, state->height, tiles,
-                  state->barriers, state->wrapping);
+       solver_result = net_solver(state->width, state->height, tiles,
+                                   state->imm->barriers, state->wrapping);
+
+        if (solver_result < 0) {
+            *error = "No solution exists for this puzzle";
+            sfree(tiles);
+            return NULL;
+        }
     } else {
         for (i = 0; i < state->width * state->height; i++) {
             int c = aux[i];
@@ -1784,12 +1865,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
 {
     return TRUE;
 }
 
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
 {
     return NULL;
 }
@@ -1805,7 +1886,7 @@ static char *game_text_format(game_state *state)
  * completed - just call this function and see whether every square
  * is marked active.
  */
-static unsigned char *compute_active(game_state *state, int cx, int cy)
+static unsigned char *compute_active(const game_state *state, int cx, int cy)
 {
     unsigned char *active;
     tree234 *todo;
@@ -1855,6 +1936,87 @@ static unsigned char *compute_active(game_state *state, int cx, int cy)
     return active;
 }
 
+struct net_neighbour_ctx {
+    int w, h;
+    const unsigned char *tiles, *barriers;
+    int i, n, neighbours[4];
+};
+static int net_neighbour(int vertex, void *vctx)
+{
+    struct net_neighbour_ctx *ctx = (struct net_neighbour_ctx *)vctx;
+
+    if (vertex >= 0) {
+        int x = vertex % ctx->w, y = vertex / ctx->w;
+        int tile, dir, x1, y1, v1;
+
+        ctx->i = ctx->n = 0;
+
+        tile = ctx->tiles[vertex];
+        if (ctx->barriers)
+            tile &= ~ctx->barriers[vertex];
+
+        for (dir = 1; dir < 0x10; dir <<= 1) {
+            if (!(tile & dir))
+                continue;
+            OFFSETWH(x1, y1, x, y, dir, ctx->w, ctx->h);
+            v1 = y1 * ctx->w + x1;
+            if (ctx->tiles[v1] & F(dir))
+                ctx->neighbours[ctx->n++] = v1;
+        }
+    }
+
+    if (ctx->i < ctx->n)
+        return ctx->neighbours[ctx->i++];
+    else
+        return -1;
+}
+
+static int *compute_loops_inner(int w, int h, int wrapping,
+                                const unsigned char *tiles,
+                                const unsigned char *barriers)
+{
+    struct net_neighbour_ctx ctx;
+    struct findloopstate *fls;
+    int *loops;
+    int x, y;
+
+    fls = findloop_new_state(w*h);
+    ctx.w = w;
+    ctx.h = h;
+    ctx.tiles = tiles;
+    ctx.barriers = barriers;
+    findloop_run(fls, w*h, net_neighbour, &ctx);
+
+    loops = snewn(w*h, int);
+
+    for (y = 0; y < h; y++) {
+        for (x = 0; x < w; x++) {
+            int x1, y1, dir;
+            int flags = 0;
+
+            for (dir = 1; dir < 0x10; dir <<= 1) {
+                if ((tiles[y*w+x] & dir) &&
+                    !(barriers && (barriers[y*w+x] & dir))) {
+                    OFFSETWH(x1, y1, x, y, dir, w, h);
+                    if ((tiles[y1*w+x1] & F(dir)) &&
+                        findloop_is_loop_edge(fls, y*w+x, y1*w+x1))
+                        flags |= LOOP(dir);
+                }
+            }
+            loops[y*w+x] = flags;
+        }
+    }
+
+    findloop_free_state(fls);
+    return loops;
+}
+
+static int *compute_loops(const game_state *state)
+{
+    return compute_loops_inner(state->width, state->height, state->wrapping,
+                               state->tiles, state->imm->barriers);
+}
+
 struct game_ui {
     int org_x, org_y; /* origin */
     int cx, cy;       /* source tile (game coordinates) */
@@ -1866,7 +2028,7 @@ struct game_ui {
 #endif
 };
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     void *seed;
     int seedsize;
@@ -1888,7 +2050,7 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     char buf[120];
     /*
@@ -1899,14 +2061,14 @@ static char *encode_ui(game_ui *ui)
     return dupstr(buf);
 }
 
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
 {
     sscanf(encoding, "O%d,%d;C%d,%d",
           &ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
 }
 
-static void game_changed_state(game_ui *ui, game_state *oldstate,
-                               game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
 {
 }
 
@@ -1915,14 +2077,15 @@ struct game_drawstate {
     int width, height;
     int org_x, org_y;
     int tilesize;
-    unsigned char *visible;
+    int *visible;
 };
 
 /* ----------------------------------------------------------------------
  * Process a move.
  */
-static char *interpret_move(game_state *state, game_ui *ui,
-                           const game_drawstate *ds, int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
 {
     char *nullret;
     int tx = -1, ty = -1, dir = 0;
@@ -2194,7 +2357,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
     }
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     game_state *ret;
     int tx = -1, ty = -1, n, noanim, orig;
@@ -2254,24 +2417,31 @@ static game_state *execute_move(game_state *from, char *move)
     /*
      * Check whether the game has been completed.
      * 
-     * For this purpose it doesn't matter where the source square
-     * is, because we can start from anywhere and correctly
-     * determine whether the game is completed.
+     * For this purpose it doesn't matter where the source square is,
+     * because we can start from anywhere (or, at least, any square
+     * that's non-empty!), and correctly determine whether the game is
+     * completed.
      */
     {
-       unsigned char *active = compute_active(ret, 0, 0);
-       int x1, y1;
+       unsigned char *active;
+       int pos;
        int complete = TRUE;
 
-       for (x1 = 0; x1 < ret->width; x1++)
-           for (y1 = 0; y1 < ret->height; y1++)
-               if ((tile(ret, x1, y1) & 0xF) && !index(ret, active, x1, y1)) {
+       for (pos = 0; pos < ret->width * ret->height; pos++)
+            if (ret->tiles[pos] & 0xF)
+                break;
+
+        if (pos < ret->width * ret->height) {
+            active = compute_active(ret, pos % ret->width, pos / ret->width);
+
+            for (pos = 0; pos < ret->width * ret->height; pos++)
+                if ((ret->tiles[pos] & 0xF) && !active[pos]) {
                    complete = FALSE;
-                   goto break_label;  /* break out of two loops at once */
-               }
-       break_label:
+                    break;
+                }
 
-       sfree(active);
+            sfree(active);
+        }
 
        if (complete)
            ret->completed = TRUE;
@@ -2285,17 +2455,19 @@ static game_state *execute_move(game_state *from, char *move)
  * Routines for drawing the game position on the screen.
  */
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     game_drawstate *ds = snew(game_drawstate);
+    int i;
 
     ds->started = FALSE;
     ds->width = state->width;
     ds->height = state->height;
     ds->org_x = ds->org_y = -1;
-    ds->visible = snewn(state->width * state->height, unsigned char);
+    ds->visible = snewn(state->width * state->height, int);
     ds->tilesize = 0;                  /* undecided yet */
-    memset(ds->visible, 0xFF, state->width * state->height);
+    for (i = 0; i < state->width * state->height; i++)
+        ds->visible[i] = -1;
 
     return ds;
 }
@@ -2306,15 +2478,15 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
     sfree(ds);
 }
 
-static void game_compute_size(game_params *params, int tilesize,
-                             int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
 {
     *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
     *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -2353,6 +2525,13 @@ static float *game_colours(frontend *fe, int *ncolours)
     ret[COL_BARRIER * 3 + 1] = 0.0F;
     ret[COL_BARRIER * 3 + 2] = 0.0F;
 
+    /*
+     * Highlighted loops are red as well.
+     */
+    ret[COL_LOOP * 3 + 0] = 1.0F;
+    ret[COL_LOOP * 3 + 1] = 0.0F;
+    ret[COL_LOOP * 3 + 2] = 0.0F;
+
     /*
      * Unpowered endpoints are blue.
      */
@@ -2447,7 +2626,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
 /*
  * draw_tile() is passed physical coordinates
  */
-static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
+static void draw_tile(drawing *dr, const game_state *state, game_drawstate *ds,
                       int x, int y, int tile, int src, float angle, int cursor)
 {
     int bx = WINDOW_OFFSET + TILE_SIZE * x;
@@ -2525,9 +2704,14 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
             ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
             MATMUL(tx, ty, matrix, ex, ey);
             draw_line(dr, bx+(int)cx, by+(int)cy,
-                     bx+(int)(cx+tx), by+(int)(cy+ty), col);
+                     bx+(int)(cx+tx), by+(int)(cy+ty),
+                      (tile & LOOP(dir)) ? COL_LOOP : col);
         }
     }
+    /* If we've drawn any loop-highlighted arms, make sure the centre
+     * point is loop-coloured rather than a later arm overwriting it. */
+    if (tile & (RLOOP | ULOOP | LLOOP | DLOOP))
+        draw_rect(dr, bx+(int)cx, by+(int)cy, 1, 1, COL_LOOP);
 
     /*
      * Draw the box in the middle. We do this in blue if the tile
@@ -2596,7 +2780,9 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
              */
             draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
             draw_rect_coords(dr, px, py, px+lx, py+ly,
-                             (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
+                             ((tile & LOOP(dir)) ? COL_LOOP :
+                              (tile & ACTIVE) ? COL_POWERED :
+                              COL_WIRE));
         } else {
             /*
              * The other tile extends into our border, but isn't
@@ -2663,11 +2849,14 @@ static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
     draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
 }
 
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, int dir, game_ui *ui, float t, float ft)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
+                        float t, float ft)
 {
     int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
     unsigned char *active;
+    int *loops;
     float angle = 0.0;
 
     /*
@@ -2761,11 +2950,13 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
      * Draw any tile which differs from the way it was last drawn.
      */
     active = compute_active(state, ui->cx, ui->cy);
+    loops = compute_loops(state);
 
     for (x = 0; x < ds->width; x++)
         for (y = 0; y < ds->height; y++) {
-            unsigned char c = tile(state, GX(x), GY(y)) |
-                              index(state, active, GX(x), GY(y));
+            int c = tile(state, GX(x), GY(y)) |
+                index(state, active, GX(x), GY(y)) |
+                index(state, loops, GX(x), GY(y));
             int is_src = GX(x) == ui->cx && GY(y) == ui->cy;
             int is_anim = GX(x) == tx && GY(y) == ty;
             int is_cursor = ui->cur_visible &&
@@ -2792,12 +2983,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 
             if (moved_origin ||
                 index(state, ds->visible, x, y) != c ||
-                index(state, ds->visible, x, y) == 0xFF ||
+                index(state, ds->visible, x, y) == -1 ||
                 is_src || is_anim || is_cursor) {
                 draw_tile(dr, state, ds, x, y, c,
                           is_src, (is_anim ? angle : 0.0F), is_cursor);
                 if (is_src || is_anim || is_cursor)
-                    index(state, ds->visible, x, y) = 0xFF;
+                    index(state, ds->visible, x, y) = -1;
                 else
                     index(state, ds->visible, x, y) = c;
             }
@@ -2807,29 +2998,53 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
      * Update the status bar.
      */
     {
-       char statusbuf[256];
+       char statusbuf[256], *p;
        int i, n, n2, a;
+        int complete = FALSE;
 
-       n = state->width * state->height;
-       for (i = a = n2 = 0; i < n; i++) {
-           if (active[i])
-               a++;
-            if (state->tiles[i] & 0xF)
-                n2++;
+        p = statusbuf;
+        *p = '\0';     /* ensure even an empty status string is terminated */
+
+        if (state->used_solve) {
+            p += sprintf(p, "Auto-solved. ");
+            complete = TRUE;
+        } else if (state->completed) {
+            p += sprintf(p, "COMPLETED! ");
+            complete = TRUE;
         }
 
-       sprintf(statusbuf, "%sActive: %d/%d",
-               (state->used_solve ? "Auto-solved. " :
-                state->completed ? "COMPLETED! " : ""), a, n2);
+        /*
+         * Omit the 'Active: n/N' counter completely if the source
+         * tile is a completely empty one, because then the active
+         * count can't help but read '1'.
+         */
+        if (tile(state, ui->cx, ui->cy) & 0xF) {
+            n = state->width * state->height;
+            for (i = a = n2 = 0; i < n; i++) {
+                if (active[i])
+                    a++;
+                if (state->tiles[i] & 0xF)
+                    n2++;
+            }
+
+            /*
+             * Also, if we're displaying a completion indicator and
+             * the game is still in its completed state (i.e. every
+             * tile is active), we might as well omit this too.
+             */
+            if (!complete || a < n2)
+                p += sprintf(p, "Active: %d/%d", a, n2);
+        }
 
        status_bar(dr, statusbuf);
     }
 
     sfree(active);
+    sfree(loops);
 }
 
-static float game_anim_length(game_state *oldstate,
-                             game_state *newstate, int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+                              const game_state *newstate, int dir, game_ui *ui)
 {
     int last_rotate_dir;
 
@@ -2844,8 +3059,8 @@ static float game_anim_length(game_state *oldstate,
     return 0.0F;
 }
 
-static float game_flash_length(game_state *oldstate,
-                              game_state *newstate, int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+                               const game_state *newstate, int dir, game_ui *ui)
 {
     /*
      * If the game has just been completed, we display a completion
@@ -2864,17 +3079,17 @@ static float game_flash_length(game_state *oldstate,
     return 0.0F;
 }
 
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
 {
     return state->completed ? +1 : 0;
 }
 
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
 {
     return TRUE;
 }
 
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
 {
     int pw, ph;
 
@@ -2932,7 +3147,7 @@ static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
     }
 }
 
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
 {
     int w = state->width, h = state->height;
     int ink = print_mono_colour(dr, 0);
@@ -3016,7 +3231,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 const struct game thegame = {
     "Net", "games.net", "net",
     default_params,
-    game_fetch_preset,
+    game_fetch_preset, NULL,
     decode_params,
     encode_params,
     free_params,