chiark / gitweb /
Fix completion checking in Killer Solo.
[sgt-puzzles.git] / pattern.c
index a85877f9ba79012eb404d2174d14f5215c0b1dbc..78d6b5ef26fdf77be41f6e63587635b6f3fbda46 100644 (file)
--- a/pattern.c
+++ b/pattern.c
@@ -18,6 +18,8 @@ enum {
     COL_TEXT,
     COL_UNKNOWN,
     COL_GRID,
+    COL_CURSOR,
+    COL_ERROR,
     NCOLOURS
 };
 
@@ -43,11 +45,18 @@ struct game_params {
 #define GRID_FULL 1
 #define GRID_EMPTY 0
 
-struct game_state {
+typedef struct game_state_common {
+    /* Parts of the game state that don't change during play. */
     int w, h;
-    unsigned char *grid;
     int rowsize;
     int *rowdata, *rowlen;
+    unsigned char *immutable;
+    int refcount;
+} game_state_common;
+
+struct game_state {
+    game_state_common *common;
+    unsigned char *grid;
     int completed, cheated;
 };
 
@@ -95,7 +104,7 @@ 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 */
@@ -117,7 +126,7 @@ 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;
@@ -129,7 +138,7 @@ 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];
@@ -156,7 +165,7 @@ 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);
 
@@ -166,7 +175,7 @@ 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->w <= 0 || params->h <= 0)
        return "Width and height must both be greater than zero";
@@ -217,6 +226,7 @@ static char *validate_params(game_params *params, int full)
  * it's useful to anyone.)
  */
 
+#ifndef STANDALONE_PICTURE_GENERATOR
 static int float_compare(const void *av, const void *bv)
 {
     const float *a = (const float *)av;
@@ -310,6 +320,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
 
     sfree(fgrid);
 }
+#endif
 
 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
 {
@@ -338,67 +349,310 @@ static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
 #define DOT 2
 #define STILL_UNKNOWN 3
 
-static void do_recurse(unsigned char *known, unsigned char *deduced,
-                       unsigned char *row, int *data, int len,
+#ifdef STANDALONE_SOLVER
+int verbose = FALSE;
+#endif
+
+static int do_recurse(unsigned char *known, unsigned char *deduced,
+                       unsigned char *row,
+                      unsigned char *minpos_done, unsigned char *maxpos_done,
+                      unsigned char *minpos_ok, unsigned char *maxpos_ok,
+                      int *data, int len,
                        int freespace, int ndone, int lowest)
 {
     int i, j, k;
 
+
+    /* This algorithm basically tries all possible ways the given rows of
+     * black blocks can be laid out in the row/column being examined.
+     * Special care is taken to avoid checking the tail of a row/column
+     * if the same conditions have already been checked during this recursion
+     * The algorithm also takes care to cut its losses as soon as an
+     * invalid (partial) solution is detected.
+     */
     if (data[ndone]) {
+       if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
+           if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
+               for (i=0; i<lowest; i++)
+                   deduced[i] |= row[i];
+           }
+           return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
+       } else {
+           if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
+           if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
+       }
        for (i=0; i<=freespace; i++) {
            j = lowest;
-           for (k=0; k<i; k++) row[j++] = DOT;
-           for (k=0; k<data[ndone]; k++) row[j++] = BLOCK;
-           if (j < len) row[j++] = DOT;
-           do_recurse(known, deduced, row, data, len,
-                       freespace-i, ndone+1, j);
+           for (k=0; k<i; k++) {
+               if (known[j] == BLOCK) goto next_iter;
+               row[j++] = DOT;
+           }
+           for (k=0; k<data[ndone]; k++) {
+               if (known[j] == DOT) goto next_iter;
+               row[j++] = BLOCK;
+           }
+           if (j < len) {
+               if (known[j] == BLOCK) goto next_iter;
+               row[j++] = DOT;
+           }
+           if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
+                          minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
+               if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
+               if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
+               if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
+           }
+           next_iter:
+           j++;
        }
+       return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
     } else {
-       for (i=lowest; i<len; i++)
+       for (i=lowest; i<len; i++) {
+           if (known[i] == BLOCK) return FALSE;
            row[i] = DOT;
-       for (i=0; i<len; i++)
-           if (known[i] && known[i] != row[i])
-               return;
+           }
        for (i=0; i<len; i++)
            deduced[i] |= row[i];
+       return TRUE;
     }
 }
 
+
 static int do_row(unsigned char *known, unsigned char *deduced,
                   unsigned char *row,
-                  unsigned char *start, int len, int step, int *data)
+                  unsigned char *minpos_done, unsigned char *maxpos_done,
+                 unsigned char *minpos_ok, unsigned char *maxpos_ok,
+                  unsigned char *start, int len, int step, int *data,
+                 unsigned int *changed
+#ifdef STANDALONE_SOLVER
+                 , const char *rowcol, int index, int cluewid
+#endif
+                 )
 {
     int rowlen, i, freespace, done_any;
 
     freespace = len+1;
-    for (rowlen = 0; data[rowlen]; rowlen++)
+    for (rowlen = 0; data[rowlen]; rowlen++) {
+       minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
+       maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
        freespace -= data[rowlen]+1;
+    }
 
     for (i = 0; i < len; i++) {
        known[i] = start[i*step];
        deduced[i] = 0;
     }
+    for (i = len - 1; i >= 0 && known[i] == DOT; i--)
+        freespace--;
+
+    if (rowlen == 0) {
+        memset(deduced, DOT, len);
+    } else {
+        do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
+                   maxpos_ok, data, len, freespace, 0, 0);
+    }
 
-    do_recurse(known, deduced, row, data, len, freespace, 0, 0);
     done_any = FALSE;
     for (i=0; i<len; i++)
        if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
            start[i*step] = deduced[i];
+           if (changed) changed[i]++;
            done_any = TRUE;
        }
+#ifdef STANDALONE_SOLVER
+    if (verbose && done_any) {
+       char buf[80];
+       int thiscluewid;
+       printf("%s %2d: [", rowcol, index);
+       for (thiscluewid = -1, i = 0; data[i]; i++)
+           thiscluewid += sprintf(buf, " %d", data[i]);
+       printf("%*s", cluewid - thiscluewid, "");
+       for (i = 0; data[i]; i++)
+           printf(" %d", data[i]);
+       printf(" ] ");
+       for (i = 0; i < len; i++)
+           putchar(known[i] == BLOCK ? '#' :
+                   known[i] == DOT ? '.' : '?');
+       printf(" -> ");
+       for (i = 0; i < len; i++)
+           putchar(start[i*step] == BLOCK ? '#' :
+                   start[i*step] == DOT ? '.' : '?');
+       putchar('\n');
+    }
+#endif
     return done_any;
 }
 
+static int solve_puzzle(const game_state *state, unsigned char *grid,
+                        int w, int h,
+                       unsigned char *matrix, unsigned char *workspace,
+                       unsigned int *changed_h, unsigned int *changed_w,
+                       int *rowdata
+#ifdef STANDALONE_SOLVER
+                       , int cluewid
+#else
+                       , int dummy
+#endif
+                       )
+{
+    int i, j, ok, max;
+    int max_h, max_w;
+
+    assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
+
+    max = max(w, h);
+
+    memset(matrix, 0, w*h);
+    if (state) {
+        for (i=0; i<w*h; i++) {
+            if (state->common->immutable[i])
+                matrix[i] = state->grid[i];
+        }
+    }
+
+    /* For each column, compute how many squares can be deduced
+     * from just the row-data and initial clues.
+     * Later, changed_* will hold how many squares were changed
+     * in every row/column in the previous iteration
+     * Changed_* is used to choose the next rows / cols to re-examine
+     */
+    for (i=0; i<h; i++) {
+       int freespace, rowlen;
+       if (state && state->common->rowdata) {
+            memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
+           rowlen = state->common->rowlen[w+i];
+       } else {
+           rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
+       }
+        rowdata[rowlen] = 0;
+        if (rowlen == 0) {
+            changed_h[i] = w;
+        } else {
+            for (j=0, freespace=w+1; rowdata[j]; j++)
+                freespace -= rowdata[j] + 1;
+            for (j=0, changed_h[i]=0; rowdata[j]; j++)
+                if (rowdata[j] > freespace)
+                    changed_h[i] += rowdata[j] - freespace;
+        }
+        for (j = 0; j < w; j++)
+            if (matrix[i*w+j])
+                changed_h[i]++;
+    }
+    for (i=0,max_h=0; i<h; i++)
+       if (changed_h[i] > max_h)
+           max_h = changed_h[i];
+    for (i=0; i<w; i++) {
+       int freespace, rowlen;
+       if (state && state->common->rowdata) {
+           memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
+           rowlen = state->common->rowlen[i];
+       } else {
+            rowlen = compute_rowdata(rowdata, grid+i, h, w);
+       }
+        rowdata[rowlen] = 0;
+        if (rowlen == 0) {
+            changed_w[i] = h;
+        } else {
+            for (j=0, freespace=h+1; rowdata[j]; j++)
+                freespace -= rowdata[j] + 1;
+            for (j=0, changed_w[i]=0; rowdata[j]; j++)
+                if (rowdata[j] > freespace)
+                    changed_w[i] += rowdata[j] - freespace;
+        }
+        for (j = 0; j < h; j++)
+            if (matrix[j*w+i])
+                changed_w[i]++;
+    }
+    for (i=0,max_w=0; i<w; i++)
+       if (changed_w[i] > max_w)
+           max_w = changed_w[i];
+
+    /* Solve the puzzle.
+     * Process rows/columns individually. Deductions involving more than one
+     * row and/or column at a time are not supported.
+     * Take care to only process rows/columns which have been changed since they
+     * were previously processed.
+     * Also, prioritize rows/columns which have had the most changes since their
+     * previous processing, as they promise the greatest benefit.
+     * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
+     */
+    do {
+       for (; max_h && max_h >= max_w; max_h--) {
+           for (i=0; i<h; i++) {
+               if (changed_h[i] >= max_h) {
+                   if (state && state->common->rowdata) {
+                       memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
+                       rowdata[state->common->rowlen[w+i]] = 0;
+                   } else {
+                       rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
+                   }
+                   do_row(workspace, workspace+max, workspace+2*max,
+                          workspace+3*max, workspace+4*max,
+                          workspace+5*max, workspace+6*max,
+                          matrix+i*w, w, 1, rowdata, changed_w
+#ifdef STANDALONE_SOLVER
+                          , "row", i+1, cluewid
+#endif
+                          );
+                   changed_h[i] = 0;
+               }
+           }
+           for (i=0,max_w=0; i<w; i++)
+               if (changed_w[i] > max_w)
+                   max_w = changed_w[i];
+       }
+       for (; max_w && max_w >= max_h; max_w--) {
+           for (i=0; i<w; i++) {
+               if (changed_w[i] >= max_w) {
+                   if (state && state->common->rowdata) {
+                       memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
+                       rowdata[state->common->rowlen[i]] = 0;
+                   } else {
+                       rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
+                   }
+                   do_row(workspace, workspace+max, workspace+2*max,
+                          workspace+3*max, workspace+4*max,
+                          workspace+5*max, workspace+6*max,
+                          matrix+i, h, w, rowdata, changed_h
+#ifdef STANDALONE_SOLVER
+                          , "col", i+1, cluewid
+#endif
+                          );
+                   changed_w[i] = 0;
+               }
+           }
+           for (i=0,max_h=0; i<h; i++)
+               if (changed_h[i] > max_h)
+                   max_h = changed_h[i];
+       }
+    } while (max_h>0 || max_w>0);
+
+    ok = TRUE;
+    for (i=0; i<h; i++) {
+       for (j=0; j<w; j++) {
+           if (matrix[i*w+j] == UNKNOWN)
+               ok = FALSE;
+       }
+    }
+
+    return ok;
+}
+
+#ifndef STANDALONE_PICTURE_GENERATOR
 static unsigned char *generate_soluble(random_state *rs, int w, int h)
 {
-    int i, j, done_any, ok, ntries, max;
+    int i, j, ok, ntries, max;
     unsigned char *grid, *matrix, *workspace;
+    unsigned int *changed_h, *changed_w;
     int *rowdata;
 
+    max = max(w, h);
+
     grid = snewn(w*h, unsigned char);
+    /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
     matrix = snewn(w*h, unsigned char);
-    max = max(w, h);
-    workspace = snewn(max*3, unsigned char);
+    workspace = snewn(max*7, unsigned char);
+    changed_h = snewn(max+1, unsigned int);
+    changed_w = snewn(max+1, unsigned int);
     rowdata = snewn(max+1, int);
 
     ntries = 0;
@@ -436,53 +690,87 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
         if (!ok)
             continue;
 
-        memset(matrix, 0, w*h);
-
-        do {
-            done_any = 0;
-            for (i=0; i<h; i++) {
-                rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
-                done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                                   matrix+i*w, w, 1, rowdata);
-            }
-            for (i=0; i<w; i++) {
-                rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
-                done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                                   matrix+i, h, w, rowdata);
-            }
-        } while (done_any);
-
-        ok = TRUE;
-        for (i=0; i<h; i++) {
-            for (j=0; j<w; j++) {
-                if (matrix[i*w+j] == UNKNOWN)
-                    ok = FALSE;
-            }
-        }
+       ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
+                         changed_h, changed_w, rowdata, 0);
     } while (!ok);
 
     sfree(matrix);
     sfree(workspace);
+    sfree(changed_h);
+    sfree(changed_w);
     sfree(rowdata);
     return grid;
 }
+#endif
+
+#ifdef STANDALONE_PICTURE_GENERATOR
+unsigned char *picture;
+#endif
 
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
 {
     unsigned char *grid;
     int i, j, max, rowlen, *rowdata;
     char intbuf[80], *desc;
     int desclen, descpos;
+#ifdef STANDALONE_PICTURE_GENERATOR
+    game_state *state;
+    int *index;
+#endif
 
-    grid = generate_soluble(rs, params->w, params->h);
     max = max(params->w, params->h);
+
+#ifdef STANDALONE_PICTURE_GENERATOR
+    /*
+     * Fixed input picture.
+     */
+    grid = snewn(params->w * params->h, unsigned char);
+    memcpy(grid, picture, params->w * params->h);
+
+    /*
+     * Now winnow the immutable square set as far as possible.
+     */
+    state = snew(game_state);
+    state->grid = grid;
+    state->common = snew(game_state_common);
+    state->common->rowdata = NULL;
+    state->common->immutable = snewn(params->w * params->h, unsigned char);
+    memset(state->common->immutable, 1, params->w * params->h);
+
+    index = snewn(params->w * params->h, int);
+    for (i = 0; i < params->w * params->h; i++)
+        index[i] = i;
+    shuffle(index, params->w * params->h, sizeof(*index), rs);
+
+    {
+        unsigned char *matrix = snewn(params->w*params->h, unsigned char);
+        unsigned char *workspace = snewn(max*7, unsigned char);
+        unsigned int *changed_h = snewn(max+1, unsigned int);
+        unsigned int *changed_w = snewn(max+1, unsigned int);
+        int *rowdata = snewn(max+1, int);
+        for (i = 0; i < params->w * params->h; i++) {
+            state->common->immutable[index[i]] = 0;
+            if (!solve_puzzle(state, grid, params->w, params->h,
+                              matrix, workspace, changed_h, changed_w,
+                              rowdata, 0))
+                state->common->immutable[index[i]] = 1;
+        }
+        sfree(workspace);
+        sfree(changed_h);
+        sfree(changed_w);
+        sfree(rowdata);
+        sfree(matrix);
+    }
+#else
+    grid = generate_soluble(rs, params->w, params->h);
+#endif
     rowdata = snewn(max, int);
 
     /*
      * Save the solved game in aux.
      */
-    {
+    if (aux) {
        char *ai = snewn(params->w * params->h + 2, char);
 
         /*
@@ -549,15 +837,49 @@ static char *new_game_desc(game_params *params, random_state *rs,
     assert(descpos == desclen);
     assert(desc[desclen-1] == '/');
     desc[desclen-1] = '\0';
+#ifdef STANDALONE_PICTURE_GENERATOR
+    for (i = 0; i < params->w * params->h; i++)
+        if (state->common->immutable[i])
+            break;
+    if (i < params->w * params->h) {
+        /*
+         * At least one immutable square, so we need a suffix.
+         */
+        int run;
+
+        desc = sresize(desc, desclen + params->w * params->h + 3, char);
+        desc[descpos-1] = ',';
+
+        run = 0;
+        for (i = 0; i < params->w * params->h; i++) {
+            if (!state->common->immutable[i]) {
+                run++;
+                if (run == 25) {
+                    desc[descpos++] = 'z';
+                    run = 0;
+                }
+            } else {
+                desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
+                run = 0;
+            }
+        }
+        if (run > 0)
+            desc[descpos++] = run + 'a';
+        desc[descpos] = '\0';
+    }
+    sfree(state->common->immutable);
+    sfree(state->common);
+    sfree(state);
+#endif
     sfree(rowdata);
     sfree(grid);
     return desc;
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int i, n, rowspace;
-    char *p;
+    const char *p;
 
     for (i = 0; i < params->w + params->h; i++) {
         if (i < params->w)
@@ -568,7 +890,7 @@ static char *validate_desc(game_params *params, char *desc)
         if (*desc && isdigit((unsigned char)*desc)) {
             do {
                 p = desc;
-                while (desc && isdigit((unsigned char)*desc)) desc++;
+                while (*desc && isdigit((unsigned char)*desc)) desc++;
                 n = atoi(p);
                 rowspace -= n+1;
 
@@ -586,41 +908,77 @@ static char *validate_desc(game_params *params, char *desc)
         if (desc[-1] == '/') {
             if (i+1 == params->w + params->h)
                 return "too many row/column specifications";
-        } else if (desc[-1] == '\0') {
+        } else if (desc[-1] == '\0' || desc[-1] == ',') {
             if (i+1 < params->w + params->h)
                 return "too few row/column specifications";
         } else
             return "unrecognised character in game specification";
     }
 
+    if (desc[-1] == ',') {
+        /*
+         * Optional extra piece of game description which fills in
+         * some grid squares as extra clues.
+         */
+        i = 0;
+        while (i < params->w * params->h) {
+            int c = (unsigned char)*desc++;
+            if ((c >= 'a' && c <= 'z') ||
+                (c >= 'A' && c <= 'Z')) {
+                int len = tolower(c) - 'a';
+                i += len;
+                if (len < 25 && i < params->w*params->h)
+                    i++;
+                if (i > params->w * params->h) {
+                    return "too much data in clue-squares section";
+                }
+            } else if (!c) {
+                return "too little data in clue-squares section";
+            } else {
+                return "unrecognised character in clue-squares section";
+            }
+        }
+        if (*desc) {
+            return "too much data in clue-squares section";
+        }
+    }
+
     return NULL;
 }
 
-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)
 {
     int i;
-    char *p;
+    const char *p;
     game_state *state = snew(game_state);
 
-    state->w = params->w;
-    state->h = params->h;
+    state->common = snew(game_state_common);
+    state->common->refcount = 1;
+
+    state->common->w = params->w;
+    state->common->h = params->h;
+
+    state->grid = snewn(state->common->w * state->common->h, unsigned char);
+    memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
 
-    state->grid = snewn(state->w * state->h, unsigned char);
-    memset(state->grid, GRID_UNKNOWN, state->w * state->h);
+    state->common->immutable = snewn(state->common->w * state->common->h,
+                                     unsigned char);
+    memset(state->common->immutable, 0, state->common->w * state->common->h);
 
-    state->rowsize = max(state->w, state->h);
-    state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
-    state->rowlen = snewn(state->w + state->h, int);
+    state->common->rowsize = max(state->common->w, state->common->h);
+    state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
+    state->common->rowlen = snewn(state->common->w + state->common->h, int);
 
     state->completed = state->cheated = FALSE;
 
     for (i = 0; i < params->w + params->h; i++) {
-        state->rowlen[i] = 0;
+        state->common->rowlen[i] = 0;
         if (*desc && isdigit((unsigned char)*desc)) {
             do {
                 p = desc;
-                while (desc && isdigit((unsigned char)*desc)) desc++;
-                state->rowdata[state->rowsize * i + state->rowlen[i]++] =
+                while (*desc && isdigit((unsigned char)*desc)) desc++;
+                state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
                     atoi(p);
             } while (*desc++ == '.');
         } else {
@@ -628,26 +986,36 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
         }
     }
 
+    if (desc[-1] == ',') {
+        /*
+         * Optional extra piece of game description which fills in
+         * some grid squares as extra clues.
+         */
+        i = 0;
+        while (i < params->w * params->h) {
+            int c = (unsigned char)*desc++;
+            int full = isupper(c), len = tolower(c) - 'a';
+            i += len;
+            if (len < 25 && i < params->w*params->h) {
+                state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
+                state->common->immutable[i] = TRUE;
+                i++;
+            }
+        }
+    }
+
     return state;
 }
 
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret = snew(game_state);
 
-    ret->w = state->w;
-    ret->h = state->h;
-
-    ret->grid = snewn(ret->w * ret->h, unsigned char);
-    memcpy(ret->grid, state->grid, ret->w * ret->h);
+    ret->common = state->common;
+    ret->common->refcount++;
 
-    ret->rowsize = state->rowsize;
-    ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int);
-    ret->rowlen = snewn(ret->w + ret->h, int);
-    memcpy(ret->rowdata, state->rowdata,
-           ret->rowsize * (ret->w + ret->h) * sizeof(int));
-    memcpy(ret->rowlen, state->rowlen,
-           (ret->w + ret->h) * sizeof(int));
+    ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
+    memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
 
     ret->completed = state->completed;
     ret->cheated = state->cheated;
@@ -657,21 +1025,26 @@ static game_state *dup_game(game_state *state)
 
 static void free_game(game_state *state)
 {
-    sfree(state->rowdata);
-    sfree(state->rowlen);
+    if (--state->common->refcount == 0) {
+        sfree(state->common->rowdata);
+        sfree(state->common->rowlen);
+        sfree(state->common->immutable);
+        sfree(state->common);
+    }
     sfree(state->grid);
     sfree(state);
 }
 
-static char *solve_game(game_state *state, game_state *currstate,
-                       char *ai, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *ai, char **error)
 {
     unsigned char *matrix;
-    int w = state->w, h = state->h;
+    int w = state->common->w, h = state->common->h;
     int i;
     char *ret;
-    int done_any, max;
+    int max, ok;
     unsigned char *workspace;
+    unsigned int *changed_h, *changed_w;
     int *rowdata;
 
     /*
@@ -680,39 +1053,25 @@ static char *solve_game(game_state *state, game_state *currstate,
     if (ai)
         return dupstr(ai);
 
-    matrix = snewn(w*h, unsigned char);
     max = max(w, h);
-    workspace = snewn(max*3, unsigned char);
+    matrix = snewn(w*h, unsigned char);
+    workspace = snewn(max*7, unsigned char);
+    changed_h = snewn(max+1, unsigned int);
+    changed_w = snewn(max+1, unsigned int);
     rowdata = snewn(max+1, int);
 
-    memset(matrix, 0, w*h);
-
-    do {
-        done_any = 0;
-        for (i=0; i<h; i++) {
-            memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
-                   max*sizeof(int));
-            rowdata[state->rowlen[w+i]] = 0;
-            done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                               matrix+i*w, w, 1, rowdata);
-        }
-        for (i=0; i<w; i++) {
-            memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
-            rowdata[state->rowlen[i]] = 0;
-            done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                               matrix+i, h, w, rowdata);
-        }
-    } while (done_any);
+    ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
+                     changed_h, changed_w, rowdata, 0);
 
     sfree(workspace);
+    sfree(changed_h);
+    sfree(changed_w);
     sfree(rowdata);
 
-    for (i = 0; i < w*h; i++) {
-        if (matrix[i] != BLOCK && matrix[i] != DOT) {
-            sfree(matrix);
-            *error = "Solving algorithm cannot complete this puzzle";
-            return NULL;
-        }
+    if (!ok) {
+       sfree(matrix);
+       *error = "Solving algorithm cannot complete this puzzle";
+       return NULL;
     }
 
     ret = snewn(w*h+2, char);
@@ -728,9 +1087,96 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
 {
-    return NULL;
+    return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+    int w = state->common->w, h = state->common->h, i, j;
+    int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
+
+    int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
+    char *board, *buf;
+
+    for (i = 0; i < w; ++i) {
+       top_gap = max(top_gap, state->common->rowlen[i]);
+       for (j = 0; j < state->common->rowlen[i]; ++j)
+           while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
+               ++cw;
+               limit *= 10;
+           }
+    }
+    for (i = 0; i < h; ++i) {
+       int rowlen = 0, predecessors = FALSE;
+       for (j = 0; j < state->common->rowlen[i+w]; ++j) {
+           int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
+           rowlen += predecessors;
+           predecessors = TRUE;
+           do ++rowlen; while (copy /= 10);
+       }
+       left_gap = max(left_gap, rowlen);
+    }
+
+    cw = max(cw, 3);
+
+    gw = w*cw + 2;
+    gh = h*ch + 1;
+    lw = gw + left_gap;
+    lh = gh + top_gap;
+    len = lw * lh;
+    topleft = lw * top_gap + left_gap;
+
+    board = snewn(len + 1, char);
+    sprintf(board, "%*s\n", len - 2, "");
+
+    for (i = 0; i < lh; ++i) {
+       board[lw - 1 + i*lw] = '\n';
+       if (i < top_gap) continue;
+       board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
+    }
+
+    for (i = 0; i < w; ++i) {
+       for (j = 0; j < state->common->rowlen[i]; ++j) {
+           int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
+           int nch = sprintf(board + cell, "%*d", cw - 1,
+                             state->common->rowdata[i*state->common->rowsize + j]);
+           board[cell + nch] = ' '; /* de-NUL-ify */
+       }
+    }
+
+    buf = snewn(left_gap, char);
+    for (i = 0; i < h; ++i) {
+       char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
+       for (j = 0; j < state->common->rowlen[i+w]; ++j) {
+           if (p > buf) *p++ = ' ';
+           p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
+       }
+       memcpy(start - (p - buf), buf, p - buf);
+    }
+
+    for (i = 0; i < w; ++i) {
+       for (j = 0; j < h; ++j) {
+           int cell = topleft + i*cw + j*ch*lw;
+           int center = cell + cw/2 + (ch/2)*lw;
+           int dx, dy;
+           board[cell] = 0 ? center : '+';
+           for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
+           for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
+           if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
+           for (dx = 1; dx < cw; ++dx)
+               for (dy = 1; dy < ch; ++dy)
+                   board[cell + dx + dy*lw] =
+                       state->grid[i*w+j] == GRID_FULL ? '#' : '.';
+       }
+    }
+
+    memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
+
+    sfree(buf);
+
+    return board;
 }
 
 struct game_ui {
@@ -740,14 +1186,16 @@ struct game_ui {
     int drag_end_x;
     int drag_end_y;
     int drag, release, state;
+    int cur_x, cur_y, cur_visible;
 };
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     game_ui *ret;
 
     ret = snew(game_ui);
     ret->dragging = FALSE;
+    ret->cur_x = ret->cur_y = ret->cur_visible = 0;
 
     return ret;
 }
@@ -757,17 +1205,17 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     return NULL;
 }
 
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
 {
 }
 
-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)
 {
 }
 
@@ -775,31 +1223,45 @@ struct game_drawstate {
     int started;
     int w, h;
     int tilesize;
-    unsigned char *visible;
+    unsigned char *visible, *numcolours;
+    int cur_x, cur_y;
 };
 
-static char *interpret_move(game_state *state, game_ui *ui, 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)
 {
+    int control = button & MOD_CTRL, shift = button & MOD_SHFT;
     button &= ~MOD_MASK;
 
-    x = FROMCOORD(state->w, x);
-    y = FROMCOORD(state->h, y);
+    x = FROMCOORD(state->common->w, x);
+    y = FROMCOORD(state->common->h, y);
 
-    if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
+    if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
         (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
          button == MIDDLE_BUTTON)) {
+#ifdef STYLUS_BASED
+        int currstate = state->grid[y * state->common->w + x];
+#endif
 
         ui->dragging = TRUE;
 
         if (button == LEFT_BUTTON) {
             ui->drag = LEFT_DRAG;
             ui->release = LEFT_RELEASE;
+#ifdef STYLUS_BASED
+            ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
+#else
             ui->state = GRID_FULL;
+#endif
         } else if (button == RIGHT_BUTTON) {
             ui->drag = RIGHT_DRAG;
             ui->release = RIGHT_RELEASE;
+#ifdef STYLUS_BASED
+            ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
+#else
             ui->state = GRID_EMPTY;
+#endif
         } else /* if (button == MIDDLE_BUTTON) */ {
             ui->drag = MIDDLE_DRAG;
             ui->release = MIDDLE_RELEASE;
@@ -808,6 +1270,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 
         ui->drag_start_x = ui->drag_end_x = x;
         ui->drag_start_y = ui->drag_end_y = y;
+        ui->cur_visible = 0;
 
         return "";                    /* UI activity occurred */
     }
@@ -832,8 +1295,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 
         if (x < 0) x = 0;
         if (y < 0) y = 0;
-        if (x >= state->w) x = state->w - 1;
-        if (y >= state->h) y = state->h - 1;
+        if (x >= state->common->w) x = state->common->w - 1;
+        if (y >= state->common->h) y = state->common->h - 1;
 
         ui->drag_end_x = x;
         ui->drag_end_y = y;
@@ -852,7 +1315,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 
         for (yy = y1; yy <= y2; yy++)
             for (xx = x1; xx <= x2; xx++)
-                if (state->grid[yy * state->w + xx] != ui->state)
+                if (!state->common->immutable[yy * state->common->w + xx] &&
+                    state->grid[yy * state->common->w + xx] != ui->state)
                     move_needed = TRUE;
 
         ui->dragging = FALSE;
@@ -868,21 +1332,64 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
             return "";                /* UI activity occurred */
     }
 
+    if (IS_CURSOR_MOVE(button)) {
+       int x = ui->cur_x, y = ui->cur_y, newstate;
+       char buf[80];
+        move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
+        ui->cur_visible = 1;
+       if (!control && !shift) return "";
+
+       newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
+       if (state->grid[y * state->common->w + x] == newstate &&
+           state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
+           return "";
+
+       sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
+               min(x, ui->cur_x), min(y, ui->cur_y),
+               abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
+       return dupstr(buf);
+    }
+
+    if (IS_CURSOR_SELECT(button)) {
+        int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
+        int newstate;
+        char buf[80];
+
+        if (!ui->cur_visible) {
+            ui->cur_visible = 1;
+            return "";
+        }
+
+        if (button == CURSOR_SELECT2)
+            newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
+                currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
+        else
+            newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
+                currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
+
+        sprintf(buf, "%c%d,%d,%d,%d",
+                (char)(newstate == GRID_FULL ? 'F' :
+                      newstate == GRID_EMPTY ? 'E' : 'U'),
+                ui->cur_x, ui->cur_y, 1, 1);
+        return dupstr(buf);
+    }
+
     return NULL;
 }
 
-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 x1, x2, y1, y2, xx, yy;
     int val;
 
-    if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
+    if (move[0] == 'S' &&
+        strlen(move) == from->common->w * from->common->h + 1) {
        int i;
 
        ret = dup_game(from);
 
-       for (i = 0; i < ret->w * ret->h; i++)
+       for (i = 0; i < ret->common->w * ret->common->h; i++)
            ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
 
        ret->completed = ret->cheated = TRUE;
@@ -890,8 +1397,8 @@ static game_state *execute_move(game_state *from, char *move)
        return ret;
     } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
        sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
-       x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
-       y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+       x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
+       y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
 
        x2 += x1;
        y2 += y1;
@@ -901,34 +1408,36 @@ static game_state *execute_move(game_state *from, char *move)
        ret = dup_game(from);
        for (yy = y1; yy < y2; yy++)
            for (xx = x1; xx < x2; xx++)
-               ret->grid[yy * ret->w + xx] = val;
+                if (!ret->common->immutable[yy * ret->common->w + xx])
+                    ret->grid[yy * ret->common->w + xx] = val;
 
        /*
         * An actual change, so check to see if we've completed the
         * game.
         */
        if (!ret->completed) {
-           int *rowdata = snewn(ret->rowsize, int);
+           int *rowdata = snewn(ret->common->rowsize, int);
            int i, len;
 
            ret->completed = TRUE;
 
-           for (i=0; i<ret->w; i++) {
-               len = compute_rowdata(rowdata,
-                                     ret->grid+i, ret->h, ret->w);
-               if (len != ret->rowlen[i] ||
-                   memcmp(ret->rowdata+i*ret->rowsize, rowdata,
-                          len * sizeof(int))) {
+           for (i=0; i<ret->common->w; i++) {
+               len = compute_rowdata(rowdata, ret->grid+i,
+                                      ret->common->h, ret->common->w);
+               if (len != ret->common->rowlen[i] ||
+                   memcmp(ret->common->rowdata+i*ret->common->rowsize,
+                           rowdata, len * sizeof(int))) {
                    ret->completed = FALSE;
                    break;
                }
            }
-           for (i=0; i<ret->h; i++) {
-               len = compute_rowdata(rowdata,
-                                     ret->grid+i*ret->w, ret->w, 1);
-               if (len != ret->rowlen[i+ret->w] ||
-                   memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
-                          len * sizeof(int))) {
+           for (i=0; i<ret->common->h; i++) {
+               len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
+                                      ret->common->w, 1);
+               if (len != ret->common->rowlen[i+ret->common->w] ||
+                   memcmp(ret->common->rowdata +
+                           (i+ret->common->w)*ret->common->rowsize,
+                           rowdata, len * sizeof(int))) {
                    ret->completed = FALSE;
                    break;
                }
@@ -942,12 +1451,171 @@ static game_state *execute_move(game_state *from, char *move)
        return NULL;
 }
 
+/* ----------------------------------------------------------------------
+ * Error-checking during gameplay.
+ */
+
+/*
+ * The difficulty in error-checking Pattern is to make the error check
+ * _weak_ enough. The most obvious way would be to check each row and
+ * column by calling (a modified form of) do_row() to recursively
+ * analyse the row contents against the clue set and see if the
+ * GRID_UNKNOWNs could be filled in in any way that would end up
+ * correct. However, this turns out to be such a strong error check as
+ * to constitute a spoiler in many situations: you make a typo while
+ * trying to fill in one row, and not only does the row light up to
+ * indicate an error, but several columns crossed by the move also
+ * light up and draw your attention to deductions you hadn't even
+ * noticed you could make.
+ *
+ * So instead I restrict error-checking to 'complete runs' within a
+ * row, by which I mean contiguous sequences of GRID_FULL bounded at
+ * both ends by either GRID_EMPTY or the ends of the row. We identify
+ * all the complete runs in a row, and verify that _those_ are
+ * consistent with the row's clue list. Sequences of complete runs
+ * separated by solid GRID_EMPTY are required to match contiguous
+ * sequences in the clue list, whereas if there's at least one
+ * GRID_UNKNOWN between any two complete runs then those two need not
+ * be contiguous in the clue list.
+ *
+ * To simplify the edge cases, I pretend that the clue list for the
+ * row is extended with a 0 at each end, and I also pretend that the
+ * grid data for the row is extended with a GRID_EMPTY and a
+ * zero-length run at each end. This permits the contiguity checker to
+ * handle the fiddly end effects (e.g. if the first contiguous
+ * sequence of complete runs in the grid matches _something_ in the
+ * clue list but not at the beginning, this is allowable iff there's a
+ * GRID_UNKNOWN before the first one) with minimal faff, since the end
+ * effects just drop out as special cases of the normal inter-run
+ * handling (in this code the above case is not 'at the end of the
+ * clue list' at all, but between the implicit initial zero run and
+ * the first nonzero one).
+ *
+ * We must also be a little careful about how we search for a
+ * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
+ * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
+ * for 1 in the clue list and find it at the very beginning. But now
+ * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
+ * can't naively look at the next clue from the 1 we found, because
+ * that'll be the second 1 and won't match. Instead, we must backtrack
+ * by observing that the 2 we've just found must be contiguous with
+ * the 1 we've already seen, so we search for the sequence (1 2) and
+ * find it starting at the second 1. Now if we see a 3, we must
+ * rethink again and search for (1 2 3).
+ */
+
+struct errcheck_state {
+    /*
+     * rowdata and rowlen point at the clue data for this row in the
+     * game state.
+     */
+    int *rowdata;
+    int rowlen;
+    /*
+     * rowpos indicates the lowest position where it would be valid to
+     * see our next run length. It might be equal to rowlen,
+     * indicating that the next run would have to be the terminating 0.
+     */
+    int rowpos;
+    /*
+     * ncontig indicates how many runs we've seen in a contiguous
+     * block. This is taken into account when searching for the next
+     * run we find, unless ncontig is zeroed out first by encountering
+     * a GRID_UNKNOWN.
+     */
+    int ncontig;
+};
+
+static int errcheck_found_run(struct errcheck_state *es, int r)
+{
+/* Macro to handle the pretence that rowdata has a 0 at each end */
+#define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
+
+    /*
+     * See if we can find this new run length at a position where it
+     * also matches the last 'ncontig' runs we've seen.
+     */
+    int i, newpos;
+    for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
+
+        if (ROWDATA(newpos) != r)
+            goto notfound;
+
+        for (i = 1; i <= es->ncontig; i++)
+            if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
+                goto notfound;
+
+        es->rowpos = newpos+1;
+        es->ncontig++;
+        return TRUE;
+
+      notfound:;
+    }
+
+    return FALSE;
+
+#undef ROWDATA
+}
+
+static int check_errors(const game_state *state, int i)
+{
+    int start, step, end, j;
+    int val, runlen;
+    struct errcheck_state aes, *es = &aes;
+
+    es->rowlen = state->common->rowlen[i];
+    es->rowdata = state->common->rowdata + state->common->rowsize * i;
+    /* Pretend that we've already encountered the initial zero run */
+    es->ncontig = 1;
+    es->rowpos = 0;
+
+    if (i < state->common->w) {
+        start = i;
+        step = state->common->w;
+        end = start + step * state->common->h;
+    } else {
+        start = (i - state->common->w) * state->common->w;
+        step = 1;
+        end = start + step * state->common->w;
+    }
+
+    runlen = -1;
+    for (j = start - step; j <= end; j += step) {
+        if (j < start || j == end)
+            val = GRID_EMPTY;
+        else
+            val = state->grid[j];
+
+        if (val == GRID_UNKNOWN) {
+            runlen = -1;
+            es->ncontig = 0;
+        } else if (val == GRID_FULL) {
+            if (runlen >= 0)
+                runlen++;
+        } else if (val == GRID_EMPTY) {
+            if (runlen > 0) {
+                if (!errcheck_found_run(es, runlen))
+                    return TRUE;       /* error! */
+            }
+            runlen = 0;
+        }
+    }
+
+    /* Signal end-of-row by sending errcheck_found_run the terminating
+     * zero run, which will be marked as contiguous with the previous
+     * run if and only if there hasn't been a GRID_UNKNOWN before. */
+    if (!errcheck_found_run(es, 0))
+        return TRUE;                   /* error at the last minute! */
+
+    return FALSE;                      /* no error */
+}
+
 /* ----------------------------------------------------------------------
  * Drawing routines.
  */
 
-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)
 {
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
@@ -958,7 +1626,7 @@ static void game_compute_size(game_params *params, int tilesize,
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
@@ -966,43 +1634,41 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
 static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
+    int i;
 
     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
 
-    ret[COL_GRID * 3 + 0] = 0.3F;
-    ret[COL_GRID * 3 + 1] = 0.3F;
-    ret[COL_GRID * 3 + 2] = 0.3F;
-
-    ret[COL_UNKNOWN * 3 + 0] = 0.5F;
-    ret[COL_UNKNOWN * 3 + 1] = 0.5F;
-    ret[COL_UNKNOWN * 3 + 2] = 0.5F;
-
-    ret[COL_TEXT * 3 + 0] = 0.0F;
-    ret[COL_TEXT * 3 + 1] = 0.0F;
-    ret[COL_TEXT * 3 + 2] = 0.0F;
-
-    ret[COL_FULL * 3 + 0] = 0.0F;
-    ret[COL_FULL * 3 + 1] = 0.0F;
-    ret[COL_FULL * 3 + 2] = 0.0F;
-
-    ret[COL_EMPTY * 3 + 0] = 1.0F;
-    ret[COL_EMPTY * 3 + 1] = 1.0F;
-    ret[COL_EMPTY * 3 + 2] = 1.0F;
+    for (i = 0; i < 3; i++) {
+        ret[COL_GRID    * 3 + i] = 0.3F;
+        ret[COL_UNKNOWN * 3 + i] = 0.5F;
+        ret[COL_TEXT    * 3 + i] = 0.0F;
+        ret[COL_FULL    * 3 + i] = 0.0F;
+        ret[COL_EMPTY   * 3 + i] = 1.0F;
+    }
+    ret[COL_CURSOR * 3 + 0] = 1.0F;
+    ret[COL_CURSOR * 3 + 1] = 0.25F;
+    ret[COL_CURSOR * 3 + 2] = 0.25F;
+    ret[COL_ERROR * 3 + 0] = 1.0F;
+    ret[COL_ERROR * 3 + 1] = 0.0F;
+    ret[COL_ERROR * 3 + 2] = 0.0F;
 
     *ncolours = NCOLOURS;
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
     ds->started = FALSE;
-    ds->w = state->w;
-    ds->h = state->h;
+    ds->w = state->common->w;
+    ds->h = state->common->h;
     ds->visible = snewn(ds->w * ds->h, unsigned char);
     ds->tilesize = 0;                  /* not decided yet */
     memset(ds->visible, 255, ds->w * ds->h);
+    ds->numcolours = snewn(ds->w + ds->h, unsigned char);
+    memset(ds->numcolours, 255, ds->w + ds->h);
+    ds->cur_x = ds->cur_y = 0;
 
     return ds;
 }
@@ -1014,9 +1680,9 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 }
 
 static void grid_square(drawing *dr, game_drawstate *ds,
-                        int y, int x, int state)
+                        int y, int x, int state, int cur)
 {
-    int xl, xr, yt, yb;
+    int xl, xr, yt, yb, dx, dy, dw, dh;
 
     draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
               TILE_SIZE, TILE_SIZE, COL_GRID);
@@ -1026,64 +1692,94 @@ static void grid_square(drawing *dr, game_drawstate *ds,
     xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
     yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
 
-    draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
-              TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
+    dx = TOCOORD(ds->w, x) + 1 + xl;
+    dy = TOCOORD(ds->h, y) + 1 + yt;
+    dw = TILE_SIZE - xl - xr - 1;
+    dh = TILE_SIZE - yt - yb - 1;
+
+    draw_rect(dr, dx, dy, dw, dh,
               (state == GRID_FULL ? COL_FULL :
                state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
+    if (cur) {
+        draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
+        draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
+    }
 
     draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
                 TILE_SIZE, TILE_SIZE);
 }
 
-static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
-                        int colour)
+/*
+ * Draw the numbers for a single row or column.
+ */
+static void draw_numbers(drawing *dr, game_drawstate *ds,
+                         const game_state *state, int i, int erase, int colour)
 {
-    int i, j;
+    int rowlen = state->common->rowlen[i];
+    int *rowdata = state->common->rowdata + state->common->rowsize * i;
+    int nfit;
+    int j;
+
+    if (erase) {
+        if (i < state->common->w) {
+            draw_rect(dr, TOCOORD(state->common->w, i), 0,
+                      TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE,
+                      COL_BACKGROUND);
+        } else {
+            draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w),
+                      BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE,
+                      COL_BACKGROUND);
+        }
+    }
 
     /*
-     * Draw the numbers.
+     * Normally I space the numbers out by the same distance as the
+     * tile size. However, if there are more numbers than available
+     * spaces, I have to squash them up a bit.
      */
-    for (i = 0; i < state->w + state->h; i++) {
-       int rowlen = state->rowlen[i];
-       int *rowdata = state->rowdata + state->rowsize * i;
-       int nfit;
-
-       /*
-        * Normally I space the numbers out by the same
-        * distance as the tile size. However, if there are
-        * more numbers than available spaces, I have to squash
-        * them up a bit.
-        */
-       nfit = max(rowlen, TLBORDER(state->h))-1;
-       assert(nfit > 0);
-
-       for (j = 0; j < rowlen; j++) {
-           int x, y;
-           char str[80];
+    if (i < state->common->w)
+        nfit = TLBORDER(state->common->h);
+    else
+        nfit = TLBORDER(state->common->w);
+    nfit = max(rowlen, nfit) - 1;
+    assert(nfit > 0);
+
+    for (j = 0; j < rowlen; j++) {
+        int x, y;
+        char str[80];
+
+        if (i < state->common->w) {
+            x = TOCOORD(state->common->w, i);
+            y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
+            y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
+        } else {
+            y = TOCOORD(state->common->h, i - state->common->w);
+            x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
+            x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->w)-1) / nfit;
+        }
 
-           if (i < state->w) {
-               x = TOCOORD(state->w, i);
-               y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
-               y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
-           } else {
-               y = TOCOORD(state->h, i - state->w);
-               x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
-               x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
-           }
+        sprintf(str, "%d", rowdata[j]);
+        draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
+                  TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
+    }
 
-           sprintf(str, "%d", rowdata[j]);
-           draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
-                     TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
-       }
+    if (i < state->common->w) {
+        draw_update(dr, TOCOORD(state->common->w, i), 0,
+                    TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE);
+    } else {
+        draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w),
+                    BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE);
     }
 }
 
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
-                        game_state *state, int dir, game_ui *ui,
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
                         float animtime, float flashtime)
 {
     int i, j;
     int x1, x2, y1, y2;
+    int cx, cy, cmoved;
 
     if (!ds->started) {
         /*
@@ -1094,11 +1790,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
          */
         draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
 
-       /*
-        * Draw the numbers.
-        */
-       draw_numbers(dr, ds, state, COL_TEXT);
-
         /*
          * Draw the grid outline.
          */
@@ -1120,22 +1811,37 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         x1 = x2 = y1 = y2 = -1;        /* placate gcc warnings */
     }
 
+    if (ui->cur_visible) {
+        cx = ui->cur_x; cy = ui->cur_y;
+    } else {
+        cx = cy = -1;
+    }
+    cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
     /*
      * Now draw any grid squares which have changed since last
      * redraw.
      */
     for (i = 0; i < ds->h; i++) {
         for (j = 0; j < ds->w; j++) {
-            int val;
+            int val, cc = 0;
 
             /*
              * Work out what state this square should be drawn in,
              * taking any current drag operation into account.
              */
-            if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
+            if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
+                !state->common->immutable[i * state->common->w + j])
                 val = ui->state;
             else
-                val = state->grid[i * state->w + j];
+                val = state->grid[i * state->common->w + j];
+
+            if (cmoved) {
+                /* the cursor has moved; if we were the old or
+                 * the new cursor position we need to redraw. */
+                if (j == cx && i == cy) cc = 1;
+                if (j == ds->cur_x && i == ds->cur_y) cc = 1;
+            }
 
             /*
              * Briefly invert everything twice during a completion
@@ -1146,22 +1852,36 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                 val != GRID_UNKNOWN)
                 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
 
-            if (ds->visible[i * ds->w + j] != val) {
-                grid_square(dr, ds, i, j, val);
+            if (ds->visible[i * ds->w + j] != val || cc) {
+                grid_square(dr, ds, i, j, val,
+                            (j == cx && i == cy));
                 ds->visible[i * ds->w + j] = val;
             }
         }
     }
+    ds->cur_x = cx; ds->cur_y = cy;
+
+    /*
+     * Redraw any numbers which have changed their colour due to error
+     * indication.
+     */
+    for (i = 0; i < state->common->w + state->common->h; i++) {
+        int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
+        if (ds->numcolours[i] != colour) {
+            draw_numbers(dr, ds, state, i, TRUE, colour);
+            ds->numcolours[i] = colour;
+        }
+    }
 }
 
-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)
 {
     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 (!oldstate->completed && newstate->completed &&
        !oldstate->cheated && !newstate->cheated)
@@ -1169,12 +1889,17 @@ static float game_flash_length(game_state *oldstate,
     return 0.0F;
 }
 
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+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;
 
@@ -1182,15 +1907,15 @@ static void game_print_size(game_params *params, float *x, float *y)
      * I'll use 5mm squares by default.
      */
     game_compute_size(params, 500, &pw, &ph);
-    *x = pw / 100.0;
-    *y = ph / 100.0;
+    *x = pw / 100.0F;
+    *y = ph / 100.0F;
 }
 
-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->w, h = state->h;
+    int w = state->common->w, h = state->common->h;
     int ink = print_mono_colour(dr, 0);
-    int x, y;
+    int x, y, i;
 
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     game_drawstate ads, *ds = &ads;
@@ -1220,7 +1945,8 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
     /*
      * Clues.
      */
-    draw_numbers(dr, ds, state, ink);
+    for (i = 0; i < state->common->w + state->common->h; i++)
+        draw_numbers(dr, ds, state, i, FALSE, ink);
 
     /*
      * Solution.
@@ -1258,7 +1984,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1273,10 +1999,11 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     TRUE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* flags */
+    REQUIRE_RBUTTON,                  /* flags */
 };
 
 #ifdef STANDALONE_SOLVER
@@ -1290,8 +2017,12 @@ int main(int argc, char **argv)
     while (--argc > 0) {
         char *p = *++argv;
        if (*p == '-') {
-            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
-            return 1;
+           if (!strcmp(p, "-v")) {
+               verbose = TRUE;
+           } else {
+               fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+               return 1;
+           }
         } else {
             id = p;
         }
@@ -1319,33 +2050,38 @@ int main(int argc, char **argv)
     s = new_game(NULL, p, desc);
 
     {
-       int w = p->w, h = p->h, i, j, done_any, max;
+       int w = p->w, h = p->h, i, j, max, cluewid = 0;
        unsigned char *matrix, *workspace;
+       unsigned int *changed_h, *changed_w;
        int *rowdata;
 
        matrix = snewn(w*h, unsigned char);
        max = max(w, h);
-       workspace = snewn(max*3, unsigned char);
+       workspace = snewn(max*7, unsigned char);
+       changed_h = snewn(max+1, unsigned int);
+       changed_w = snewn(max+1, unsigned int);
        rowdata = snewn(max+1, int);
 
-        memset(matrix, 0, w*h);
+       if (verbose) {
+           int thiswid;
+           /*
+            * Work out the maximum text width of the clue numbers
+            * in a row or column, so we can print the solver's
+            * working in a nicely lined up way.
+            */
+           for (i = 0; i < (w+h); i++) {
+               char buf[80];
+               for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
+                   thiswid += sprintf
+                        (buf, " %d",
+                         s->common->rowdata[s->common->rowsize*i+j]);
+               if (cluewid < thiswid)
+                   cluewid = thiswid;
+           }
+       }
 
-        do {
-            done_any = 0;
-            for (i=0; i<h; i++) {
-               memcpy(rowdata, s->rowdata + s->rowsize*(w+i),
-                      max*sizeof(int));
-               rowdata[s->rowlen[w+i]] = 0;
-                done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                                   matrix+i*w, w, 1, rowdata);
-            }
-            for (i=0; i<w; i++) {
-               memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
-               rowdata[s->rowlen[i]] = 0;
-                done_any |= do_row(workspace, workspace+max, workspace+2*max,
-                                   matrix+i, h, w, rowdata);
-            }
-        } while (done_any);
+       solve_puzzle(s, NULL, w, h, matrix, workspace,
+                    changed_h, changed_w, rowdata, cluewid);
 
        for (i = 0; i < h; i++) {
            for (j = 0; j < w; j++) {
@@ -1363,3 +2099,157 @@ int main(int argc, char **argv)
 }
 
 #endif
+
+#ifdef STANDALONE_PICTURE_GENERATOR
+
+/*
+ * Main program for the standalone picture generator. To use it,
+ * simply provide it with an XBM-format bitmap file (note XBM, not
+ * XPM) on standard input, and it will output a game ID in return.
+ * For example:
+ *
+ *   $ ./patternpicture < calligraphic-A.xbm
+ *   15x15:2/4/2/2/2/3/3/3.1/3.1/3.1/11/14/12/6/1/2/2/3/4/5/1.3/2.3/1.3/2.3/1.4/9/1.1.3/2.2.3/5.4/3.2
+ *
+ * That looks easy, of course - all the program has done is to count
+ * up the clue numbers! But in fact, it's done more than that: it's
+ * also checked that the result is uniquely soluble from just the
+ * numbers. If it hadn't been, then it would have also left some
+ * filled squares in the playing area as extra clues.
+ *
+ *   $ ./patternpicture < cube.xbm
+ *   15x15:10/2.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.10/1.1.1/1.1.1/1.1.1/2.1/10/10/1.2/1.1.1/1.1.1/1.1.1/10.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.2/10,TNINzzzzGNzw
+ *
+ * This enables a reasonably convenient design workflow for coming up
+ * with pictorial Pattern puzzles which _are_ uniquely soluble without
+ * those inelegant pre-filled squares. Fire up a bitmap editor (X11
+ * bitmap(1) is good enough), save a trial .xbm, and then test it by
+ * running a command along the lines of
+ *
+ *   $ ./pattern $(./patternpicture < test.xbm)
+ *
+ * If the resulting window pops up with some pre-filled squares, then
+ * that tells you which parts of the image are giving rise to
+ * ambiguities, so try making tweaks in those areas, try the test
+ * command again, and see if it helps. Once you have a design for
+ * which the Pattern starting grid comes out empty, there's your game
+ * ID.
+ */
+
+#include <time.h>
+
+int main(int argc, char **argv)
+{
+    game_params *par;
+    char *params, *desc;
+    random_state *rs;
+    time_t seed = time(NULL);
+    char buf[4096];
+    int i;
+    int x, y;
+
+    par = default_params();
+    if (argc > 1)
+       decode_params(par, argv[1]);   /* get difficulty */
+    par->w = par->h = -1;
+
+    /*
+     * Now read an XBM file from standard input. This is simple and
+     * hacky and will do very little error detection, so don't feed
+     * it bogus data.
+     */
+    picture = NULL;
+    x = y = 0;
+    while (fgets(buf, sizeof(buf), stdin)) {
+       buf[strcspn(buf, "\r\n")] = '\0';
+       if (!strncmp(buf, "#define", 7)) {
+           /*
+            * Lines starting `#define' give the width and height.
+            */
+           char *num = buf + strlen(buf);
+           char *symend;
+
+           while (num > buf && isdigit((unsigned char)num[-1]))
+               num--;
+           symend = num;
+           while (symend > buf && isspace((unsigned char)symend[-1]))
+               symend--;
+
+           if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
+               par->w = atoi(num);
+           else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
+               par->h = atoi(num);
+       } else {
+           /*
+            * Otherwise, break the string up into words and take
+            * any word of the form `0x' plus hex digits to be a
+            * byte.
+            */
+           char *p, *wordstart;
+
+           if (!picture) {
+               if (par->w < 0 || par->h < 0) {
+                   printf("failed to read width and height\n");
+                   return 1;
+               }
+               picture = snewn(par->w * par->h, unsigned char);
+               for (i = 0; i < par->w * par->h; i++)
+                   picture[i] = GRID_UNKNOWN;
+           }
+
+           p = buf;
+           while (*p) {
+               while (*p && (*p == ',' || isspace((unsigned char)*p)))
+                   p++;
+               wordstart = p;
+               while (*p && !(*p == ',' || *p == '}' ||
+                              isspace((unsigned char)*p)))
+                   p++;
+               if (*p)
+                   *p++ = '\0';
+
+               if (wordstart[0] == '0' &&
+                   (wordstart[1] == 'x' || wordstart[1] == 'X') &&
+                   !wordstart[2 + strspn(wordstart+2,
+                                         "0123456789abcdefABCDEF")]) {
+                   unsigned long byte = strtoul(wordstart+2, NULL, 16);
+                   for (i = 0; i < 8; i++) {
+                       int bit = (byte >> i) & 1;
+                       if (y < par->h && x < par->w)
+                           picture[y * par->w + x] =
+                                bit ? GRID_FULL : GRID_EMPTY;
+                       x++;
+                   }
+
+                   if (x >= par->w) {
+                       x = 0;
+                       y++;
+                   }
+               }
+           }
+       }
+    }
+
+    for (i = 0; i < par->w * par->h; i++)
+       if (picture[i] == GRID_UNKNOWN) {
+           fprintf(stderr, "failed to read enough bitmap data\n");
+           return 1;
+       }
+
+    rs = random_new((void*)&seed, sizeof(time_t));
+
+    desc = new_game_desc(par, rs, NULL, FALSE);
+    params = encode_params(par, FALSE);
+    printf("%s:%s\n", params, desc);
+
+    sfree(desc);
+    sfree(params);
+    free_params(par);
+    random_free(rs);
+
+    return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */