chiark / gitweb /
changelog: document last change
[sgt-puzzles.git] / slant.c
diff --git a/slant.c b/slant.c
index 8b722ddc3838984547516febadcf1692075ca0a8..e45a2ea851c46f0fdd31641578f1b9ff0b19361c 100644 (file)
--- a/slant.c
+++ b/slant.c
@@ -24,6 +24,7 @@
 
 #include <stdio.h>
 #include <stdlib.h>
+#include <stdarg.h>
 #include <string.h>
 #include <assert.h>
 #include <ctype.h>
@@ -37,24 +38,59 @@ enum {
     COL_INK,
     COL_SLANT1,
     COL_SLANT2,
+    COL_ERROR,
+    COL_CURSOR,
+    COL_FILLEDSQUARE,
     NCOLOURS
 };
 
+/*
+ * In standalone solver mode, `verbose' is a variable which can be
+ * set by command-line option; in debugging mode it's simply always
+ * true.
+ */
+#if defined STANDALONE_SOLVER
+#define SOLVER_DIAGNOSTICS
+int verbose = FALSE;
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose TRUE
+#endif
+
+/*
+ * Difficulty levels. I do some macro ickery here to ensure that my
+ * enum and the various forms of my name list always match up.
+ */
+#define DIFFLIST(A) \
+    A(EASY,Easy,e) \
+    A(HARD,Hard,h)
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
+static char const slant_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
 struct game_params {
-    int w, h;
+    int w, h, diff;
 };
 
 typedef struct game_clues {
     int w, h;
     signed char *clues;
-    int *dsf;                         /* scratch space for completion check */
+    int *tmpdsf;
     int refcount;
 } game_clues;
 
+#define ERR_VERTEX 1
+#define ERR_SQUARE 2
+
 struct game_state {
     struct game_params p;
     game_clues *clues;
     signed char *soln;
+    unsigned char *errors;
     int completed;
     int used_solve;                   /* used to suppress completion flash */
 };
@@ -64,14 +100,18 @@ static game_params *default_params(void)
     game_params *ret = snew(game_params);
 
     ret->w = ret->h = 8;
+    ret->diff = DIFF_EASY;
 
     return ret;
 }
 
 static const struct game_params slant_presets[] = {
-  {5, 5},
-  {8, 8},
-  {12, 10},
+    {5, 5, DIFF_EASY},
+    {5, 5, DIFF_HARD},
+    {8, 8, DIFF_EASY},
+    {8, 8, DIFF_HARD},
+    {12, 10, DIFF_EASY},
+    {12, 10, DIFF_HARD},
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -85,7 +125,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
     ret = snew(game_params);
     *ret = slant_presets[i];
 
-    sprintf(str, "%dx%d", ret->w, ret->h);
+    sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
 
     *name = dupstr(str);
     *params = ret;
@@ -97,7 +137,7 @@ 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 */
@@ -111,24 +151,35 @@ static void decode_params(game_params *ret, char const *string)
     if (*string == 'x') {
         string++;
         ret->h = atoi(string);
+       while (*string && isdigit((unsigned char)*string)) string++;
+    }
+    if (*string == 'd') {
+       int i;
+       string++;
+       for (i = 0; i < DIFFCOUNT; i++)
+           if (*string == slant_diffchars[i])
+               ret->diff = i;
+       if (*string) string++;
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char data[256];
 
     sprintf(data, "%dx%d", params->w, params->h);
+    if (full)
+       sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
 
     return dupstr(data);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
 
-    ret = snewn(3, config_item);
+    ret = snewn(4, config_item);
 
     ret[0].name = "Width";
     ret[0].type = C_STRING;
@@ -142,87 +193,269 @@ static config_item *game_configure(game_params *params)
     ret[1].sval = dupstr(buf);
     ret[1].ival = 0;
 
-    ret[2].name = NULL;
-    ret[2].type = C_END;
-    ret[2].sval = NULL;
-    ret[2].ival = 0;
+    ret[2].name = "Difficulty";
+    ret[2].type = C_CHOICES;
+    ret[2].sval = DIFFCONFIG;
+    ret[2].ival = params->diff;
+
+    ret[3].name = NULL;
+    ret[3].type = C_END;
+    ret[3].sval = NULL;
+    ret[3].ival = 0;
 
     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);
 
     ret->w = atoi(cfg[0].sval);
     ret->h = atoi(cfg[1].sval);
+    ret->diff = cfg[2].ival;
 
     return ret;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     /*
      * (At least at the time of writing this comment) The grid
      * generator is actually capable of handling even zero grid
      * dimensions without crashing. Puzzles with a zero-area grid
      * are a bit boring, though, because they're already solved :-)
+     * And puzzles with a dimension of 1 can't be made Hard, which
+     * means the simplest thing is to forbid them altogether.
      */
 
-    if (params->w < 1 || params->h < 1)
-       return "Width and height must both be at least one";
+    if (params->w < 2 || params->h < 2)
+       return "Width and height must both be at least two";
 
     return NULL;
 }
 
 /*
- * Utility function used by both the solver and the filled-grid
- * generator.
+ * Scratch space for solver.
  */
+struct solver_scratch {
+    /*
+     * Disjoint set forest which tracks the connected sets of
+     * points.
+     */
+    int *connected;
 
-static void fill_square(int w, int h, int y, int x, int v,
-                       signed char *soln, int *dsf)
-{
-    int W = w+1 /*, H = h+1 */;
+    /*
+     * Counts the number of possible exits from each connected set
+     * of points. (That is, the number of possible _simultaneous_
+     * exits: an unconnected point labelled 2 has an exit count of
+     * 2 even if all four possible edges are still under
+     * consideration.)
+     */
+    int *exits;
 
-    soln[y*w+x] = v;
+    /*
+     * Tracks whether each connected set of points includes a
+     * border point.
+     */
+    unsigned char *border;
 
-    if (v < 0)
-       dsf_merge(dsf, y*W+x, (y+1)*W+(x+1));
-    else
-       dsf_merge(dsf, y*W+(x+1), (y+1)*W+x);
-}
+    /*
+     * Another disjoint set forest. This one tracks _squares_ which
+     * are known to slant in the same direction.
+     */
+    int *equiv;
 
-/*
- * Scratch space for solver.
- */
-struct solver_scratch {
-    int *dsf;
+    /*
+     * Stores slash values which we know for an equivalence class.
+     * When we fill in a square, we set slashval[canonify(x)] to
+     * the same value as soln[x], so that we can then spot other
+     * squares equivalent to it and fill them in immediately via
+     * their known equivalence.
+     */
+    signed char *slashval;
+
+    /*
+     * Stores possible v-shapes. This array is w by h in size, but
+     * not every bit of every entry is meaningful. The bits mean:
+     * 
+     *  - bit 0 for a square means that that square and the one to
+     *    its right might form a v-shape between them
+     *  - bit 1 for a square means that that square and the one to
+     *    its right might form a ^-shape between them
+     *  - bit 2 for a square means that that square and the one
+     *    below it might form a >-shape between them
+     *  - bit 3 for a square means that that square and the one
+     *    below it might form a <-shape between them
+     * 
+     * Any starting 1 or 3 clue rules out four bits in this array
+     * immediately; a 2 clue propagates any ruled-out bit past it
+     * (if the two squares on one side of a 2 cannot be a v-shape,
+     * then neither can the two on the other side be the same
+     * v-shape); we can rule out further bits during play using
+     * partially filled 2 clues; whenever a pair of squares is
+     * known not to be _either_ kind of v-shape, we can mark them
+     * as equivalent.
+     */
+    unsigned char *vbitmap;
+
+    /*
+     * Useful to have this information automatically passed to
+     * solver subroutines. (This pointer is not dynamically
+     * allocated by new_scratch and free_scratch.)
+     */
+    const signed char *clues;
 };
 
 static struct solver_scratch *new_scratch(int w, int h)
 {
     int W = w+1, H = h+1;
     struct solver_scratch *ret = snew(struct solver_scratch);
-    ret->dsf = snewn(W*H, int);
+    ret->connected = snewn(W*H, int);
+    ret->exits = snewn(W*H, int);
+    ret->border = snewn(W*H, unsigned char);
+    ret->equiv = snewn(w*h, int);
+    ret->slashval = snewn(w*h, signed char);
+    ret->vbitmap = snewn(w*h, unsigned char);
     return ret;
 }
 
 static void free_scratch(struct solver_scratch *sc)
 {
-    sfree(sc->dsf);
+    sfree(sc->vbitmap);
+    sfree(sc->slashval);
+    sfree(sc->equiv);
+    sfree(sc->border);
+    sfree(sc->exits);
+    sfree(sc->connected);
     sfree(sc);
 }
 
+/*
+ * Wrapper on dsf_merge() which updates the `exits' and `border'
+ * arrays.
+ */
+static void merge_vertices(int *connected,
+                          struct solver_scratch *sc, int i, int j)
+{
+    int exits = -1, border = FALSE;    /* initialise to placate optimiser */
+
+    if (sc) {
+       i = dsf_canonify(connected, i);
+       j = dsf_canonify(connected, j);
+
+       /*
+        * We have used one possible exit from each of the two
+        * classes. Thus, the viable exit count of the new class is
+        * the sum of the old exit counts minus two.
+        */
+       exits = sc->exits[i] + sc->exits[j] - 2;
+
+       border = sc->border[i] || sc->border[j];
+    }
+
+    dsf_merge(connected, i, j);
+
+    if (sc) {
+       i = dsf_canonify(connected, i);
+       sc->exits[i] = exits;
+       sc->border[i] = border;
+    }
+}
+
+/*
+ * Called when we have just blocked one way out of a particular
+ * point. If that point is a non-clue point (thus has a variable
+ * number of exits), we have therefore decreased its potential exit
+ * count, so we must decrement the exit count for the group as a
+ * whole.
+ */
+static void decr_exits(struct solver_scratch *sc, int i)
+{
+    if (sc->clues[i] < 0) {
+       i = dsf_canonify(sc->connected, i);
+       sc->exits[i]--;
+    }
+}
+
+static void fill_square(int w, int h, int x, int y, int v,
+                       signed char *soln,
+                       int *connected, struct solver_scratch *sc)
+{
+    int W = w+1 /*, H = h+1 */;
+
+    assert(x >= 0 && x < w && y >= 0 && y < h);
+
+    if (soln[y*w+x] != 0) {
+       return;                        /* do nothing */
+    }
+
+#ifdef SOLVER_DIAGNOSTICS
+    if (verbose)
+       printf("  placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
+#endif
+
+    soln[y*w+x] = v;
+
+    if (sc) {
+       int c = dsf_canonify(sc->equiv, y*w+x);
+       sc->slashval[c] = v;
+    }
+
+    if (v < 0) {
+       merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
+       if (sc) {
+           decr_exits(sc, y*W+(x+1));
+           decr_exits(sc, (y+1)*W+x);
+       }
+    } else {
+       merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
+       if (sc) {
+           decr_exits(sc, y*W+x);
+           decr_exits(sc, (y+1)*W+(x+1));
+       }
+    }
+}
+
+static int vbitmap_clear(int w, int h, struct solver_scratch *sc,
+                         int x, int y, int vbits, char *reason, ...)
+{
+    int done_something = FALSE;
+    int vbit;
+
+    for (vbit = 1; vbit <= 8; vbit <<= 1)
+        if (vbits & sc->vbitmap[y*w+x] & vbit) {
+            done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+            if (verbose) {
+                va_list ap;
+
+                printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
+                       "!v^!>!!!<"[vbit], x, y,
+                       x+((vbit&0x3)!=0), y+((vbit&0xC)!=0));
+
+                va_start(ap, reason);
+                vprintf(reason, ap);
+                va_end(ap);
+
+                printf(")\n");
+            }
+#endif
+            sc->vbitmap[y*w+x] &= ~vbit;
+        }
+
+    return done_something;
+}
+
 /*
  * Solver. Returns 0 for impossibility, 1 for success, 2 for
  * ambiguity or failure to converge.
  */
 static int slant_solve(int w, int h, const signed char *clues,
-                      signed char *soln, struct solver_scratch *sc)
+                      signed char *soln, struct solver_scratch *sc,
+                      int difficulty)
 {
     int W = w+1, H = h+1;
-    int x, y, i;
+    int x, y, i, j;
     int done_something;
 
     /*
@@ -230,12 +463,56 @@ static int slant_solve(int w, int h, const signed char *clues,
      */
     memset(soln, 0, w*h);
 
+    sc->clues = clues;
+
     /*
      * Establish a disjoint set forest for tracking connectedness
      * between grid points.
      */
-    for (i = 0; i < W*H; i++)
-       sc->dsf[i] = i;                /* initially all distinct */
+    dsf_init(sc->connected, W*H);
+
+    /*
+     * Establish a disjoint set forest for tracking which squares
+     * are known to slant in the same direction.
+     */
+    dsf_init(sc->equiv, w*h);
+
+    /*
+     * Clear the slashval array.
+     */
+    memset(sc->slashval, 0, w*h);
+
+    /*
+     * Set up the vbitmap array. Initially all types of v are possible.
+     */
+    memset(sc->vbitmap, 0xF, w*h);
+
+    /*
+     * Initialise the `exits' and `border' arrays. These are used
+     * to do second-order loop avoidance: the dual of the no loops
+     * constraint is that every point must be somehow connected to
+     * the border of the grid (otherwise there would be a solid
+     * loop around it which prevented this).
+     * 
+     * I define a `dead end' to be a connected group of points
+     * which contains no border point, and which can form at most
+     * one new connection outside itself. Then I forbid placing an
+     * edge so that it connects together two dead-end groups, since
+     * this would yield a non-border-connected isolated subgraph
+     * with no further scope to extend it.
+     */
+    for (y = 0; y < H; y++)
+       for (x = 0; x < W; x++) {
+           if (y == 0 || y == H-1 || x == 0 || x == W-1)
+               sc->border[y*W+x] = TRUE;
+           else
+               sc->border[y*W+x] = FALSE;
+
+           if (clues[y*W+x] < 0)
+               sc->exits[y*W+x] = 4;
+           else
+               sc->exits[y*W+x] = clues[y*W+x];
+       }
 
     /*
      * Repeatedly try to deduce something until we can't.
@@ -250,26 +527,94 @@ static int slant_solve(int w, int h, const signed char *clues,
         */
        for (y = 0; y < H; y++)
            for (x = 0; x < W; x++) {
-               int nu, nl, v, c;
+               struct {
+                   int pos, slash;
+               } neighbours[4];
+               int nneighbours;
+               int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
 
                if ((c = clues[y*W+x]) < 0)
                    continue;
 
                /*
-                * We have a clue point. Count up the number of
-                * undecided neighbours, and also the number of
-                * lines already present.
+                * We have a clue point. Start by listing its
+                * neighbouring squares, in order around the point,
+                * together with the type of slash that would be
+                * required in that square to connect to the point.
+                */
+               nneighbours = 0;
+               if (x > 0 && y > 0) {
+                   neighbours[nneighbours].pos = (y-1)*w+(x-1);
+                   neighbours[nneighbours].slash = -1;
+                   nneighbours++;
+               }
+               if (x > 0 && y < h) {
+                   neighbours[nneighbours].pos = y*w+(x-1);
+                   neighbours[nneighbours].slash = +1;
+                   nneighbours++;
+               }
+               if (x < w && y < h) {
+                   neighbours[nneighbours].pos = y*w+x;
+                   neighbours[nneighbours].slash = -1;
+                   nneighbours++;
+               }
+               if (x < w && y > 0) {
+                   neighbours[nneighbours].pos = (y-1)*w+x;
+                   neighbours[nneighbours].slash = +1;
+                   nneighbours++;
+               }
+
+               /*
+                * Count up the number of undecided neighbours, and
+                * also the number of lines already present.
+                *
+                * If we're not on DIFF_EASY, then in this loop we
+                * also track whether we've seen two adjacent empty
+                * squares belonging to the same equivalence class
+                * (meaning they have the same type of slash). If
+                * so, we count them jointly as one line.
                 */
                nu = 0;
                nl = c;
-               if (x > 0 && y > 0 && (v = soln[(y-1)*w+(x-1)]) != +1)
-                   v == 0 ? nu++ : nl--;
-               if (x > 0 && y < h && (v = soln[y*w+(x-1)]) != -1)
-                   v == 0 ? nu++ : nl--;
-               if (x < w && y > 0 && (v = soln[(y-1)*w+x]) != -1)
-                   v == 0 ? nu++ : nl--;
-               if (x < w && y < h && (v = soln[y*w+x]) != +1)
-                   v == 0 ? nu++ : nl--;
+               last = neighbours[nneighbours-1].pos;
+               if (soln[last] == 0)
+                   eq = dsf_canonify(sc->equiv, last);
+               else
+                   eq = -1;
+               meq = mj1 = mj2 = -1;
+               for (i = 0; i < nneighbours; i++) {
+                   j = neighbours[i].pos;
+                   s = neighbours[i].slash;
+                   if (soln[j] == 0) {
+                       nu++;          /* undecided */
+                       if (meq < 0 && difficulty > DIFF_EASY) {
+                           eq2 = dsf_canonify(sc->equiv, j);
+                           if (eq == eq2 && last != j) {
+                               /*
+                                * We've found an equivalent pair.
+                                * Mark it. This also inhibits any
+                                * further equivalence tracking
+                                * around this square, since we can
+                                * only handle one pair (and in
+                                * particular we want to avoid
+                                * being misled by two overlapping
+                                * equivalence pairs).
+                                */
+                               meq = eq;
+                               mj1 = last;
+                               mj2 = j;
+                               nl--;   /* count one line */
+                               nu -= 2;   /* and lose two undecideds */
+                           } else
+                               eq = eq2;
+                       }
+                   } else {
+                       eq = -1;
+                       if (soln[j] == s)
+                           nl--;      /* here's a line */
+                   }
+                   last = j;
+               }
 
                /*
                 * Check the counts.
@@ -278,28 +623,99 @@ static int slant_solve(int w, int h, const signed char *clues,
                    /*
                     * No consistent value for this at all!
                     */
+#ifdef SOLVER_DIAGNOSTICS
+                   if (verbose)
+                       printf("need %d / %d lines around clue point at %d,%d!\n",
+                              nl, nu, x, y);
+#endif
                    return 0;          /* impossible */
                }
 
                if (nu > 0 && (nl == 0 || nl == nu)) {
 #ifdef SOLVER_DIAGNOSTICS
-                   printf("%s around clue point at %d,%d\n",
-                          nl ? "filling" : "emptying", x, y);
+                   if (verbose) {
+                       if (meq >= 0)
+                           printf("partially (since %d,%d == %d,%d) ",
+                                  mj1%w, mj1/w, mj2%w, mj2/w);
+                       printf("%s around clue point at %d,%d\n",
+                              nl ? "filling" : "emptying", x, y);
+                   }
 #endif
-                   if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == 0)
-                       fill_square(w, h, y-1, x-1, (nl ? -1 : +1), soln,
-                                   sc->dsf);
-                   if (x > 0 && y < h && soln[y*w+(x-1)] == 0)
-                       fill_square(w, h, y, x-1, (nl ? +1 : -1), soln,
-                                   sc->dsf);
-                   if (x < w && y > 0 && soln[(y-1)*w+x] == 0)
-                       fill_square(w, h, y-1, x, (nl ? +1 : -1), soln,
-                                   sc->dsf);
-                   if (x < w && y < h && soln[y*w+x] == 0)
-                       fill_square(w, h, y, x, (nl ? -1 : +1), soln,
-                                   sc->dsf);
+                   for (i = 0; i < nneighbours; i++) {
+                       j = neighbours[i].pos;
+                       s = neighbours[i].slash;
+                       if (soln[j] == 0 && j != mj1 && j != mj2)
+                           fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
+                                       sc->connected, sc);
+                   }
 
                    done_something = TRUE;
+               } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
+                   /*
+                    * If we have precisely two undecided squares
+                    * and precisely one line to place between
+                    * them, _and_ those squares are adjacent, then
+                    * we can mark them as equivalent to one
+                    * another.
+                    * 
+                    * This even applies if meq >= 0: if we have a
+                    * 2 clue point and two of its neighbours are
+                    * already marked equivalent, we can indeed
+                    * mark the other two as equivalent.
+                    * 
+                    * We don't bother with this on DIFF_EASY,
+                    * since we wouldn't have used the results
+                    * anyway.
+                    */
+                   last = -1;
+                   for (i = 0; i < nneighbours; i++) {
+                       j = neighbours[i].pos;
+                       if (soln[j] == 0 && j != mj1 && j != mj2) {
+                           if (last < 0)
+                               last = i;
+                           else if (last == i-1 || (last == 0 && i == 3))
+                               break; /* found a pair */
+                       }
+                   }
+                   if (i < nneighbours) {
+                       int sv1, sv2;
+
+                       assert(last >= 0);
+                       /*
+                        * neighbours[last] and neighbours[i] are
+                        * the pair. Mark them equivalent.
+                        */
+#ifdef SOLVER_DIAGNOSTICS
+                       if (verbose) {
+                           if (meq >= 0)
+                               printf("since %d,%d == %d,%d, ",
+                                      mj1%w, mj1/w, mj2%w, mj2/w);
+                       }
+#endif
+                       mj1 = neighbours[last].pos;
+                       mj2 = neighbours[i].pos;
+#ifdef SOLVER_DIAGNOSTICS
+                       if (verbose)
+                           printf("clue point at %d,%d implies %d,%d == %d,"
+                                  "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
+#endif
+                       mj1 = dsf_canonify(sc->equiv, mj1);
+                       sv1 = sc->slashval[mj1];
+                       mj2 = dsf_canonify(sc->equiv, mj2);
+                       sv2 = sc->slashval[mj2];
+                       if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
+#ifdef SOLVER_DIAGNOSTICS
+                           if (verbose)
+                               printf("merged two equivalence classes with"
+                                      " different slash values!\n");
+#endif
+                           return 0;
+                       }
+                       sv1 = sv1 ? sv1 : sv2;
+                       dsf_merge(sc->equiv, mj1, mj2);
+                       mj1 = dsf_canonify(sc->equiv, mj1);
+                       sc->slashval[mj1] = sv1;
+                   }
                }
            }
 
@@ -309,54 +725,257 @@ static int slant_solve(int w, int h, const signed char *clues,
        /*
         * Failing that, we now apply the second condition, which
         * is that no square may be filled in such a way as to form
-        * a loop.
+        * a loop. Also in this loop (since it's over squares
+        * rather than points), we check slashval to see if we've
+        * already filled in another square in the same equivalence
+        * class.
+        * 
+        * The slashval check is disabled on DIFF_EASY, as is dead
+        * end avoidance. Only _immediate_ loop avoidance remains.
         */
        for (y = 0; y < h; y++)
            for (x = 0; x < w; x++) {
-               int fs, bs;
+               int fs, bs, v;
+               int c1, c2;
+#ifdef SOLVER_DIAGNOSTICS
+               char *reason = "<internal error>";
+#endif
 
                if (soln[y*w+x])
                    continue;          /* got this one already */
 
-               fs = (dsf_canonify(sc->dsf, y*W+x) ==
-                     dsf_canonify(sc->dsf, (y+1)*W+(x+1)));
-               bs = (dsf_canonify(sc->dsf, (y+1)*W+x) ==
-                     dsf_canonify(sc->dsf, y*W+(x+1)));
+               fs = FALSE;
+               bs = FALSE;
+
+               if (difficulty > DIFF_EASY)
+                   v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
+               else
+                   v = 0;
+
+               /*
+                * Try to rule out connectivity between (x,y) and
+                * (x+1,y+1); if successful, we will deduce that we
+                * must have a forward slash.
+                */
+               c1 = dsf_canonify(sc->connected, y*W+x);
+               c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
+               if (c1 == c2) {
+                   fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "simple loop avoidance";
+#endif
+               }
+               if (difficulty > DIFF_EASY &&
+                   !sc->border[c1] && !sc->border[c2] &&
+                   sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+                   fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "dead end avoidance";
+#endif
+               }
+               if (v == +1) {
+                   fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "equivalence to an already filled square";
+#endif
+               }
+
+               /*
+                * Now do the same between (x+1,y) and (x,y+1), to
+                * see if we are required to have a backslash.
+                */
+               c1 = dsf_canonify(sc->connected, y*W+(x+1));
+               c2 = dsf_canonify(sc->connected, (y+1)*W+x);
+               if (c1 == c2) {
+                   bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "simple loop avoidance";
+#endif
+               }
+               if (difficulty > DIFF_EASY &&
+                   !sc->border[c1] && !sc->border[c2] &&
+                   sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+                   bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "dead end avoidance";
+#endif
+               }
+               if (v == -1) {
+                   bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                   reason = "equivalence to an already filled square";
+#endif
+               }
 
                if (fs && bs) {
                    /*
-                    * Loop avoidance leaves no consistent value
-                    * for this at all!
+                    * No consistent value for this at all!
                     */
+#ifdef SOLVER_DIAGNOSTICS
+                   if (verbose)
+                       printf("%d,%d has no consistent slash!\n", x, y);
+#endif
                    return 0;          /* impossible */
                }
 
                if (fs) {
-                   /*
-                    * Top left and bottom right corners of this
-                    * square are already connected, which means we
-                    * aren't allowed to put a backslash in here.
-                    */
 #ifdef SOLVER_DIAGNOSTICS
-                   printf("placing / in %d,%d by loop avoidance\n", x, y);
+                   if (verbose)
+                       printf("employing %s\n", reason);
 #endif
-                   fill_square(w, h, y, x, +1, soln, sc->dsf);
+                   fill_square(w, h, x, y, +1, soln, sc->connected, sc);
                    done_something = TRUE;
                } else if (bs) {
-                   /*
-                    * Top right and bottom left corners of this
-                    * square are already connected, which means we
-                    * aren't allowed to put a forward slash in
-                    * here.
-                    */
 #ifdef SOLVER_DIAGNOSTICS
-                   printf("placing \\ in %d,%d by loop avoidance\n", x, y);
+                   if (verbose)
+                       printf("employing %s\n", reason);
 #endif
-                   fill_square(w, h, y, x, -1, soln, sc->dsf);
+                   fill_square(w, h, x, y, -1, soln, sc->connected, sc);
                    done_something = TRUE;
                }
            }
 
+       if (done_something)
+           continue;
+
+        /*
+         * Now see what we can do with the vbitmap array. All
+         * vbitmap deductions are disabled at Easy level.
+         */
+        if (difficulty <= DIFF_EASY)
+            continue;
+
+       for (y = 0; y < h; y++)
+           for (x = 0; x < w; x++) {
+                int s, c;
+
+                /*
+                 * Any line already placed in a square must rule
+                 * out any type of v which contradicts it.
+                 */
+                if ((s = soln[y*w+x]) != 0) {
+                    if (x > 0)
+                        done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2),
+                                      "contradicts known edge at (%d,%d)",x,y);
+                    if (x+1 < w)
+                        done_something |=
+                        vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1),
+                                      "contradicts known edge at (%d,%d)",x,y);
+                    if (y > 0)
+                        done_something |=
+                        vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8),
+                                      "contradicts known edge at (%d,%d)",x,y);
+                    if (y+1 < h)
+                        done_something |=
+                        vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4),
+                                      "contradicts known edge at (%d,%d)",x,y);
+                }
+
+                /*
+                 * If both types of v are ruled out for a pair of
+                 * adjacent squares, mark them as equivalent.
+                 */
+                if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) {
+                    int n1 = y*w+x, n2 = y*w+(x+1);
+                    if (dsf_canonify(sc->equiv, n1) !=
+                        dsf_canonify(sc->equiv, n2)) {
+                        dsf_merge(sc->equiv, n1, n2);
+                        done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                        if (verbose)
+                            printf("(%d,%d) and (%d,%d) must be equivalent"
+                                   " because both v-shapes are ruled out\n",
+                                   x, y, x+1, y);
+#endif
+                    }
+                }
+                if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) {
+                    int n1 = y*w+x, n2 = (y+1)*w+x;
+                    if (dsf_canonify(sc->equiv, n1) !=
+                        dsf_canonify(sc->equiv, n2)) {
+                        dsf_merge(sc->equiv, n1, n2);
+                        done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                        if (verbose)
+                            printf("(%d,%d) and (%d,%d) must be equivalent"
+                                   " because both v-shapes are ruled out\n",
+                                   x, y, x, y+1);
+#endif
+                    }
+                }
+
+                /*
+                 * The remaining work in this loop only works
+                 * around non-edge clue points.
+                 */
+                if (y == 0 || x == 0)
+                    continue;
+               if ((c = clues[y*W+x]) < 0)
+                   continue;
+
+                /*
+                 * x,y marks a clue point not on the grid edge. See
+                 * if this clue point allows us to rule out any v
+                 * shapes.
+                 */
+
+                if (c == 1) {
+                    /*
+                     * A 1 clue can never have any v shape pointing
+                     * at it.
+                     */
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y-1, 0x5,
+                                      "points at 1 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y, 0x2,
+                                      "points at 1 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x, y-1, 0x8,
+                                      "points at 1 clue at (%d,%d)", x, y);
+                } else if (c == 3) {
+                    /*
+                     * A 3 clue can never have any v shape pointing
+                     * away from it.
+                     */
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y-1, 0xA,
+                                      "points away from 3 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y, 0x1,
+                                      "points away from 3 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x, y-1, 0x4,
+                                      "points away from 3 clue at (%d,%d)", x, y);
+                } else if (c == 2) {
+                    /*
+                     * If a 2 clue has any kind of v ruled out on
+                     * one side of it, the same v is ruled out on
+                     * the other side.
+                     */
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y-1,
+                                      (sc->vbitmap[(y  )*w+(x-1)] & 0x3) ^ 0x3,
+                                      "propagated by 2 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y-1,
+                                      (sc->vbitmap[(y-1)*w+(x  )] & 0xC) ^ 0xC,
+                                      "propagated by 2 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x-1, y,
+                                      (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3,
+                                      "propagated by 2 clue at (%d,%d)", x, y);
+                    done_something |=
+                        vbitmap_clear(w, h, sc, x, y-1,
+                                      (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC,
+                                      "propagated by 2 clue at (%d,%d)", x, y);
+                }
+
+#undef CLEARBITS
+
+            }
+
     } while (done_something);
 
     /*
@@ -375,7 +994,7 @@ static void slant_generate(int w, int h, signed char *soln, random_state *rs)
 {
     int W = w+1, H = h+1;
     int x, y, i;
-    int *dsf, *indices;
+    int *connected, *indices;
 
     /*
      * Clear the output.
@@ -386,9 +1005,7 @@ static void slant_generate(int w, int h, signed char *soln, random_state *rs)
      * Establish a disjoint set forest for tracking connectedness
      * between grid points.
      */
-    dsf = snewn(W*H, int);
-    for (i = 0; i < W*H; i++)
-       dsf[i] = i;                    /* initially all distinct */
+    connected = snew_dsf(W*H);
 
     /*
      * Prepare a list of the squares in the grid, and fill them in
@@ -408,15 +1025,16 @@ static void slant_generate(int w, int h, signed char *soln, random_state *rs)
        y = indices[i] / w;
        x = indices[i] % w;
 
-       fs = (dsf_canonify(dsf, y*W+x) ==
-             dsf_canonify(dsf, (y+1)*W+(x+1)));
-       bs = (dsf_canonify(dsf, (y+1)*W+x) ==
-             dsf_canonify(dsf, y*W+(x+1)));
+       fs = (dsf_canonify(connected, y*W+x) ==
+             dsf_canonify(connected, (y+1)*W+(x+1)));
+       bs = (dsf_canonify(connected, (y+1)*W+x) ==
+             dsf_canonify(connected, y*W+(x+1)));
 
        /*
         * It isn't possible to get into a situation where we
         * aren't allowed to place _either_ type of slash in a
-        * square.
+        * square. Thus, filled-grid generation never has to
+        * backtrack.
         * 
         * Proof (thanks to Gareth Taylor):
         * 
@@ -438,21 +1056,21 @@ static void slant_generate(int w, int h, signed char *soln, random_state *rs)
        assert(!(fs && bs));
 
        v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
-       fill_square(w, h, y, x, v, soln, dsf);
+       fill_square(w, h, x, y, v, soln, connected, NULL);
     }
 
     sfree(indices);
-    sfree(dsf);
+    sfree(connected);
 }
 
-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)
 {
     int w = params->w, h = params->h, W = w+1, H = h+1;
     signed char *soln, *tmpsoln, *clues;
     int *clueindices;
     struct solver_scratch *sc;
-    int x, y, v, i;
+    int x, y, v, i, j;
     char *desc;
 
     soln = snewn(w*h, signed char);
@@ -481,22 +1099,66 @@ static char *new_game_desc(game_params *params, random_state *rs,
 
                clues[y*W+x] = v;
            }
-    } while (slant_solve(w, h, clues, tmpsoln, sc) != 1);
 
-    /*
-     * Remove as many clues as possible while retaining solubility.
-     */
-    for (i = 0; i < W*H; i++)
-       clueindices[i] = i;
-    shuffle(clueindices, W*H, sizeof(*clueindices), rs);
-    for (i = 0; i < W*H; i++) {
-       y = clueindices[i] / W;
-       x = clueindices[i] % W;
-       v = clues[y*W+x];
-       clues[y*W+x] = -1;
-       if (slant_solve(w, h, clues, tmpsoln, sc) != 1)
-           clues[y*W+x] = v;          /* put it back */
-    }
+       /*
+        * With all clue points filled in, all puzzles are easy: we can
+        * simply process the clue points in lexicographic order, and
+        * at each clue point we will always have at most one square
+        * undecided, which we can then fill in uniquely.
+        */
+       assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
+
+       /*
+        * Remove as many clues as possible while retaining solubility.
+        *
+        * In DIFF_HARD mode, we prioritise the removal of obvious
+        * starting points (4s, 0s, border 2s and corner 1s), on
+        * the grounds that having as few of these as possible
+        * seems like a good thing. In particular, we can often get
+        * away without _any_ completely obvious starting points,
+        * which is even better.
+        */
+       for (i = 0; i < W*H; i++)
+           clueindices[i] = i;
+       shuffle(clueindices, W*H, sizeof(*clueindices), rs);
+       for (j = 0; j < 2; j++) {
+           for (i = 0; i < W*H; i++) {
+               int pass, yb, xb;
+
+               y = clueindices[i] / W;
+               x = clueindices[i] % W;
+               v = clues[y*W+x];
+
+               /*
+                * Identify which pass we should process this point
+                * in. If it's an obvious start point, _or_ we're
+                * in DIFF_EASY, then it goes in pass 0; otherwise
+                * pass 1.
+                */
+               xb = (x == 0 || x == W-1);
+               yb = (y == 0 || y == H-1);
+               if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
+                   (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
+                   pass = 0;
+               else
+                   pass = 1;
+
+               if (pass == j) {
+                   clues[y*W+x] = -1;
+                   if (slant_solve(w, h, clues, tmpsoln, sc,
+                                   params->diff) != 1)
+                       clues[y*W+x] = v;              /* put it back */
+               }
+           }
+       }
+
+       /*
+        * And finally, verify that the grid is of _at least_ the
+        * requested difficulty, by running the solver one level
+        * down and verifying that it can't manage it.
+        */
+    } while (params->diff > 0 &&
+            slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
 
     /*
      * Now we have the clue set as it will be presented to the
@@ -554,7 +1216,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return desc;
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int w = params->w, h = params->h, W = w+1, H = h+1;
     int area = W*H;
@@ -579,7 +1241,8 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+                            const char *desc)
 {
     int w = params->w, h = params->h, W = w+1, H = h+1;
     game_state *state = snew(game_state);
@@ -590,13 +1253,15 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
     state->soln = snewn(w*h, signed char);
     memset(state->soln, 0, w*h);
     state->completed = state->used_solve = FALSE;
+    state->errors = snewn(W*H, unsigned char);
+    memset(state->errors, 0, W*H);
 
     state->clues = snew(game_clues);
     state->clues->w = w;
     state->clues->h = h;
     state->clues->clues = snewn(W*H, signed char);
     state->clues->refcount = 1;
-    state->clues->dsf = snewn(W*H, int);
+    state->clues->tmpdsf = snewn(W*H*2+W+H, int);
     memset(state->clues->clues, -1, W*H);
     while (*desc) {
         int n = *desc++;
@@ -612,9 +1277,9 @@ static game_state *new_game(midend_data *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)
 {
-    int w = state->p.w, h = state->p.h;
+    int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
     game_state *ret = snew(game_state);
 
     ret->p = state->p;
@@ -626,90 +1291,176 @@ static game_state *dup_game(game_state *state)
     ret->soln = snewn(w*h, signed char);
     memcpy(ret->soln, state->soln, w*h);
 
+    ret->errors = snewn(W*H, unsigned char);
+    memcpy(ret->errors, state->errors, W*H);
+
     return ret;
 }
 
 static void free_game(game_state *state)
 {
+    sfree(state->errors);
     sfree(state->soln);
     assert(state->clues);
     if (--state->clues->refcount <= 0) {
         sfree(state->clues->clues);
-        sfree(state->clues->dsf);
+        sfree(state->clues->tmpdsf);
         sfree(state->clues);
     }
     sfree(state);
 }
 
+/*
+ * Utility function to return the current degree of a vertex. If
+ * `anti' is set, it returns the number of filled-in edges
+ * surrounding the point which _don't_ connect to it; thus 4 minus
+ * its anti-degree is the maximum degree it could have if all the
+ * empty spaces around it were filled in.
+ * 
+ * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
+ * 
+ * If ret > 0, *sx and *sy are set to the coordinates of one of the
+ * squares that contributed to it.
+ */
+static int vertex_degree(int w, int h, signed char *soln, int x, int y,
+                         int anti, int *sx, int *sy)
+{
+    int ret = 0;
+
+    assert(x >= 0 && x <= w && y >= 0 && y <= h);
+    if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
+        if (sx) *sx = x-1;
+        if (sy) *sy = y-1;
+        ret++;
+    }
+    if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
+        if (sx) *sx = x-1;
+        if (sy) *sy = y;
+        ret++;
+    }
+    if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
+        if (sx) *sx = x;
+        if (sy) *sy = y-1;
+        ret++;
+    }
+    if (x < w && y < h && soln[y*w+x] - anti < 0) {
+        if (sx) *sx = x;
+        if (sy) *sy = y;
+        ret++;
+    }
+
+    return anti ? 4 - ret : ret;
+}
+
+struct slant_neighbour_ctx {
+    const game_state *state;
+    int i, n, neighbours[4];
+};
+static int slant_neighbour(int vertex, void *vctx)
+{
+    struct slant_neighbour_ctx *ctx = (struct slant_neighbour_ctx *)vctx;
+
+    if (vertex >= 0) {
+        int w = ctx->state->p.w, h = ctx->state->p.h, W = w+1;
+        int x = vertex % W, y = vertex / W;
+        ctx->n = ctx->i = 0;
+        if (x < w && y < h && ctx->state->soln[y*w+x] < 0)
+            ctx->neighbours[ctx->n++] = (y+1)*W+(x+1);
+        if (x > 0 && y > 0 && ctx->state->soln[(y-1)*w+(x-1)] < 0)
+            ctx->neighbours[ctx->n++] = (y-1)*W+(x-1);
+        if (x > 0 && y < h && ctx->state->soln[y*w+(x-1)] > 0)
+            ctx->neighbours[ctx->n++] = (y+1)*W+(x-1);
+        if (x < w && y > 0 && ctx->state->soln[(y-1)*w+x] > 0)
+            ctx->neighbours[ctx->n++] = (y-1)*W+(x+1);
+    }
+
+    if (ctx->i < ctx->n)
+        return ctx->neighbours[ctx->i++];
+    else
+        return -1;
+}
+
 static int check_completion(game_state *state)
 {
     int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
-    int i, x, y;
+    int x, y, err = FALSE;
 
-    /*
-     * Establish a disjoint set forest for tracking connectedness
-     * between grid points. Use the dsf scratch space in the shared
-     * clues structure, to avoid mallocing too often.
-     */
-    for (i = 0; i < W*H; i++)
-       state->clues->dsf[i] = i;      /* initially all distinct */
+    memset(state->errors, 0, W*H);
 
     /*
-     * Now go through the grid checking connectedness. While we're
-     * here, also check that everything is filled in.
+     * Detect and error-highlight loops in the grid.
      */
-    for (y = 0; y < h; y++)
-       for (x = 0; x < w; x++) {
-           int i1, i2;
-
-           if (state->soln[y*w+x] == 0)
-               return FALSE;
-           if (state->soln[y*w+x] < 0) {
-               i1 = y*W+x;
-               i2 = (y+1)*W+(x+1);
-           } else {
-               i1 = (y+1)*W+x;
-               i2 = y*W+(x+1);
+    {
+        struct findloopstate *fls = findloop_new_state(W*H);
+        struct slant_neighbour_ctx ctx;
+        ctx.state = state;
+
+        if (findloop_run(fls, W*H, slant_neighbour, &ctx))
+            err = TRUE;
+        for (y = 0; y < h; y++) {
+            for (x = 0; x < w; x++) {
+                int u, v;
+                if (state->soln[y*w+x] == 0) {
+                    continue;
+                } else if (state->soln[y*w+x] > 0) {
+                    u = y*W+(x+1);
+                    v = (y+1)*W+x;
+                } else {
+                    u = (y+1)*W+(x+1);
+                    v = y*W+x;
+                }
+                if (findloop_is_loop_edge(fls, u, v))
+                    state->errors[y*W+x] |= ERR_SQUARE;
            }
+        }
 
-           /*
-            * Our edge connects i1 with i2. If they're already
-            * connected, return failure. Otherwise, link them.
-            */
-           if (dsf_canonify(state->clues->dsf, i1) ==
-               dsf_canonify(state->clues->dsf, i2))
-               return FALSE;
-           else
-               dsf_merge(state->clues->dsf, i1, i2);
-       }
+        findloop_free_state(fls);
+    }
 
     /*
-     * The grid is _a_ valid grid; let's see if it matches the
-     * clues.
+     * Now go through and check the degree of each clue vertex, and
+     * mark it with ERR_VERTEX if it cannot be fulfilled.
      */
     for (y = 0; y < H; y++)
-       for (x = 0; x < W; x++) {
-           int v, c;
+        for (x = 0; x < W; x++) {
+            int c;
 
            if ((c = state->clues->clues[y*W+x]) < 0)
                continue;
 
-           v = 0;
+            /*
+             * Check to see if there are too many connections to
+             * this vertex _or_ too many non-connections. Either is
+             * grounds for marking the vertex as erroneous.
+             */
+            if (vertex_degree(w, h, state->soln, x, y,
+                              FALSE, NULL, NULL) > c ||
+                vertex_degree(w, h, state->soln, x, y,
+                              TRUE, NULL, NULL) > 4-c) {
+                state->errors[y*W+x] |= ERR_VERTEX;
+                err = TRUE;
+            }
+        }
 
-           if (x > 0 && y > 0 && state->soln[(y-1)*w+(x-1)] == -1) v++;
-           if (x > 0 && y < h && state->soln[y*w+(x-1)] == +1) v++;
-           if (x < w && y > 0 && state->soln[(y-1)*w+x] == +1) v++;
-           if (x < w && y < h && state->soln[y*w+x] == -1) v++;
+    /*
+     * Now our actual victory condition is that (a) none of the
+     * above code marked anything as erroneous, and (b) every
+     * square has an edge in it.
+     */
+
+    if (err)
+        return FALSE;
 
-           if (c != v)
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++)
+           if (state->soln[y*w+x] == 0)
                return FALSE;
-       }
 
     return TRUE;
 }
 
-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)
 {
     int w = state->p.w, h = state->p.h;
     signed char *soln;
@@ -731,7 +1482,7 @@ static char *solve_game(game_state *state, game_state *currstate,
        struct solver_scratch *sc = new_scratch(w, h);
        soln = snewn(w*h, signed char);
        bs = -1;
-       ret = slant_solve(w, h, state->clues->clues, soln, sc);
+       ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
        free_scratch(sc);
        if (ret != 1) {
            sfree(soln);
@@ -773,7 +1524,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return move;
 }
 
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+    return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
 {
     int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
     int x, y, len;
@@ -815,26 +1571,33 @@ static char *game_text_format(game_state *state)
     return ret;
 }
 
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+    int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
 {
-    return NULL;
+    game_ui *ui = snew(game_ui);
+    ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+    return ui;
 }
 
 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)
 {
 }
 
@@ -851,44 +1614,94 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
 /*
  * Bit fields in the `grid' and `todraw' elements of the drawstate.
  */
-#define BACKSLASH 0x0001
-#define FORWSLASH 0x0002
-#define L_T       0x0004
-#define L_B       0x0008
-#define T_L       0x0010
-#define T_R       0x0020
-#define R_T       0x0040
-#define R_B       0x0080
-#define B_L       0x0100
-#define B_R       0x0200
-#define C_TL      0x0400
-#define C_TR      0x0800
-#define C_BL      0x1000
-#define C_BR      0x2000
-#define FLASH     0x4000
+#define BACKSLASH 0x00000001L
+#define FORWSLASH 0x00000002L
+#define L_T       0x00000004L
+#define ERR_L_T   0x00000008L
+#define L_B       0x00000010L
+#define ERR_L_B   0x00000020L
+#define T_L       0x00000040L
+#define ERR_T_L   0x00000080L
+#define T_R       0x00000100L
+#define ERR_T_R   0x00000200L
+#define C_TL      0x00000400L
+#define ERR_C_TL  0x00000800L
+#define FLASH     0x00001000L
+#define ERRSLASH  0x00002000L
+#define ERR_TL    0x00004000L
+#define ERR_TR    0x00008000L
+#define ERR_BL    0x00010000L
+#define ERR_BR    0x00020000L
+#define CURSOR    0x00040000L
 
 struct game_drawstate {
     int tilesize;
     int started;
-    int *grid;
-    int *todraw;
+    long *grid;
+    long *todraw;
 };
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
-                           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 w = state->p.w, h = state->p.h;
+    int v;
+    char buf[80];
+    enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;
 
     if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
-        int v;
-        char buf[80];
+       /*
+        * This is an utterly awful hack which I should really sort out
+        * by means of a proper configuration mechanism. One Slant
+        * player has observed that they prefer the mouse buttons to
+        * function exactly the opposite way round, so here's a
+        * mechanism for environment-based configuration. I cache the
+        * result in a global variable - yuck! - to avoid repeated
+        * lookups.
+        */
+       {
+           static int swap_buttons = -1;
+           if (swap_buttons < 0) {
+               char *env = getenv("SLANT_SWAP_BUTTONS");
+               swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
+           }
+           if (swap_buttons) {
+               if (button == LEFT_BUTTON)
+                   button = RIGHT_BUTTON;
+               else
+                   button = LEFT_BUTTON;
+           }
+       }
+        action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;
 
         x = FROMCOORD(x);
         y = FROMCOORD(y);
         if (x < 0 || y < 0 || x >= w || y >= h)
             return NULL;
+        ui->cur_visible = 0;
+    } else if (IS_CURSOR_SELECT(button)) {
+        if (!ui->cur_visible) {
+            ui->cur_visible = 1;
+            return "";
+        }
+        x = ui->cur_x;
+        y = ui->cur_y;
+
+        action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
+    } else if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+        ui->cur_visible = 1;
+        return "";
+    } else if (button == '\\' || button == '\b' || button == '/') {
+       int x = ui->cur_x, y = ui->cur_y;
+       if (button == ("\\" "\b" "/")[state->soln[y*w + x] + 1]) return NULL;
+       sprintf(buf, "%c%d,%d", button == '\b' ? 'C' : button, x, y);
+       return dupstr(buf);
+    }
 
-        if (button == LEFT_BUTTON) {
+    if (action != NONE) {
+        if (action == CLOCKWISE) {
             /*
              * Left-clicking cycles blank -> \ -> / -> blank.
              */
@@ -911,7 +1724,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     return NULL;
 }
 
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
 {
     int w = state->p.w, h = state->p.h;
     char c;
@@ -944,8 +1757,12 @@ static game_state *execute_move(game_state *state, char *move)
         }
     }
 
-    if (!ret->completed)
-       ret->completed = check_completion(ret);
+    /*
+     * We never clear the `completed' flag, but we must always
+     * re-run the completion check because it also highlights
+     * errors in the grid.
+     */
+    ret->completed = check_completion(ret) || ret->completed;
 
     return ret;
 }
@@ -954,27 +1771,29 @@ static game_state *execute_move(game_state *state, char *move)
  * 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)
 {
     /* fool the macros */
-    struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
+    struct dummy { int tilesize; } dummy, *ds = &dummy;
+    dummy.tilesize = tilesize;
 
     *x = 2 * BORDER + params->w * TILESIZE + 1;
     *y = 2 * BORDER + params->h * TILESIZE + 1;
 }
 
-static void game_set_size(game_drawstate *ds, game_params *params,
-                         int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                          const game_params *params, int tilesize)
 {
     ds->tilesize = tilesize;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
-    frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+    /* CURSOR colour is a background highlight. */
+    game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, COL_FILLEDSQUARE);
 
     ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
     ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
@@ -992,11 +1811,15 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_SLANT2 * 3 + 1] = 0.0F;
     ret[COL_SLANT2 * 3 + 2] = 0.0F;
 
+    ret[COL_ERROR * 3 + 0] = 1.0F;
+    ret[COL_ERROR * 3 + 1] = 0.0F;
+    ret[COL_ERROR * 3 + 2] = 0.0F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     int w = state->p.w, h = state->p.h;
     int i;
@@ -1004,120 +1827,135 @@ static game_drawstate *game_new_drawstate(game_state *state)
 
     ds->tilesize = 0;
     ds->started = FALSE;
-    ds->grid = snewn(w*h, int);
-    ds->todraw = snewn(w*h, int);
-    for (i = 0; i < w*h; i++)
+    ds->grid = snewn((w+2)*(h+2), long);
+    ds->todraw = snewn((w+2)*(h+2), long);
+    for (i = 0; i < (w+2)*(h+2); i++)
        ds->grid[i] = ds->todraw[i] = -1;
 
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->todraw);
     sfree(ds->grid);
     sfree(ds);
 }
 
-static void draw_clue(frontend *fe, game_drawstate *ds,
-                     int x, int y, int v)
+static void draw_clue(drawing *dr, game_drawstate *ds,
+                     int x, int y, long v, long err, int bg, int colour)
 {
     char p[2];
-    int col = ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
+    int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
+    int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;
 
     if (v < 0)
        return;
 
-    p[0] = v + '0';
+    p[0] = (char)v + '0';
     p[1] = '\0';
-    draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS, COL_BACKGROUND, col);
-    draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE,
-             CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE,
-             COL_INK, p);
+    draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
+               bg >= 0 ? bg : COL_BACKGROUND, ccol);
+    draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
+             CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
 }
 
-static void draw_tile(frontend *fe, game_drawstate *ds, game_clues *clues,
-                     int x, int y, int v)
+static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
+                     int x, int y, long v)
 {
-    int w = clues->w /*, h = clues->h*/, W = w+1 /*, H = h+1 */;
-    int xx, yy;
+    int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
     int chesscolour = (x ^ y) & 1;
     int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
     int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
 
-    clip(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+    clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
 
-    draw_rect(fe, COORD(x), COORD(y), TILESIZE, TILESIZE,
-             (v & FLASH) ? COL_GRID : COL_BACKGROUND);
+    draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
+             (v & FLASH) ? COL_GRID :
+              (v & CURSOR) ? COL_CURSOR :
+             (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+             COL_BACKGROUND);
 
     /*
      * Draw the grid lines.
      */
-    draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y), COL_GRID);
-    draw_line(fe, COORD(x), COORD(y+1), COORD(x+1), COORD(y+1), COL_GRID);
-    draw_line(fe, COORD(x), COORD(y), COORD(x), COORD(y+1), COL_GRID);
-    draw_line(fe, COORD(x+1), COORD(y), COORD(x+1), COORD(y+1), COL_GRID);
+    if (x >= 0 && x < w && y >= 0)
+        draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
+    if (x >= 0 && x < w && y < h)
+        draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
+    if (y >= 0 && y < h && x >= 0)
+        draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
+    if (y >= 0 && y < h && x < w)
+        draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
+    if (x == -1 && y == -1)
+        draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
+    if (x == -1 && y == h)
+        draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
+    if (x == w && y == -1)
+        draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
+    if (x == w && y == h)
+        draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
 
     /*
      * Draw the slash.
      */
     if (v & BACKSLASH) {
-       draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), bscol);
-       draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
-                 bscol);
-       draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
-                 bscol);
+        int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
+       draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
+       draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
+                 scol);
+       draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
+                 scol);
     } else if (v & FORWSLASH) {
-       draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), fscol);
-       draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
-                 fscol);
-       draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
-                 fscol);
+        int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
+       draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
+       draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
+                 scol);
+       draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
+                 scol);
     }
 
     /*
      * Draw dots on the grid corners that appear if a slash is in a
      * neighbouring cell.
      */
-    if (v & L_T)
-       draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, bscol);
-    if (v & L_B)
-       draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, fscol);
-    if (v & R_T)
-       draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, fscol);
-    if (v & R_B)
-       draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, bscol);
-    if (v & T_L)
-       draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, bscol);
-    if (v & T_R)
-       draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, fscol);
-    if (v & B_L)
-       draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, fscol);
-    if (v & B_R)
-       draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, bscol);
-    if (v & C_TL)
-       draw_rect(fe, COORD(x), COORD(y), 1, 1, bscol);
-    if (v & C_TR)
-       draw_rect(fe, COORD(x+1), COORD(y), 1, 1, fscol);
-    if (v & C_BL)
-       draw_rect(fe, COORD(x), COORD(y+1), 1, 1, fscol);
-    if (v & C_BR)
-       draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, bscol);
+    if (v & (L_T | BACKSLASH))
+       draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
+                  (v & ERR_L_T ? COL_ERROR : bscol));
+    if (v & (L_B | FORWSLASH))
+       draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
+                  (v & ERR_L_B ? COL_ERROR : fscol));
+    if (v & (T_L | BACKSLASH))
+       draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
+                  (v & ERR_T_L ? COL_ERROR : bscol));
+    if (v & (T_R | FORWSLASH))
+       draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
+                  (v & ERR_T_R ? COL_ERROR : fscol));
+    if (v & (C_TL | BACKSLASH))
+       draw_rect(dr, COORD(x), COORD(y), 1, 1,
+                  (v & ERR_C_TL ? COL_ERROR : bscol));
 
     /*
      * And finally the clues at the corners.
      */
-    for (xx = x; xx <= x+1; xx++)
-       for (yy = y; yy <= y+1; yy++)
-           draw_clue(fe, ds, xx, yy, clues->clues[yy*W+xx]);
-
-    unclip(fe);
-    draw_update(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+    if (x >= 0 && y >= 0)
+        draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
+    if (x < w && y >= 0)
+        draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
+    if (x >= 0 && y < h)
+        draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
+    if (x < w && y < h)
+        draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
+                 -1, -1);
+
+    unclip(dr);
+    draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                       game_state *state, int dir, game_ui *ui,
-                       float animtime, float flashtime)
+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 w = state->p.w, h = state->p.h, W = w+1, H = h+1;
     int x, y;
@@ -1131,22 +1969,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     if (!ds->started) {
        int ww, wh;
        game_compute_size(&state->p, TILESIZE, &ww, &wh);
-       draw_rect(fe, 0, 0, ww, wh, COL_BACKGROUND);
-       draw_update(fe, 0, 0, ww, wh);
-
-       /*
-        * Draw any clues on the very edges (since normal tile
-        * redraw won't draw the bits outside the grid boundary).
-        */
-       for (y = 0; y < H; y++) {
-           draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]);
-           draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]);
-       }
-       for (x = 0; x < W; x++) {
-           draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]);
-           draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]);
-       }
-
+       draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
+       draw_update(dr, 0, 0, ww, wh);
        ds->started = TRUE;
     }
 
@@ -1155,65 +1979,77 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
      * We need to do this because a slash in one square affects the
      * drawing of the next one along.
      */
-    for (y = 0; y < h; y++)
-       for (x = 0; x < w; x++)
-           ds->todraw[y*w+x] = flashing ? FLASH : 0;
+    for (y = -1; y <= h; y++)
+       for (x = -1; x <= w; x++) {
+            if (x >= 0 && x < w && y >= 0 && y < h)
+                ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
+            else
+                ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
+        }
 
     for (y = 0; y < h; y++) {
        for (x = 0; x < w; x++) {
+            int err = state->errors[y*W+x] & ERR_SQUARE;
+
            if (state->soln[y*w+x] < 0) {
-               ds->todraw[y*w+x] |= BACKSLASH;
-               if (x > 0)
-                   ds->todraw[y*w+(x-1)] |= R_T | C_TR;
-               if (x+1 < w)
-                   ds->todraw[y*w+(x+1)] |= L_B | C_BL;
-               if (y > 0)
-                   ds->todraw[(y-1)*w+x] |= B_L | C_BL;
-               if (y+1 < h)
-                   ds->todraw[(y+1)*w+x] |= T_R | C_TR;
-               if (x > 0 && y > 0)
-                   ds->todraw[(y-1)*w+(x-1)] |= C_BR;
-               if (x+1 < w && y+1 < h)
-                   ds->todraw[(y+1)*w+(x+1)] |= C_TL;
+               ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
+                ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
+                ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
+                ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
+                if (err) {
+                    ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | 
+                       ERR_T_L | ERR_L_T | ERR_C_TL;
+                    ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
+                    ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
+                    ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
+                }
            } else if (state->soln[y*w+x] > 0) {
-               ds->todraw[y*w+x] |= FORWSLASH;
-               if (x > 0)
-                   ds->todraw[y*w+(x-1)] |= R_B | C_BR;
-               if (x+1 < w)
-                   ds->todraw[y*w+(x+1)] |= L_T | C_TL;
-               if (y > 0)
-                   ds->todraw[(y-1)*w+x] |= B_R | C_BR;
-               if (y+1 < h)
-                   ds->todraw[(y+1)*w+x] |= T_L | C_TL;
-               if (x > 0 && y+1 < h)
-                   ds->todraw[(y+1)*w+(x-1)] |= C_TR;
-               if (x+1 < w && y > 0)
-                   ds->todraw[(y-1)*w+(x+1)] |= C_BL;
+               ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
+                ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
+                ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
+                if (err) {
+                    ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
+                       ERR_L_B | ERR_T_R;
+                    ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
+                    ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
+                }
            }
+            if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+                ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
        }
     }
 
+    for (y = 0; y < H; y++)
+        for (x = 0; x < W; x++)
+            if (state->errors[y*W+x] & ERR_VERTEX) {
+                ds->todraw[y*(w+2)+x] |= ERR_BR;
+                ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
+                ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
+                ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
+            }
+
     /*
      * Now go through and draw the grid squares.
      */
-    for (y = 0; y < h; y++) {
-       for (x = 0; x < w; x++) {
-           if (ds->todraw[y*w+x] != ds->grid[y*w+x]) {
-               draw_tile(fe, ds, state->clues, x, y, ds->todraw[y*w+x]);
-               ds->grid[y*w+x] = ds->todraw[y*w+x];
+    for (y = -1; y <= h; y++) {
+       for (x = -1; x <= w; x++) {
+           if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
+               draw_tile(dr, ds, state->clues, x, y,
+                          ds->todraw[(y+1)*(w+2)+(x+1)]);
+               ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
            }
        }
     }
 }
 
-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->used_solve && !newstate->used_solve)
@@ -1222,24 +2058,95 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
 {
-    return FALSE;
+    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(const game_params *params, float *x, float *y)
+{
+    int pw, ph;
+
+    /*
+     * I'll use 6mm squares by default.
+     */
+    game_compute_size(params, 600, &pw, &ph);
+    *x = pw / 100.0F;
+    *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+    int w = state->p.w, h = state->p.h, W = w+1;
+    int ink = print_mono_colour(dr, 0);
+    int paper = print_mono_colour(dr, 1);
+    int x, y;
+
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    game_set_size(dr, ds, NULL, tilesize);
+
+    /*
+     * Border.
+     */
+    print_line_width(dr, TILESIZE / 16);
+    draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);
+
+    /*
+     * Grid.
+     */
+    print_line_width(dr, TILESIZE / 24);
+    for (x = 1; x < w; x++)
+       draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+    for (y = 1; y < h; y++)
+       draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+    /*
+     * Solution.
+     */
+    print_line_width(dr, TILESIZE / 12);
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++)
+           if (state->soln[y*w+x]) {
+               int ly, ry;
+               /*
+                * To prevent nasty line-ending artefacts at
+                * corners, I'll do something slightly cunning
+                * here.
+                */
+               clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
+               if (state->soln[y*w+x] < 0)
+                   ly = y-1, ry = y+2;
+               else
+                   ry = y-1, ly = y+2;
+               draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
+                         ink);
+               unclip(dr);
+           }
+
+    /*
+     * Clues.
+     */
+    print_line_width(dr, TILESIZE / 24);
+    for (y = 0; y <= h; y++)
+       for (x = 0; x <= w; x++)
+           draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
+                     FALSE, paper, ink);
+}
+
 #ifdef COMBINED
 #define thegame slant
 #endif
 
 const struct game thegame = {
-    "Slant", "games.slant",
+    "Slant", "games.slant", "slant",
     default_params,
-    game_fetch_preset,
+    game_fetch_preset, NULL,
     decode_params,
     encode_params,
     free_params,
@@ -1252,7 +2159,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    TRUE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1267,7 +2174,101 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    game_status,
+    TRUE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
+
+#ifdef STANDALONE_SOLVER
+
+#include <stdarg.h>
+
+int main(int argc, char **argv)
+{
+    game_params *p;
+    game_state *s;
+    char *id = NULL, *desc, *err;
+    int grade = FALSE;
+    int ret, diff, really_verbose = FALSE;
+    struct solver_scratch *sc;
+
+    while (--argc > 0) {
+        char *p = *++argv;
+        if (!strcmp(p, "-v")) {
+            really_verbose = TRUE;
+        } else if (!strcmp(p, "-g")) {
+            grade = TRUE;
+        } else if (*p == '-') {
+            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+            return 1;
+        } else {
+            id = p;
+        }
+    }
+
+    if (!id) {
+        fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+        return 1;
+    }
+
+    desc = strchr(id, ':');
+    if (!desc) {
+        fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+        return 1;
+    }
+    *desc++ = '\0';
+
+    p = default_params();
+    decode_params(p, id);
+    err = validate_desc(p, desc);
+    if (err) {
+        fprintf(stderr, "%s: %s\n", argv[0], err);
+        return 1;
+    }
+    s = new_game(NULL, p, desc);
+
+    sc = new_scratch(p->w, p->h);
+
+    /*
+     * When solving an Easy puzzle, we don't want to bother the
+     * user with Hard-level deductions. For this reason, we grade
+     * the puzzle internally before doing anything else.
+     */
+    ret = -1;                         /* placate optimiser */
+    for (diff = 0; diff < DIFFCOUNT; diff++) {
+       ret = slant_solve(p->w, p->h, s->clues->clues,
+                         s->soln, sc, diff);
+       if (ret < 2)
+           break;
+    }
+
+    if (diff == DIFFCOUNT) {
+       if (grade)
+           printf("Difficulty rating: harder than Hard, or ambiguous\n");
+       else
+           printf("Unable to find a unique solution\n");
+    } else {
+       if (grade) {
+           if (ret == 0)
+               printf("Difficulty rating: impossible (no solution exists)\n");
+           else if (ret == 1)
+               printf("Difficulty rating: %s\n", slant_diffnames[diff]);
+       } else {
+           verbose = really_verbose;
+           ret = slant_solve(p->w, p->h, s->clues->clues,
+                             s->soln, sc, diff);
+           if (ret == 0)
+               printf("Puzzle is inconsistent\n");
+           else
+               fputs(game_text_format(s), stdout);
+       }
+    }
+
+    return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */