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path: root/apps/plugins/test_touchscreen.c
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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2008 Rob Purchase
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/
#include "plugin.h"

PLUGIN_HEADER

#if (CONFIG_KEYPAD == COWOND2_PAD)
#define TOUCHSCREEN_QUIT   BUTTON_POWER
#define TOUCHSCREEN_TOGGLE BUTTON_MENU
#elif (CONFIG_KEYPAD == MROBE500_PAD)
#define TOUCHSCREEN_QUIT   BUTTON_POWER
#define TOUCHSCREEN_TOGGLE BUTTON_RC_MODE
#endif

static const struct plugin_api* rb;

/* plugin entry point */
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
    int button = 0;
    enum touchscreen_mode mode = TOUCHSCREEN_BUTTON;

    /* standard stuff */
    (void)parameter;
    rb = api;
    
    rb->touchscreen_set_mode(mode);

    /* wait until user closes plugin */
    do
    {
        short x = 0;
        short y = 0;
        bool draw_rect = false;
        
        button = rb->button_get(true);

        if (button & BUTTON_TOPLEFT)
        {
            draw_rect = true;
            x = 0; y = 0;
        }
        else if (button & BUTTON_TOPMIDDLE)
        {
            draw_rect = true;
            x = LCD_WIDTH/3; y = 0;
        }
        else if (button & BUTTON_TOPRIGHT)
        {
            draw_rect = true;
            x = 2*(LCD_WIDTH/3); y = 0;
        }
        else if (button & BUTTON_MIDLEFT)
        {
            draw_rect = true;
            x = 0; y = LCD_HEIGHT/3;
        }
        else if (button & BUTTON_CENTER)
        {
            draw_rect = true;
            x = LCD_WIDTH/3; y = LCD_HEIGHT/3;
        }
        else if (button & BUTTON_MIDRIGHT)
        {
            draw_rect = true;
            x = 2*(LCD_WIDTH/3); y = LCD_HEIGHT/3;
        }
        else if (button & BUTTON_BOTTOMLEFT)
        {
            draw_rect = true;
            x = 0; y = 2*(LCD_HEIGHT/3);
        }
        else if (button & BUTTON_BOTTOMMIDDLE)
        {
            draw_rect = true;
            x = LCD_WIDTH/3; y = 2*(LCD_HEIGHT/3);
        }
        else if (button & BUTTON_BOTTOMRIGHT)
        {
            draw_rect = true;
            x = 2*(LCD_WIDTH/3); y = 2*(LCD_HEIGHT/3);
        }

        if (button & TOUCHSCREEN_TOGGLE && (button & BUTTON_REL))
        {
            mode = (mode == TOUCHSCREEN_POINT) ? TOUCHSCREEN_BUTTON : TOUCHSCREEN_POINT;
            rb->touchscreen_set_mode(mode);
        }
        
        if (button & BUTTON_REL) draw_rect = false;

        rb->lcd_clear_display();

        if (draw_rect)
        {
            rb->lcd_set_foreground(LCD_RGBPACK(0xc0, 0, 0));
            rb->lcd_fillrect(x, y, LCD_WIDTH/3, LCD_HEIGHT/3);
        }

        if (draw_rect || button & BUTTON_TOUCHSCREEN)
        {
            intptr_t button_data = rb->button_get_data();
            x = button_data >> 16;
            y = button_data & 0xffff;

            rb->lcd_set_foreground(LCD_RGBPACK(0, 0, 0xc0));
            rb->lcd_fillrect(x-7, y-7, 14, 14);
            
            /* in stylus mode, show REL position in black */
            if (mode == TOUCHSCREEN_POINT && (button & BUTTON_REL))
                rb->lcd_set_foreground(LCD_BLACK);
            else
                rb->lcd_set_foreground(LCD_WHITE);

            rb->lcd_hline(x-5, x+5, y);
            rb->lcd_vline(x, y-5, y+5);
        }
        rb->lcd_update();

    } while (button != TOUCHSCREEN_QUIT);

    return PLUGIN_OK;
}
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/*
 * loopy.c:
 *
 * An implementation of the Nikoli game 'Loop the loop'.
 * (c) Mike Pinna, 2005, 2006
 * Substantially rewritten to allowing for more general types of grid.
 * (c) Lambros Lambrou 2008
 *
 * vim: set shiftwidth=4 :set textwidth=80:
 */

/*
 * Possible future solver enhancements:
 * 
 *  - There's an interesting deductive technique which makes use
 *    of topology rather than just graph theory. Each _face_ in
 *    the grid is either inside or outside the loop; you can tell
 *    that two faces are on the same side of the loop if they're
 *    separated by a LINE_NO (or, more generally, by a path
 *    crossing no LINE_UNKNOWNs and an even number of LINE_YESes),
 *    and on the opposite side of the loop if they're separated by
 *    a LINE_YES (or an odd number of LINE_YESes and no
 *    LINE_UNKNOWNs). Oh, and any face separated from the outside
 *    of the grid by a LINE_YES or a LINE_NO is on the inside or
 *    outside respectively. So if you can track this for all
 *    faces, you figure out the state of the line between a pair
 *    once their relative insideness is known.
 *     + The way I envisage this working is simply to keep an edsf
 * 	 of all _faces_, which indicates whether they're on
 * 	 opposite sides of the loop from one another. We also
 * 	 include a special entry in the edsf for the infinite
 * 	 exterior "face".
 *     + So, the simple way to do this is to just go through the
 * 	 edges: every time we see an edge in a state other than
 * 	 LINE_UNKNOWN which separates two faces that aren't in the
 * 	 same edsf class, we can rectify that by merging the
 * 	 classes. Then, conversely, an edge in LINE_UNKNOWN state
 * 	 which separates two faces that _are_ in the same edsf
 * 	 class can immediately have its state determined.
 *     + But you can go one better, if you're prepared to loop
 * 	 over all _pairs_ of edges. Suppose we have edges A and B,
 * 	 which respectively separate faces A1,A2 and B1,B2.
 * 	 Suppose that A,B are in the same edge-edsf class and that
 * 	 A1,B1 (wlog) are in the same face-edsf class; then we can
 * 	 immediately place A2,B2 into the same face-edsf class (as
 * 	 each other, not as A1 and A2) one way round or the other.
 * 	 And conversely again, if A1,B1 are in the same face-edsf
 * 	 class and so are A2,B2, then we can put A,B into the same
 * 	 face-edsf class.
 * 	  * Of course, this deduction requires a quadratic-time
 * 	    loop over all pairs of edges in the grid, so it should
 * 	    be reserved until there's nothing easier left to be
 * 	    done.
 * 
 *  - The generalised grid support has made me (SGT) notice a
 *    possible extension to the loop-avoidance code. When you have
 *    a path of connected edges such that no other edges at all
 *    are incident on any vertex in the middle of the path - or,
 *    alternatively, such that any such edges are already known to
 *    be LINE_NO - then you know those edges are either all
 *    LINE_YES or all LINE_NO. Hence you can mentally merge the
 *    entire path into a single long curly edge for the purposes
 *    of loop avoidance, and look directly at whether or not the
 *    extreme endpoints of the path are connected by some other
 *    route. I find this coming up fairly often when I play on the
 *    octagonal grid setting, so it might be worth implementing in
 *    the solver.
 *
 *  - (Just a speed optimisation.)  Consider some todo list queue where every
 *    time we modify something we mark it for consideration by other bits of
 *    the solver, to save iteration over things that have already been done.
 */

#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>

#include "puzzles.h"
#include "tree234.h"
#include "grid.h"
#include "loopgen.h"

/* Debugging options */

/*
#define DEBUG_CACHES
#define SHOW_WORKING
#define DEBUG_DLINES
*/

/* ----------------------------------------------------------------------
 * Struct, enum and function declarations
 */

enum {
    COL_BACKGROUND,
    COL_FOREGROUND,
    COL_LINEUNKNOWN,
    COL_HIGHLIGHT,
    COL_MISTAKE,
    COL_SATISFIED,
    COL_FAINT,
    NCOLOURS
};

struct game_state {
    grid *game_grid; /* ref-counted (internally) */

    /* Put -1 in a face that doesn't get a clue */
    signed char *clues;

    /* Array of line states, to store whether each line is
     * YES, NO or UNKNOWN */
    char *lines;

    unsigned char *line_errors;
    int exactly_one_loop;

    int solved;
    int cheated;

    /* Used in game_text_format(), so that it knows what type of
     * grid it's trying to render as ASCII text. */
    int grid_type;
};

enum solver_status {
    SOLVER_SOLVED,    /* This is the only solution the solver could find */
    SOLVER_MISTAKE,   /* This is definitely not a solution */
    SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
    SOLVER_INCOMPLETE /* This may be a partial solution */
};

/* ------ Solver state ------ */
typedef struct solver_state {
    game_state *state;
    enum solver_status solver_status;
    /* NB looplen is the number of dots that are joined together at a point, ie a
     * looplen of 1 means there are no lines to a particular dot */
    int *looplen;

    /* Difficulty level of solver.  Used by solver functions that want to
     * vary their behaviour depending on the requested difficulty level. */
    int diff;

    /* caches */
    char *dot_yes_count;
    char *dot_no_count;
    char *face_yes_count;
    char *face_no_count;
    char *dot_solved, *face_solved;
    int *dotdsf;

    /* Information for Normal level deductions:
     * For each dline, store a bitmask for whether we know:
     * (bit 0) at least one is YES
     * (bit 1) at most one is YES */
    char *dlines;

    /* Hard level information */
    int *linedsf;
} solver_state;

/*
 * 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(NORMAL,Normal,n) \
    A(TRICKY,Tricky,t) \
    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) DIFF_MAX };
static char const *const diffnames[] = { DIFFLIST(TITLE) };
static char const diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)

/*
 * Solver routines, sorted roughly in order of computational cost.
 * The solver will run the faster deductions first, and slower deductions are
 * only invoked when the faster deductions are unable to make progress.
 * Each function is associated with a difficulty level, so that the generated
 * puzzles are solvable by applying only the functions with the chosen
 * difficulty level or lower.
 */
#define SOLVERLIST(A) \
    A(trivial_deductions, DIFF_EASY) \
    A(dline_deductions, DIFF_NORMAL) \
    A(linedsf_deductions, DIFF_HARD) \
    A(loop_deductions, DIFF_EASY)
#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
#define SOLVER_FN(fn,diff) &fn,
#define SOLVER_DIFF(fn,diff) diff,
SOLVERLIST(SOLVER_FN_DECL)
static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);

struct game_params {
    int w, h;
    int diff;
    int type;
};

/* line_drawstate is the same as line_state, but with the extra ERROR
 * possibility.  The drawing code copies line_state to line_drawstate,
 * except in the case that the line is an error. */
enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN,
                      DS_LINE_NO, DS_LINE_ERROR };

#define OPP(line_state) \
    (2 - line_state)


struct game_drawstate {
    int started;
    int tilesize;
    int flashing;
    int *textx, *texty;
    char *lines;
    char *clue_error;
    char *clue_satisfied;
};

static const char *validate_desc(const game_params *params, const char *desc);
static int dot_order(const game_state* state, int i, char line_type);
static int face_order(const game_state* state, int i, char line_type);
static solver_state *solve_game_rec(const solver_state *sstate);

#ifdef DEBUG_CACHES
static void check_caches(const solver_state* sstate);
#else
#define check_caches(s)
#endif

/*
 * Grid type config options available in Loopy.
 *
 * Annoyingly, we have to use an enum here which doesn't match up
 * exactly to the grid-type enum in grid.h. Values in params->types
 * are given by names such as LOOPY_GRID_SQUARE, which shouldn't be
 * confused with GRID_SQUARE which is the value you pass to grid_new()
 * and friends. So beware!
 *
 * (This is partly for historical reasons - Loopy's version of the
 * enum is encoded in game parameter strings, so we keep it for
 * backwards compatibility. But also, we need to store additional data
 * here alongside each enum value, such as names for the presets menu,
 * which isn't stored in grid.h; so we have to have our own list macro
 * here anyway, and C doesn't make it easy to enforce that that lines
 * up exactly with grid.h.)
 *
 * Do not add values to this list _except_ at the end, or old game ids
 * will stop working!
 */
#define GRIDLIST(A)                                             \
    A("Squares",SQUARE,3,3)                                     \
    A("Triangular",TRIANGULAR,3,3)                              \
    A("Honeycomb",HONEYCOMB,3,3)                                \
    A("Snub-Square",SNUBSQUARE,3,3)                             \
    A("Cairo",CAIRO,3,4)                                        \
    A("Great-Hexagonal",GREATHEXAGONAL,3,3)                     \
    A("Octagonal",OCTAGONAL,3,3)                                \
    A("Kites",KITE,3,3)                                         \
    A("Floret",FLORET,1,2)                                      \
    A("Dodecagonal",DODECAGONAL,2,2)                            \
    A("Great-Dodecagonal",GREATDODECAGONAL,2,2)                 \
    A("Penrose (kite/dart)",PENROSE_P2,3,3)                     \
    A("Penrose (rhombs)",PENROSE_P3,3,3)                        \
    A("Great-Great-Dodecagonal",GREATGREATDODECAGONAL,2,2)      \
    A("Kagome",KAGOME,3,3)                                      \
    /* end of list */

#define GRID_NAME(title,type,amin,omin) title,
#define GRID_CONFIG(title,type,amin,omin) ":" title
#define GRID_LOOPYTYPE(title,type,amin,omin) LOOPY_GRID_ ## type,
#define GRID_GRIDTYPE(title,type,amin,omin) GRID_ ## type,
#define GRID_SIZES(title,type,amin,omin) \
    {amin, omin, \
     "Width and height for this grid type must both be at least " #amin, \
     "At least one of width and height for this grid type must be at least " #omin,},
enum { GRIDLIST(GRID_LOOPYTYPE) LOOPY_GRID_DUMMY_TERMINATOR };
static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
static grid_type grid_types[] = { GRIDLIST(GRID_GRIDTYPE) };
#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
static const struct {
    int amin, omin;
    const char *aerr, *oerr;
} grid_size_limits[] = { GRIDLIST(GRID_SIZES) };

/* Generates a (dynamically allocated) new grid, according to the
 * type and size requested in params.  Does nothing if the grid is already
 * generated. */
static grid *loopy_generate_grid(const game_params *params,
                                 const char *grid_desc)
{
    return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
}

/* ----------------------------------------------------------------------
 * Preprocessor magic
 */

/* General constants */
#define PREFERRED_TILE_SIZE 32
#define BORDER(tilesize) ((tilesize) / 2)
#define FLASH_TIME 0.5F

#define BIT_SET(field, bit) ((field) & (1<<(bit)))

#define SET_BIT(field, bit)  (BIT_SET(field, bit) ? FALSE : \
                              ((field) |= (1<<(bit)), TRUE))

#define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
                               ((field) &= ~(1<<(bit)), TRUE) : FALSE)

#define CLUE2CHAR(c) \
    ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')

/* ----------------------------------------------------------------------
 * General struct manipulation and other straightforward code
 */

static game_state *dup_game(const game_state *state)
{
    game_state *ret = snew(game_state);

    ret->game_grid = state->game_grid;
    ret->game_grid->refcount++;

    ret->solved = state->solved;
    ret->cheated = state->cheated;

    ret->clues = snewn(state->game_grid->num_faces, signed char);
    memcpy(ret->clues, state->clues, state->game_grid->num_faces);

    ret->lines = snewn(state->game_grid->num_edges, char);
    memcpy(ret->lines, state->lines, state->game_grid->num_edges);

    ret->line_errors = snewn(state->game_grid->num_edges, unsigned char);
    memcpy(ret->line_errors, state->line_errors, state->game_grid->num_edges);
    ret->exactly_one_loop = state->exactly_one_loop;

    ret->grid_type = state->grid_type;
    return ret;
}

static void free_game(game_state *state)
{
    if (state) {
        grid_free(state->game_grid);
        sfree(state->clues);
        sfree(state->lines);
        sfree(state->line_errors);
        sfree(state);
    }
}

static solver_state *new_solver_state(const game_state *state, int diff) {
    int i;
    int num_dots = state->game_grid->num_dots;
    int num_faces = state->game_grid->num_faces;
    int num_edges = state->game_grid->num_edges;
    solver_state *ret = snew(solver_state);

    ret->state = dup_game(state);

    ret->solver_status = SOLVER_INCOMPLETE;
    ret->diff = diff;

    ret->dotdsf = snew_dsf(num_dots);
    ret->looplen = snewn(num_dots, int);

    for (i = 0; i < num_dots; i++) {
        ret->looplen[i] = 1;
    }

    ret->dot_solved = snewn(num_dots, char);
    ret->face_solved = snewn(num_faces, char);
    memset(ret->dot_solved, FALSE, num_dots);
    memset(ret->face_solved, FALSE, num_faces);

    ret->dot_yes_count = snewn(num_dots, char);
    memset(ret->dot_yes_count, 0, num_dots);
    ret->dot_no_count = snewn(num_dots, char);
    memset(ret->dot_no_count, 0, num_dots);
    ret->face_yes_count = snewn(num_faces, char);
    memset(ret->face_yes_count, 0, num_faces);
    ret->face_no_count = snewn(num_faces, char);
    memset(ret->face_no_count, 0, num_faces);

    if (diff < DIFF_NORMAL) {
        ret->dlines = NULL;
    } else {
        ret->dlines = snewn(2*num_edges, char);
        memset(ret->dlines, 0, 2*num_edges);
    }

    if (diff < DIFF_HARD) {
        ret->linedsf = NULL;
    } else {
        ret->linedsf = snew_dsf(state->game_grid->num_edges);
    }

    return ret;
}

static void free_solver_state(solver_state *sstate) {
    if (sstate) {
        free_game(sstate->state);
        sfree(sstate->dotdsf);
        sfree(sstate->looplen);
        sfree(sstate->dot_solved);
        sfree(sstate->face_solved);
        sfree(sstate->dot_yes_count);
        sfree(sstate->dot_no_count);
        sfree(sstate->face_yes_count);
        sfree(sstate->face_no_count);

        /* OK, because sfree(NULL) is a no-op */
        sfree(sstate->dlines);
        sfree(sstate->linedsf);

        sfree(sstate);
    }
}

static solver_state *dup_solver_state(const solver_state *sstate) {
    game_state *state = sstate->state;
    int num_dots = state->game_grid->num_dots;
    int num_faces = state->game_grid->num_faces;
    int num_edges = state->game_grid->num_edges;
    solver_state *ret = snew(solver_state);

    ret->state = state = dup_game(sstate->state);

    ret->solver_status = sstate->solver_status;
    ret->diff = sstate->diff;

    ret->dotdsf = snewn(num_dots, int);
    ret->looplen = snewn(num_dots, int);
    memcpy(ret->dotdsf, sstate->dotdsf,
           num_dots * sizeof(int));
    memcpy(ret->looplen, sstate->looplen,
           num_dots * sizeof(int));

    ret->dot_solved = snewn(num_dots, char);
    ret->face_solved = snewn(num_faces, char);
    memcpy(ret->dot_solved, sstate->dot_solved, num_dots);
    memcpy(ret->face_solved, sstate->face_solved, num_faces);

    ret->dot_yes_count = snewn(num_dots, char);
    memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots);
    ret->dot_no_count = snewn(num_dots, char);
    memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots);

    ret->face_yes_count = snewn(num_faces, char);
    memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces);
    ret->face_no_count = snewn(num_faces, char);
    memcpy(ret->face_no_count, sstate->face_no_count, num_faces);

    if (sstate->dlines) {
        ret->dlines = snewn(2*num_edges, char);
        memcpy(ret->dlines, sstate->dlines,
               2*num_edges);
    } else {
        ret->dlines = NULL;
    }

    if (sstate->linedsf) {
        ret->linedsf = snewn(num_edges, int);
        memcpy(ret->linedsf, sstate->linedsf,
               num_edges * sizeof(int));
    } else {
        ret->linedsf = NULL;
    }

    return ret;
}

static game_params *default_params(void)
{
    game_params *ret = snew(game_params);

#ifdef SLOW_SYSTEM
    ret->h = 7;
    ret->w = 7;
#else
    ret->h = 10;
    ret->w = 10;
#endif
    ret->diff = DIFF_EASY;
    ret->type = 0;

    return ret;
}

static game_params *dup_params(const game_params *params)
{
    game_params *ret = snew(game_params);

    *ret = *params;                       /* structure copy */
    return ret;
}

static const game_params loopy_presets_top[] = {
#ifdef SMALL_SCREEN
    {  7,  7, DIFF_EASY,   LOOPY_GRID_SQUARE },
    {  7,  7, DIFF_NORMAL, LOOPY_GRID_SQUARE },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_SQUARE },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_TRIANGULAR },
    {  5,  5, DIFF_HARD,   LOOPY_GRID_SNUBSQUARE },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_CAIRO },
    {  5,  5, DIFF_HARD,   LOOPY_GRID_KITE },
    {  6,  6, DIFF_HARD,   LOOPY_GRID_PENROSE_P2 },
    {  6,  6, DIFF_HARD,   LOOPY_GRID_PENROSE_P3 },
#else
    {  7,  7, DIFF_EASY,   LOOPY_GRID_SQUARE },
    { 10, 10, DIFF_EASY,   LOOPY_GRID_SQUARE },
    {  7,  7, DIFF_NORMAL, LOOPY_GRID_SQUARE },
    { 10, 10, DIFF_NORMAL, LOOPY_GRID_SQUARE },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_SQUARE },
    { 10, 10, DIFF_HARD,   LOOPY_GRID_SQUARE },
    { 12, 10, DIFF_HARD,   LOOPY_GRID_TRIANGULAR },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_SNUBSQUARE },
    {  9,  9, DIFF_HARD,   LOOPY_GRID_CAIRO },
    {  5,  5, DIFF_HARD,   LOOPY_GRID_KITE },
    { 10, 10, DIFF_HARD,   LOOPY_GRID_PENROSE_P2 },
    { 10, 10, DIFF_HARD,   LOOPY_GRID_PENROSE_P3 },
#endif
};

static const game_params loopy_presets_more[] = {
#ifdef SMALL_SCREEN
    {  7,  7, DIFF_HARD,   LOOPY_GRID_HONEYCOMB },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_GREATHEXAGONAL },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_KAGOME },
    {  5,  5, DIFF_HARD,   LOOPY_GRID_OCTAGONAL },
    {  3,  3, DIFF_HARD,   LOOPY_GRID_FLORET },
    {  3,  3, DIFF_HARD,   LOOPY_GRID_DODECAGONAL },
    {  3,  3, DIFF_HARD,   LOOPY_GRID_GREATDODECAGONAL },
    {  3,  2, DIFF_HARD,   LOOPY_GRID_GREATGREATDODECAGONAL },
#else
    { 10, 10, DIFF_HARD,   LOOPY_GRID_HONEYCOMB },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_GREATHEXAGONAL },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_KAGOME },
    {  7,  7, DIFF_HARD,   LOOPY_GRID_OCTAGONAL },
    {  5,  5, DIFF_HARD,   LOOPY_GRID_FLORET },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_DODECAGONAL },
    {  5,  4, DIFF_HARD,   LOOPY_GRID_GREATDODECAGONAL },
    {  5,  3, DIFF_HARD,   LOOPY_GRID_GREATGREATDODECAGONAL },
#endif
};

static void preset_menu_add_preset_with_title(struct preset_menu *menu,
                                              const game_params *params)
{
    char buf[80];
    game_params *dup_params;

    sprintf(buf, "%dx%d %s - %s", params->h, params->w,
            gridnames[params->type], diffnames[params->diff]);

    dup_params = snew(game_params);
    *dup_params = *params;

    preset_menu_add_preset(menu, dupstr(buf), dup_params);
}

static struct preset_menu *game_preset_menu(void)
{
    struct preset_menu *top, *more;
    int i;

    top = preset_menu_new();
    for (i = 0; i < lenof(loopy_presets_top); i++)
        preset_menu_add_preset_with_title(top, &loopy_presets_top[i]);

    more = preset_menu_add_submenu(top, dupstr("More..."));
    for (i = 0; i < lenof(loopy_presets_more); i++)
        preset_menu_add_preset_with_title(more, &loopy_presets_more[i]);

    return top;
}

static void free_params(game_params *params)
{
    sfree(params);
}

static void decode_params(game_params *params, char const *string)
{
    params->h = params->w = atoi(string);
    params->diff = DIFF_EASY;
    while (*string && isdigit((unsigned char)*string)) string++;
    if (*string == 'x') {
        string++;
        params->h = atoi(string);
        while (*string && isdigit((unsigned char)*string)) string++;
    }
    if (*string == 't') {
        string++;
        params->type = atoi(string);
        while (*string && isdigit((unsigned char)*string)) string++;
    }
    if (*string == 'd') {
        int i;
        string++;
        for (i = 0; i < DIFF_MAX; i++)
            if (*string == diffchars[i])
                params->diff = i;
        if (*string) string++;
    }
}

static char *encode_params(const game_params *params, int full)
{
    char str[80];
    sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
    if (full)
        sprintf(str + strlen(str), "d%c", diffchars[params->diff]);
    return dupstr(str);
}

static config_item *game_configure(const game_params *params)
{
    config_item *ret;
    char buf[80];

    ret = snewn(5, config_item);

    ret[0].name = "Width";
    ret[0].type = C_STRING;
    sprintf(buf, "%d", params->w);
    ret[0].u.string.sval = dupstr(buf);

    ret[1].name = "Height";
    ret[1].type = C_STRING;
    sprintf(buf, "%d", params->h);
    ret[1].u.string.sval = dupstr(buf);

    ret[2].name = "Grid type";
    ret[2].type = C_CHOICES;
    ret[2].u.choices.choicenames = GRID_CONFIGS;
    ret[2].u.choices.selected = params->type;

    ret[3].name = "Difficulty";
    ret[3].type = C_CHOICES;
    ret[3].u.choices.choicenames = DIFFCONFIG;
    ret[3].u.choices.selected = params->diff;

    ret[4].name = NULL;
    ret[4].type = C_END;

    return ret;
}

static game_params *custom_params(const config_item *cfg)
{
    game_params *ret = snew(game_params);

    ret->w = atoi(cfg[0].u.string.sval);
    ret->h = atoi(cfg[1].u.string.sval);
    ret->type = cfg[2].u.choices.selected;
    ret->diff = cfg[3].u.choices.selected;

    return ret;
}

static const char *validate_params(const game_params *params, int full)
{
    if (params->type < 0 || params->type >= NUM_GRID_TYPES)
        return "Illegal grid type";
    if (params->w < grid_size_limits[params->type].amin ||
	params->h < grid_size_limits[params->type].amin)
        return grid_size_limits[params->type].aerr;
    if (params->w < grid_size_limits[params->type].omin &&
	params->h < grid_size_limits[params->type].omin)
        return grid_size_limits[params->type].oerr;

    /*
     * This shouldn't be able to happen at all, since decode_params
     * and custom_params will never generate anything that isn't
     * within range.
     */
    assert(params->diff < DIFF_MAX);

    return NULL;
}

/* Returns a newly allocated string describing the current puzzle */
static char *state_to_text(const game_state *state)
{
    grid *g = state->game_grid;
    char *retval;
    int num_faces = g->num_faces;
    char *description = snewn(num_faces + 1, char);
    char *dp = description;
    int empty_count = 0;
    int i;

    for (i = 0; i < num_faces; i++) {
        if (state->clues[i] < 0) {
            if (empty_count > 25) {
                dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
                empty_count = 0;
            }
            empty_count++;
        } else {
            if (empty_count) {
                dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
                empty_count = 0;
            }
            dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i]));
        }
    }

    if (empty_count)
        dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));

    retval = dupstr(description);
    sfree(description);

    return retval;
}

#define GRID_DESC_SEP '_'

/* Splits up a (optional) grid_desc from the game desc. Returns the
 * grid_desc (which needs freeing) and updates the desc pointer to
 * start of real desc, or returns NULL if no desc. */
static char *extract_grid_desc(const char **desc)
{
    char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
    int gd_len;

    if (!sep) return NULL;

    gd_len = sep - (*desc);
    gd = snewn(gd_len+1, char);
    memcpy(gd, *desc, gd_len);
    gd[gd_len] = '\0';

    *desc = sep+1;

    return gd;
}

/* We require that the params pass the test in validate_params and that the
 * description fills the entire game area */
static const char *validate_desc(const game_params *params, const char *desc)
{
    int count = 0;
    grid *g;
    char *grid_desc;
    const char *ret;

    /* It's pretty inefficient to do this just for validation. All we need to
     * know is the precise number of faces. */
    grid_desc = extract_grid_desc(&desc);
    ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
    if (ret) return ret;

    g = loopy_generate_grid(params, grid_desc);
    if (grid_desc) sfree(grid_desc);

    for (; *desc; ++desc) {
        if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
            count++;
            continue;
        }
        if (*desc >= 'a') {
            count += *desc - 'a' + 1;
            continue;
        }
        return "Unknown character in description";
    }

    if (count < g->num_faces)
        return "Description too short for board size";
    if (count > g->num_faces)
        return "Description too long for board size";

    grid_free(g);

    return NULL;
}

/* Sums the lengths of the numbers in range [0,n) */
/* See equivalent function in solo.c for justification of this. */
static int len_0_to_n(int n)
{
    int len = 1; /* Counting 0 as a bit of a special case */
    int i;

    for (i = 1; i < n; i *= 10) {
        len += max(n - i, 0);
    }

    return len;
}

static char *encode_solve_move(const game_state *state)
{
    int len;
    char *ret, *p;
    int i;
    int num_edges = state->game_grid->num_edges;

    /* This is going to return a string representing the moves needed to set
     * every line in a grid to be the same as the ones in 'state'.  The exact
     * length of this string is predictable. */

    len = 1;  /* Count the 'S' prefix */
    /* Numbers in all lines */
    len += len_0_to_n(num_edges);
    /* For each line we also have a letter */
    len += num_edges;

    ret = snewn(len + 1, char);
    p = ret;

    p += sprintf(p, "S");

    for (i = 0; i < num_edges; i++) {
        switch (state->lines[i]) {
	  case LINE_YES:
	    p += sprintf(p, "%dy", i);
	    break;
	  case LINE_NO:
	    p += sprintf(p, "%dn", i);
	    break;
        }
    }

    /* No point in doing sums like that if they're going to be wrong */
    assert(strlen(ret) <= (size_t)len);
    return ret;
}

static game_ui *new_ui(const game_state *state)
{
    return NULL;
}

static void free_ui(game_ui *ui)
{
}

static char *encode_ui(const game_ui *ui)
{
    return NULL;
}

static void decode_ui(game_ui *ui, const char *encoding)
{
}

static void game_changed_state(game_ui *ui, const game_state *oldstate,
                               const game_state *newstate)
{
}

static void game_compute_size(const game_params *params, int tilesize,
                              int *x, int *y)
{
    int grid_width, grid_height, rendered_width, rendered_height;
    int g_tilesize;

    grid_compute_size(grid_types[params->type], params->w, params->h,
                      &g_tilesize, &grid_width, &grid_height);

    /* multiply first to minimise rounding error on integer division */
    rendered_width = grid_width * tilesize / g_tilesize;
    rendered_height = grid_height * tilesize / g_tilesize;
    *x = rendered_width + 2 * BORDER(tilesize) + 1;
    *y = rendered_height + 2 * BORDER(tilesize) + 1;
}

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, int *ncolours)
{
    float *ret = snewn(3 * NCOLOURS, float);

    frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);

    ret[COL_FOREGROUND * 3 + 0] = 0.0F;
    ret[COL_FOREGROUND * 3 + 1] = 0.0F;
    ret[COL_FOREGROUND * 3 + 2] = 0.0F;

    /*
     * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
     * than the background. (I previously set it to 0.8,0.8,0, but
     * found that this went badly with the 0.8,0.8,0.8 favoured as a
     * background by the Java frontend.)
     */
    ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
    ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
    ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;

    ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
    ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
    ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;

    ret[COL_MISTAKE * 3 + 0] = 1.0F;
    ret[COL_MISTAKE * 3 + 1] = 0.0F;
    ret[COL_MISTAKE * 3 + 2] = 0.0F;

    ret[COL_SATISFIED * 3 + 0] = 0.0F;
    ret[COL_SATISFIED * 3 + 1] = 0.0F;
    ret[COL_SATISFIED * 3 + 2] = 0.0F;

    /* We want the faint lines to be a bit darker than the background.
     * Except if the background is pretty dark already; then it ought to be a
     * bit lighter.  Oy vey.
     */
    ret[COL_FAINT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
    ret[COL_FAINT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
    ret[COL_FAINT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.9F;

    *ncolours = NCOLOURS;
    return ret;
}

static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
    struct game_drawstate *ds = snew(struct game_drawstate);
    int num_faces = state->game_grid->num_faces;
    int num_edges = state->game_grid->num_edges;
    int i;

    ds->tilesize = 0;
    ds->started = 0;
    ds->lines = snewn(num_edges, char);
    ds->clue_error = snewn(num_faces, char);
    ds->clue_satisfied = snewn(num_faces, char);
    ds->textx = snewn(num_faces, int);
    ds->texty = snewn(num_faces, int);
    ds->flashing = 0;

    memset(ds->lines, LINE_UNKNOWN, num_edges);
    memset(ds->clue_error, 0, num_faces);
    memset(ds->clue_satisfied, 0, num_faces);
    for (i = 0; i < num_faces; i++)
        ds->textx[i] = ds->texty[i] = -1;

    return ds;
}

static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
    sfree(ds->textx);
    sfree(ds->texty);
    sfree(ds->clue_error);
    sfree(ds->clue_satisfied);
    sfree(ds->lines);
    sfree(ds);
}

static int game_timing_state(const game_state *state, game_ui *ui)
{
    return TRUE;
}

static float game_anim_length(const game_state *oldstate,
                              const game_state *newstate, int dir, game_ui *ui)
{
    return 0.0F;
}

static int game_can_format_as_text_now(const game_params *params)
{
    if (params->type != 0)
        return FALSE;
    return TRUE;
}

static char *game_text_format(const game_state *state)
{
    int w, h, W, H;
    int x, y, i;
    int cell_size;
    char *ret;
    grid *g = state->game_grid;
    grid_face *f;

    assert(state->grid_type == 0);

    /* Work out the basic size unit */
    f = g->faces; /* first face */
    assert(f->order == 4);
    /* The dots are ordered clockwise, so the two opposite
     * corners are guaranteed to span the square */
    cell_size = abs(f->dots[0]->x - f->dots[2]->x);

    w = (g->highest_x - g->lowest_x) / cell_size;
    h = (g->highest_y - g->lowest_y) / cell_size;

    /* Create a blank "canvas" to "draw" on */
    W = 2 * w + 2;
    H = 2 * h + 1;
    ret = snewn(W * H + 1, char);
    for (y = 0; y < H; y++) {
        for (x = 0; x < W-1; x++) {
            ret[y*W + x] = ' ';
        }
        ret[y*W + W-1] = '\n';
    }
    ret[H*W] = '\0';

    /* Fill in edge info */
    for (i = 0; i < g->num_edges; i++) {
        grid_edge *e = g->edges + i;
        /* Cell coordinates, from (0,0) to (w-1,h-1) */
        int x1 = (e->dot1->x - g->lowest_x) / cell_size;
        int x2 = (e->dot2->x - g->lowest_x) / cell_size;
        int y1 = (e->dot1->y - g->lowest_y) / cell_size;
        int y2 = (e->dot2->y - g->lowest_y) / cell_size;
        /* Midpoint, in canvas coordinates (canvas coordinates are just twice
         * cell coordinates) */
        x = x1 + x2;
        y = y1 + y2;
        switch (state->lines[i]) {
	  case LINE_YES:
	    ret[y*W + x] = (y1 == y2) ? '-' : '|';
	    break;
	  case LINE_NO:
	    ret[y*W + x] = 'x';
	    break;
	  case LINE_UNKNOWN:
	    break; /* already a space */
	  default:
	    assert(!"Illegal line state");
        }
    }

    /* Fill in clues */
    for (i = 0; i < g->num_faces; i++) {
	int x1, x2, y1, y2;

        f = g->faces + i;
        assert(f->order == 4);
        /* Cell coordinates, from (0,0) to (w-1,h-1) */
	x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
	x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
	y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
	y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
        /* Midpoint, in canvas coordinates */
        x = x1 + x2;
        y = y1 + y2;
        ret[y*W + x] = CLUE2CHAR(state->clues[i]);
    }
    return ret;
}

/* ----------------------------------------------------------------------
 * Debug code
 */

#ifdef DEBUG_CACHES
static void check_caches(const solver_state* sstate)
{
    int i;
    const game_state *state = sstate->state;
    const grid *g = state->game_grid;

    for (i = 0; i < g->num_dots; i++) {
        assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]);
        assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]);
    }

    for (i = 0; i < g->num_faces; i++) {
        assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]);
        assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]);
    }
}

#if 0
#define check_caches(s) \
    do { \
        fprintf(stderr, "check_caches at line %d\n", __LINE__); \
        check_caches(s); \
    } while (0)
#endif
#endif /* DEBUG_CACHES */

/* ----------------------------------------------------------------------
 * Solver utility functions
 */

/* Sets the line (with index i) to the new state 'line_new', and updates
 * the cached counts of any affected faces and dots.
 * Returns TRUE if this actually changed the line's state. */
static int solver_set_line(solver_state *sstate, int i,
                           enum line_state line_new
#ifdef SHOW_WORKING
			   , const char *reason
#endif
			   )
{
    game_state *state = sstate->state;
    grid *g;
    grid_edge *e;

    assert(line_new != LINE_UNKNOWN);

    check_caches(sstate);

    if (state->lines[i] == line_new) {
        return FALSE; /* nothing changed */
    }
    state->lines[i] = line_new;

#ifdef SHOW_WORKING
    fprintf(stderr, "solver: set line [%d] to %s (%s)\n",
            i, line_new == LINE_YES ? "YES" : "NO",
            reason);
#endif

    g = state->game_grid;
    e = g->edges + i;

    /* Update the cache for both dots and both faces affected by this. */
    if (line_new == LINE_YES) {
        sstate->dot_yes_count[e->dot1 - g->dots]++;
        sstate->dot_yes_count[e->dot2 - g->dots]++;
        if (e->face1) {
            sstate->face_yes_count[e->face1 - g->faces]++;
        }
        if (e->face2) {
            sstate->face_yes_count[e->face2 - g->faces]++;
        }
    } else {
        sstate->dot_no_count[e->dot1 - g->dots]++;
        sstate->dot_no_count[e->dot2 - g->dots]++;
        if (e->face1) {
            sstate->face_no_count[e->face1 - g->faces]++;
        }
        if (e->face2) {
            sstate->face_no_count[e->face2 - g->faces]++;
        }
    }

    check_caches(sstate);
    return TRUE;
}

#ifdef SHOW_WORKING
#define solver_set_line(a, b, c) \
    solver_set_line(a, b, c, __FUNCTION__)
#endif

/*
 * Merge two dots due to the existence of an edge between them.
 * Updates the dsf tracking equivalence classes, and keeps track of
 * the length of path each dot is currently a part of.
 * Returns TRUE if the dots were already linked, ie if they are part of a
 * closed loop, and false otherwise.
 */
static int merge_dots(solver_state *sstate, int edge_index)
{
    int i, j, len;
    grid *g = sstate->state->game_grid;
    grid_edge *e = g->edges + edge_index;

    i = e->dot1 - g->dots;
    j = e->dot2 - g->dots;

    i = dsf_canonify(sstate->dotdsf, i);
    j = dsf_canonify(sstate->dotdsf, j);

    if (i == j) {
        return TRUE;
    } else {
        len = sstate->looplen[i] + sstate->looplen[j];
        dsf_merge(sstate->dotdsf, i, j);
        i = dsf_canonify(sstate->dotdsf, i);
        sstate->looplen[i] = len;
        return FALSE;
    }
}

/* Merge two lines because the solver has deduced that they must be either
 * identical or opposite.   Returns TRUE if this is new information, otherwise
 * FALSE. */
static int merge_lines(solver_state *sstate, int i, int j, int inverse
#ifdef SHOW_WORKING
                       , const char *reason
#endif
		       )
{
    int inv_tmp;

    assert(i < sstate->state->game_grid->num_edges);
    assert(j < sstate->state->game_grid->num_edges);

    i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
    inverse ^= inv_tmp;
    j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
    inverse ^= inv_tmp;

    edsf_merge(sstate->linedsf, i, j, inverse);

#ifdef SHOW_WORKING
    if (i != j) {
        fprintf(stderr, "%s [%d] [%d] %s(%s)\n",
                __FUNCTION__, i, j,
                inverse ? "inverse " : "", reason);
    }
#endif
    return (i != j);
}

#ifdef SHOW_WORKING
#define merge_lines(a, b, c, d) \
    merge_lines(a, b, c, d, __FUNCTION__)
#endif

/* Count the number of lines of a particular type currently going into the
 * given dot. */
static int dot_order(const game_state* state, int dot, char line_type)
{
    int n = 0;
    grid *g = state->game_grid;
    grid_dot *d = g->dots + dot;
    int i;

    for (i = 0; i < d->order; i++) {
        grid_edge *e = d->edges[i];
        if (state->lines[e - g->edges] == line_type)
            ++n;
    }
    return n;
}

/* Count the number of lines of a particular type currently surrounding the
 * given face */
static int face_order(const game_state* state, int face, char line_type)
{
    int n = 0;
    grid *g = state->game_grid;
    grid_face *f = g->faces + face;
    int i;

    for (i = 0; i < f->order; i++) {
        grid_edge *e = f->edges[i];
        if (state->lines[e - g->edges] == line_type)
            ++n;
    }
    return n;
}

/* Set all lines bordering a dot of type old_type to type new_type
 * Return value tells caller whether this function actually did anything */
static int dot_setall(solver_state *sstate, int dot,
		      char old_type, char new_type)
{
    int retval = FALSE, r;
    game_state *state = sstate->state;
    grid *g;
    grid_dot *d;
    int i;

    if (old_type == new_type)
        return FALSE;

    g = state->game_grid;
    d = g->dots + dot;

    for (i = 0; i < d->order; i++) {
        int line_index = d->edges[i] - g->edges;
        if (state->lines[line_index] == old_type) {
            r = solver_set_line(sstate, line_index, new_type);
            assert(r == TRUE);
            retval = TRUE;
        }
    }
    return retval;
}

/* Set all lines bordering a face of type old_type to type new_type */
static int face_setall(solver_state *sstate, int face,
                       char old_type, char new_type)
{
    int retval = FALSE, r;
    game_state *state = sstate->state;
    grid *g;
    grid_face *f;
    int i;

    if (old_type == new_type)
        return FALSE;

    g = state->game_grid;
    f = g->faces + face;

    for (i = 0; i < f->order; i++) {
        int line_index = f->edges[i] - g->edges;
        if (state->lines[line_index] == old_type) {
            r = solver_set_line(sstate, line_index, new_type);
            assert(r == TRUE);
            retval = TRUE;
        }
    }
    return retval;
}

/* ----------------------------------------------------------------------
 * Loop generation and clue removal
 */

static void add_full_clues(game_state *state, random_state *rs)
{
    signed char *clues = state->clues;
    grid *g = state->game_grid;
    char *board = snewn(g->num_faces, char);
    int i;

    generate_loop(g, board, rs, NULL, NULL);

    /* Fill out all the clues by initialising to 0, then iterating over
     * all edges and incrementing each clue as we find edges that border
     * between BLACK/WHITE faces.  While we're at it, we verify that the
     * algorithm does work, and there aren't any GREY faces still there. */
    memset(clues, 0, g->num_faces);
    for (i = 0; i < g->num_edges; i++) {
        grid_edge *e = g->edges + i;
        grid_face *f1 = e->face1;
        grid_face *f2 = e->face2;
        enum face_colour c1 = FACE_COLOUR(f1);
        enum face_colour c2 = FACE_COLOUR(f2);
        assert(c1 != FACE_GREY);
        assert(c2 != FACE_GREY);
        if (c1 != c2) {
            if (f1) clues[f1 - g->faces]++;
            if (f2) clues[f2 - g->faces]++;
        }
    }
    sfree(board);
}


static int game_has_unique_soln(const game_state *state, int diff)
{
    int ret;
    solver_state *sstate_new;
    solver_state *sstate = new_solver_state((game_state *)state, diff);

    sstate_new = solve_game_rec(sstate);

    assert(sstate_new->solver_status != SOLVER_MISTAKE);
    ret = (sstate_new->solver_status == SOLVER_SOLVED);

    free_solver_state(sstate_new);
    free_solver_state(sstate);

    return ret;
}


/* Remove clues one at a time at random. */
static game_state *remove_clues(game_state *state, random_state *rs,
                                int diff)
{
    int *face_list;
    int num_faces = state->game_grid->num_faces;
    game_state *ret = dup_game(state), *saved_ret;
    int n;

    /* We need to remove some clues.  We'll do this by forming a list of all
     * available clues, shuffling it, then going along one at a
     * time clearing each clue in turn for which doing so doesn't render the
     * board unsolvable. */
    face_list = snewn(num_faces, int);
    for (n = 0; n < num_faces; ++n) {
        face_list[n] = n;
    }

    shuffle(face_list, num_faces, sizeof(int), rs);

    for (n = 0; n < num_faces; ++n) {
        saved_ret = dup_game(ret);
        ret->clues[face_list[n]] = -1;

        if (game_has_unique_soln(ret, diff)) {
            free_game(saved_ret);
        } else {
            free_game(ret);
            ret = saved_ret;
        }
    }
    sfree(face_list);

    return ret;
}


static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
{
    /* solution and description both use run-length encoding in obvious ways */
    char *retval, *game_desc, *grid_desc;
    grid *g;
    game_state *state = snew(game_state);
    game_state *state_new;

    grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
    state->game_grid = g = loopy_generate_grid(params, grid_desc);

    state->clues = snewn(g->num_faces, signed char);
    state->lines = snewn(g->num_edges, char);
    state->line_errors = snewn(g->num_edges, unsigned char);
    state->exactly_one_loop = FALSE;

    state->grid_type = params->type;

    newboard_please:

    memset(state->lines, LINE_UNKNOWN, g->num_edges);
    memset(state->line_errors, 0, g->num_edges);

    state->solved = state->cheated = FALSE;

    /* Get a new random solvable board with all its clues filled in.  Yes, this
     * can loop for ever if the params are suitably unfavourable, but
     * preventing games smaller than 4x4 seems to stop this happening */
    do {
        add_full_clues(state, rs);
    } while (!game_has_unique_soln(state, params->diff));

    state_new = remove_clues(state, rs, params->diff);
    free_game(state);
    state = state_new;


    if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
#ifdef SHOW_WORKING
        fprintf(stderr, "Rejecting board, it is too easy\n");
#endif
        goto newboard_please;
    }

    game_desc = state_to_text(state);

    free_game(state);

    if (grid_desc) {
        retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
        sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc);
        sfree(grid_desc);
        sfree(game_desc);
    } else {
        retval = game_desc;
    }

    assert(!validate_desc(params, retval));

    return retval;
}

static game_state *new_game(midend *me, const game_params *params,
                            const char *desc)
{
    int i;
    game_state *state = snew(game_state);
    int empties_to_make = 0;
    int n,n2;
    const char *dp;
    char *grid_desc;
    grid *g;
    int num_faces, num_edges;

    grid_desc = extract_grid_desc(&desc);
    state->game_grid = g = loopy_generate_grid(params, grid_desc);
    if (grid_desc) sfree(grid_desc);

    dp = desc;

    num_faces = g->num_faces;
    num_edges = g->num_edges;

    state->clues = snewn(num_faces, signed char);
    state->lines = snewn(num_edges, char);
    state->line_errors = snewn(num_edges, unsigned char);
    state->exactly_one_loop = FALSE;

    state->solved = state->cheated = FALSE;

    state->grid_type = params->type;

    for (i = 0; i < num_faces; i++) {
        if (empties_to_make) {
            empties_to_make--;
            state->clues[i] = -1;
            continue;
        }

        assert(*dp);
        n = *dp - '0';
        n2 = *dp - 'A' + 10;
        if (n >= 0 && n < 10) {
            state->clues[i] = n;
	} else if (n2 >= 10 && n2 < 36) {
            state->clues[i] = n2;
        } else {
            n = *dp - 'a' + 1;
            assert(n > 0);
            state->clues[i] = -1;
            empties_to_make = n - 1;
        }
        ++dp;
    }

    memset(state->lines, LINE_UNKNOWN, num_edges);
    memset(state->line_errors, 0, num_edges);
    return state;
}

/* Calculates the line_errors data, and checks if the current state is a
 * solution */
static int check_completion(game_state *state)