Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index 8a19ae7..15c479b 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -6,6 +6,7 @@
 #include <stdlib.h>
 #include <string.h>
 #include <assert.h>
+#include <ctype.h>
 #include <math.h>
 
 #include "puzzles.h"
@@ -21,87 +22,92 @@ struct solid {
     int faces[MAXFACES * MAXORDER];    /* order*nfaces point indices */
     float normals[MAXFACES * 3];       /* 3*npoints vector components */
     float shear;                       /* isometric shear for nice drawing */
+    float border;                      /* border required around arena */
 };
 
-static const struct solid tetrahedron = {
+static const struct solid s_tetrahedron = {
     4,
     {
-        0.0, -0.57735026919, -0.20412414523,
-        -0.5, 0.28867513459, -0.20412414523,
-        0.0, -0.0, 0.6123724357,
-        0.5, 0.28867513459, -0.20412414523,
+        0.0F, -0.57735026919F, -0.20412414523F,
+        -0.5F, 0.28867513459F, -0.20412414523F,
+        0.0F, -0.0F, 0.6123724357F,
+        0.5F, 0.28867513459F, -0.20412414523F,
     },
     3, 4,
     {
         0,2,1, 3,1,2, 2,0,3, 1,3,0
     },
     {
-        -0.816496580928, -0.471404520791, 0.333333333334,
-        0.0, 0.942809041583, 0.333333333333,
-        0.816496580928, -0.471404520791, 0.333333333334,
-        0.0, 0.0, -1.0,
+        -0.816496580928F, -0.471404520791F, 0.333333333334F,
+        0.0F, 0.942809041583F, 0.333333333333F,
+        0.816496580928F, -0.471404520791F, 0.333333333334F,
+        0.0F, 0.0F, -1.0F,
     },
-    0.0
+    0.0F, 0.3F
 };
 
-static const struct solid cube = {
+static const struct solid s_cube = {
     8,
     {
-        -0.5,-0.5,-0.5, -0.5,-0.5,+0.5, -0.5,+0.5,-0.5, -0.5,+0.5,+0.5,
-        +0.5,-0.5,-0.5, +0.5,-0.5,+0.5, +0.5,+0.5,-0.5, +0.5,+0.5,+0.5,
+        -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
+       -0.5F,+0.5F,-0.5F, -0.5F,+0.5F,+0.5F,
+        +0.5F,-0.5F,-0.5F, +0.5F,-0.5F,+0.5F,
+       +0.5F,+0.5F,-0.5F, +0.5F,+0.5F,+0.5F,
     },
     4, 6,
     {
         0,1,3,2, 1,5,7,3, 5,4,6,7, 4,0,2,6, 0,4,5,1, 3,7,6,2
     },
     {
-        -1,0,0, 0,0,+1, +1,0,0, 0,0,-1, 0,-1,0, 0,+1,0
+        -1.0F,0.0F,0.0F, 0.0F,0.0F,+1.0F,
+       +1.0F,0.0F,0.0F, 0.0F,0.0F,-1.0F,
+       0.0F,-1.0F,0.0F, 0.0F,+1.0F,0.0F
     },
-    0.3
+    0.3F, 0.5F
 };
 
-static const struct solid octahedron = {
+static const struct solid s_octahedron = {
     6,
     {
-        -0.5, -0.28867513459472505, 0.4082482904638664,
-        0.5, 0.28867513459472505, -0.4082482904638664,
-        -0.5, 0.28867513459472505, -0.4082482904638664,
-        0.5, -0.28867513459472505, 0.4082482904638664,
-        0.0, -0.57735026918945009, -0.4082482904638664,
-        0.0, 0.57735026918945009, 0.4082482904638664,
+        -0.5F, -0.28867513459472505F, 0.4082482904638664F,
+        0.5F, 0.28867513459472505F, -0.4082482904638664F,
+        -0.5F, 0.28867513459472505F, -0.4082482904638664F,
+        0.5F, -0.28867513459472505F, 0.4082482904638664F,
+        0.0F, -0.57735026918945009F, -0.4082482904638664F,
+        0.0F, 0.57735026918945009F, 0.4082482904638664F,
     },
     3, 8,
     {
         4,0,2, 0,5,2, 0,4,3, 5,0,3, 1,4,2, 5,1,2, 4,1,3, 1,5,3
     },
     {
-        -0.816496580928, -0.471404520791, -0.333333333334,
-        -0.816496580928, 0.471404520791, 0.333333333334,
-        0.0, -0.942809041583, 0.333333333333,
-        0.0, 0.0, 1.0,
-        0.0, 0.0, -1.0,
-        0.0, 0.942809041583, -0.333333333333,
-        0.816496580928, -0.471404520791, -0.333333333334,
-        0.816496580928, 0.471404520791, 0.333333333334,
+        -0.816496580928F, -0.471404520791F, -0.333333333334F,
+        -0.816496580928F, 0.471404520791F, 0.333333333334F,
+        0.0F, -0.942809041583F, 0.333333333333F,
+        0.0F, 0.0F, 1.0F,
+        0.0F, 0.0F, -1.0F,
+        0.0F, 0.942809041583F, -0.333333333333F,
+        0.816496580928F, -0.471404520791F, -0.333333333334F,
+        0.816496580928F, 0.471404520791F, 0.333333333334F,
     },
-    0.0
+    0.0F, 0.5F
 };
 
-static const struct solid icosahedron = {
+static const struct solid s_icosahedron = {
     12,
     {
-        0.0, 0.57735026919, 0.75576131408,
-        0.0, -0.93417235896, 0.17841104489,
-        0.0, 0.93417235896, -0.17841104489,
-        0.0, -0.57735026919, -0.75576131408,
-        -0.5, -0.28867513459, 0.75576131408,
-        -0.5, 0.28867513459, -0.75576131408,
-        0.5, -0.28867513459, 0.75576131408,
-        0.5, 0.28867513459, -0.75576131408,
-        -0.80901699437, 0.46708617948, 0.17841104489,
-        0.80901699437, 0.46708617948, 0.17841104489,
-        -0.80901699437, -0.46708617948, -0.17841104489,
-        0.80901699437, -0.46708617948, -0.17841104489,
+        0.0F, 0.57735026919F, 0.75576131408F,
+        0.0F, -0.93417235896F, 0.17841104489F,
+        0.0F, 0.93417235896F, -0.17841104489F,
+        0.0F, -0.57735026919F, -0.75576131408F,
+        -0.5F, -0.28867513459F, 0.75576131408F,
+        -0.5F, 0.28867513459F, -0.75576131408F,
+        0.5F, -0.28867513459F, 0.75576131408F,
+        0.5F, 0.28867513459F, -0.75576131408F,
+        -0.80901699437F, 0.46708617948F, 0.17841104489F,
+        0.80901699437F, 0.46708617948F, 0.17841104489F,
+        -0.80901699437F, -0.46708617948F, -0.17841104489F,
+        0.80901699437F, -0.46708617948F, -0.17841104489F,
     },
     3, 20,
     {
@@ -111,35 +117,35 @@ static const struct solid icosahedron = {
         1,11,6, 8,2,5,  2,9,7,  3,10,5, 11,3,7,
     },
     {
-        -0.356822089773, 0.87267799625, 0.333333333333,
-        0.356822089773, 0.87267799625, 0.333333333333,
-        -0.356822089773, -0.87267799625, -0.333333333333,
-        0.356822089773, -0.87267799625, -0.333333333333,
-        -0.0, 0.0, 1.0,
-        0.0, -0.666666666667, 0.745355992501,
-        0.0, 0.666666666667, -0.745355992501,
-        0.0, 0.0, -1.0,
-        -0.934172358963, -0.12732200375, 0.333333333333,
-        -0.934172358963, 0.12732200375, -0.333333333333,
-        0.934172358963, -0.12732200375, 0.333333333333,
-        0.934172358963, 0.12732200375, -0.333333333333,
-        -0.57735026919, 0.333333333334, 0.745355992501,
-        0.57735026919, 0.333333333334, 0.745355992501,
-        -0.57735026919, -0.745355992501, 0.333333333334,
-        0.57735026919, -0.745355992501, 0.333333333334,
-        -0.57735026919, 0.745355992501, -0.333333333334,
-        0.57735026919, 0.745355992501, -0.333333333334,
-        -0.57735026919, -0.333333333334, -0.745355992501,
-        0.57735026919, -0.333333333334, -0.745355992501,
+        -0.356822089773F, 0.87267799625F, 0.333333333333F,
+        0.356822089773F, 0.87267799625F, 0.333333333333F,
+        -0.356822089773F, -0.87267799625F, -0.333333333333F,
+        0.356822089773F, -0.87267799625F, -0.333333333333F,
+        -0.0F, 0.0F, 1.0F,
+        0.0F, -0.666666666667F, 0.745355992501F,
+        0.0F, 0.666666666667F, -0.745355992501F,
+        0.0F, 0.0F, -1.0F,
+        -0.934172358963F, -0.12732200375F, 0.333333333333F,
+        -0.934172358963F, 0.12732200375F, -0.333333333333F,
+        0.934172358963F, -0.12732200375F, 0.333333333333F,
+        0.934172358963F, 0.12732200375F, -0.333333333333F,
+        -0.57735026919F, 0.333333333334F, 0.745355992501F,
+        0.57735026919F, 0.333333333334F, 0.745355992501F,
+        -0.57735026919F, -0.745355992501F, 0.333333333334F,
+        0.57735026919F, -0.745355992501F, 0.333333333334F,
+        -0.57735026919F, 0.745355992501F, -0.333333333334F,
+        0.57735026919F, 0.745355992501F, -0.333333333334F,
+        -0.57735026919F, -0.333333333334F, -0.745355992501F,
+        0.57735026919F, -0.333333333334F, -0.745355992501F,
     },
-    0.0
+    0.0F, 0.8F
 };
 
 enum {
     TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
 };
 static const struct solid *solids[] = {
-    &tetrahedron, &cube, &octahedron, &icosahedron
+    &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
 };
 
 enum {
@@ -149,10 +155,11 @@ enum {
     NCOLOURS
 };
 
-enum { LEFT, RIGHT, UP, DOWN };
+enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
 
-#define GRID_SCALE 48
-#define ROLLTIME 0.1
+#define PREFERRED_GRID_SCALE 48
+#define GRID_SCALE (ds->gridscale)
+#define ROLLTIME 0.13F
 
 #define SQ(x) ( (x) * (x) )
 
@@ -170,9 +177,8 @@ struct grid_square {
     float x, y;
     int npoints;
     float points[8];                   /* maximum */
-    int directions[4];                 /* bit masks showing point pairs */
+    int directions[8];                 /* bit masks showing point pairs */
     int flip;
-    int blue;
     int tetra_class;
 };
 
@@ -188,12 +194,25 @@ struct game_params {
     int d1, d2;
 };
 
+typedef struct game_grid game_grid;
+struct game_grid {
+    int refcount;
+    struct grid_square *squares;
+    int nsquares;
+};
+
+#define SET_SQUARE(state, i, val) \
+    ((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
+     (state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
+#define GET_SQUARE(state, i) \
+    (((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
+
 struct game_state {
     struct game_params params;
     const struct solid *solid;
     int *facecolours;
-    struct grid_square *squares;
-    int nsquares;
+    game_grid *grid;
+    unsigned long *bluemask;
     int current;                       /* index of current grid square */
     int sgkey[2];                      /* key-point indices into grid sq */
     int dgkey[2];                      /* key-point indices into grid sq */
@@ -205,7 +224,7 @@ struct game_state {
     int movecount;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -216,40 +235,117 @@ game_params *default_params(void)
     return ret;
 }
 
-void free_params(game_params *params)
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+    game_params *ret = snew(game_params);
+    char *str;
+
+    switch (i) {
+      case 0:
+        str = "Cube";
+        ret->solid = CUBE;
+        ret->d1 = 4;
+        ret->d2 = 4;
+        break;
+      case 1:
+        str = "Tetrahedron";
+        ret->solid = TETRAHEDRON;
+        ret->d1 = 1;
+        ret->d2 = 2;
+        break;
+      case 2:
+        str = "Octahedron";
+        ret->solid = OCTAHEDRON;
+        ret->d1 = 2;
+        ret->d2 = 2;
+        break;
+      case 3:
+        str = "Icosahedron";
+        ret->solid = ICOSAHEDRON;
+        ret->d1 = 3;
+        ret->d2 = 3;
+        break;
+      default:
+        sfree(ret);
+        return FALSE;
+    }
+
+    *name = dupstr(str);
+    *params = ret;
+    return TRUE;
+}
+
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-static void enum_grid_squares(game_params *params,
-                              void (*callback)(void *, struct grid_square *),
-                              void *ctx)
+static game_params *dup_params(game_params *params)
+{
+    game_params *ret = snew(game_params);
+    *ret = *params;                   /* structure copy */
+    return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+    switch (*string) {
+      case 't': ret->solid = TETRAHEDRON; string++; break;
+      case 'c': ret->solid = CUBE;        string++; break;
+      case 'o': ret->solid = OCTAHEDRON;  string++; break;
+      case 'i': ret->solid = ICOSAHEDRON; string++; break;
+      default: break;
+    }
+    ret->d1 = ret->d2 = atoi(string);
+    while (*string && isdigit((unsigned char)*string)) string++;
+    if (*string == 'x') {
+        string++;
+        ret->d2 = atoi(string);
+    }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+    char data[256];
+
+    assert(params->solid >= 0 && params->solid < 4);
+    sprintf(data, "%c%dx%d", "tcoi"[params->solid], params->d1, params->d2);
+
+    return dupstr(data);
+}
+typedef void (*egc_callback)(void *, struct grid_square *);
+
+static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx)
 {
     const struct solid *solid = solids[params->solid];
 
     if (solid->order == 4) {
         int x, y;
 
-        for (x = 0; x < params->d1; x++)
-            for (y = 0; y < params->d2; y++) {
+       for (y = 0; y < params->d2; y++)
+           for (x = 0; x < params->d1; x++) {
                 struct grid_square sq;
 
-                sq.x = x;
-                sq.y = y;
-                sq.points[0] = x - 0.5;
-                sq.points[1] = y - 0.5;
-                sq.points[2] = x - 0.5;
-                sq.points[3] = y + 0.5;
-                sq.points[4] = x + 0.5;
-                sq.points[5] = y + 0.5;
-                sq.points[6] = x + 0.5;
-                sq.points[7] = y - 0.5;
+                sq.x = (float)x;
+                sq.y = (float)y;
+                sq.points[0] = x - 0.5F;
+                sq.points[1] = y - 0.5F;
+                sq.points[2] = x - 0.5F;
+                sq.points[3] = y + 0.5F;
+                sq.points[4] = x + 0.5F;
+                sq.points[5] = y + 0.5F;
+                sq.points[6] = x + 0.5F;
+                sq.points[7] = y - 0.5F;
                 sq.npoints = 4;
 
                 sq.directions[LEFT]  = 0x03;   /* 0,1 */
                 sq.directions[RIGHT] = 0x0C;   /* 2,3 */
                 sq.directions[UP]    = 0x09;   /* 0,3 */
                 sq.directions[DOWN]  = 0x06;   /* 1,2 */
+                sq.directions[UP_LEFT] = 0;   /* no diagonals in a square */
+                sq.directions[UP_RIGHT] = 0;   /* no diagonals in a square */
+                sq.directions[DOWN_LEFT] = 0;   /* no diagonals in a square */
+                sq.directions[DOWN_RIGHT] = 0;   /* no diagonals in a square */
 
                 sq.flip = FALSE;
 
@@ -263,15 +359,15 @@ static void enum_grid_squares(game_params *params,
             }
     } else {
         int row, rowlen, other, i, firstix = -1;
-        float theight = sqrt(3) / 2.0;
+        float theight = (float)(sqrt(3) / 2.0);
 
         for (row = 0; row < params->d1 + params->d2; row++) {
-            if (row < params->d1) {
+            if (row < params->d2) {
                 other = +1;
-                rowlen = row + params->d2;
+                rowlen = row + params->d1;
             } else {
                 other = -1;
-                rowlen = 2*params->d1 + params->d2 - row;
+                rowlen = 2*params->d2 + params->d1 - row;
             }
 
             /*
@@ -283,15 +379,15 @@ static void enum_grid_squares(game_params *params,
                 float x, y;
 
                 ix = (2 * i - (rowlen-1));
-                x = ix * 0.5;
+                x = ix * 0.5F;
                 y = theight * row;
                 sq.x = x;
                 sq.y = y + theight / 3;
-                sq.points[0] = x - 0.5;
+                sq.points[0] = x - 0.5F;
                 sq.points[1] = y;
                 sq.points[2] = x;
                 sq.points[3] = y + theight;
-                sq.points[4] = x + 0.5;
+                sq.points[4] = x + 0.5F;
                 sq.points[5] = y;
                 sq.npoints = 3;
 
@@ -300,6 +396,15 @@ static void enum_grid_squares(game_params *params,
                 sq.directions[UP]    = 0x05;   /* 0,2 */
                 sq.directions[DOWN]  = 0;      /* invalid move */
 
+                /*
+                 * Down-pointing triangle: both the up diagonals go
+                 * up, and the down ones go left and right.
+                 */
+                sq.directions[UP_LEFT] = sq.directions[UP_RIGHT] =
+                    sq.directions[UP];
+                sq.directions[DOWN_LEFT] = sq.directions[LEFT];
+                sq.directions[DOWN_RIGHT] = sq.directions[RIGHT];
+
                 sq.flip = TRUE;
 
                 if (firstix < 0)
@@ -319,15 +424,15 @@ static void enum_grid_squares(game_params *params,
                 float x, y;
 
                 ix = (2 * i - (rowlen+other-1));
-                x = ix * 0.5;
+                x = ix * 0.5F;
                 y = theight * row;
                 sq.x = x;
                 sq.y = y + 2*theight / 3;
-                sq.points[0] = x + 0.5;
+                sq.points[0] = x + 0.5F;
                 sq.points[1] = y + theight;
                 sq.points[2] = x;
                 sq.points[3] = y;
-                sq.points[4] = x - 0.5;
+                sq.points[4] = x - 0.5F;
                 sq.points[5] = y + theight;
                 sq.npoints = 3;
 
@@ -336,10 +441,19 @@ static void enum_grid_squares(game_params *params,
                 sq.directions[DOWN]  = 0x05;   /* 0,2 */
                 sq.directions[UP]    = 0;      /* invalid move */
 
+                /*
+                 * Up-pointing triangle: both the down diagonals go
+                 * down, and the up ones go left and right.
+                 */
+                sq.directions[DOWN_LEFT] = sq.directions[DOWN_RIGHT] =
+                    sq.directions[DOWN];
+                sq.directions[UP_LEFT] = sq.directions[LEFT];
+                sq.directions[UP_RIGHT] = sq.directions[RIGHT];
+
                 sq.flip = FALSE;
 
                 if (firstix < 0)
-                    firstix = ix;
+                    firstix = (ix - 1) & 3;
                 ix -= firstix;
                 sq.tetra_class = ((row+(ix&1)) & 2) ^ (ix & 3);
 
@@ -367,6 +481,99 @@ static int grid_area(int d1, int d2, int order)
         return d1*d1 + d2*d2 + 4*d1*d2;
 }
 
+static config_item *game_configure(game_params *params)
+{
+    config_item *ret = snewn(4, config_item);
+    char buf[80];
+
+    ret[0].name = "Type of solid";
+    ret[0].type = C_CHOICES;
+    ret[0].sval = ":Tetrahedron:Cube:Octahedron:Icosahedron";
+    ret[0].ival = params->solid;
+
+    ret[1].name = "Width / top";
+    ret[1].type = C_STRING;
+    sprintf(buf, "%d", params->d1);
+    ret[1].sval = dupstr(buf);
+    ret[1].ival = 0;
+
+    ret[2].name = "Height / bottom";
+    ret[2].type = C_STRING;
+    sprintf(buf, "%d", params->d2);
+    ret[2].sval = dupstr(buf);
+    ret[2].ival = 0;
+
+    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)
+{
+    game_params *ret = snew(game_params);
+
+    ret->solid = cfg[0].ival;
+    ret->d1 = atoi(cfg[1].sval);
+    ret->d2 = atoi(cfg[2].sval);
+
+    return ret;
+}
+
+static void count_grid_square_callback(void *ctx, struct grid_square *sq)
+{
+    int *classes = (int *)ctx;
+    int thisclass;
+
+    if (classes[4] == 4)
+       thisclass = sq->tetra_class;
+    else if (classes[4] == 2)
+       thisclass = sq->flip;
+    else
+       thisclass = 0;
+
+    classes[thisclass]++;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+    int classes[5];
+    int i;
+
+    if (params->solid < 0 || params->solid >= lenof(solids))
+       return "Unrecognised solid type";
+
+    if (solids[params->solid]->order == 4) {
+       if (params->d1 <= 0 || params->d2 <= 0)
+           return "Both grid dimensions must be greater than zero";
+    } else {
+       if (params->d1 <= 0 && params->d2 <= 0)
+           return "At least one grid dimension must be greater than zero";
+    }
+
+    for (i = 0; i < 4; i++)
+       classes[i] = 0;
+    if (params->solid == TETRAHEDRON)
+       classes[4] = 4;
+    else if (params->solid == OCTAHEDRON)
+       classes[4] = 2;
+    else
+       classes[4] = 1;
+    enum_grid_squares(params, count_grid_square_callback, classes);
+
+    for (i = 0; i < classes[4]; i++)
+       if (classes[i] < solids[params->solid]->nfaces / classes[4])
+           return "Not enough grid space to place all blue faces";
+
+    if (grid_area(params->d1, params->d2, solids[params->solid]->order) <
+       solids[params->solid]->nfaces + 1)
+       return "Not enough space to place the solid on an empty square";
+
+    return NULL;
+}
+
 struct grid_data {
     int *gridptrs[4];
     int nsquares[4];
@@ -390,12 +597,13 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
        data->squareindex++;
 }
 
-char *new_game_seed(game_params *params)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          char **aux, int interactive)
 {
     struct grid_data data;
     int i, j, k, m, area, facesperclass;
     int *flags;
-    char *seed, *p;
+    char *desc, *p;
 
     /*
      * Enumerate the grid squares, dividing them into equivalence
@@ -435,15 +643,7 @@ char *new_game_seed(game_params *params)
 
     for (i = 0; i < data.nclasses; i++) {
        for (j = 0; j < facesperclass; j++) {
-           unsigned long divisor = RAND_MAX / data.nsquares[i];
-           unsigned long max = divisor * data.nsquares[i];
-           int n;
-
-           do {
-               n = rand();
-           } while (n >= max);
-
-           n /= divisor;
+            int n = random_upto(rs, data.nsquares[i]);
 
            assert(!flags[data.gridptrs[i][n]]);
            flags[data.gridptrs[i][n]] = TRUE;
@@ -467,8 +667,8 @@ char *new_game_seed(game_params *params)
      * the non-blue squares into a list in the now-unused gridptrs
      * array.
      */
-    seed = snewn(area / 4 + 40, char);
-    p = seed;
+    desc = snewn(area / 4 + 40, char);
+    p = desc;
     j = 0;
     k = 8;
     m = 0;
@@ -491,33 +691,19 @@ char *new_game_seed(game_params *params)
     /*
      * Choose a non-blue square for the polyhedron.
      */
-    {
-       unsigned long divisor = RAND_MAX / m;
-       unsigned long max = divisor * m;
-       int n;
-
-       do {
-           n = rand();
-       } while (n >= max);
-
-       n /= divisor;
-
-       sprintf(p, ":%d", data.gridptrs[0][n]);
-    }
+    sprintf(p, ",%d", data.gridptrs[0][random_upto(rs, m)]);
 
     sfree(data.gridptrs[0]);
     sfree(flags);
 
-    return seed;
+    return desc;
 }
 
 static void add_grid_square_callback(void *ctx, struct grid_square *sq)
 {
-    game_state *state = (game_state *)ctx;
+    game_grid *grid = (game_grid *)ctx;
 
-    state->squares[state->nsquares] = *sq;   /* structure copy */
-    state->squares[state->nsquares].blue = FALSE;
-    state->nsquares++;
+    grid->squares[grid->nsquares++] = *sq;   /* structure copy */
 }
 
 static int lowest_face(const struct solid *solid)
@@ -634,8 +820,8 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     vmatrix[1] = -vy; vmatrix[4] = vx; vmatrix[7] = 0;
     vmatrix[2] =   0; vmatrix[5] =  0; vmatrix[8] = 1;
 
-    ax = cos(angle);
-    ay = sin(angle);
+    ax = (float)cos(angle);
+    ay = (float)sin(angle);
 
     amatrix[0] = 1; amatrix[3] =   0; amatrix[6] =  0;
     amatrix[1] = 0; amatrix[4] =  ax; amatrix[7] = ay;
@@ -659,8 +845,37 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     return ret;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
+{
+    int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
+    int i, j;
+
+    i = (area + 3) / 4;
+    for (j = 0; j < i; j++) {
+       int c = desc[j];
+       if (c >= '0' && c <= '9') continue;
+       if (c >= 'A' && c <= 'F') continue;
+       if (c >= 'a' && c <= 'f') continue;
+       return "Not enough hex digits at start of string";
+       /* NB if desc[j]=='\0' that will also be caught here, so we're safe */
+    }
+
+    if (desc[i] != ',')
+       return "Expected ',' after hex digits";
+
+    i++;
+    do {
+       if (desc[i] < '0' || desc[i] > '9')
+           return "Expected decimal integer after ','";
+       i++;
+    } while (desc[i]);
+
+    return NULL;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
+    game_grid *grid = snew(game_grid);
     game_state *state = snew(game_state);
     int area;
 
@@ -668,25 +883,31 @@ game_state *new_game(game_params *params, char *seed)
     state->solid = solids[params->solid];
 
     area = grid_area(params->d1, params->d2, state->solid->order);
-    state->squares = snewn(area, struct grid_square);
-    state->nsquares = 0;
-    enum_grid_squares(params, add_grid_square_callback, state);
-    assert(state->nsquares == area);
+    grid->squares = snewn(area, struct grid_square);
+    grid->nsquares = 0;
+    enum_grid_squares(params, add_grid_square_callback, grid);
+    assert(grid->nsquares == area);
+    state->grid = grid;
+    grid->refcount = 1;
 
     state->facecolours = snewn(state->solid->nfaces, int);
     memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
 
+    state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
+    memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
+          sizeof(unsigned long));
+
     /*
      * Set up the blue squares and polyhedron position according to
-     * the game seed.
+     * the game description.
      */
     {
-       char *p = seed;
+       char *p = desc;
        int i, j, v;
 
        j = 8;
        v = 0;
-       for (i = 0; i < state->nsquares; i++) {
+       for (i = 0; i < state->grid->nsquares; i++) {
            if (j == 8) {
                v = *p++;
                if (v >= '0' && v <= '9')
@@ -699,17 +920,17 @@ game_state *new_game(game_params *params, char *seed)
                    break;
            }
            if (v & j)
-               state->squares[i].blue = TRUE;
+               SET_SQUARE(state, i, TRUE);
            j >>= 1;
            if (j == 0)
                j = 8;
        }
 
-       if (*p == ':')
+       if (*p == ',')
            p++;
 
        state->current = atoi(p);
-       if (state->current < 0 || state->current >= state->nsquares)
+       if (state->current < 0 || state->current >= state->grid->nsquares)
            state->current = 0;        /* got to do _something_ */
     }
 
@@ -721,7 +942,7 @@ game_state *new_game(game_params *params, char *seed)
         int pkey[4];
         int ret;
 
-        ret = align_poly(state->solid, &state->squares[state->current], pkey);
+        ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
         assert(ret);
 
         state->dpkey[0] = state->spkey[0] = pkey[0];
@@ -732,13 +953,13 @@ game_state *new_game(game_params *params, char *seed)
 
     state->previous = state->current;
     state->angle = 0.0;
-    state->completed = FALSE;
+    state->completed = 0;
     state->movecount = 0;
 
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -747,10 +968,12 @@ game_state *dup_game(game_state *state)
     ret->facecolours = snewn(ret->solid->nfaces, int);
     memcpy(ret->facecolours, state->facecolours,
            ret->solid->nfaces * sizeof(int));
-    ret->nsquares = state->nsquares;
-    ret->squares = snewn(ret->nsquares, struct grid_square);
-    memcpy(ret->squares, state->squares,
-           ret->nsquares * sizeof(struct grid_square));
+    ret->current = state->current;
+    ret->grid = state->grid;
+    ret->grid->refcount++;
+    ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
+    memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
+          sizeof(unsigned long));
     ret->dpkey[0] = state->dpkey[0];
     ret->dpkey[1] = state->dpkey[1];
     ret->dgkey[0] = state->dgkey[0];
@@ -767,46 +990,81 @@ game_state *dup_game(game_state *state)
     return ret;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
+    if (--state->grid->refcount <= 0) {
+       sfree(state->grid->squares);
+       sfree(state->grid);
+    }
+    sfree(state->bluemask);
+    sfree(state->facecolours);
     sfree(state);
 }
 
-game_state *make_move(game_state *from, int x, int y, int button)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    int direction;
-    int pkey[2], skey[2], dkey[2];
-    float points[4];
-    game_state *ret;
-    float angle;
-    int i, j, dest, mask;
-    struct solid *poly;
+    return NULL;
+}
 
-    /*
-     * All moves are made with the cursor keys.
-     */
-    if (button == CURSOR_UP)
-        direction = UP;
-    else if (button == CURSOR_DOWN)
-        direction = DOWN;
-    else if (button == CURSOR_LEFT)
-        direction = LEFT;
-    else if (button == CURSOR_RIGHT)
-        direction = RIGHT;
-    else
-        return NULL;
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
+static game_ui *new_ui(game_state *state)
+{
+    return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+struct game_drawstate {
+    float gridscale;
+    int ox, oy;                        /* pixel position of float origin */
+};
+
+/*
+ * Code shared between interpret_move() and execute_move().
+ */
+static int find_move_dest(game_state *from, int direction,
+                         int *skey, int *dkey)
+{
+    int mask, dest, i, j;
+    float points[4];
 
     /*
      * Find the two points in the current grid square which
      * correspond to this move.
      */
-    mask = from->squares[from->current].directions[direction];
+    mask = from->grid->squares[from->current].directions[direction];
     if (mask == 0)
-        return NULL;
-    for (i = j = 0; i < from->squares[from->current].npoints; i++)
+        return -1;
+    for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
         if (mask & (1 << i)) {
-            points[j*2] = from->squares[from->current].points[i*2];
-            points[j*2+1] = from->squares[from->current].points[i*2+1];
+            points[j*2] = from->grid->squares[from->current].points[i*2];
+            points[j*2+1] = from->grid->squares[from->current].points[i*2+1];
             skey[j] = i;
             j++;
         }
@@ -817,18 +1075,18 @@ game_state *make_move(game_state *from, int x, int y, int button)
      * This is our move destination.
      */
     dest = -1;
-    for (i = 0; i < from->nsquares; i++)
+    for (i = 0; i < from->grid->nsquares; i++)
         if (i != from->current) {
             int match = 0;
             float dist;
 
-            for (j = 0; j < from->squares[i].npoints; j++) {
-                dist = (SQ(from->squares[i].points[j*2] - points[0]) +
-                        SQ(from->squares[i].points[j*2+1] - points[1]));
+            for (j = 0; j < from->grid->squares[i].npoints; j++) {
+                dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
+                        SQ(from->grid->squares[i].points[j*2+1] - points[1]));
                 if (dist < 0.1)
                     dkey[match++] = j;
-                dist = (SQ(from->squares[i].points[j*2] - points[2]) +
-                        SQ(from->squares[i].points[j*2+1] - points[3]));
+                dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
+                        SQ(from->grid->squares[i].points[j*2+1] - points[3]));
                 if (dist < 0.1)
                     dkey[match++] = j;
             }
@@ -839,11 +1097,154 @@ game_state *make_move(game_state *from, int x, int y, int button)
             }
         }
 
+    return dest;
+}
+
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
+                           int x, int y, int button)
+{
+    int direction, mask, i;
+    int skey[2], dkey[2];
+
+    button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
+    /*
+     * Moves can be made with the cursor keys or numeric keypad, or
+     * alternatively you can left-click and the polyhedron will
+     * move in the general direction of the mouse pointer.
+     */
+    if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
+        direction = UP;
+    else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
+        direction = DOWN;
+    else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
+        direction = LEFT;
+    else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
+        direction = RIGHT;
+    else if (button == (MOD_NUM_KEYPAD | '7'))
+        direction = UP_LEFT;
+    else if (button == (MOD_NUM_KEYPAD | '1'))
+        direction = DOWN_LEFT;
+    else if (button == (MOD_NUM_KEYPAD | '9'))
+        direction = UP_RIGHT;
+    else if (button == (MOD_NUM_KEYPAD | '3'))
+        direction = DOWN_RIGHT;
+    else if (button == LEFT_BUTTON) {
+        /*
+         * Find the bearing of the click point from the current
+         * square's centre.
+         */
+        int cx, cy;
+        double angle;
+
+        cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
+        cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy;
+
+        if (x == cx && y == cy)
+            return NULL;               /* clicked in exact centre!  */
+        angle = atan2(y - cy, x - cx);
+
+        /*
+         * There are three possibilities.
+         * 
+         *  - This square is a square, so we choose between UP,
+         *    DOWN, LEFT and RIGHT by dividing the available angle
+         *    at the 45-degree points.
+         * 
+         *  - This square is an up-pointing triangle, so we choose
+         *    between DOWN, LEFT and RIGHT by dividing into
+         *    120-degree arcs.
+         * 
+         *  - This square is a down-pointing triangle, so we choose
+         *    between UP, LEFT and RIGHT in the inverse manner.
+         * 
+         * Don't forget that since our y-coordinates increase
+         * downwards, `angle' is measured _clockwise_ from the
+         * x-axis, not anticlockwise as most mathematicians would
+         * instinctively assume.
+         */
+        if (state->grid->squares[state->current].npoints == 4) {
+            /* Square. */
+            if (fabs(angle) > 3*PI/4)
+                direction = LEFT;
+            else if (fabs(angle) < PI/4)
+                direction = RIGHT;
+            else if (angle > 0)
+                direction = DOWN;
+            else
+                direction = UP;
+        } else if (state->grid->squares[state->current].directions[UP] == 0) {
+            /* Up-pointing triangle. */
+            if (angle < -PI/2 || angle > 5*PI/6)
+                direction = LEFT;
+            else if (angle > PI/6)
+                direction = DOWN;
+            else
+                direction = RIGHT;
+        } else {
+            /* Down-pointing triangle. */
+            assert(state->grid->squares[state->current].directions[DOWN] == 0);
+            if (angle > PI/2 || angle < -5*PI/6)
+                direction = LEFT;
+            else if (angle < -PI/6)
+                direction = UP;
+            else
+                direction = RIGHT;
+        }
+    } else
+        return NULL;
+
+    mask = state->grid->squares[state->current].directions[direction];
+    if (mask == 0)
+        return NULL;
+
+    /*
+     * Translate diagonal directions into orthogonal ones.
+     */
+    if (direction > DOWN) {
+       for (i = LEFT; i <= DOWN; i++)
+           if (state->grid->squares[state->current].directions[i] == mask) {
+               direction = i;
+               break;
+           }
+       assert(direction <= DOWN);
+    }
+
+    if (find_move_dest(state, direction, skey, dkey) < 0)
+       return NULL;
+
+    if (direction == LEFT)  return dupstr("L");
+    if (direction == RIGHT) return dupstr("R");
+    if (direction == UP)    return dupstr("U");
+    if (direction == DOWN)  return dupstr("D");
+
+    return NULL;                      /* should never happen */
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+    game_state *ret;
+    float angle;
+    struct solid *poly;
+    int pkey[2];
+    int skey[2], dkey[2];
+    int i, j, dest;
+    int direction;
+
+    switch (*move) {
+      case 'L': direction = LEFT; break;
+      case 'R': direction = RIGHT; break;
+      case 'U': direction = UP; break;
+      case 'D': direction = DOWN; break;
+      default: return NULL;
+    }
+
+    dest = find_move_dest(from, direction, skey, dkey);
     if (dest < 0)
         return NULL;
 
     ret = dup_game(from);
-    ret->current = i;
+    ret->current = dest;
 
     /*
      * So we know what grid square we're aiming for, and we also
@@ -858,7 +1259,7 @@ game_state *make_move(game_state *from, int x, int y, int button)
      */
     {
         int all_pkey[4];
-        align_poly(from->solid, &from->squares[from->current], all_pkey);
+        align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
         pkey[0] = all_pkey[skey[0]];
         pkey[1] = all_pkey[skey[1]];
         /*
@@ -894,7 +1295,7 @@ game_state *make_move(game_state *from, int x, int y, int button)
         for (i = 0; i < 3; i++)
             dp += (from->solid->normals[f[0]*3+i] *
                    from->solid->normals[f[1]*3+i]);
-        angle = acos(dp);
+        angle = (float)acos(dp);
     }
 
     /*
@@ -918,18 +1319,19 @@ game_state *make_move(game_state *from, int x, int y, int button)
             angle = -angle;            /* HACK */
 
         poly = transform_poly(from->solid,
-                              from->squares[from->current].flip,
+                              from->grid->squares[from->current].flip,
                               pkey[0], pkey[1], angle);
-        flip_poly(poly, from->squares[ret->current].flip);
-        success = align_poly(poly, &from->squares[ret->current], all_pkey);
+        flip_poly(poly, from->grid->squares[ret->current].flip);
+        success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
 
         if (!success) {
+            sfree(poly);
             angle = -angle;
             poly = transform_poly(from->solid,
-                                  from->squares[from->current].flip,
+                                  from->grid->squares[from->current].flip,
                                   pkey[0], pkey[1], angle);
-            flip_poly(poly, from->squares[ret->current].flip);
-            success = align_poly(poly, &from->squares[ret->current], all_pkey);
+            flip_poly(poly, from->grid->squares[ret->current].flip);
+            success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
         }
 
         assert(success);
@@ -982,6 +1384,8 @@ game_state *make_move(game_state *from, int x, int y, int button)
         ret->facecolours = newcolours;
     }
 
+    ret->movecount++;
+
     /*
      * And finally, swap the colour between the bottom face of the
      * polyhedron and the face we've just landed on.
@@ -993,8 +1397,8 @@ game_state *make_move(game_state *from, int x, int y, int button)
     if (!ret->completed) {
         i = lowest_face(from->solid);
         j = ret->facecolours[i];
-        ret->facecolours[i] = ret->squares[ret->current].blue;
-        ret->squares[ret->current].blue = j;
+        ret->facecolours[i] = GET_SQUARE(ret, ret->current);
+        SET_SQUARE(ret, ret->current, j);
 
         /*
          * Detect game completion.
@@ -1004,7 +1408,7 @@ game_state *make_move(game_state *from, int x, int y, int button)
             if (ret->facecolours[i])
                 j++;
         if (j == ret->solid->nfaces)
-            ret->completed = TRUE;
+            ret->completed = ret->movecount;
     }
 
     sfree(poly);
@@ -1017,7 +1421,7 @@ game_state *make_move(game_state *from, int x, int y, int button)
         int pkey[4];
         int success;
 
-        success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
+        success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
         assert(success);
 
         ret->dpkey[0] = pkey[0];
@@ -1033,7 +1437,6 @@ game_state *make_move(game_state *from, int x, int y, int button)
     ret->sgkey[1] = skey[1];
     ret->previous = from->current;
     ret->angle = angle;
-    ret->movecount++;
 
     return ret;
 }
@@ -1046,10 +1449,6 @@ struct bbox {
     float l, r, u, d;
 };
 
-struct game_drawstate {
-    int ox, oy;                        /* pixel position of float origin */
-};
-
 static void find_bbox_callback(void *ctx, struct grid_square *sq)
 {
     struct bbox *bb = (struct bbox *)ctx;
@@ -1071,23 +1470,40 @@ static struct bbox find_bbox(game_params *params)
      * These should be hugely more than the real bounding box will
      * be.
      */
-    bb.l = 2 * (params->d1 + params->d2);
-    bb.r = -2 * (params->d1 + params->d2);
-    bb.u = 2 * (params->d1 + params->d2);
-    bb.d = -2 * (params->d1 + params->d2);
+    bb.l = 2.0F * (params->d1 + params->d2);
+    bb.r = -2.0F * (params->d1 + params->d2);
+    bb.u = 2.0F * (params->d1 + params->d2);
+    bb.d = -2.0F * (params->d1 + params->d2);
     enum_grid_squares(params, find_bbox_callback, &bb);
 
     return bb;
 }
 
-void game_size(game_params *params, int *x, int *y)
+#define XSIZE(gs, bb, solid) \
+    ((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
+#define YSIZE(gs, bb, solid) \
+    ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
+
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
     struct bbox bb = find_bbox(params);
-    *x = (bb.r - bb.l + 2) * GRID_SCALE;
-    *y = (bb.d - bb.u + 2) * GRID_SCALE;
+
+    *x = XSIZE(tilesize, bb, solids[params->solid]);
+    *y = YSIZE(tilesize, bb, solids[params->solid]);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    struct bbox bb = find_bbox(params);
+
+    ds->gridscale = (float)tilesize;
+    ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
+    ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
 }
 
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -1105,24 +1521,24 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
-    struct bbox bb = find_bbox(&state->params);
 
-    ds->ox = -(bb.l - 1) * GRID_SCALE;
-    ds->oy = -(bb.u - 1) * GRID_SCALE;
+    ds->ox = ds->oy = 0;
+    ds->gridscale = 0.0F; /* not decided yet */
 
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, float animtime)
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+                        game_state *state, int dir, game_ui *ui,
+                        float animtime, float flashtime)
 {
     int i, j;
     struct bbox bb = find_bbox(&state->params);
@@ -1130,19 +1546,20 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     int *pkey, *gkey;
     float t[3];
     float angle;
-    game_state *newstate;
     int square;
 
-    draw_rect(fe, 0, 0, (bb.r-bb.l+2) * GRID_SCALE,
-              (bb.d-bb.u+2) * GRID_SCALE, COL_BACKGROUND);
+    draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+             YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
 
-    if (oldstate && oldstate->movecount > state->movecount) {
+    if (dir < 0) {
         game_state *t;
 
         /*
          * This is an Undo. So reverse the order of the states, and
          * run the roll timer backwards.
          */
+       assert(oldstate);
+
         t = oldstate;
         oldstate = state;
         state = t;
@@ -1162,28 +1579,27 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         pkey = state->spkey;
         gkey = state->sgkey;
     }
-    newstate = state;
     state = oldstate;
 
-    for (i = 0; i < state->nsquares; i++) {
+    for (i = 0; i < state->grid->nsquares; i++) {
         int coords[8];
 
-        for (j = 0; j < state->squares[i].npoints; j++) {
-            coords[2*j] = state->squares[i].points[2*j]
-                * GRID_SCALE + ds->ox;
-            coords[2*j+1] = state->squares[i].points[2*j+1]
-                * GRID_SCALE + ds->oy;
+        for (j = 0; j < state->grid->squares[i].npoints; j++) {
+            coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
+                          + ds->ox);
+            coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
+                            + ds->oy);
         }
 
-        draw_polygon(fe, coords, state->squares[i].npoints, TRUE,
-                     state->squares[i].blue ? COL_BLUE : COL_BACKGROUND);
-        draw_polygon(fe, coords, state->squares[i].npoints, FALSE, COL_BORDER);
+        draw_polygon(dr, coords, state->grid->squares[i].npoints,
+                     GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
+                    COL_BORDER);
     }
 
     /*
      * Now compute and draw the polyhedron.
      */
-    poly = transform_poly(state->solid, state->squares[square].flip,
+    poly = transform_poly(state->solid, state->grid->squares[square].flip,
                           pkey[0], pkey[1], angle);
 
     /*
@@ -1199,7 +1615,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
             if (i < 2) {
                 grid_coord =
-                    state->squares[square].points[gkey[j]*2+i];
+                    state->grid->squares[square].points[gkey[j]*2+i];
             } else {
                 grid_coord = 0.0;
             }
@@ -1229,8 +1645,8 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         }
 
         for (j = 0; j < poly->order; j++) {
-            coords[j*2] = points[j*2] * GRID_SCALE + ds->ox;
-            coords[j*2+1] = points[j*2+1] * GRID_SCALE + ds->oy;
+            coords[j*2] = (int)floor(points[j*2] * GRID_SCALE) + ds->ox;
+            coords[j*2+1] = (int)floor(points[j*2+1] * GRID_SCALE) + ds->oy;
         }
 
         /*
@@ -1257,17 +1673,97 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 continue;
         }
 
-        draw_polygon(fe, coords, poly->order, TRUE,
-                     state->facecolours[i] ? COL_BLUE : COL_BACKGROUND);
-        draw_polygon(fe, coords, poly->order, FALSE, COL_BORDER);
+        draw_polygon(dr, coords, poly->order,
+                     state->facecolours[i] ? COL_BLUE : COL_BACKGROUND,
+                    COL_BORDER);
     }
     sfree(poly);
 
-    draw_update(fe, 0, 0, (bb.r-bb.l+2) * GRID_SCALE,
-                (bb.d-bb.u+2) * GRID_SCALE);
+    draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+               YSIZE(GRID_SCALE, bb, state->solid));
+
+    /*
+     * Update the status bar.
+     */
+    {
+       char statusbuf[256];
+
+       sprintf(statusbuf, "%sMoves: %d",
+               (state->completed ? "COMPLETED! " : ""),
+               (state->completed ? state->completed : state->movecount));
+
+       status_bar(dr, statusbuf);
+    }
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(game_state *oldstate,
+                             game_state *newstate, int dir, game_ui *ui)
 {
     return ROLLTIME;
 }
+
+static float game_flash_length(game_state *oldstate,
+                              game_state *newstate, int dir, game_ui *ui)
+{
+    return 0.0F;
+}
+
+static int game_status(game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame cube
+#endif
+
+const struct game thegame = {
+    "Cube", "games.cube", "cube",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    FALSE, solve_game,
+    FALSE, game_can_format_as_text_now, game_text_format,
+    new_ui,
+    free_ui,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_status,
+    FALSE, FALSE, game_print_size, game_print,
+    TRUE,                             /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,                                /* flags */
+};