Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / map.c
diff --git a/map.c b/map.c
index e1d5a3f..af7c0af 100644 (file)
--- a/map.c
+++ b/map.c
@@ -7,8 +7,6 @@
  * 
  *  - clue marking
  *  - better four-colouring algorithm?
- *  - can we make the pencil marks look nicer?
- *  - ability to drag a set of pencil marks?
  */
 
 #include <stdio.h>
 #include "puzzles.h"
 
 /*
+ * In standalone solver mode, `verbose' is a variable which can be
+ * set by command-line option; in debugging mode it's simply always
+ * true.
+ */
+#if defined STANDALONE_SOLVER
+#define SOLVER_DIAGNOSTICS
+int verbose = FALSE;
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose TRUE
+#endif
+
+/*
  * I don't seriously anticipate wanting to change the number of
  * colours used in this game, but it doesn't cost much to use a
  * #define just in case :-)
@@ -75,7 +85,8 @@ struct map {
     int n;
     int ngraph;
     int *immutable;
-    int *edgex, *edgey;                       /* positions of a point on each edge */
+    int *edgex, *edgey;                       /* position of a point on each edge */
+    int *regionx, *regiony;            /* position of a point in each region */
 };
 
 struct game_state {
@@ -89,8 +100,13 @@ static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
+#ifdef PORTRAIT_SCREEN
+    ret->w = 16;
+    ret->h = 18;
+#else
     ret->w = 20;
     ret->h = 15;
+#endif
     ret->n = 30;
     ret->diff = DIFF_NORMAL;
 
@@ -98,12 +114,21 @@ static game_params *default_params(void)
 }
 
 static const struct game_params map_presets[] = {
+#ifdef PORTRAIT_SCREEN
+    {16, 18, 30, DIFF_EASY},
+    {16, 18, 30, DIFF_NORMAL},
+    {16, 18, 30, DIFF_HARD},
+    {16, 18, 30, DIFF_RECURSE},
+    {25, 30, 75, DIFF_NORMAL},
+    {25, 30, 75, DIFF_HARD},
+#else
     {20, 15, 30, DIFF_EASY},
     {20, 15, 30, DIFF_NORMAL},
     {20, 15, 30, DIFF_HARD},
     {20, 15, 30, DIFF_RECURSE},
     {30, 25, 75, DIFF_NORMAL},
     {30, 25, 75, DIFF_HARD},
+#endif
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -791,11 +816,17 @@ static void fourcolour(int *graph, int n, int ngraph, int *colouring,
 
 struct solver_scratch {
     unsigned char *possible;          /* bitmap of colours for each region */
+
     int *graph;
-    int *bfsqueue;
-    int *bfscolour;
     int n;
     int ngraph;
+
+    int *bfsqueue;
+    int *bfscolour;
+#ifdef SOLVER_DIAGNOSTICS
+    int *bfsprev;
+#endif
+
     int depth;
 };
 
@@ -811,6 +842,9 @@ static struct solver_scratch *new_scratch(int *graph, int n, int ngraph)
     sc->depth = 0;
     sc->bfsqueue = snewn(n, int);
     sc->bfscolour = snewn(n, int);
+#ifdef SOLVER_DIAGNOSTICS
+    sc->bfsprev = snewn(n, int);
+#endif
 
     return sc;
 }
@@ -820,6 +854,9 @@ static void free_scratch(struct solver_scratch *sc)
     sfree(sc->possible);
     sfree(sc->bfsqueue);
     sfree(sc->bfscolour);
+#ifdef SOLVER_DIAGNOSTICS
+    sfree(sc->bfsprev);
+#endif
     sfree(sc);
 }
 
@@ -834,30 +871,72 @@ static int bitcount(int word)
     return word;
 }
 
+#ifdef SOLVER_DIAGNOSTICS
+static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' };
+#endif
+
 static int place_colour(struct solver_scratch *sc,
-                       int *colouring, int index, int colour)
+                       int *colouring, int index, int colour
+#ifdef SOLVER_DIAGNOSTICS
+                        , char *verb
+#endif
+                        )
 {
     int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph;
     int j, k;
 
-    if (!(sc->possible[index] & (1 << colour)))
+    if (!(sc->possible[index] & (1 << colour))) {
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose)
+            printf("%*scannot place %c in region %d\n", 2*sc->depth, "",
+                   colnames[colour], index);
+#endif
        return FALSE;                  /* can't do it */
+    }
 
     sc->possible[index] = 1 << colour;
     colouring[index] = colour;
 
+#ifdef SOLVER_DIAGNOSTICS
+    if (verbose)
+       printf("%*s%s %c in region %d\n", 2*sc->depth, "",
+               verb, colnames[colour], index);
+#endif
+
     /*
      * Rule out this colour from all the region's neighbours.
      */
     for (j = graph_vertex_start(graph, n, ngraph, index);
         j < ngraph && graph[j] < n*(index+1); j++) {
        k = graph[j] - index*n;
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose && (sc->possible[k] & (1 << colour)))
+            printf("%*s  ruling out %c in region %d\n", 2*sc->depth, "",
+                   colnames[colour], k);
+#endif
        sc->possible[k] &= ~(1 << colour);
     }
 
     return TRUE;
 }
 
+#ifdef SOLVER_DIAGNOSTICS
+static char *colourset(char *buf, int set)
+{
+    int i;
+    char *p = buf;
+    char *sep = "";
+
+    for (i = 0; i < FOUR; i++)
+        if (set & (1 << i)) {
+            p += sprintf(p, "%s%c", sep, colnames[i]);
+            sep = ",";
+        }
+
+    return buf;
+}
+#endif
+
 /*
  * Returns 0 for impossible, 1 for success, 2 for failure to
  * converge (i.e. puzzle is either ambiguous or just too
@@ -869,20 +948,32 @@ static int map_solver(struct solver_scratch *sc,
 {
     int i;
 
-    /*
-     * Initialise scratch space.
-     */
-    for (i = 0; i < n; i++)
-       sc->possible[i] = (1 << FOUR) - 1;
+    if (sc->depth == 0) {
+        /*
+         * Initialise scratch space.
+         */
+        for (i = 0; i < n; i++)
+            sc->possible[i] = (1 << FOUR) - 1;
 
-    /*
-     * Place clues.
-     */
-    for (i = 0; i < n; i++)
-       if (colouring[i] >= 0) {
-           if (!place_colour(sc, colouring, i, colouring[i]))
-               return 0;              /* the clues aren't even consistent! */
-       }
+        /*
+         * Place clues.
+         */
+        for (i = 0; i < n; i++)
+            if (colouring[i] >= 0) {
+                if (!place_colour(sc, colouring, i, colouring[i]
+#ifdef SOLVER_DIAGNOSTICS
+                                  , "initial clue:"
+#endif
+                                  )) {
+#ifdef SOLVER_DIAGNOSTICS
+                    if (verbose)
+                        printf("%*sinitial clue set is inconsistent\n",
+                               2*sc->depth, "");
+#endif
+                    return 0;         /* the clues aren't even consistent! */
+                }
+            }
+    }
 
     /*
      * Now repeatedly loop until we find nothing further to do.
@@ -900,17 +991,35 @@ static int map_solver(struct solver_scratch *sc,
        for (i = 0; i < n; i++) if (colouring[i] < 0) {
            int p = sc->possible[i];
 
-           if (p == 0)
+           if (p == 0) {
+#ifdef SOLVER_DIAGNOSTICS
+                if (verbose)
+                    printf("%*sregion %d has no possible colours left\n",
+                           2*sc->depth, "", i);
+#endif
                return 0;              /* puzzle is inconsistent */
+            }
 
            if ((p & (p-1)) == 0) {    /* p is a power of two */
-               int c;
+               int c, ret;
                for (c = 0; c < FOUR; c++)
                    if (p == (1 << c))
                        break;
                assert(c < FOUR);
-               if (!place_colour(sc, colouring, i, c))
-                   return 0;          /* found puzzle to be inconsistent */
+               ret = place_colour(sc, colouring, i, c
+#ifdef SOLVER_DIAGNOSTICS
+                                   , "placing"
+#endif
+                                   );
+                /*
+                 * place_colour() can only fail if colour c was not
+                 * even a _possibility_ for region i, and we're
+                 * pretty sure it was because we checked before
+                 * calling place_colour(). So we can safely assert
+                 * here rather than having to return a nice
+                 * friendly error code.
+                 */
+                assert(ret);
                done_something = TRUE;
            }
        }
@@ -935,6 +1044,9 @@ static int map_solver(struct solver_scratch *sc,
         for (i = 0; i < ngraph; i++) {
             int j1 = graph[i] / n, j2 = graph[i] % n;
             int j, k, v, v2;
+#ifdef SOLVER_DIAGNOSTICS
+            int started = FALSE;
+#endif
 
             if (j1 > j2)
                 continue;              /* done it already, other way round */
@@ -970,6 +1082,18 @@ static int map_solver(struct solver_scratch *sc,
                 k = graph[j] - j1*n;
                 if (graph_adjacent(graph, n, ngraph, k, j2) &&
                     (sc->possible[k] & v)) {
+#ifdef SOLVER_DIAGNOSTICS
+                    if (verbose) {
+                        char buf[80];
+                        if (!started)
+                            printf("%*sadjacent regions %d,%d share colours"
+                                   " %s\n", 2*sc->depth, "", j1, j2,
+                                   colourset(buf, v));
+                        started = TRUE;
+                        printf("%*s  ruling out %s in region %d\n",2*sc->depth,
+                               "", colourset(buf, sc->possible[k] & v), k);
+                    }
+#endif
                     sc->possible[k] &= ~v;
                     done_something = TRUE;
                 }
@@ -1041,8 +1165,12 @@ static int map_solver(struct solver_scratch *sc,
 
                     origc = 1 << c;
 
-                    for (j = 0; j < n; j++)
+                    for (j = 0; j < n; j++) {
                         sc->bfscolour[j] = -1;
+#ifdef SOLVER_DIAGNOSTICS
+                        sc->bfsprev[j] = -1;
+#endif
+                    }
                     head = tail = 0;
                     sc->bfsqueue[tail++] = i;
                     sc->bfscolour[i] = sc->possible[i] &~ origc;
@@ -1073,6 +1201,9 @@ static int map_solver(struct solver_scratch *sc,
                                 sc->bfsqueue[tail++] = k;
                                 sc->bfscolour[k] =
                                     sc->possible[k] &~ currc;
+#ifdef SOLVER_DIAGNOSTICS
+                                sc->bfsprev[k] = j;
+#endif
                             }
 
                             /*
@@ -1086,6 +1217,23 @@ static int map_solver(struct solver_scratch *sc,
                             if (currc == origc &&
                                 graph_adjacent(graph, n, ngraph, k, i) &&
                                 (sc->possible[k] & currc)) {
+#ifdef SOLVER_DIAGNOSTICS
+                                if (verbose) {
+                                    char buf[80], *sep = "";
+                                    int r;
+
+                                    printf("%*sforcing chain, colour %s, ",
+                                           2*sc->depth, "",
+                                           colourset(buf, origc));
+                                    for (r = j; r != -1; r = sc->bfsprev[r]) {
+                                        printf("%s%d", sep, r);
+                                        sep = "-";
+                                    }
+                                    printf("\n%*s  ruling out %s in region"
+                                           " %d\n", 2*sc->depth, "",
+                                           colourset(buf, origc), k);
+                                }
+#endif
                                 sc->possible[k] &= ~origc;
                                 done_something = TRUE;
                             }
@@ -1106,14 +1254,25 @@ static int map_solver(struct solver_scratch *sc,
     for (i = 0; i < n; i++)
        if (colouring[i] < 0)
             break;
-    if (i == n)
+    if (i == n) {
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose)
+            printf("%*sone solution found\n", 2*sc->depth, "");
+#endif
         return 1;                      /* success! */
+    }
 
     /*
      * If recursion is not permissible, we now give up.
      */
-    if (difficulty < DIFF_RECURSE)
+    if (difficulty < DIFF_RECURSE) {
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose)
+            printf("%*sunable to proceed further without recursion\n",
+                   2*sc->depth, "");
+#endif
         return 2;                      /* unable to complete */
+    }
 
     /*
      * Now we've got to do something recursive. So first hunt for a
@@ -1147,6 +1306,11 @@ static int map_solver(struct solver_scratch *sc,
 
         assert(best >= 0);             /* or we'd be solved already */
 
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose)
+            printf("%*srecursing on region %d\n", 2*sc->depth, "", best);
+#endif
+
         /*
          * Now iterate over the possible colours for this region.
          */
@@ -1162,11 +1326,27 @@ static int map_solver(struct solver_scratch *sc,
             if (!(sc->possible[best] & (1 << i)))
                 continue;
 
+            memcpy(rsc->possible, sc->possible, n);
             memcpy(subcolouring, origcolouring, n * sizeof(int));
-            subcolouring[best] = i;
+
+            place_colour(rsc, subcolouring, best, i
+#ifdef SOLVER_DIAGNOSTICS
+                         , "trying"
+#endif
+                         );
+
             subret = map_solver(rsc, graph, n, ngraph,
                                 subcolouring, difficulty);
 
+#ifdef SOLVER_DIAGNOSTICS
+            if (verbose) {
+                printf("%*sretracting %c in region %d; found %s\n",
+                       2*sc->depth, "", colnames[i], best,
+                       subret == 0 ? "no solutions" :
+                       subret == 1 ? "one solution" : "multiple solutions");
+            }
+#endif
+
             /*
              * If this possibility turned up more than one valid
              * solution, or if it turned up one and we already had
@@ -1193,9 +1373,18 @@ static int map_solver(struct solver_scratch *sc,
              */
         }
 
+        sfree(origcolouring);
         sfree(subcolouring);
         free_scratch(rsc);
 
+#ifdef SOLVER_DIAGNOSTICS
+        if (verbose && sc->depth == 0) {
+            printf("%*s%s found\n",
+                   2*sc->depth, "",
+                   ret == 0 ? "no solutions" :
+                   ret == 1 ? "one solution" : "multiple solutions");
+        }
+#endif
         return ret;
     }
 }
@@ -1521,8 +1710,7 @@ static char *parse_edge_list(game_params *params, char **desc, int *map)
     int i, k, pos, state;
     char *p = *desc;
 
-    for (i = 0; i < wh; i++)
-       map[wh+i] = i;
+    dsf_init(map+wh, wh);
 
     pos = -1;
     state = 0;
@@ -1601,9 +1789,9 @@ static char *validate_desc(game_params *params, char *desc)
 
     map = snewn(2*wh, int);
     ret = parse_edge_list(params, &desc, map);
+    sfree(map);
     if (ret)
        return ret;
-    sfree(map);
 
     if (*desc != ',')
        return "Expected comma before clue list";
@@ -1694,7 +1882,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
      * outlines by the judicious use of diagonally divided squares.
      */
     {
-        random_state *rs = random_init(desc, strlen(desc));
+        random_state *rs = random_new(desc, strlen(desc));
         int *squares = snewn(wh, int);
         int done_something;
 
@@ -1745,34 +1933,37 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
 
     /*
      * Analyse the map to find a canonical line segment
-     * corresponding to each edge. These are where we'll eventually
-     * put error markers.
+     * corresponding to each edge, and a canonical point
+     * corresponding to each region. The former are where we'll
+     * eventually put error markers; the latter are where we'll put
+     * per-region flags such as numbers (when in diagnostic mode).
      */
     {
        int *bestx, *besty, *an, pass;
        float *ax, *ay, *best;
 
-       ax = snewn(state->map->ngraph, float);
-       ay = snewn(state->map->ngraph, float);
-       an = snewn(state->map->ngraph, int);
-       bestx = snewn(state->map->ngraph, int);
-       besty = snewn(state->map->ngraph, int);
-       best = snewn(state->map->ngraph, float);
+       ax = snewn(state->map->ngraph + n, float);
+       ay = snewn(state->map->ngraph + n, float);
+       an = snewn(state->map->ngraph + n, int);
+       bestx = snewn(state->map->ngraph + n, int);
+       besty = snewn(state->map->ngraph + n, int);
+       best = snewn(state->map->ngraph + n, float);
 
-       for (i = 0; i < state->map->ngraph; i++) {
+       for (i = 0; i < state->map->ngraph + n; i++) {
            bestx[i] = besty[i] = -1;
-           best[i] = 2*(w+h)+1;
+           best[i] = (float)(2*(w+h)+1);
            ax[i] = ay[i] = 0.0F;
            an[i] = 0;
        }
 
        /*
         * We make two passes over the map, finding all the line
-        * segments separating regions. In the first pass, we
-        * compute the _average_ x and y coordinate of all the line
-        * segments separating each pair of regions; in the second
-        * pass, for each such average point, we find the line
-        * segment closest to it and call that canonical.
+        * segments separating regions and all the suitable points
+        * within regions. In the first pass, we compute the
+        * _average_ x and y coordinate of all the points in a
+        * given class; in the second pass, for each such average
+        * point, we find the candidate closest to it and call that
+        * canonical.
         * 
         * Line segments are considered to have coordinates in
         * their centre. Thus, at least one coordinate for any line
@@ -1798,30 +1989,25 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                        /* right edge */
                        ea[en] = state->map->map[RE * wh + y*w+x];
                        eb[en] = state->map->map[LE * wh + y*w+(x+1)];
-                       if (ea[en] != eb[en]) {
-                           ex[en] = (x+1)*2;
-                           ey[en] = y*2+1;
-                           en++;
-                       }
+                        ex[en] = (x+1)*2;
+                        ey[en] = y*2+1;
+                        en++;
                    }
                    if (y+1 < h) {
                        /* bottom edge */
                        ea[en] = state->map->map[BE * wh + y*w+x];
                        eb[en] = state->map->map[TE * wh + (y+1)*w+x];
-                       if (ea[en] != eb[en]) {
-                           ex[en] = x*2+1;
-                           ey[en] = (y+1)*2;
-                           en++;
-                       }
+                        ex[en] = x*2+1;
+                        ey[en] = (y+1)*2;
+                        en++;
                    }
                    /* diagonal edge */
                    ea[en] = state->map->map[TE * wh + y*w+x];
                    eb[en] = state->map->map[BE * wh + y*w+x];
-                   if (ea[en] != eb[en]) {
-                       ex[en] = x*2+1;
-                       ey[en] = y*2+1;
-                       en++;
-                   }
+                    ex[en] = x*2+1;
+                    ey[en] = y*2+1;
+                    en++;
+
                    if (x+1 < w && y+1 < h) {
                        /* bottom right corner */
                        int oct[8], othercol, nchanges;
@@ -1861,18 +2047,39 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                            ey[en] = (y+1)*2;
                            en++;
                        }
+
+                        /*
+                         * If there's exactly _one_ region at this
+                         * point, on the other hand, it's a valid
+                         * place to put a region centre.
+                         */
+                        if (othercol < 0) {
+                           ea[en] = eb[en] = oct[0];
+                           ex[en] = (x+1)*2;
+                           ey[en] = (y+1)*2;
+                           en++;
+                        }
                    }
 
                    /*
-                    * Now process the edges we've found, one by
+                    * Now process the points we've found, one by
                     * one.
                     */
                    for (i = 0; i < en; i++) {
                        int emin = min(ea[i], eb[i]);
                        int emax = max(ea[i], eb[i]);
-                       int gindex = 
-                           graph_edge_index(state->map->graph, n,
-                                            state->map->ngraph, emin, emax);
+                       int gindex;
+
+                        if (emin != emax) {
+                            /* Graph edge */
+                            gindex =
+                                graph_edge_index(state->map->graph, n,
+                                                 state->map->ngraph, emin,
+                                                 emax);
+                        } else {
+                            /* Region number */
+                            gindex = state->map->ngraph + emin;
+                        }
 
                        assert(gindex >= 0);
 
@@ -1884,7 +2091,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                             */
                            ax[gindex] += ex[i];
                            ay[gindex] += ey[i];
-                           an[gindex] += 1.0F;
+                           an[gindex] += 1;
                        } else {
                            /*
                             * In pass 1, work out whether this
@@ -1896,7 +2103,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                            assert(an[gindex] > 0);
                            dx = ex[i] - ax[gindex];
                            dy = ey[i] - ay[gindex];
-                           d = sqrt(dx*dx + dy*dy);
+                           d = (float)sqrt(dx*dx + dy*dy);
                            if (d < best[gindex]) {
                                best[gindex] = d;
                                bestx[gindex] = ex[i];
@@ -1907,7 +2114,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                }
 
            if (pass == 0) {
-               for (i = 0; i < state->map->ngraph; i++)
+               for (i = 0; i < state->map->ngraph + n; i++)
                    if (an[i] > 0) {
                        ax[i] /= an[i];
                        ay[i] /= an[i];
@@ -1915,8 +2122,15 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
            }
        }
 
-       state->map->edgex = bestx;
-       state->map->edgey = besty;
+       state->map->edgex = snewn(state->map->ngraph, int);
+       state->map->edgey = snewn(state->map->ngraph, int);
+        memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int));
+        memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int));
+
+       state->map->regionx = snewn(n, int);
+       state->map->regiony = snewn(n, int);
+        memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int));
+        memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int));
 
        for (i = 0; i < state->map->ngraph; i++)
            if (state->map->edgex[i] < 0) {
@@ -1933,6 +2147,8 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
        sfree(ay);
        sfree(an);
        sfree(best);
+       sfree(bestx);
+       sfree(besty);
     }
 
     return state;
@@ -1963,8 +2179,11 @@ static void free_game(game_state *state)
        sfree(state->map->immutable);
        sfree(state->map->edgex);
        sfree(state->map->edgey);
+       sfree(state->map->regionx);
+       sfree(state->map->regiony);
        sfree(state->map);
     }
+    sfree(state->pencil);
     sfree(state->colouring);
     sfree(state);
 }
@@ -2029,14 +2248,31 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr(aux);
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
 }
 
 struct game_ui {
-    int drag_colour;                   /* -1 means no drag active */
+    /*
+     * drag_colour:
+     * 
+     *  - -2 means no drag currently active.
+     *  - >=0 means we're dragging a solid colour.
+     *         - -1 means we're dragging a blank space, and drag_pencil
+     *           might or might not add some pencil-mark stipples to that.
+     */
+    int drag_colour;
+    int drag_pencil;
     int dragx, dragy;
+    int show_numbers;
+
+    int cur_x, cur_y, cur_visible, cur_moved, cur_lastmove;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -2044,6 +2280,10 @@ static game_ui *new_ui(game_state *state)
     game_ui *ui = snew(game_ui);
     ui->dragx = ui->dragy = -1;
     ui->drag_colour = -2;
+    ui->drag_pencil = 0;
+    ui->show_numbers = FALSE;
+    ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_moved = 0;
+    ui->cur_lastmove = 0;
     return ui;
 }
 
@@ -2075,20 +2315,34 @@ struct game_drawstate {
 };
 
 /* Flags in `drawn'. */
-#define ERR_BASE    0x00800000L
-#define ERR_MASK    0xFF800000L
+#define ERR_BASE      0x00800000L
+#define ERR_MASK      0xFF800000L
 #define PENCIL_T_BASE 0x00080000L
 #define PENCIL_T_MASK 0x00780000L
 #define PENCIL_B_BASE 0x00008000L
 #define PENCIL_B_MASK 0x00078000L
 #define PENCIL_MASK   0x007F8000L
+#define SHOW_NUMBERS  0x00004000L
 
 #define TILESIZE (ds->tilesize)
 #define BORDER (TILESIZE)
 #define COORD(x)  ( (x) * TILESIZE + BORDER )
 #define FROMCOORD(x)  ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
 
-static int region_from_coords(game_state *state, game_drawstate *ds,
+ /*
+  * EPSILON_FOO are epsilons added to absolute cursor position by
+  * cursor movement, such that in pathological cases (e.g. a very
+  * small diamond-shaped area) it's relatively easy to select the
+  * region you wanted.
+  */
+
+#define EPSILON_X(button) (((button) == CURSOR_RIGHT) ? +1 : \
+                           ((button) == CURSOR_LEFT)  ? -1 : 0)
+#define EPSILON_Y(button) (((button) == CURSOR_DOWN)  ? +1 : \
+                           ((button) == CURSOR_UP)    ? -1 : 0)
+
+
+static int region_from_coords(game_state *state, const game_drawstate *ds,
                               int x, int y)
 {
     int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
@@ -2107,20 +2361,72 @@ static int region_from_coords(game_state *state, game_drawstate *ds,
     return state->map->map[quadrant * wh + ty*w+tx];
 }
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
-    char buf[80];
+    char *bufp, buf[256];
+    int alt_button;
+
+    /*
+     * Enable or disable numeric labels on regions.
+     */
+    if (button == 'l' || button == 'L') {
+        ui->show_numbers = !ui->show_numbers;
+        return "";
+    }
+
+    if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, state->p.w, state->p.h, 0);
+        ui->cur_visible = 1;
+        ui->cur_moved = 1;
+        ui->cur_lastmove = button;
+        ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button);
+        ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button);
+        return "";
+    }
+    if (IS_CURSOR_SELECT(button)) {
+        if (!ui->cur_visible) {
+            ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
+            ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
+            ui->cur_visible = 1;
+            return "";
+        }
+        if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */
+            int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
+            if (r >= 0) {
+                ui->drag_colour = state->colouring[r];
+                ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r];
+            } else {
+                ui->drag_colour = -1;
+                ui->drag_pencil = 0;
+            }
+            ui->cur_moved = 0;
+            return "";
+        } else { /* currently cursor-dragging; drop the colour in the new region. */
+            x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove);
+            y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove);
+            alt_button = (button == CURSOR_SELECT2) ? 1 : 0;
+            /* Double-select removes current colour. */
+            if (!ui->cur_moved) ui->drag_colour = -1;
+            goto drag_dropped;
+        }
+    }
 
     if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
        int r = region_from_coords(state, ds, x, y);
 
-        if (r >= 0)
+        if (r >= 0) {
             ui->drag_colour = state->colouring[r];
-        else
+           ui->drag_pencil = state->pencil[r];
+           if (ui->drag_colour >= 0)
+               ui->drag_pencil = 0;  /* should be already, but double-check */
+       } else {
             ui->drag_colour = -1;
+           ui->drag_pencil = 0;
+       }
         ui->dragx = x;
         ui->dragy = y;
+        ui->cur_visible = 0;
         return "";
     }
 
@@ -2133,14 +2439,23 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 
     if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
         ui->drag_colour > -2) {
+        alt_button = (button == RIGHT_RELEASE) ? 1 : 0;
+        goto drag_dropped;
+    }
+
+    return NULL;
+
+drag_dropped:
+    {
        int r = region_from_coords(state, ds, x, y);
         int c = ui->drag_colour;
+       int p = ui->drag_pencil;
+       int oldp;
 
         /*
          * Cancel the drag, whatever happens.
          */
         ui->drag_colour = -2;
-        ui->dragx = ui->dragy = -1;
 
        if (r < 0)
             return "";                 /* drag into border; do nothing else */
@@ -2148,18 +2463,38 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
        if (state->map->immutable[r])
            return "";                 /* can't change this region */
 
-        if (state->colouring[r] == c)
+        if (state->colouring[r] == c && state->pencil[r] == p)
             return "";                 /* don't _need_ to change this region */
 
-       if (button == RIGHT_RELEASE && state->colouring[r] >= 0)
-           return "";                 /* can't pencil on a coloured region */
+       if (alt_button) {
+           if (state->colouring[r] >= 0) {
+               /* Can't pencil on a coloured region */
+               return "";
+           } else if (c >= 0) {
+               /* Right-dragging from colour to blank toggles one pencil */
+               p = state->pencil[r] ^ (1 << c);
+               c = -1;
+           }
+           /* Otherwise, right-dragging from blank to blank is equivalent
+            * to left-dragging. */
+       }
 
-       sprintf(buf, "%s%c:%d", (button == RIGHT_RELEASE ? "p" : ""),
-                (int)(c < 0 ? 'C' : '0' + c), r);
-       return dupstr(buf);
-    }
+       bufp = buf;
+       oldp = state->pencil[r];
+       if (c != state->colouring[r]) {
+           bufp += sprintf(bufp, ";%c:%d", (int)(c < 0 ? 'C' : '0' + c), r);
+           if (c >= 0)
+               oldp = 0;
+       }
+       if (p != oldp) {
+           int i;
+           for (i = 0; i < FOUR; i++)
+               if ((oldp ^ p) & (1 << i))
+                   bufp += sprintf(bufp, ";p%c:%d", (int)('0' + i), r);
+       }
 
-    return NULL;
+       return dupstr(buf+1);          /* ignore first semicolon */
+    }
 }
 
 static game_state *execute_move(game_state *state, char *move)
@@ -2259,22 +2594,29 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
 {
     ds->tilesize = tilesize;
 
-    if (ds->bl)
-        blitter_free(dr, ds->bl);
+    assert(!ds->bl);                   /* set_size is never called twice */
     ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3);
 }
 
 const float map_colours[FOUR][3] = {
+#ifdef VIVID_COLOURS
+    /* Use more vivid colours (e.g. on the Pocket PC) */
+    {0.75F, 0.25F, 0.25F},
+    {0.3F,  0.7F,  0.3F},
+    {0.3F,  0.3F,  0.7F},
+    {0.85F, 0.85F, 0.1F},
+#else
     {0.7F, 0.5F, 0.4F},
     {0.8F, 0.7F, 0.4F},
     {0.5F, 0.6F, 0.4F},
     {0.55F, 0.45F, 0.35F},
+#endif
 };
 const int map_hatching[FOUR] = {
     HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
 };
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -2361,15 +2703,18 @@ static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
 
 static void draw_square(drawing *dr, game_drawstate *ds,
                        game_params *params, struct map *map,
-                       int x, int y, int v)
+                       int x, int y, unsigned long v)
 {
     int w = params->w, h = params->h, wh = w*h;
-    int tv, bv, xo, yo, errs, pencil;
+    int tv, bv, xo, yo, i, j, oldj;
+    unsigned long errs, pencil, show_numbers;
 
     errs = v & ERR_MASK;
     v &= ~ERR_MASK;
     pencil = v & PENCIL_MASK;
     v &= ~PENCIL_MASK;
+    show_numbers = v & SHOW_NUMBERS;
+    v &= ~SHOW_NUMBERS;
     tv = v / FIVE;
     bv = v % FIVE;
 
@@ -2415,7 +2760,9 @@ static void draw_square(drawing *dr, game_drawstate *ds,
                 xo < 2 ? LE : RE);
            ee = map->map[e * wh + y*w+x];
 
-           c = (yo & 1) * 2 + (xo & 1);
+           if (xo != (yo * 2 + 1) % 5)
+               continue;
+           c = yo;
 
            if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c)))
                continue;
@@ -2427,9 +2774,9 @@ static void draw_square(drawing *dr, game_drawstate *ds,
                (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x]))
                continue;              /* avoid BL-TR diagonal line */
 
-           draw_rect(dr, COORD(x) + (5*xo+1)*TILESIZE/20,
-                     COORD(y) + (5*yo+1)*TILESIZE/20,
-                     4*TILESIZE/20, 4*TILESIZE/20, COL_0 + c);
+           draw_circle(dr, COORD(x) + (xo+1)*TILESIZE/5,
+                       COORD(y) + (yo+1)*TILESIZE/5,
+                       TILESIZE/7, COL_0 + c, COL_0 + c);
        }
 
     /*
@@ -2454,6 +2801,31 @@ static void draw_square(drawing *dr, game_drawstate *ds,
                           (COORD(x)*2+TILESIZE*xo)/2,
                           (COORD(y)*2+TILESIZE*yo)/2);
 
+    /*
+     * Draw region numbers, if desired.
+     */
+    if (show_numbers) {
+        oldj = -1;
+        for (i = 0; i < 2; i++) {
+            j = map->map[(i?BE:TE)*wh+y*w+x];
+            if (oldj == j)
+                continue;
+            oldj = j;
+
+            xo = map->regionx[j] - 2*x;
+            yo = map->regiony[j] - 2*y;
+            if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) {
+                char buf[80];
+                sprintf(buf, "%d", j);
+                draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2,
+                          (COORD(y)*2+TILESIZE*yo)/2,
+                          FONT_VARIABLE, 3*TILESIZE/5,
+                          ALIGN_HCENTRE|ALIGN_VCENTRE,
+                          COL_GRID, buf);
+            }
+        }
+    }
+
     unclip(dr);
 
     draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
@@ -2506,7 +2878,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
        for (x = 0; x < w; x++) {
            int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
            int bv = state->colouring[state->map->map[BE * wh + y*w+x]];
-            int v;
+            unsigned long v;
 
            if (tv < 0)
                tv = FOUR;
@@ -2544,6 +2916,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                    v |= PENCIL_B_BASE << i;
            }
 
+            if (ui->show_numbers)
+                v |= SHOW_NUMBERS;
+
            ds->todraw[y*w+x] = v;
        }
 
@@ -2586,7 +2961,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
      */
     for (y = 0; y < h; y++)
        for (x = 0; x < w; x++) {
-           int v = ds->todraw[y*w+x];
+           unsigned long v = ds->todraw[y*w+x];
            if (ds->drawn[y*w+x] != v) {
                draw_square(dr, ds, &state->p, state->map, x, y, v);
                ds->drawn[y*w+x] = v;
@@ -2596,13 +2971,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     /*
      * Draw the dragged colour blob if any.
      */
-    if (ui->drag_colour > -2) {
+    if ((ui->drag_colour > -2) || ui->cur_visible) {
+        int bg, iscur = 0;
+        if (ui->drag_colour >= 0)
+            bg = COL_0 + ui->drag_colour;
+        else if (ui->drag_colour == -1) {
+            bg = COL_BACKGROUND;
+        } else {
+            int r = region_from_coords(state, ds, ui->dragx, ui->dragy);
+            int c = (r < 0) ? -1 : state->colouring[r];
+            assert(ui->cur_visible);
+            /*bg = COL_GRID;*/
+            bg = (c < 0) ? COL_BACKGROUND : COL_0 + c;
+            iscur = 1;
+        }
+
         ds->dragx = ui->dragx - TILESIZE/2 - 2;
         ds->dragy = ui->dragy - TILESIZE/2 - 2;
         blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
-        draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
-                    (ui->drag_colour < 0 ? COL_BACKGROUND :
-                     COL_0 + ui->drag_colour), COL_GRID);
+        draw_circle(dr, ui->dragx, ui->dragy,
+                    iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID);
+       for (i = 0; i < FOUR; i++)
+           if (ui->drag_pencil & (1 << i))
+               draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
+                           ui->dragy + (i*2-3) * TILESIZE/10,
+                           TILESIZE/8, COL_0 + i, COL_0 + i);
         draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
         ds->drag_visible = TRUE;
     }
@@ -2625,16 +3018,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
                flash_type = atoi(env);
            else
                flash_type = 0;
-           flash_length = (flash_type == 1 ? 0.50 : 0.30);
+           flash_length = (flash_type == 1 ? 0.50F : 0.30F);
        }
        return flash_length;
     } else
        return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
 {
-    return FALSE;
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -2652,8 +3045,8 @@ static void game_print_size(game_params *params, float *x, float *y)
      * given tile size and then scale.
      */
     game_compute_size(params, 400, &pw, &ph);
-    *x = pw / 100.0;
-    *y = ph / 100.0;
+    *x = pw / 100.0F;
+    *y = ph / 100.0F;
 }
 
 static void game_print(drawing *dr, game_state *state, int tilesize)
@@ -2665,12 +3058,14 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
+    /* We can't call game_set_size() here because we don't want a blitter */
     ads.tilesize = tilesize;
 
     ink = print_mono_colour(dr, 0);
     for (i = 0; i < FOUR; i++)
-       c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0],
-                               map_colours[i][1], map_colours[i][2]);
+       c[i] = print_rgb_hatched_colour(dr, map_colours[i][0],
+                                       map_colours[i][1], map_colours[i][2],
+                                       map_hatching[i]);
 
     coordsize = 0;
     coords = NULL;
@@ -2760,7 +3155,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
                    else
                        d2 = i;
                }
-/* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */
+
            assert(d1 != -1 && d2 != -1);
            if (d1 == lastdir)
                d1 = d2;
@@ -2798,7 +3193,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Map", "games.map",
+    "Map", "games.map", "map",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -2813,7 +3208,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -2828,8 +3223,114 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     TRUE, TRUE, game_print_size, game_print,
-    game_wants_statusbar,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
+
+#ifdef STANDALONE_SOLVER
+
+int main(int argc, char **argv)
+{
+    game_params *p;
+    game_state *s;
+    char *id = NULL, *desc, *err;
+    int grade = FALSE;
+    int ret, diff, really_verbose = FALSE;
+    struct solver_scratch *sc;
+    int i;
+
+    while (--argc > 0) {
+        char *p = *++argv;
+        if (!strcmp(p, "-v")) {
+            really_verbose = TRUE;
+        } else if (!strcmp(p, "-g")) {
+            grade = TRUE;
+        } else if (*p == '-') {
+            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+            return 1;
+        } else {
+            id = p;
+        }
+    }
+
+    if (!id) {
+        fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+        return 1;
+    }
+
+    desc = strchr(id, ':');
+    if (!desc) {
+        fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+        return 1;
+    }
+    *desc++ = '\0';
+
+    p = default_params();
+    decode_params(p, id);
+    err = validate_desc(p, desc);
+    if (err) {
+        fprintf(stderr, "%s: %s\n", argv[0], err);
+        return 1;
+    }
+    s = new_game(NULL, p, desc);
+
+    sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph);
+
+    /*
+     * When solving an Easy puzzle, we don't want to bother the
+     * user with Hard-level deductions. For this reason, we grade
+     * the puzzle internally before doing anything else.
+     */
+    ret = -1;                         /* placate optimiser */
+    for (diff = 0; diff < DIFFCOUNT; diff++) {
+        for (i = 0; i < s->map->n; i++)
+            if (!s->map->immutable[i])
+                s->colouring[i] = -1;
+       ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
+                         s->colouring, diff);
+       if (ret < 2)
+           break;
+    }
+
+    if (diff == DIFFCOUNT) {
+       if (grade)
+           printf("Difficulty rating: harder than Hard, or ambiguous\n");
+       else
+           printf("Unable to find a unique solution\n");
+    } else {
+       if (grade) {
+           if (ret == 0)
+               printf("Difficulty rating: impossible (no solution exists)\n");
+           else if (ret == 1)
+               printf("Difficulty rating: %s\n", map_diffnames[diff]);
+       } else {
+           verbose = really_verbose;
+            for (i = 0; i < s->map->n; i++)
+                if (!s->map->immutable[i])
+                    s->colouring[i] = -1;
+            ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
+                             s->colouring, diff);
+           if (ret == 0)
+               printf("Puzzle is inconsistent\n");
+           else {
+                int col = 0;
+
+                for (i = 0; i < s->map->n; i++) {
+                    printf("%5d <- %c%c", i, colnames[s->colouring[i]],
+                           (col < 6 && i+1 < s->map->n ? ' ' : '\n'));
+                    if (++col == 7)
+                        col = 0;
+                }
+            }
+       }
+    }
+
+    return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */