+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 8mm squares by default.
+ */
+ game_compute_size(params, 800, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
+ int topleft, int v, int drawlines, int ink)
+{
+ int tx, ty, cx, cy, r, br, k, thick;
+
+ tx = WINDOW_OFFSET + TILE_SIZE * x;
+ ty = WINDOW_OFFSET + TILE_SIZE * y;
+
+ /*
+ * Find our centre point.
+ */
+ if (topleft) {
+ cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ r = TILE_SIZE / 8;
+ br = TILE_SIZE / 32;
+ } else {
+ cx = tx + TILE_SIZE / 2;
+ cy = ty + TILE_SIZE / 2;
+ r = TILE_SIZE / 2;
+ br = TILE_SIZE / 8;
+ }
+ thick = r / 20;
+
+ /*
+ * Draw the square block if we have an endpoint.
+ */
+ if (v == 1 || v == 2 || v == 4 || v == 8)
+ draw_rect(dr, cx - br, cy - br, br*2, br*2, ink);
+
+ /*
+ * Draw each radial line.
+ */
+ if (drawlines) {
+ for (k = 1; k < 16; k *= 2)
+ if (v & k) {
+ int x1 = min(cx, cx + (r-thick) * X(k));
+ int x2 = max(cx, cx + (r-thick) * X(k));
+ int y1 = min(cy, cy + (r-thick) * Y(k));
+ int y2 = max(cy, cy + (r-thick) * Y(k));
+ draw_rect(dr, x1 - thick, y1 - thick,
+ (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink);
+ }
+ }
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int w = state->width, h = state->height;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12));
+ draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET,
+ TILE_SIZE * w, TILE_SIZE * h, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILE_SIZE / 128);
+ for (x = 1; x < w; x++)
+ draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET,
+ WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h,
+ ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y,
+ WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y,
+ ink);
+
+ /*
+ * Barriers.
+ */
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++) {
+ int b = barrier(state, x % w, y % h);
+ if (x < w && (b & U))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink);
+ if (y < h && (b & L))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink);
+ }
+
+ /*
+ * Grid contents.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int vx, v = tile(state, x, y);
+ int locked = v & LOCKED;
+
+ v &= 0xF;
+
+ /*
+ * Rotate into a standard orientation for the top left
+ * corner diagram.
+ */
+ vx = v;
+ while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 &&
+ vx != 5)
+ vx = A(vx);
+
+ /*
+ * Draw the top left corner diagram.
+ */
+ draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink);
+
+ /*
+ * Draw the real solution diagram, if we're doing so.
+ */
+ draw_diagram(dr, ds, x, y, FALSE, v, locked, ink);
+ }
+}
+