shithub: puzzles

Download patch

ref: 362bf8d450b6de02f8175afe979e2bca36d48c67
parent: bd0a357047a933bbe9359eb7d320439029a20112
author: Simon Tatham <anakin@pobox.com>
date: Sun Feb 8 11:23:32 EST 2015

New puzzle from James Harvey: 'Tracks'.

--- a/.gitignore
+++ b/.gitignore
@@ -56,6 +56,7 @@
 /solosolver
 /tents
 /tentssolver
+/tracks
 /towers
 /towerssolver
 /twiddle
--- /dev/null
+++ b/html/tracks.html
@@ -1,0 +1,19 @@
+Tracks
+<p>
+Complete the track from A to B so that the rows and
+columns contain the same number of track segments as are indicated in the
+clues to the top and right of the grid. There are only straight and
+90-degree curved rail sections, and the track may not cross itself.
+<p>
+Left-click on an edge between two squares to add a track segment between
+the two squares. Right-click on an edge to add a cross on the edge,
+indicating no track is possible there.
+<p>
+Left-click in a square to add a colour indicator showing that you know the
+square must contain a track, even if you don't know which edges it crosses
+yet. Right-click in a square to add a cross indicating it contains no
+track segment.
+<p>
+Left- or right-drag between squares to lay a straight line of is-track or
+is-not-track indicators, useful for filling in rows or columns to match the
+clue.
--- a/icons/Makefile
+++ b/icons/Makefile
@@ -4,7 +4,7 @@
 	  galaxies guess inertia keen lightup loopy magnets map mines	\
 	  net netslide pattern pearl pegs range rect samegame		\
 	  signpost singles sixteen slant solo tents towers twiddle	\
-	  undead unequal unruly untangle
+	  tracks undead unequal unruly untangle
 
 BASE = $(patsubst %,%-base.png,$(PUZZLES))
 WEB = $(patsubst %,%-web.png,$(PUZZLES))
@@ -81,6 +81,7 @@
 solo-ibase.png : override CROP=481x481 145x145+24+24
 tents-ibase.png : override CROP=320x320 165x165+142+0
 towers-ibase.png : override CROP=300x300 102x102+151+6
+tracks-ibase.png : override CROP=246x246 118x118+6+6
 twiddle-ibase.png : override CROP=192x192 102x102+69+21
 undead-ibase.png : override CROP=416x480 192x192+16+80
 unequal-ibase.png : override CROP=208x208 104x104+104+104
--- /dev/null
+++ b/icons/tracks.sav
@@ -1,0 +1,31 @@
+SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
+VERSION :1:1
+GAME    :12:Train Tracks
+PARAMS  :5:6x6dt
+CPARAMS :5:6x6dt
+SEED    :15:145870397370785
+DESC    :31:l6t9b,3,2,1,S4,5,4,2,6,S3,2,3,3
+NSTATES :2:23
+STATEPOS:2:20
+MOVE    :5:TD0,0
+MOVE    :5:TR0,0
+MOVE    :5:TL5,5
+MOVE    :5:TU5,5
+MOVE    :29:TS1,1;TS2,1;TS3,1;TS4,1;TS5,1
+MOVE    :29:NS2,0;NS2,2;NS2,3;NS2,4;NS2,5
+MOVE    :5:TU1,1
+MOVE    :17:NS0,3;NS0,4;NS0,5
+MOVE    :23:NS1,2;NS1,3;NS1,4;NS1,5
+MOVE    :5:TL2,1
+MOVE    :5:TL3,1
+MOVE    :5:TS4,4
+MOVE    :5:TS3,4
+MOVE    :17:NS3,0;NS4,0;NS5,0
+MOVE    :5:TS4,2
+MOVE    :5:TS4,3
+MOVE    :5:TU3,4
+MOVE    :5:TL4,4
+MOVE    :5:TL5,1
+MOVE    :5:TU5,2
+MOVE    :5:NS5,3
+MOVE    :5:NS3,2
--- a/puzzles.but
+++ b/puzzles.but
@@ -3183,6 +3183,62 @@
 
 }
 
+\C{tracks} \i{Tracks}
+
+\cfg{winhelp-topic}{games.tracks}
+
+You are given a grid of squares, some of which are filled with train
+tracks. You need to complete the track from A to B so that the rows and
+columns contain the same number of track segments as are indicated in the
+clues to the top and right of the grid.
+
+There are only straight and 90 degree curved rails, and the track may not
+cross itself.
+
+Tracks was contributed to this collection by James Harvey.
+
+\H{tracks-controls} \I{controls, for Tracks}Tracks controls
+
+Left-clicking on an edge between two squares adds a track segment between
+the two squares. Right-clicking on an edge adds a cross on the edge,
+indicating no track is possible there.
+
+Left-clicking in a square adds a colour indicator showing that you know the
+square must contain a track, even if you don't know which edges it crosses
+yet. Right-clicking in a square adds a cross indicating it contains no
+track segment.
+
+Left- or right-dragging between squares allows you to lay a straight line
+of is-track or is-not-track indicators, useful for filling in rows or
+columns to match the clue.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{tracks-parameters} \I{parameters, for Tracks}Tracks parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of the grid, in squares.
+
+\dt \e{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle: at Tricky level,
+you are required to make more deductions regarding disregarding moves
+that would lead to impossible crossings later.
+
+\dt \e{Disallow consecutive 1 clues}
+
+\dd Controls whether the Tracks game generation permits two adjacent
+rows or columns to have a 1 clue, or permits the row or column of the
+track's endpoint to have a 1 clue. By default this is not permitted,
+to avoid long straight boring segments of track and make the games
+more twiddly and interesting. If you want to restore the possibility,
+turn this option off.
+
+
 \A{licence} \I{MIT licence}\ii{Licence}
 
 This software is \i{copyright} 2004-2014 Simon Tatham.
--- /dev/null
+++ b/tracks.R
@@ -1,0 +1,21 @@
+# -*- makefile -*-
+
+TRACKS_EXTRA = dsf
+
+tracks  : [X] GTK COMMON tracks TRACKS_EXTRA tracks-icon|no-icon
+
+tracks  : [G] WINDOWS COMMON tracks TRACKS_EXTRA tracks.res|noicon.res
+
+ALL += tracks[COMBINED] TRACKS_EXTRA
+
+!begin gtk
+GAMES += tracks
+!end
+
+!begin >list.c
+    A(tracks) \
+!end
+
+!begin >gamedesc.txt
+tracks:tracks.exe:Tracks:Path-finding railway track puzzle:Fill in the railway track according to the clues.
+!end
--- /dev/null
+++ b/tracks.c
@@ -1,0 +1,2607 @@
+/*
+ * Implementation of 'Train Tracks', a puzzle from the Times on Saturday.
+ *
+ * "Lay tracks to enable the train to travel from village A to village B.
+ * The numbers indicate how many sections of rail go in each row and
+ * column. There are only straight rails and curved rails. The track
+ * cannot cross itself."
+ *
+ * Puzzles:
+ * #9     8x8:d9s5c6zgAa,1,4,1,4,4,3,S3,5,2,2,4,S5,3,3,5,1
+ * #112   8x8:w6x5mAa,1,3,1,4,6,4,S4,3,3,4,5,2,4,2,S5,1
+ * #113   8x8:gCx5xAf,1,S4,2,5,4,6,2,3,4,2,5,2,S4,4,5,1
+ * #114   8x8:p5fAzkAb,1,6,3,3,3,S6,2,3,5,4,S3,3,5,1,5,1
+ * #115   8x8:zi9d5tAb,1,3,4,5,3,S4,2,4,2,6,2,3,6,S3,3,1
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/* --- Game parameters --- */
+
+/*
+ * Difficulty levels. I do some macro ickery here to ensure that my
+ * enum and the various forms of my name list always match up.
+ */
+#define DIFFLIST(A) \
+    A(EASY,Easy,e) \
+    A(TRICKY,Tricky,t)
+
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const tracks_diffnames[] = { DIFFLIST(TITLE) };
+static char const tracks_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+struct game_params {
+    int w, h, diff, single_ones;
+};
+
+static game_params *default_params(void)
+{
+    game_params *ret = snew(game_params);
+
+    ret->w = ret->h = 8;
+    ret->diff = DIFF_TRICKY;
+    ret->single_ones = TRUE;
+
+    return ret;
+}
+
+static const struct game_params tracks_presets[] = {
+    {8, 8, DIFF_EASY, 1},
+    {8, 8, DIFF_TRICKY, 1},
+    {10, 8, DIFF_EASY, 1},
+    {10, 8, DIFF_TRICKY, 1 },
+    {10, 10, DIFF_EASY, 1},
+    {10, 10, DIFF_TRICKY, 1},
+    {15, 10, DIFF_EASY, 1},
+    {15, 10, DIFF_TRICKY, 1},
+    {15, 15, DIFF_EASY, 1},
+    {15, 15, DIFF_TRICKY, 1},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+    game_params *ret;
+    char str[80];
+
+    if (i < 0 || i >= lenof(tracks_presets))
+        return FALSE;
+
+    ret = snew(game_params);
+    *ret = tracks_presets[i];
+
+    sprintf(str, "%dx%d %s", ret->w, ret->h, tracks_diffnames[ret->diff]);
+
+    *name = dupstr(str);
+    *params = ret;
+    return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+    sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+    game_params *ret = snew(game_params);
+    *ret = *params;		       /* structure copy */
+    return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+    params->w = params->h = atoi(string);
+    while (*string && isdigit((unsigned char)*string)) string++;
+    if (*string == 'x') {
+        string++;
+        params->h = atoi(string);
+        while (*string && isdigit((unsigned char)*string)) string++;
+    }
+    if (*string == 'd') {
+        int i;
+        string++;
+        params->diff = DIFF_TRICKY;
+        for (i = 0; i < DIFFCOUNT; i++)
+            if (*string == tracks_diffchars[i])
+                params->diff = i;
+        if (*string) string++;
+    }
+    params->single_ones = TRUE;
+    if (*string == 'o') {
+        params->single_ones = FALSE;
+        string++;
+    }
+
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+    char buf[120];
+
+    sprintf(buf, "%dx%d", params->w, params->h);
+    if (full)
+        sprintf(buf + strlen(buf), "d%c%s",
+                tracks_diffchars[params->diff],
+                params->single_ones ? "" : "o");
+    return dupstr(buf);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+    config_item *ret;
+    char buf[80];
+
+    ret = snewn(5, config_item);
+
+    ret[0].name = "Width";
+    ret[0].type = C_STRING;
+    sprintf(buf, "%d", params->w);
+    ret[0].sval = dupstr(buf);
+    ret[0].ival = 0;
+
+    ret[1].name = "Height";
+    ret[1].type = C_STRING;
+    sprintf(buf, "%d", params->h);
+    ret[1].sval = dupstr(buf);
+    ret[1].ival = 0;
+
+    ret[2].name = "Difficulty";
+    ret[2].type = C_CHOICES;
+    ret[2].sval = DIFFCONFIG;
+    ret[2].ival = params->diff;
+
+    ret[3].name = "Disallow consecutive 1 clues";
+    ret[3].type = C_BOOLEAN;
+    ret[3].ival = params->single_ones;
+
+    ret[4].name = NULL;
+    ret[4].type = C_END;
+    ret[4].sval = NULL;
+    ret[4].ival = 0;
+
+    return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+    game_params *ret = snew(game_params);
+
+    ret->w = atoi(cfg[0].sval);
+    ret->h = atoi(cfg[1].sval);
+    ret->diff = cfg[2].ival;
+    ret->single_ones = cfg[3].ival;
+
+    return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+    /*
+     * Generating anything under 4x4 runs into trouble of one kind
+     * or another.
+     */
+    if (params->w < 4 || params->h < 4)
+        return "Width and height must both be at least four";
+    return NULL;
+}
+
+/* --- Game state --- */
+
+/* flag usage copied from pearl */
+
+#define R 1
+#define U 2
+#define L 4
+#define D 8
+
+#define MOVECHAR(m) ((m==R)?'R':(m==U)?'U':(m==L)?'L':(m==D)?'D':'?')
+
+#define DX(d) ( ((d)==R) - ((d)==L) )
+#define DY(d) ( ((d)==D) - ((d)==U) )
+
+#define F(d) (((d << 2) | (d >> 2)) & 0xF)
+#define C(d) (((d << 3) | (d >> 1)) & 0xF)
+#define A(d) (((d << 1) | (d >> 3)) & 0xF)
+
+#define LR (L | R)
+#define RL (R | L)
+#define UD (U | D)
+#define DU (D | U)
+#define LU (L | U)
+#define UL (U | L)
+#define LD (L | D)
+#define DL (D | L)
+#define RU (R | U)
+#define UR (U | R)
+#define RD (R | D)
+#define DR (D | R)
+#define ALLDIR 15
+#define BLANK 0
+#define UNKNOWN 15
+
+int nbits[] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
+
+/* square grid flags */
+#define S_TRACK 1     /* a track passes through this square (--> 2 edges) */
+#define S_NOTRACK 2   /* no track passes through this square */
+#define S_ERROR 4
+#define S_CLUE 8
+#define S_MARK 16
+
+#define S_TRACK_SHIFT   16 /* U/D/L/R flags for edge track indicators */
+#define S_NOTRACK_SHIFT 20 /* U/D/L/R flags for edge no-track indicators */
+
+/* edge grid flags */
+#define E_TRACK 1     /* a track passes through this edge */
+#define E_NOTRACK 2   /* no track passes through this edge */
+
+struct numbers {
+    int refcount;
+    int *numbers;     /* sz w+h */
+    int row_s, col_s; /* stations: TODO think about multiple lines
+                         (for bigger grids)? */
+};
+
+#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->p.w && \
+                               (gy) >= 0 && (gy) < (state)->p.h)
+
+struct game_state {
+    game_params p;
+    unsigned int *sflags;       /* size w*h */
+    struct numbers *numbers;
+    int *num_errors;            /* size w+h */
+    int completed, used_solve, impossible;
+};
+
+/* Return the four directions in which a particular edge flag is set, around a square. */
+int S_E_DIRS(const game_state *state, int sx, int sy, unsigned int eflag) {
+    return (state->sflags[sy*state->p.w+sx] >>
+            ((eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT)) & ALLDIR;
+}
+
+/* Count the number of a particular edge flag around a grid square. */
+int S_E_COUNT(const game_state *state, int sx, int sy, unsigned int eflag) {
+    return nbits[S_E_DIRS(state, sx, sy, eflag)];
+}
+
+/* Return the two flags (E_TRACK and/or E_NOTRACK) set on a specific
+ * edge of a square. */
+unsigned S_E_FLAGS(const game_state *state, int sx, int sy, int d) {
+    unsigned f = state->sflags[sy*state->p.w+sx];
+    int t = (f & (d << S_TRACK_SHIFT)), nt = (f & (d << S_NOTRACK_SHIFT));
+    return (t ? E_TRACK : 0) | (nt ? E_NOTRACK : 0);
+}
+
+int S_E_ADJ(const game_state *state, int sx, int sy, int d, int *ax, int *ay, unsigned int *ad) {
+    if (d == L && sx > 0)            { *ax = sx-1; *ay = sy;   *ad = R; return 1; }
+    if (d == R && sx < state->p.w-1) { *ax = sx+1; *ay = sy;   *ad = L; return 1; }
+    if (d == U && sy > 0)            { *ax = sx;   *ay = sy-1; *ad = D; return 1; }
+    if (d == D && sy < state->p.h-1) { *ax = sx;   *ay = sy+1; *ad = U; return 1; }
+
+    return 0;
+}
+
+/* Sets flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
+void S_E_SET(game_state *state, int sx, int sy, int d, unsigned int eflag) {
+    unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
+    int ax, ay;
+
+    state->sflags[sy*state->p.w+sx] |= (d << shift);
+
+    if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
+        state->sflags[ay*state->p.w+ax] |= (ad << shift);
+    }
+}
+
+/* Clears flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
+void S_E_CLEAR(game_state *state, int sx, int sy, int d, unsigned int eflag) {
+    unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
+    int ax, ay;
+
+    state->sflags[sy*state->p.w+sx] &= ~(d << shift);
+
+    if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
+        state->sflags[ay*state->p.w+ax] &= ~(ad << shift);
+    }
+}
+
+static void clear_game(game_state *state)
+{
+    int w = state->p.w, h = state->p.h;
+
+    memset(state->sflags, 0, w*h * sizeof(unsigned int));
+
+    memset(state->numbers->numbers, 0, (w+h) * sizeof(int));
+    state->numbers->col_s = state->numbers->row_s = -1;
+
+    memset(state->num_errors, 0, (w+h) * sizeof(int));
+
+    state->completed = state->used_solve = state->impossible = FALSE;
+}
+
+static game_state *blank_game(const game_params *params)
+{
+    game_state *state = snew(game_state);
+    int w = params->w, h = params->h;
+
+    state->p = *params;
+
+    state->sflags = snewn(w*h, unsigned int);
+
+    state->numbers = snew(struct numbers);
+    state->numbers->refcount = 1;
+    state->numbers->numbers = snewn(w+h, int);
+
+    state->num_errors = snewn(w+h, int);
+
+    clear_game(state);
+
+    return state;
+}
+
+static void copy_game_flags(const game_state *src, game_state *dest)
+{
+    int w = src->p.w, h = src->p.h;
+
+    memcpy(dest->sflags, src->sflags, w*h*sizeof(unsigned int));
+}
+
+static game_state *dup_game(const game_state *state)
+{
+    int w = state->p.w, h = state->p.h;
+    game_state *ret = snew(game_state);
+
+    ret->p = state->p;		       /* structure copy */
+
+    ret->sflags = snewn(w*h, unsigned int);
+    copy_game_flags(state, ret);
+
+    ret->numbers = state->numbers;
+    state->numbers->refcount++;
+    ret->num_errors = snewn(w+h, int);
+    memcpy(ret->num_errors, state->num_errors, (w+h)*sizeof(int));
+
+    ret->completed = state->completed;
+    ret->used_solve = state->used_solve;
+    ret->impossible = state->impossible;
+
+    return ret;
+}
+
+static void free_game(game_state *state)
+{
+    if (--state->numbers->refcount <= 0) {
+        sfree(state->numbers->numbers);
+        sfree(state->numbers);
+    }
+    sfree(state->num_errors);
+    sfree(state->sflags);
+    sfree(state);
+}
+
+#define NDIRS 4
+const unsigned int dirs_const[] = { U, D, L, R };
+
+static unsigned int find_direction(game_state *state, random_state *rs,
+                                   int x, int y)
+{
+    int i, nx, ny, w=state->p.w, h=state->p.h;
+    unsigned int dirs[NDIRS];
+
+    memcpy(dirs, dirs_const, sizeof(dirs));
+    shuffle(dirs, NDIRS, sizeof(*dirs), rs);
+    for (i = 0; i < NDIRS; i++) {
+        nx = x + DX(dirs[i]);
+        ny = y + DY(dirs[i]);
+        if (nx >= 0 && nx < w && ny == h) {
+            /* off the bottom of the board: we've finished the path. */
+            return dirs[i];
+        } else if (!INGRID(state, nx, ny)) {
+            /* off the board: can't move here */
+            continue;
+        } else if (S_E_COUNT(state, nx, ny, E_TRACK) > 0) {
+            /* already tracks here: can't move */
+            continue;
+        }
+        return dirs[i];
+    }
+    return 0; /* no possible directions left. */
+}
+
+static int check_completion(game_state *state, int mark);
+
+static void lay_path(game_state *state, random_state *rs)
+{
+    int px, py, w=state->p.w, h=state->p.h;
+    unsigned int d;
+
+start:
+    clear_game(state);
+
+    /* pick a random entry point, lay its left edge */
+    state->numbers->row_s = py = random_upto(rs, h);
+    px = 0;
+    S_E_SET(state, px, py, L, E_TRACK);
+
+    while (INGRID(state, px, py)) {
+        d = find_direction(state, rs, px, py);
+        if (d == 0)
+            goto start; /* nowhere else to go, restart */
+
+        S_E_SET(state, px, py, d, E_TRACK);
+        px += DX(d);
+        py += DY(d);
+    }
+    /* double-check we got to the right place */
+    assert(px >= 0 && px < w && py == h);
+
+    state->numbers->col_s = px;
+}
+
+static int tracks_solve(game_state *state, int diff);
+static void debug_state(game_state *state, const char *what);
+
+/* Clue-setting algorithm:
+
+ - first lay clues randomly until it's soluble
+ - then remove clues randomly if removing them doesn't affect solubility
+
+ - We start with two clues, one at each path entrance.
+
+ More details:
+ - start with an array of all square i positions
+ - if the grid is already soluble by a level easier than we've requested,
+    go back and make a new grid
+ - if the grid is already soluble by our requested difficulty level, skip
+    the clue-laying step
+ - count the number of flags the solver managed to place, remember this.
+
+ - to lay clues:
+   - shuffle the i positions
+   - for each possible clue position:
+     - copy the solved board, strip it
+     - take the next position, add a clue there on the copy
+     - try and solve the copy
+     - if it's soluble by a level easier than we've requested, continue (on
+        to next clue position: putting a clue here makes it too easy)
+     - if it's soluble by our difficulty level, we're done:
+       - put the clue flag into the solved board
+       - go to strip-clues.
+     - if the solver didn't manage to place any more flags, continue (on to next
+        clue position: putting a clue here didn't help he solver)
+     - otherwise put the clue flag in the original board, and go on to the next
+        clue position
+   - if we get here and we've not solved it yet, we never will (did we really
+      fill _all_ the clues in?!). Go back and make a new grid.
+
+ - to strip clues:
+   - shuffle the i positions
+   - for each possible clue position:
+     - if the solved grid doesn't have a clue here, skip
+     - copy the solved board, remove this clue, strip it
+     - try and solve the copy
+     - assert that it is not soluble by a level easier than we've requested
+       - (because this should never happen)
+     - if this is (still) soluble by our difficulty level:
+       - remove this clue from the solved board, it's redundant (with the other
+          clues)
+
+  - that should be it.
+*/
+
+static game_state *copy_and_strip(const game_state *state, game_state *ret, int flipcluei)
+{
+    int i, j, w = state->p.w, h = state->p.h;
+
+    copy_game_flags(state, ret);
+
+    /* Add/remove a clue before stripping, if required */
+
+    if (flipcluei != -1)
+        ret->sflags[flipcluei] ^= S_CLUE;
+
+    /* All squares that are not clue squares have square track info erased, and some edge flags.. */
+
+    for (i = 0; i < w*h; i++) {
+        if (!(ret->sflags[i] & S_CLUE)) {
+            ret->sflags[i] &= ~(S_TRACK|S_NOTRACK|S_ERROR|S_MARK);
+            for (j = 0; j < 4; j++) {
+                unsigned f = 1<<j;
+                int xx = i%w + DX(f), yy = i/w + DY(f);
+                if (!INGRID(state, xx, yy) || !(ret->sflags[yy*w+xx] & S_CLUE)) {
+                    /* only erase an edge flag if neither side of the edge is S_CLUE. */
+                    S_E_CLEAR(ret, i%w, i/w, f, E_TRACK);
+                    S_E_CLEAR(ret, i%w, i/w, f, E_NOTRACK);
+                }
+            }
+        }
+    }
+    return ret;
+}
+
+static int solve_progress(const game_state *state) {
+    int i, w = state->p.w, h = state->p.h, progress = 0;
+
+    /* Work out how many flags the solver managed to set (either TRACK
+       or NOTRACK) and return this as a progress measure, to check whether
+       a partially-solved board gets any further than a previous partially-
+       solved board. */
+
+    for (i = 0; i < w*h; i++) {
+        if (state->sflags[i] & S_TRACK) progress++;
+        if (state->sflags[i] & S_NOTRACK) progress++;
+        progress += S_E_COUNT(state, i%w, i/w, E_TRACK);
+        progress += S_E_COUNT(state, i%w, i/w, E_NOTRACK);
+    }
+    return progress;
+}
+
+static int check_phantom_moves(const game_state *state) {
+    int x, y, i;
+
+    /* Check that this state won't show 'phantom moves' at the start of the
+     * game: squares which have multiple edge flags set but no clue flag
+     * cause a piece of track to appear that isn't on a clue square. */
+
+    for (x = 0; x < state->p.w; x++) {
+        for (y = 0; y < state->p.h; y++) {
+            i = y*state->p.w+x;
+            if (state->sflags[i] & S_CLUE)
+                continue;
+            if (S_E_COUNT(state, x, y, E_TRACK) > 1)
+                return 1; /* found one! */
+        }
+    }
+    return 0;
+}
+
+static int add_clues(game_state *state, random_state *rs, int diff)
+{
+    int i, j, pi, w = state->p.w, h = state->p.h, progress, ret = 0, sr;
+    int *positions = snewn(w*h, int), npositions = 0;
+    int *nedges_previous_solve = snewn(w*h, int);
+    game_state *scratch = dup_game(state);
+
+    debug_state(state, "gen: Initial board");
+
+    debug(("gen: Adding clues..."));
+
+    /* set up the shuffly-position grid for later, used for adding clues:
+     * we only bother adding clues where any edges are set. */
+    for (i = 0; i < w*h; i++) {
+        if (S_E_DIRS(state, i%w, i/w, E_TRACK) != 0) {
+            positions[npositions++] = i;
+        }
+        nedges_previous_solve[i] = 0;
+    }
+
+    /* First, check whether the puzzle is already either too easy, or just right */
+    scratch = copy_and_strip(state, scratch, -1);
+    if (diff > 0) {
+        sr = tracks_solve(scratch, diff-1);
+        if (sr < 0)
+            assert(!"Generator should not have created impossible puzzle");
+        if (sr > 0) {
+            ret = -1; /* already too easy, even without adding clues. */
+            debug(("gen:  ...already too easy, need new board."));
+            goto done;
+        }
+    }
+    sr = tracks_solve(scratch, diff);
+    if (sr < 0)
+        assert(!"Generator should not have created impossible puzzle");
+    if (sr > 0) {
+        ret = 1; /* already soluble without any extra clues. */
+        debug(("gen:  ...soluble without clues, nothing to do."));
+        goto done;
+    }
+    debug_state(scratch, "gen: Initial part-solved state: ");
+    progress = solve_progress(scratch);
+    debug(("gen: Initial solve progress is %d", progress));
+
+    /* First, lay clues until we're soluble. */
+    shuffle(positions, npositions, sizeof(int), rs);
+    for (pi = 0; pi < npositions; pi++) {
+        i = positions[pi]; /* pick a random position */
+        if (state->sflags[i] & S_CLUE)
+            continue; /* already a clue here (entrance location?) */
+        if (nedges_previous_solve[i] == 2)
+            continue; /* no point putting a clue here, we could solve both edges
+                         with the previous set of clues */
+
+        /* set a clue in that position (on a copy of the board) and test solubility */
+        scratch = copy_and_strip(state, scratch, i);
+
+        if (check_phantom_moves(scratch))
+            continue; /* adding a clue here would add phantom track */
+
+        if (diff > 0) {
+            if (tracks_solve(scratch, diff-1) > 0) {
+                continue; /* adding a clue here makes it too easy */
+            }
+        }
+        if (tracks_solve(scratch, diff) > 0) {
+            /* we're now soluble (and we weren't before): add this clue, and then
+               start stripping clues */
+            debug(("gen:  ...adding clue at (%d,%d), now soluble", i%w, i/w));
+            state->sflags[i] |= S_CLUE;
+            goto strip_clues;
+        }
+        if (solve_progress(scratch) > progress) {
+            /* We've made more progress solving: add this clue, then. */
+            progress = solve_progress(scratch);
+            debug(("gen:  ... adding clue at (%d,%d), new progress %d", i%w, i/w, progress));
+            state->sflags[i] |= S_CLUE;
+
+            for (j = 0; j < w*h; j++)
+                nedges_previous_solve[j] = S_E_COUNT(scratch, j%w, j/w, E_TRACK);
+        }
+    }
+    /* If we got here we didn't ever manage to make the puzzle soluble
+       (without making it too easily soluble, that is): give up. */
+
+    debug(("gen: Unable to make soluble with clues, need new board."));
+    ret = -1;
+    goto done;
+
+strip_clues:
+    debug(("gen: Stripping clues."));
+
+    /* Now, strip redundant clues (i.e. those without which the puzzle is still
+       soluble) */
+    shuffle(positions, npositions, sizeof(int), rs);
+    for (pi = 0; pi < npositions; pi++) {
+        i = positions[pi]; /* pick a random position */
+        if (!(state->sflags[i] & S_CLUE))
+            continue; /* no clue here to strip */
+        if ((i%w == 0 && i/w == state->numbers->row_s) ||
+                (i/w == (h-1) && i%w == state->numbers->col_s))
+            continue; /* don't strip clues at entrance/exit */
+
+        scratch = copy_and_strip(state, scratch, i);
+        if (check_phantom_moves(scratch))
+            continue; /* removing a clue here would add phantom track */
+
+        if (tracks_solve(scratch, diff) > 0) {
+            debug(("gen:  ... removing clue at (%d,%d), still soluble without it", i%w, i/w));
+            state->sflags[i] &= ~S_CLUE; /* still soluble without this clue. */
+        }
+    }
+    debug(("gen: Finished stripping clues."));
+    ret = 1;
+
+done:
+    sfree(positions);
+    free_game(scratch);
+    return ret;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+                           char **aux, int interactive)
+{
+    int i, j, w = params->w, h = params->h, x, y, ret;
+    game_state *state;
+    char *desc, *p;
+    game_params adjusted_params;
+
+    /*
+     * 4x4 Tricky cannot be generated, so fall back to Easy.
+     */
+    if (w == 4 && h == 4 && params->diff > DIFF_EASY) {
+        adjusted_params = *params;     /* structure copy */
+        adjusted_params.diff = DIFF_EASY;
+        params = &adjusted_params;
+    }
+
+    state = blank_game(params);
+
+    /* --- lay the random path */
+
+newpath:
+    lay_path(state, rs);
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
+                state->sflags[y*w + x] |= S_TRACK;
+            }
+            if ((x == 0 && y == state->numbers->row_s) ||
+                    (y == (h-1) && x == state->numbers->col_s)) {
+                state->sflags[y*w + x] |= S_CLUE;
+            }
+        }
+    }
+
+    /* --- Update the clue numbers based on the tracks we have generated. */
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            if (state->sflags[y*w + x] & S_TRACK) {
+                state->numbers->numbers[x]++;
+                state->numbers->numbers[y+w]++;
+            }
+        }
+    }
+    for (i = 0; i < w+h; i++) {
+        if (state->numbers->numbers[i] == 0)
+            goto newpath; /* too boring */
+    }
+
+    if (params->single_ones) {
+        int last_was_one = 1, is_one; /* (disallow 1 clue at entry point) */
+        for (i = 0; i < w+h; i++) {
+            is_one = (state->numbers->numbers[i] == 1);
+            if (is_one && last_was_one)
+                goto newpath; /* disallow consecutive 1 clues. */
+            last_was_one = is_one;
+        }
+        if (state->numbers->numbers[w+h-1] == 1)
+            goto newpath; /* (disallow 1 clue at exit point) */
+    }
+
+    /* --- Add clues to make a soluble puzzle */
+    ret = add_clues(state, rs, params->diff);
+    if (ret != 1) goto newpath; /* couldn't make it soluble, or too easy */
+
+    /* --- Generate the game desc based on the generated grid. */
+    desc = snewn(w*h*3 + (w+h)*5, char);
+    for (i = j = 0; i < w*h; i++) {
+        if (!(state->sflags[i] & S_CLUE) && j > 0 &&
+                desc[j-1] >= 'a' && desc[j-1] < 'z')
+            desc[j-1]++;
+        else if (!(state->sflags[i] & S_CLUE))
+            desc[j++] = 'a';
+        else {
+            unsigned int f = S_E_DIRS(state, i%w, i/w, E_TRACK);
+            desc[j++] = (f < 10) ? ('0' + f) : ('A' + (f-10));
+        }
+    }
+
+    p = desc + j;
+    for (x = 0; x < w; x++) {
+        p += sprintf(p, ",%s%d", x == state->numbers->col_s ? "S" : "",
+                     state->numbers->numbers[x]);
+    }
+    for (y = 0; y < h; y++) {
+        p += sprintf(p, ",%s%d", y == state->numbers->row_s ? "S" : "",
+                     state->numbers->numbers[y+w]);
+    }
+    *p++ = '\0';
+
+    ret = tracks_solve(state, DIFFCOUNT);
+    assert(ret >= 0);
+    free_game(state);
+
+    debug(("new_game_desc: %s", desc));
+    return desc;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+    int i = 0, w = params->w, h = params->h, in = 0, out = 0;
+
+    while (*desc) {
+        unsigned int f = 0;
+        if (*desc >= '0' && *desc <= '9')
+            f = (*desc - '0');
+        else if (*desc >= 'A' && *desc <= 'F')
+            f = (*desc - 'A' + 10);
+        else if (*desc >= 'a' && *desc <= 'z')
+            i += *desc - 'a';
+        else
+            return "Game description contained unexpected characters";
+
+        if (f != 0) {
+            if (nbits[f] != 2)
+                return "Clue did not provide 2 direction flags";
+        }
+        i++;
+        desc++;
+        if (i == w*h) break;
+    }
+    for (i = 0; i < w+h; i++) {
+        if (!*desc)
+            return "Not enough numbers given after grid specification";
+        else if (*desc != ',')
+            return "Invalid character in number list";
+        desc++;
+        if (*desc == 'S') {
+            if (i < w)
+                out++;
+            else
+                in++;
+            desc++;
+        }
+        while (*desc && isdigit((unsigned char)*desc)) desc++;
+    }
+    if (in != 1 || out != 1)
+        return "Puzzle must have one entrance and one exit";
+    if (*desc)
+        return "Unexpected additional character at end of game description";
+    return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params, const char *desc)
+{
+    game_state *state = blank_game(params);
+    int w = params->w, h = params->h, i = 0;
+
+    while (*desc) {
+        unsigned int f = 0;
+        if (*desc >= '0' && *desc <= '9')
+            f = (*desc - '0');
+        else if (*desc >= 'A' && *desc <= 'F')
+            f = (*desc - 'A' + 10);
+        else if (*desc >= 'a' && *desc <= 'z')
+            i += *desc - 'a';
+
+        if (f != 0) {
+            int x = i % w, y = i / w;
+            assert(f < 16);
+            assert(nbits[f] == 2);
+
+            state->sflags[i] |= (S_TRACK | S_CLUE);
+            if (f & U) S_E_SET(state, x, y, U, E_TRACK);
+            if (f & D) S_E_SET(state, x, y, D, E_TRACK);
+            if (f & L) S_E_SET(state, x, y, L, E_TRACK);
+            if (f & R) S_E_SET(state, x, y, R, E_TRACK);
+        }
+        i++;
+        desc++;
+        if (i == w*h) break;
+    }
+    for (i = 0; i < w+h; i++) {
+        assert(*desc == ',');
+        desc++;
+
+        if (*desc == 'S') {
+            if (i < w)
+                state->numbers->col_s = i;
+            else
+                state->numbers->row_s = i-w;
+            desc++;
+        }
+        state->numbers->numbers[i] = atoi(desc);
+        while (*desc && isdigit((unsigned char)*desc)) desc++;
+    }
+
+    assert(!*desc);
+
+    return state;
+}
+
+static int solve_set_sflag(game_state *state, int x, int y,
+                           unsigned int f, const char *why)
+{
+    int w = state->p.w, i = y*w + x;
+
+    if (state->sflags[i] & f)
+        return 0;
+    debug(("solve: square (%d,%d) -> %s: %s",
+           x, y, (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
+    if (state->sflags[i] & (f == S_TRACK ? S_NOTRACK : S_TRACK)) {
+        debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
+        state->impossible = TRUE;
+    }
+    state->sflags[i] |= f;
+    return 1;
+}
+
+static int solve_set_eflag(game_state *state, int x, int y, int d,
+                           unsigned int f, const char *why)
+{
+    int sf = S_E_FLAGS(state, x, y, d);
+
+    if (sf & f)
+        return 0;
+    debug(("solve: edge (%d,%d)/%c -> %s: %s", x, y,
+           (d == U) ? 'U' : (d == D) ? 'D' : (d == L) ? 'L' : 'R',
+           (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
+    if (sf & (f == E_TRACK ? E_NOTRACK : E_TRACK)) {
+        debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
+        state->impossible = TRUE;
+    }
+    S_E_SET(state, x, y, d, f);
+    return 1;
+}
+
+static int solve_update_flags(game_state *state)
+{
+    int x, y, i, w = state->p.w, h = state->p.h, did = 0;
+
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            /* If a square is NOTRACK, all four edges must be. */
+            if (state->sflags[y*w + x] & S_NOTRACK) {
+                for (i = 0; i < 4; i++) {
+                    unsigned int d = 1<<i;
+                    did += solve_set_eflag(state, x, y, d, E_NOTRACK, "edges around NOTRACK");
+                }
+            }
+
+            /* If 3 or more edges around a square are NOTRACK, the square is. */
+            if (S_E_COUNT(state, x, y, E_NOTRACK) >= 3) {
+                did += solve_set_sflag(state, x, y, S_NOTRACK, "square has >2 NOTRACK edges");
+            }
+
+            /* If any edge around a square is TRACK, the square is. */
+            if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
+                did += solve_set_sflag(state, x, y, S_TRACK, "square has TRACK edge");
+            }
+
+            /* If a square is TRACK and 2 edges are NOTRACK,
+               the other two edges must be TRACK. */
+            if ((state->sflags[y*w + x] & S_TRACK) &&
+                    (S_E_COUNT(state, x, y, E_NOTRACK) == 2) &&
+                    (S_E_COUNT(state, x, y, E_TRACK) < 2)) {
+                for (i = 0; i < 4; i++) {
+                    unsigned int d = 1<<i;
+                    if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
+                        did += solve_set_eflag(state, x, y, d, E_TRACK,
+                                               "TRACK square/2 NOTRACK edges");
+                    }
+                }
+            }
+
+            /* If a square is TRACK and 2 edges are TRACK, the other two
+               must be NOTRACK. */
+            if ((state->sflags[y*w + x] & S_TRACK) &&
+                    (S_E_COUNT(state, x, y, E_TRACK) == 2) &&
+                    (S_E_COUNT(state, x, y, E_NOTRACK) < 2)) {
+                for (i = 0; i < 4; i++) {
+                    unsigned int d = 1<<i;
+                    if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
+                        did += solve_set_eflag(state, x, y, d, E_NOTRACK,
+                                               "TRACK square/2 TRACK edges");
+                    }
+                }
+            }
+        }
+    }
+    return did;
+}
+
+static int solve_count_col(game_state *state, int col, unsigned int f)
+{
+    int i, n, c = 0, h = state->p.h, w = state->p.w;
+    for (n = 0, i = col; n < h; n++, i += w) {
+        if (state->sflags[i] & f) c++;
+    }
+    return c;
+}
+
+static int solve_count_row(game_state *state, int row, unsigned int f)
+{
+    int i, n, c = 0, w = state->p.w;
+    for (n = 0, i = w*row; n < state->p.w; n++, i++) {
+        if (state->sflags[i] & f) c++;
+    }
+    return c;
+}
+
+static int solve_count_clues_sub(game_state *state, int si, int id, int n,
+                                 int target, const char *what)
+{
+    int ctrack = 0, cnotrack = 0, did = 0, j, i, w = state->p.w;
+
+    for (j = 0, i = si; j < n; j++, i += id) {
+        if (state->sflags[i] & S_TRACK)
+            ctrack++;
+        if (state->sflags[i] & S_NOTRACK)
+            cnotrack++;
+    }
+    if (ctrack == target) {
+        /* everything that's not S_TRACK must be S_NOTRACK. */
+        for (j = 0, i = si; j < n; j++, i += id) {
+            if (!(state->sflags[i] & S_TRACK))
+                did += solve_set_sflag(state, i%w, i/w, S_NOTRACK, what);
+        }
+    }
+    if (cnotrack == (n-target)) {
+        /* everything that's not S_NOTRACK must be S_TRACK. */
+        for (j = 0, i = si; j < n; j++, i += id) {
+            if (!(state->sflags[i] & S_NOTRACK))
+                did += solve_set_sflag(state, i%w, i/w, S_TRACK, what);
+        }
+    }
+    return did;
+}
+
+static int solve_count_clues(game_state *state)
+{
+    int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+    for (x = 0; x < w; x++) {
+        target = state->numbers->numbers[x];
+        did += solve_count_clues_sub(state, x, w, h, target, "col count");
+    }
+    for (y = 0; y < h; y++) {
+        target = state->numbers->numbers[w+y];
+        did += solve_count_clues_sub(state, y*w, 1, w, target, "row count");
+    }
+    return did;
+}
+
+static int solve_check_single_sub(game_state *state, int si, int id, int n,
+                                  int target, unsigned int perpf,
+                                  const char *what)
+{
+    int ctrack = 0, nperp = 0, did = 0, j, i, w = state->p.w;
+    int n1edge = 0, i1edge = 0, ox, oy, x, y;
+    unsigned int impossible = 0;
+
+    /* For rows or columns which only have one more square to put a track in, we
+       know the only way a new track section could be there would be to run
+       perpendicular to the track (otherwise we'd need at least two free squares).
+       So, if there is nowhere we can run perpendicular to the track (e.g. because
+       we're on an edge) we know the extra track section much be on one end of an
+       existing section. */
+
+    for (j = 0, i = si; j < n; j++, i += id) {
+        if (state->sflags[i] & S_TRACK)
+            ctrack++;
+        impossible = S_E_DIRS(state, i%w, i/w, E_NOTRACK);
+        if ((perpf & impossible) == 0)
+            nperp++;
+        if (S_E_COUNT(state, i%w, i/w, E_TRACK) <= 1) {
+            n1edge++;
+            i1edge = i;
+        }
+    }
+    if (ctrack != (target-1)) return 0;
+    if (nperp > 0 || n1edge != 1) return 0;
+
+    debug(("check_single from (%d,%d): 1 match from (%d,%d)",
+           si%w, si/w, i1edge%w, i1edge/w));
+
+    /* We have a match: anything that's more than 1 away from this square
+       cannot now contain a track. */
+    ox = i1edge%w;
+    oy = i1edge/w;
+    for (j = 0, i = si; j < n; j++, i += id) {
+        x = i%w;
+        y = i/w;
+        if (abs(ox-x) > 1 || abs(oy-y) > 1) {
+            if (!state->sflags[i] & S_TRACK)
+                did += solve_set_sflag(state, x, y, S_NOTRACK, what);
+        }
+    }
+
+    return did;
+}
+
+static int solve_check_single(game_state *state)
+{
+    int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+    for (x = 0; x < w; x++) {
+        target = state->numbers->numbers[x];
+        did += solve_check_single_sub(state, x, w, h, target, R|L, "single on col");
+    }
+    for (y = 0; y < h; y++) {
+        target = state->numbers->numbers[w+y];
+        did += solve_check_single_sub(state, y*w, 1, w, target, U|D, "single on row");
+    }
+    return did;
+}
+
+static int solve_check_loose_sub(game_state *state, int si, int id, int n,
+                                 int target, unsigned int perpf,
+                                 const char *what)
+{
+    int nperp = 0, nloose = 0, e2count = 0, did = 0, i, j, k;
+    int w = state->p.w;
+    unsigned int parf = ALLDIR & (~perpf);
+
+    for (j = 0, i = si; j < n; j++, i += id) {
+        int fcount = S_E_COUNT(state, i%w, i/w, E_TRACK);
+        if (fcount == 2)
+            e2count++; /* this cell has 2 definite edges */
+        state->sflags[i] &= ~S_MARK;
+        if (fcount == 1 && (parf & S_E_DIRS(state, i%w, i/w, E_TRACK))) {
+            nloose++; /* this cell has a loose end (single flag set parallel
+                    to the direction of this row/column) */
+            state->sflags[i] |= S_MARK; /* mark loose ends */
+        }
+        if (fcount != 2 && !(perpf & S_E_DIRS(state, i%w, i/w, E_NOTRACK)))
+            nperp++; /* we could lay perpendicular across this cell */
+    }
+
+    if (nloose > (target - e2count)) {
+        debug(("check %s from (%d,%d): more loose (%d) than empty (%d), IMPOSSIBLE",
+               what, si%w, si/w, nloose, target-e2count));
+        state->impossible = TRUE;
+    }
+    if (nloose > 0 && nloose == (target - e2count)) {
+        debug(("check %s from (%d,%d): nloose = empty (%d), forcing loners out.",
+               what, si%w, si/w, nloose));
+        for (j = 0, i = si; j < n; j++, i += id) {
+            if (!(state->sflags[i] & S_MARK))
+                continue; /* skip non-loose ends */
+            if (j > 0 && state->sflags[i-id] & S_MARK)
+                continue; /* next to other loose end, could join up */
+            if (j < (n-1) && state->sflags[i+id] & S_MARK)
+                continue; /* ditto */
+
+            for (k = 0; k < 4; k++) {
+                if ((parf & (1<<k)) &&
+                        !(S_E_DIRS(state, i%w, i/w, E_TRACK) & (1<<k))) {
+                    /* set as NOTRACK the edge parallel to the row/column that's
+                       not already set. */
+                    did += solve_set_eflag(state, i%w, i/w, 1<<k, E_NOTRACK, what);
+                }
+            }
+        }
+    }
+    if (nloose == 1 && (target - e2count) == 2 && nperp == 0) {
+        debug(("check %s from (%d,%d): 1 loose end, 2 empty squares, forcing parallel",
+               what, si%w, si/w));
+        for (j = 0, i = si; j < n; j++, i += id) {
+            if (!(state->sflags[i] & S_MARK))
+                continue; /* skip non-loose ends */
+            for (k = 0; k < 4; k++) {
+                if (parf & (1<<k))
+                    did += solve_set_eflag(state, i%w, i/w, 1<<k, E_TRACK, what);
+            }
+        }
+    }
+
+    return did;
+}
+
+static int solve_check_loose_ends(game_state *state)
+{
+    int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+    for (x = 0; x < w; x++) {
+        target = state->numbers->numbers[x];
+        did += solve_check_loose_sub(state, x, w, h, target, R|L, "loose on col");
+    }
+    for (y = 0; y < h; y++) {
+        target = state->numbers->numbers[w+y];
+        did += solve_check_loose_sub(state, y*w, 1, w, target, U|D, "loose on row");
+    }
+    return did;
+}
+
+static int solve_check_loop_sub(game_state *state, int x, int y, int dir,
+                                int *dsf, int startc, int endc)
+{
+    int w = state->p.w, h = state->p.h, i = y*w+x, j, k, satisfied = 1;
+
+    j = (y+DY(dir))*w + (x+DX(dir));
+
+    assert(i < w*h && j < w*h);
+
+    if ((state->sflags[i] & S_TRACK) &&
+        (state->sflags[j] & S_TRACK) &&
+        !(S_E_DIRS(state, x, y, E_TRACK) & dir) &&
+        !(S_E_DIRS(state, x, y, E_NOTRACK) & dir)) {
+        int ic = dsf_canonify(dsf, i), jc = dsf_canonify(dsf, j);
+        if (ic == jc) {
+            return solve_set_eflag(state, x, y, dir, E_NOTRACK, "would close loop");
+        }
+        if ((ic == startc && jc == endc) || (ic == endc && jc == startc)) {
+            debug(("Adding link at (%d,%d) would join start to end", x, y));
+            /* We mustn't join the start to the end if:
+               - there are other bits of track that aren't attached to either end
+               - the clues are not fully satisfied yet
+             */
+            for (k = 0; k < w*h; k++) {
+                if (state->sflags[k] & S_TRACK &&
+                        dsf_canonify(dsf, k) != startc && dsf_canonify(dsf, k) != endc) {
+                    return solve_set_eflag(state, x, y, dir, E_NOTRACK,
+                                           "joins start to end but misses tracks");
+                }
+            }
+            for (k = 0; k < w; k++) {
+                int target = state->numbers->numbers[k];
+                int ntracks = solve_count_col(state, k, S_TRACK);
+                if (ntracks < target) satisfied = 0;
+            }
+            for (k = 0; k < h; k++) {
+                int target = state->numbers->numbers[w+k];
+                int ntracks = solve_count_row(state, k, S_TRACK);
+                if (ntracks < target) satisfied = 0;
+            }
+            if (!satisfied) {
+                return solve_set_eflag(state, x, y, dir, E_NOTRACK,
+                                       "joins start to end with incomplete clues");
+            }
+        }
+    }
+    return 0;
+}
+
+static int solve_check_loop(game_state *state)
+{
+    int w = state->p.w, h = state->p.h, x, y, i, j, did = 0;
+    int *dsf, startc, endc;
+
+    /* TODO eventually we should pull this out into a solver struct and keep it
+       updated as we connect squares. For now we recreate it every time we try
+       this particular solver step. */
+    dsf = snewn(w*h, int);
+    dsf_init(dsf, w*h);
+
+    /* Work out the connectedness of the current loop set. */
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            i = y*w + x;
+            if (x < (w-1) && S_E_DIRS(state, x, y, E_TRACK) & R) {
+                /* connection to the right... */
+                j = y*w + (x+1);
+                assert(i < w*h && j < w*h);
+                dsf_merge(dsf, i, j);
+            }
+            if (y < (h-1) && S_E_DIRS(state, x, y, E_TRACK) & D) {
+                /* connection down... */
+                j = (y+1)*w + x;
+                assert(i < w*h && j < w*h);
+                dsf_merge(dsf, i, j);
+            }
+            /* NB no need to check up and left because they'll have been checked
+               by the other side. */
+        }
+    }
+
+    startc = dsf_canonify(dsf, state->numbers->row_s*w);
+    endc = dsf_canonify(dsf, (h-1)*w+state->numbers->col_s);
+
+    /* Now look at all adjacent squares that are both S_TRACK: if connecting
+       any of them would complete a loop (i.e. they're both the same dsf class
+       already) then that edge must be NOTRACK. */
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            if (x < (w-1))
+              did += solve_check_loop_sub(state, x, y, R, dsf, startc, endc);
+            if (y < (h-1))
+              did += solve_check_loop_sub(state, x, y, D, dsf, startc, endc);
+        }
+    }
+
+    sfree(dsf);
+
+    return did;
+}
+
+static void solve_discount_edge(game_state *state, int x, int y, int d)
+{
+    if (S_E_DIRS(state, x, y, E_TRACK) & d) {
+        assert(state->sflags[y*state->p.w + x] & S_CLUE);
+        return; /* (only) clue squares can have outer edges set. */
+    }
+    solve_set_eflag(state, x, y, d, E_NOTRACK, "outer edge");
+}
+
+static int tracks_solve(game_state *state, int diff)
+{
+    int didsth, x, y, w = state->p.w, h = state->p.h;
+
+    debug(("solve..."));
+    state->impossible = FALSE;
+
+    /* Set all the outer border edges as no-track. */
+    for (x = 0; x < w; x++) {
+        solve_discount_edge(state, x, 0, U);
+        solve_discount_edge(state, x, h-1, D);
+    }
+    for (y = 0; y < h; y++) {
+        solve_discount_edge(state, 0, y, L);
+        solve_discount_edge(state, w-1, y, R);
+    }
+
+    while (1) {
+        didsth = 0;
+
+        didsth += solve_update_flags(state);
+        didsth += solve_count_clues(state);
+        didsth += solve_check_loop(state);
+
+        if (diff >= DIFF_TRICKY) {
+            didsth += solve_check_single(state);
+            didsth += solve_check_loose_ends(state);
+        }
+
+        if (!didsth || state->impossible) break;
+    }
+
+    return state->impossible ? -1 : check_completion(state, FALSE) ? 1 : 0;
+}
+
+static char *move_string_diff(const game_state *before, const game_state *after, int issolve)
+{
+    int w = after->p.w, h = after->p.h, i, j;
+    char *move = snewn(w*h*40, char), *p = move;
+    const char *sep = "";
+    unsigned int otf, ntf, onf, nnf;
+
+    if (issolve) {
+        *p++ = 'S';
+        sep = ";";
+    }
+    for (i = 0; i < w*h; i++) {
+        otf = S_E_DIRS(before, i%w, i/w, E_TRACK);
+        ntf = S_E_DIRS(after, i%w, i/w, E_TRACK);
+        onf = S_E_DIRS(before, i%w, i/w, E_NOTRACK);
+        nnf = S_E_DIRS(after, i%w, i/w, E_NOTRACK);
+
+        for (j = 0; j < 4; j++) {
+            unsigned df = 1<<j;
+            if ((otf & df) != (ntf & df)) {
+                p += sprintf(p, "%s%c%c%d,%d", sep,
+                             (ntf & df) ? 'T' : 't', MOVECHAR(df), i%w, i/w);
+                sep = ";";
+            }
+            if ((onf & df) != (nnf & df)) {
+                p += sprintf(p, "%s%c%c%d,%d", sep,
+                             (nnf & df) ? 'N' : 'n', MOVECHAR(df), i%w, i/w);
+                sep = ";";
+            }
+        }
+
+        if ((before->sflags[i] & S_NOTRACK) != (after->sflags[i] & S_NOTRACK)) {
+            p += sprintf(p, "%s%cS%d,%d", sep,
+                         (after->sflags[i] & S_NOTRACK) ? 'N' : 'n', i%w, i/w);
+            sep = ";";
+        }
+        if ((before->sflags[i] & S_TRACK) != (after->sflags[i] & S_TRACK)) {
+            p += sprintf(p, "%s%cS%d,%d", sep,
+                         (after->sflags[i] & S_TRACK) ? 'T' : 't', i%w, i/w);
+            sep = ";";
+        }
+    }
+    *p++ = '\0';
+    move = sresize(move, p - move, char);
+
+    return move;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
+{
+    game_state *solved;
+    int ret;
+    char *move;
+
+    solved = dup_game(currstate);
+    ret = tracks_solve(solved, DIFFCOUNT);
+    if (ret < 1) {
+        free_game(solved);
+        solved = dup_game(state);
+        ret = tracks_solve(solved, DIFFCOUNT);
+    }
+
+    if (ret < 1) {
+        *error = "Unable to find solution";
+        move = NULL;
+    } else {
+        move = move_string_diff(currstate, solved, TRUE);
+    }
+
+    free_game(solved);
+    return move;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+    return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+    char *ret, *p;
+    int x, y, len, w = state->p.w, h = state->p.h;
+
+    len = ((w*2) + 4) * ((h*2)+4) + 2;
+    ret = snewn(len+1, char);
+    p = ret;
+
+    /* top line: column clues */
+    *p++ = ' ';
+    *p++ = ' ';
+    for (x = 0; x < w; x++) {
+        *p++ = (state->numbers->numbers[x] < 10 ?
+                '0' + state->numbers->numbers[x] :
+                'A' + state->numbers->numbers[x] - 10);
+        *p++ = ' ';
+    }
+    *p++ = '\n';
+
+    /* second line: top edge */
+    *p++ = ' ';
+    *p++ = '+';
+    for (x = 0; x < w*2-1; x++)
+        *p++ = '-';
+    *p++ = '+';
+    *p++ = '\n';
+
+    /* grid rows: one line of squares, one line of edges. */
+    for (y = 0; y < h; y++) {
+        /* grid square line */
+        *p++ = (y == state->numbers->row_s) ? 'A' : ' ';
+        *p++ = (y == state->numbers->row_s) ? '-' : '|';
+
+        for (x = 0; x < w; x++) {
+            unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
+            if (state->sflags[y*w+x] & S_CLUE) *p++ = 'C';
+            else if (f == LU || f == RD) *p++ = '/';
+            else if (f == LD || f == RU) *p++ = '\\';
+            else if (f == UD) *p++ = '|';
+            else if (f == RL) *p++ = '-';
+            else if (state->sflags[y*w+x] & S_NOTRACK) *p++ = 'x';
+            else *p++ = ' ';
+
+            if (x < w-1) {
+                *p++ = (f & R) ? '-' : ' ';
+            } else
+                *p++ = '|';
+        }
+        *p++ = (state->numbers->numbers[w+y] < 10 ?
+                '0' + state->numbers->numbers[w+y] :
+                'A' + state->numbers->numbers[w+y] - 10);
+        *p++ = '\n';
+
+        if (y == h-1) continue;
+
+        /* edges line */
+        *p++ = ' ';
+        *p++ = '|';
+        for (x = 0; x < w; x++) {
+            unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
+            *p++ = (f & D) ? '|' : ' ';
+            *p++ = (x < w-1) ? ' ' : '|';
+        }
+        *p++ = '\n';
+    }
+
+    /* next line: bottom edge */
+    *p++ = ' ';
+    *p++ = '+';
+    for (x = 0; x < w*2-1; x++)
+        *p++ = (x == state->numbers->col_s*2) ? '|' : '-';
+    *p++ = '+';
+    *p++ = '\n';
+
+    /* final line: bottom clue */
+    *p++ = ' ';
+    *p++ = ' ';
+    for (x = 0; x < w*2-1; x++)
+        *p++ = (x == state->numbers->col_s*2) ? 'B' : ' ';
+    *p++ = '\n';
+
+    *p = '\0';
+    return ret;
+}
+
+static void debug_state(game_state *state, const char *what) {
+    char *sstring = game_text_format(state);
+    debug(("%s: %s", what, sstring));
+    sfree(sstring);
+}
+
+static void dsf_update_completion(game_state *state, int *loopclass,
+                                  int ax, int ay, char dir,
+                                  int *dsf)
+{
+    int w = state->p.w, ai = ay*w+ax, bx, by, bi, ac, bc;
+
+    if (!(S_E_DIRS(state, ax, ay, E_TRACK) & dir)) return;
+    bx = ax + DX(dir);
+    by = ay + DY(dir);
+
+    if (!INGRID(state, bx, by)) return;
+    bi = by*w+bx;
+
+    ac = dsf_canonify(dsf, ai);
+    bc = dsf_canonify(dsf, bi);
+
+    if (ac == bc) {
+        /* loop detected */
+        *loopclass = ac;
+    } else {
+        dsf_merge(dsf, ai, bi);
+    }
+}
+
+static int check_completion(game_state *state, int mark)
+{
+    int w = state->p.w, h = state->p.h, x, y, i, target, ret = TRUE;
+    int ntrack, nnotrack;
+    int *dsf, loopclass, pathclass;
+
+    if (mark) {
+        for (i = 0; i < w+h; i++) {
+            state->num_errors[i] = 0;
+        }
+        for (i = 0; i < w*h; i++) {
+            state->sflags[i] &= ~S_ERROR;
+            if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
+                if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2)
+                    state->sflags[i] |= S_ERROR;
+            }
+        }
+    }
+
+    /* A cell is 'complete' if it has any edges marked as TRACK. */
+    for (x = 0; x < w; x++) {
+        target = state->numbers->numbers[x];
+        ntrack = nnotrack = 0;
+        for (y = 0; y < h; y++) {
+            if (S_E_COUNT(state, x, y, E_TRACK) > 0)
+                ntrack++;
+            if (state->sflags[y*w+x] & S_NOTRACK)
+                nnotrack++;
+        }
+        if (mark) {
+            if (ntrack > target || nnotrack > (h-target)) {
+                debug(("col %d error: target %d, track %d, notrack %d",
+                       x, target, ntrack, nnotrack));
+                state->num_errors[x] = 1;
+            }
+        }
+        if (ntrack != target)
+            ret = FALSE;
+    }
+    for (y = 0; y < h; y++) {
+        target = state->numbers->numbers[w+y];
+        ntrack = nnotrack = 0;
+        for (x = 0; x < w; x++) {
+            if (S_E_COUNT(state, x, y, E_TRACK) == 2)
+                ntrack++;
+            if (state->sflags[y*w+x] & S_NOTRACK)
+                nnotrack++;
+        }
+        if (mark) {
+            if (ntrack > target || nnotrack > (w-target)) {
+                debug(("row %d error: target %d, track %d, notrack %d",
+                       y, target, ntrack, nnotrack));
+                state->num_errors[w+y] = 1;
+            }
+        }
+        if (ntrack != target)
+            ret = FALSE;
+    }
+
+    dsf = snewn(w*h, int);
+    dsf_init(dsf, w*h);
+    loopclass = -1;
+
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            dsf_update_completion(state, &loopclass, x, y, R, dsf);
+            dsf_update_completion(state, &loopclass, x, y, D, dsf);
+        }
+    }
+    if (loopclass != -1) {
+        debug(("loop detected, not complete"));
+        ret = FALSE; /* no loop allowed */
+        if (mark) {
+            for (x = 0; x < w; x++) {
+                for (y = 0; y < h; y++) {
+                    /* TODO this will only highlight the first loop found */
+                    if (dsf_canonify(dsf, y*w + x) == loopclass) {
+                        state->sflags[y*w+x] |= S_ERROR;
+                    }
+                }
+            }
+        }
+    }
+    if (mark) {
+        pathclass = dsf_canonify(dsf, state->numbers->row_s*w);
+        if (pathclass == dsf_canonify(dsf, (h-1)*w + state->numbers->col_s)) {
+            /* We have a continuous path between the entrance and the exit: any
+               other path must be in error. */
+            for (i = 0; i < w*h; i++) {
+                if ((dsf_canonify(dsf, i) != pathclass) &&
+                    ((state->sflags[i] & S_TRACK) ||
+                     (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0)))
+                    state->sflags[i] |= S_ERROR;
+            }
+        }
+    }
+
+    if (mark)
+        state->completed = ret;
+    sfree(dsf);
+    return ret;
+}
+
+/* Code borrowed from Pearl. */
+
+struct game_ui {
+    int dragging, clearing, notrack;
+    int drag_sx, drag_sy, drag_ex, drag_ey; /* drag start and end grid coords */
+    int clickx, clicky;    /* pixel position of initial click */
+
+    int curx, cury;        /* grid position of keyboard cursor; uses half-size grid */
+    int cursor_active;     /* TRUE iff cursor is shown */
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+    game_ui *ui = snew(game_ui);
+
+    ui->clearing = ui->notrack = ui->dragging = 0;
+    ui->drag_sx = ui->drag_sy = ui->drag_ex = ui->drag_ey = -1;
+    ui->cursor_active = FALSE;
+    ui->curx = ui->cury = 1;
+
+    return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+    sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
+{
+}
+
+#define PREFERRED_TILE_SIZE 30
+#define HALFSZ (ds->sz6*3)
+#define THIRDSZ (ds->sz6*2)
+#define TILE_SIZE (ds->sz6*6)
+
+#define BORDER (TILE_SIZE/8)
+#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
+
+#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
+#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
+#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) - 1 )
+
+#define DS_DSHIFT 4     /* R/U/L/D shift, for drag-in-progress flags */
+
+#define DS_ERROR (1 << 8)
+#define DS_CLUE (1 << 9)
+#define DS_NOTRACK (1 << 10)
+#define DS_FLASH (1 << 11)
+#define DS_CURSOR (1 << 12) /* cursor in square (centre, or on edge) */
+#define DS_TRACK (1 << 13)
+#define DS_CLEARING (1 << 14)
+
+#define DS_NSHIFT 16    /* R/U/L/D shift, for no-track edge flags */
+#define DS_CSHIFT 20    /* R/U/L/D shift, for cursor-on-edge */
+
+struct game_drawstate {
+    int sz6;
+    int started;
+
+    int w, h, sz;
+    unsigned int *flags, *flags_drag;
+    int *num_errors;
+};
+
+static void update_ui_drag(const game_state *state, game_ui *ui, int gx, int gy)
+{
+    int w = state->p.w, h = state->p.h;
+    int dx = abs(ui->drag_sx - gx), dy = abs(ui->drag_sy - gy);
+
+    if (dy == 0) {
+        ui->drag_ex = gx < 0 ? 0 : gx >= w ? w-1 : gx;
+        ui->drag_ey = ui->drag_sy;
+        ui->dragging = TRUE;
+    } else if (dx == 0) {
+        ui->drag_ex = ui->drag_sx;
+        ui->drag_ey = gy < 0 ? 0 : gy >= h ? h-1 : gy;
+        ui->dragging = TRUE;
+    } else {
+        ui->drag_ex = ui->drag_sx;
+        ui->drag_ey = ui->drag_sy;
+        ui->dragging = FALSE;
+    }
+}
+
+static int ui_can_flip_edge(const game_state *state, int x, int y, int dir,
+                            int notrack)
+{
+    int w = state->p.w /*, h = state->shared->h, sz = state->shared->sz */;
+    int x2 = x + DX(dir);
+    int y2 = y + DY(dir);
+    unsigned int sf1, sf2, ef;
+
+    if (!INGRID(state, x, y) || !INGRID(state, x2, y2))
+        return FALSE;
+
+    sf1 = state->sflags[y*w + x];
+    sf2 = state->sflags[y2*w + x2];
+    if ( !notrack && ((sf1 & S_CLUE) || (sf2 & S_CLUE)) )
+        return FALSE;
+
+    ef = S_E_FLAGS(state, x, y, dir);
+    if (notrack) {
+      /* if we're going to _set_ NOTRACK (i.e. the flag is currently unset),
+         make sure the edge is not already set to TRACK. The adjacent squares
+         could be set to TRACK, because we don't know which edges the general
+         square setting refers to. */
+      if (!(ef & E_NOTRACK) && (ef & E_TRACK))
+          return FALSE;
+    } else {
+      if (!(ef & E_TRACK)) {
+          /* if we're going to _set_ TRACK, make sure neither adjacent square nor
+             the edge itself is already set to NOTRACK. */
+          if ((sf1 & S_NOTRACK) || (sf2 & S_NOTRACK) || (ef & E_NOTRACK))
+              return FALSE;
+          /* if we're going to _set_ TRACK, make sure neither adjacent square has
+             2 track flags already.  */
+          if ((S_E_COUNT(state, x, y, E_TRACK) >= 2) ||
+              (S_E_COUNT(state, x2, y2, E_TRACK) >= 2))
+              return FALSE;
+          }
+    }
+    return TRUE;
+}
+
+static int ui_can_flip_square(const game_state *state, int x, int y, int notrack)
+{
+    int w = state->p.w, trackc;
+    unsigned sf;
+
+    if (!INGRID(state, x, y)) return FALSE;
+    sf = state->sflags[y*w+x];
+    trackc = S_E_COUNT(state, x, y, E_TRACK);
+
+    if (sf & S_CLUE) return FALSE;
+
+    if (notrack) {
+        /* If we're setting S_NOTRACK, we cannot have either S_TRACK or any E_TRACK. */
+        if (!(sf & S_NOTRACK) && ((sf & S_TRACK) || (trackc > 0)))
+            return FALSE;
+    } else {
+        /* If we're setting S_TRACK, we cannot have any S_NOTRACK (we could have
+          E_NOTRACK, though, because one or two wouldn't rule out a track) */
+        if (!(sf & S_TRACK) && (sf & S_NOTRACK))
+            return FALSE;
+    }
+    return TRUE;
+}
+
+static char *edge_flip_str(const game_state *state, int x, int y, int dir, int notrack, char *buf) {
+    unsigned ef = S_E_FLAGS(state, x, y, dir);
+    char c;
+
+    if (notrack)
+        c = (ef & E_NOTRACK) ? 'n' : 'N';
+    else
+        c = (ef & E_TRACK) ? 't' : 'T';
+
+    sprintf(buf, "%c%c%d,%d", c, MOVECHAR(dir), x, y);
+    return dupstr(buf);
+}
+
+static char *square_flip_str(const game_state *state, int x, int y, int notrack, char *buf) {
+    unsigned f = state->sflags[y*state->p.w+x];
+    char c;
+
+    if (notrack)
+        c = (f & E_NOTRACK) ? 'n' : 'N';
+    else
+        c = (f & E_TRACK) ? 't' : 'T';
+
+    sprintf(buf, "%cS%d,%d", c, x, y);
+    return dupstr(buf);
+}
+
+#define SIGN(x) ((x<0) ? -1 : (x>0))
+
+static game_state *copy_and_apply_drag(const game_state *state, const game_ui *ui)
+{
+    game_state *after = dup_game(state);
+    int x1, y1, x2, y2, x, y, w = state->p.w;
+    unsigned f = ui->notrack ? S_NOTRACK : S_TRACK, ff;
+
+    x1 = min(ui->drag_sx, ui->drag_ex); x2 = max(ui->drag_sx, ui->drag_ex);
+    y1 = min(ui->drag_sy, ui->drag_ey); y2 = max(ui->drag_sy, ui->drag_ey);
+
+    /* actually either x1 == x2, or y1 == y2, but it's easier just to code
+       the nested loop. */
+    for (x = x1; x <= x2; x++) {
+        for (y = y1; y <= y2; y++) {
+            ff = state->sflags[y*w+x];
+            if (ui->clearing && !(ff & f))
+                continue; /* nothing to do, clearing and already clear */
+            else if (!ui->clearing && (ff & f))
+                continue; /* nothing to do, setting and already set */
+            else if (ui_can_flip_square(state, x, y, ui->notrack))
+                after->sflags[y*w+x] ^= f;
+        }
+    }
+    return after;
+}
+
+#define KEY_DIRECTION(btn) (\
+    (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
+    (btn) == CURSOR_LEFT ? L : R)
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
+{
+    int w = state->p.w, h = state->p.h, direction;
+    int gx = FROMCOORD(x), gy = FROMCOORD(y);
+    char tmpbuf[80];
+
+    /* --- mouse operations --- */
+
+    if (IS_MOUSE_DOWN(button)) {
+        ui->cursor_active = FALSE;
+        ui->dragging = FALSE;
+
+        if (!INGRID(state, gx, gy)) {
+            /* can't drag from off grid */
+            return NULL;
+        }
+
+        if (button == RIGHT_BUTTON) {
+            ui->notrack = TRUE;
+            ui->clearing = state->sflags[gy*w+gx] & S_NOTRACK;
+        } else {
+            ui->notrack = FALSE;
+            ui->clearing = state->sflags[gy*w+gx] & S_TRACK;
+        }
+
+        ui->clickx = x;
+        ui->clicky = y;
+        ui->drag_sx = ui->drag_ex = gx;
+        ui->drag_sy = ui->drag_ey = gy;
+
+        return "";
+    }
+
+    if (IS_MOUSE_DRAG(button)) {
+        ui->cursor_active = FALSE;
+        update_ui_drag(state, ui, gx, gy);
+        return "";
+    }
+
+    if (IS_MOUSE_RELEASE(button)) {
+        ui->cursor_active = FALSE;
+        if (ui->dragging &&
+            (ui->drag_sx != ui->drag_ex || ui->drag_sy != ui->drag_ey)) {
+            game_state *dragged = copy_and_apply_drag(state, ui);
+            char *ret = move_string_diff(state, dragged, FALSE);
+
+            ui->dragging = 0;
+            free_game(dragged);
+
+            return ret;
+        } else {
+            int cx, cy;
+
+            /* We might still have been dragging (and just done a one-
+             * square drag): cancel drag, so undo doesn't make it like
+             * a drag-in-progress. */
+            ui->dragging = 0;
+
+            /* Click (or tiny drag). Work out which edge we were
+             * closest to. */
+
+            /*
+             * We process clicks based on the mouse-down location,
+             * because that's more natural for a user to carefully
+             * control than the mouse-up.
+             */
+            x = ui->clickx;
+            y = ui->clicky;
+
+            cx = CENTERED_COORD(gx);
+            cy = CENTERED_COORD(gy);
+
+            if (!INGRID(state, gx, gy) || FROMCOORD(x) != gx || FROMCOORD(y) != gy)
+                return "";
+
+            if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
+                if (ui_can_flip_square(state, gx, gy, button == RIGHT_RELEASE))
+                    return square_flip_str(state, gx, gy, button == RIGHT_RELEASE, tmpbuf);
+                return "";
+            } else {
+                if (abs(x-cx) < abs(y-cy)) {
+                    /* Closest to top/bottom edge. */
+                    direction = (y < cy) ? U : D;
+                } else {
+                    /* Closest to left/right edge. */
+                    direction = (x < cx) ? L : R;
+                }
+                if (ui_can_flip_edge(state, gx, gy, direction,
+                        button == RIGHT_RELEASE))
+                    return edge_flip_str(state, gx, gy, direction,
+                            button == RIGHT_RELEASE, tmpbuf);
+                else
+                    return "";
+            }
+        }
+    }
+
+    /* --- cursor/keyboard operations --- */
+
+    if (IS_CURSOR_MOVE(button)) {
+        int dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
+        int dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP)    ? -1 : 0);
+
+        if (!ui->cursor_active) {
+            ui->cursor_active = TRUE;
+            return "";
+        }
+
+        ui->curx = ui->curx + dx;
+        ui->cury = ui->cury + dy;
+        if ((ui->curx % 2 == 0) && (ui->cury % 2 == 0)) {
+            /* disallow cursor on square corners: centres and edges only */
+            ui->curx += dx; ui->cury += dy;
+        }
+        ui->curx = min(max(ui->curx, 1), 2*w-1);
+        ui->cury = min(max(ui->cury, 1), 2*h-1);
+        return "";
+    }
+
+    if (IS_CURSOR_SELECT(button)) {
+        if (!ui->cursor_active) {
+            ui->cursor_active = TRUE;
+            return "";
+        }
+        /* click on square corner does nothing (shouldn't get here) */
+        if ((ui->curx % 2) == 0 && (ui->cury % 2 == 0))
+            return "";
+
+        gx = ui->curx / 2;
+        gy = ui->cury / 2;
+        direction = ((ui->curx % 2) == 0) ? L : ((ui->cury % 2) == 0) ? U : 0;
+
+        if (direction &&
+            ui_can_flip_edge(state, gx, gy, direction, button == CURSOR_SELECT2))
+            return edge_flip_str(state, gx, gy, direction, button == CURSOR_SELECT2, tmpbuf);
+        else if (!direction &&
+                 ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2))
+            return square_flip_str(state, gx, gy, button == CURSOR_SELECT2, tmpbuf);
+        return "";
+    }
+
+#if 0
+    /* helps to debug the solver */
+    if (button == 'H' || button == 'h')
+        return dupstr("H");
+#endif
+
+    return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+    int w = state->p.w, x, y, n, i;
+    char c, d;
+    unsigned f;
+    game_state *ret = dup_game(state);
+
+    /* this is breaking the bank on GTK, which vsprintf's into a fixed-size buffer
+     * which is 4096 bytes long. vsnprintf needs a feature-test macro to use, faff. */
+    /*debug(("move: %s\n", move));*/
+
+    while (*move) {
+        c = *move;
+        if (c == 'S') {
+            ret->used_solve = TRUE;
+            move++;
+        } else if (c == 'T' || c == 't' || c == 'N' || c == 'n') {
+            /* set track, clear track; set notrack, clear notrack */
+            move++;
+            if (sscanf(move, "%c%d,%d%n", &d, &x, &y, &n) != 3)
+                goto badmove;
+            if (!INGRID(state, x, y)) goto badmove;
+
+            f = (c == 'T' || c == 't') ? S_TRACK : S_NOTRACK;
+
+            if (d == 'S') {
+                if (c == 'T' || c == 'N')
+                    ret->sflags[y*w+x] |= f;
+                else
+                    ret->sflags[y*w+x] &= ~f;
+            } else if (d == 'U' || d == 'D' || d == 'L' || d == 'R') {
+                for (i = 0; i < 4; i++) {
+                    unsigned df = 1<<i;
+
+                    if (MOVECHAR(df) == d) {
+                        if (c == 'T' || c == 'N')
+                            S_E_SET(ret, x, y, df, f);
+                        else
+                            S_E_CLEAR(ret, x, y, df, f);
+                    }
+                }
+            } else
+                goto badmove;
+            move += n;
+        } else if (c == 'H') {
+            tracks_solve(ret, DIFFCOUNT);
+            move++;
+        } else {
+            goto badmove;
+        }
+        if (*move == ';')
+            move++;
+        else if (*move)
+            goto badmove;
+    }
+
+    check_completion(ret, TRUE);
+
+    return ret;
+
+    badmove:
+    free_game(ret);
+    return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define FLASH_TIME 0.5F
+
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
+{
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct {
+        int sz6;
+    } ads, *ds = &ads;
+    ads.sz6 = tilesize/6;
+
+    *x = (params->w+2) * TILE_SIZE + 2 * BORDER;
+    *y = (params->h+2) * TILE_SIZE + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                          const game_params *params, int tilesize)
+{
+    ds->sz6 = tilesize/6;
+}
+
+enum {
+    COL_BACKGROUND, COL_LOWLIGHT, COL_HIGHLIGHT,
+    COL_TRACK_BACKGROUND = COL_LOWLIGHT,
+    COL_GRID, COL_CLUE, COL_CURSOR,
+    COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
+    COL_DRAGON, COL_DRAGOFF,
+    COL_ERROR, COL_FLASH,
+    NCOLOURS
+};
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+    float *ret = snewn(3 * NCOLOURS, float);
+    int i;
+
+    game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+    for (i = 0; i < 3; i++) {
+        ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
+        ret[COL_TRACK * 3 + i] = 0.5F;
+        ret[COL_CLUE * 3 + i] = 0.0F;
+        ret[COL_GRID * 3 + i] = 0.75F;
+        ret[COL_CURSOR * 3 + i] = 0.6F;
+    }
+
+    ret[COL_SLEEPER * 3 + 0] = 0.5F;
+    ret[COL_SLEEPER * 3 + 1] = 0.4F;
+    ret[COL_SLEEPER * 3 + 2] = 0.1F;
+
+    ret[COL_ERROR * 3 + 0] = 1.0F;
+    ret[COL_ERROR * 3 + 1] = 0.0F;
+    ret[COL_ERROR * 3 + 2] = 0.0F;
+
+    ret[COL_DRAGON * 3 + 0] = 0.0F;
+    ret[COL_DRAGON * 3 + 1] = 0.0F;
+    ret[COL_DRAGON * 3 + 2] = 1.0F;
+
+    ret[COL_DRAGOFF * 3 + 0] = 0.8F;
+    ret[COL_DRAGOFF * 3 + 1] = 0.8F;
+    ret[COL_DRAGOFF * 3 + 2] = 1.0F;
+
+    ret[COL_FLASH * 3 + 0] = 1.0F;
+    ret[COL_FLASH * 3 + 1] = 1.0F;
+    ret[COL_FLASH * 3 + 2] = 1.0F;
+
+    *ncolours = NCOLOURS;
+    return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+    struct game_drawstate *ds = snew(struct game_drawstate);
+    int i;
+
+    ds->sz6 = 0;
+    ds->started = FALSE;
+
+    ds->w = state->p.w;
+    ds->h = state->p.h;
+    ds->sz = ds->w*ds->h;
+    ds->flags = snewn(ds->sz, unsigned int);
+    ds->flags_drag = snewn(ds->sz, unsigned int);
+    for (i = 0; i < ds->sz; i++)
+        ds->flags[i] = ds->flags_drag[i] = 0;
+
+    ds->num_errors = snewn(ds->w+ds->h, int);
+    for (i = 0; i < ds->w+ds->h; i++)
+        ds->num_errors[i] = 0;
+
+    return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+    sfree(ds->flags);
+    sfree(ds->flags_drag);
+    sfree(ds->num_errors);
+    sfree(ds);
+}
+
+static void draw_circle_sleepers(drawing *dr, game_drawstate *ds,
+                                 float cx, float cy, float r2, float thickness, int c)
+{
+    float qr6 = (float)PI/12, qr3 = (float)PI/6, th, x1, y1, x2, y2;
+    float t6 = THIRDSZ/2.0F, r1 = t6;
+    int i;
+
+    for (i = 0; i < 12; i++) {
+        th = qr6 + (i*qr3);
+        x1 = r1*(float)cos(th);
+        x2 = r2*(float)cos(th);
+        y1 = r1*(float)sin(th);
+        y2 = r2*(float)sin(th);
+        draw_thick_line(dr, thickness, cx+x1, cy+y1, cx+x2, cy+y2, c);
+    }
+}
+
+static void draw_thick_circle_outline(drawing *dr, float thickness,
+                                      float cx, float cy, float r,
+                                      int colour)
+{
+    float circ4 = 0.5F * (float)PI * r, ang, x1, y1, x2, y2;
+    int i, nseg;
+
+    nseg = (int)(circ4 / 4.0F)*4; /* ensure a quarter-circle has a whole #segs */
+    ang = 2.0F*(float)PI / nseg;
+
+    for (i = 0; i < nseg; i++) {
+        float th = ang * i, th2 = ang * (i+1);
+        x1 = cx + r*(float)cos(th);
+        x2 = cx + r*(float)cos(th2);
+        y1 = cy + r*(float)sin(th);
+        y2 = cy + r*(float)sin(th2);
+        debug(("circ outline: x=%.2f -> %.2f, thick=%.2f", x1, x2, thickness));
+        draw_thick_line(dr, thickness, x1, y1, x2, y2, colour);
+    }
+}
+
+static void draw_tracks_specific(drawing *dr, game_drawstate *ds,
+                                 int x, int y, unsigned int flags,
+                                 int ctrack, int csleeper)
+{
+    float ox = (float)COORD(x), oy = (float)COORD(y), cx, cy;
+    float t1 = (float)TILE_SIZE, t3 = TILE_SIZE/3.0F, t6 = TILE_SIZE/6.0F;
+    int d, i;
+    float thick_track = TILE_SIZE/8.0F, thick_sleeper = TILE_SIZE/12.0F;
+
+    if (flags == LR) {
+        for (i = 1; i <= 7; i+=2) {
+            cx = ox + TILE_SIZE/8.0F*i;
+            draw_thick_line(dr, thick_sleeper,
+                            cx, oy+t6, cx, oy+t6+2*t3, csleeper);
+        }
+        draw_thick_line(dr, thick_track, ox, oy + t3, ox + TILE_SIZE, oy + t3, ctrack);
+        draw_thick_line(dr, thick_track, ox, oy + 2*t3, ox + TILE_SIZE, oy + 2*t3, ctrack);
+        return;
+    }
+    if (flags == UD) {
+        for (i = 1; i <= 7; i+=2) {
+            cy = oy + TILE_SIZE/8.0F*i;
+            draw_thick_line(dr, thick_sleeper,
+                            ox+t6, cy, ox+t6+2*t3, cy, csleeper);
+        }
+        debug(("vert line: x=%.2f, thick=%.2f", ox + t3, thick_track));
+        draw_thick_line(dr, thick_track, ox + t3, oy, ox + t3, oy + TILE_SIZE, ctrack);
+        draw_thick_line(dr, thick_track, ox + 2*t3, oy, ox + 2*t3, oy + TILE_SIZE, ctrack);
+        return;
+    }
+    if (flags == UL || flags == DL || flags == UR || flags == DR) {
+        cx = (flags & L) ? ox : ox + TILE_SIZE;
+        cy = (flags & U) ? oy : oy + TILE_SIZE;
+
+        draw_circle_sleepers(dr, ds, cx, cy, (float)(5*t6), thick_sleeper, csleeper);
+
+        draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
+                                  2*t3, ctrack);
+        draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
+                                  t3, ctrack);
+
+        return;
+    }
+
+    for (d = 1; d < 16; d *= 2) {
+        float ox1 = 0, ox2 = 0, oy1 = 0, oy2 = 0;
+
+        if (!(flags & d)) continue;
+
+        for (i = 1; i <= 2; i++) {
+            if (d == L) {
+                ox1 = 0;
+                ox2 = thick_track;
+                oy1 = oy2 = i*t3;
+            } else if (d == R) {
+                ox1 = t1;
+                ox2 = t1 - thick_track;
+                oy1 = oy2 = i*t3;
+            } else if (d == U) {
+                ox1 = ox2 = i*t3;
+                oy1 = 0;
+                oy2 = thick_track;
+            } else if (d == D) {
+                ox1 = ox2 = i*t3;
+                oy1 = t1;
+                oy2 = t1 - thick_track;
+            }
+            draw_thick_line(dr, thick_track, ox+ox1, oy+oy1, ox+ox2, oy+oy2, ctrack);
+        }
+    }
+}
+
+static unsigned int best_bits(unsigned int flags, unsigned int flags_drag, int *col)
+{
+    int nb_orig = nbits[flags & ALLDIR], nb_drag = nbits[flags_drag & ALLDIR];
+
+    if (nb_orig > nb_drag) {
+        *col = COL_DRAGOFF;
+        return flags & ALLDIR;
+    } else if (nb_orig < nb_drag) {
+        *col = COL_DRAGON;
+        return flags_drag & ALLDIR;
+    }
+    return flags & ALLDIR; /* same number of bits: no special colour. */
+}
+
+static void draw_square(drawing *dr, game_drawstate *ds,
+                        int x, int y, unsigned int flags, unsigned int flags_drag)
+{
+    int t2 = HALFSZ, t16 = HALFSZ/4, off;
+    int ox = COORD(x), oy = COORD(y), cx = ox + t2, cy = oy + t2, d, c;
+    int bg = (flags & DS_TRACK) ? COL_TRACK_BACKGROUND : COL_BACKGROUND;
+    unsigned int flags_best;
+
+    assert(dr);
+
+    /* Clip to the grid square. */
+    clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+
+    /* Clear the square. */
+    best_bits((flags & DS_TRACK) == DS_TRACK,
+              (flags_drag & DS_TRACK) == DS_TRACK, &bg);
+    draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, bg);
+
+    /* Draw outline of grid square */
+    draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID);
+    draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID);
+
+    /* More outlines for clue squares. */
+    if (flags & DS_CURSOR) {
+        int curx, cury, curw, curh;
+
+        off = t16;
+        curx = ox + off; cury = oy + off;
+        curw = curh = TILE_SIZE - (2*off) + 1;
+
+        if (flags & (U << DS_CSHIFT)) {
+            cury = oy - off; curh = 2*off + 1;
+        } else if (flags & (D << DS_CSHIFT)) {
+            cury = oy + TILE_SIZE - off; curh = 2*off + 1;
+        } else if (flags & (L << DS_CSHIFT)) {
+            curx = ox - off; curw = 2*off + 1;
+        } else if (flags & (R << DS_CSHIFT)) {
+            curx = ox + TILE_SIZE - off; curw = 2*off + 1;
+        }
+
+        draw_rect_outline(dr, curx, cury, curw, curh, COL_GRID);
+    }
+
+    /* Draw tracks themselves */
+    c = (flags & DS_ERROR) ? COL_ERROR :
+      (flags & DS_FLASH) ? COL_FLASH :
+      (flags & DS_CLUE) ? COL_TRACK_CLUE : COL_TRACK;
+    flags_best = best_bits(flags, flags_drag, &c);
+    draw_tracks_specific(dr, ds, x, y, flags_best, c, COL_SLEEPER);
+
+    /* Draw no-track marks, if present, in square and on edges. */
+    c = COL_TRACK;
+    flags_best = best_bits((flags & DS_NOTRACK) == DS_NOTRACK,
+                           (flags_drag & DS_NOTRACK) == DS_NOTRACK, &c);
+    if (flags_best) {
+        off = HALFSZ/2;
+        draw_line(dr, cx - off, cy - off, cx + off, cy + off, c);
+        draw_line(dr, cx - off, cy + off, cx + off, cy - off, c);
+    }
+
+    c = COL_TRACK;
+    flags_best = best_bits(flags >> DS_NSHIFT, flags_drag >> DS_NSHIFT, &c);
+    for (d = 1; d < 16; d *= 2) {
+        off = t16;
+        cx = ox + t2;
+        cy = oy + t2;
+
+        if (flags_best & d) {
+            cx += (d == R) ? t2 : (d == L) ? -t2 : 0;
+            cy += (d == D) ? t2 : (d == U) ? -t2 : 0;
+
+            draw_line(dr, cx - off, cy - off, cx + off, cy + off, c);
+            draw_line(dr, cx - off, cy + off, cx + off, cy - off, c);
+        }
+    }
+
+    unclip(dr);
+    draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_clue(drawing *dr, game_drawstate *ds, int w, int clue, int i, int col)
+{
+    int cx, cy, tsz = TILE_SIZE/2;
+    char buf[20];
+
+    if (i < w) {
+        cx = CENTERED_COORD(i);
+        cy = CENTERED_COORD(-1);
+    } else {
+        cx = CENTERED_COORD(w);
+        cy = CENTERED_COORD(i-w);
+    }
+
+    draw_rect(dr, cx - tsz + BORDER, cy - tsz + BORDER,
+              TILE_SIZE - BORDER, TILE_SIZE - BORDER, COL_BACKGROUND);
+    sprintf(buf, "%d", clue);
+    draw_text(dr, cx, cy, FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+              col, buf);
+    draw_update(dr, cx - tsz, cy - tsz, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_loop_ends(drawing *dr, game_drawstate *ds,
+                           const game_state *state, int c)
+{
+    int tsz = TILE_SIZE/2;
+
+    draw_text(dr, CENTERED_COORD(-1), CENTERED_COORD(state->numbers->row_s),
+              FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+              c, "A");
+
+    draw_text(dr, CENTERED_COORD(state->numbers->col_s), CENTERED_COORD(state->p.h),
+              FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+              c, "B");
+}
+
+static unsigned int s2d_flags(const game_state *state, int x, int y, const game_ui *ui)
+{
+    unsigned int f;
+    int w = state->p.w;
+
+    f = S_E_DIRS(state, x, y, E_TRACK);
+    f |= (S_E_DIRS(state, x, y, E_NOTRACK) << DS_NSHIFT);
+
+    if (state->sflags[y*w+x] & S_ERROR)
+        f |= DS_ERROR;
+    if (state->sflags[y*w+x] & S_CLUE)
+        f |= DS_CLUE;
+    if (state->sflags[y*w+x] & S_NOTRACK)
+        f |= DS_NOTRACK;
+    if ((state->sflags[y*w+x] & S_TRACK) || (S_E_COUNT(state, x, y, E_TRACK) > 0))
+        f |= DS_TRACK;
+
+    if (ui->cursor_active) {
+        if (ui->curx >= x*2 && ui->curx <= (x+1)*2 &&
+            ui->cury >= y*2 && ui->cury <= (y+1)*2) {
+            f |= DS_CURSOR;
+            if (ui->curx == x*2)        f |= (L << DS_CSHIFT);
+            if (ui->curx == (x+1)*2)    f |= (R << DS_CSHIFT);
+            if (ui->cury == y*2)        f |= (U << DS_CSHIFT);
+            if (ui->cury == (y+1)*2)    f |= (D << DS_CSHIFT);
+        }
+    }
+
+    return f;
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate,
+                        const game_state *state, int dir, const game_ui *ui,
+                        float animtime, float flashtime)
+{
+    int i, x, y, force = 0, flashing = 0, w = ds->w, h = ds->h;
+    game_state *drag_state = NULL;
+
+    if (!ds->started) {
+        /*
+         * The initial contents of the window are not guaranteed and
+         * can vary with front ends. To be on the safe side, all games
+         * should start by drawing a big background-colour rectangle
+         * covering the whole window.
+         */
+        draw_rect(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER,
+                  COL_BACKGROUND);
+
+        draw_loop_ends(dr, ds, state, COL_CLUE);
+
+        draw_line(dr, COORD(ds->w), COORD(0), COORD(ds->w), COORD(ds->h), COL_GRID);
+        draw_line(dr, COORD(0), COORD(ds->h), COORD(ds->w), COORD(ds->h), COL_GRID);
+
+        draw_update(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER);
+
+        ds->started = TRUE;
+        force = 1;
+    }
+
+    for (i = 0; i < w+h; i++) {
+        if (force || (state->num_errors[i] != ds->num_errors[i])) {
+            ds->num_errors[i] = state->num_errors[i];
+            draw_clue(dr, ds, w, state->numbers->numbers[i], i,
+                      ds->num_errors[i] ? COL_ERROR : COL_CLUE);
+        }
+    }
+
+    if (flashtime > 0 &&
+            (flashtime <= FLASH_TIME/3 ||
+             flashtime >= FLASH_TIME*2/3))
+        flashing = DS_FLASH;
+
+    if (ui->dragging)
+        drag_state = copy_and_apply_drag(state, ui);
+
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            unsigned int f, f_d;
+
+            f = s2d_flags(state, x, y, ui) | flashing;
+            f_d = drag_state ? s2d_flags(drag_state, x, y, ui) : f;
+
+            if (f != ds->flags[y*w+x] || f_d != ds->flags_drag[y*w+x] || force) {
+                ds->flags[y*w+x] = f;
+                ds->flags_drag[y*w+x] = f_d;
+                draw_square(dr, ds, x, y, f, f_d);
+            }
+        }
+    }
+
+    if (drag_state) free_game(drag_state);
+}
+
+static float game_anim_length(const game_state *oldstate, const game_state *newstate,
+                              int dir, game_ui *ui)
+{
+    return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate, const game_state *newstate,
+                               int dir, game_ui *ui)
+{
+    if (!oldstate->completed &&
+            newstate->completed && !newstate->used_solve)
+        return FLASH_TIME;
+    else
+        return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+    int pw, ph;
+
+    /* The Times uses 7mm squares */
+    game_compute_size(params, 700, &pw, &ph);
+    *x = pw / 100.0F;
+    *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+    int w = state->p.w, h = state->p.h;
+    int black = print_mono_colour(dr, 0), grey = print_grey_colour(dr, 0.5F);
+    int x, y, i;
+
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    game_set_size(dr, ds, NULL, tilesize);
+
+    /* Grid, then border (second so it is on top) */
+    print_line_width(dr, TILE_SIZE / 24);
+    for (x = 1; x < w; x++)
+        draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), grey);
+    for (y = 1; y < h; y++)
+        draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), grey);
+
+    print_line_width(dr, TILE_SIZE / 16);
+    draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, black);
+
+    print_line_width(dr, TILE_SIZE / 24);
+
+    /* clue numbers, and loop ends */
+    for (i = 0; i < w+h; i++)
+        draw_clue(dr, ds, w, state->numbers->numbers[i], i, black);
+    draw_loop_ends(dr, ds, state, black);
+
+    /* clue tracks / solution */
+    for (x = 0; x < w; x++) {
+        for (y = 0; y < h; y++) {
+            clip(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
+            draw_tracks_specific(dr, ds, x, y, S_E_DIRS(state, x, y, E_TRACK),
+                                 black, grey);
+            unclip(dr);
+        }
+    }
+}
+
+#ifdef COMBINED
+#define thegame tracks
+#endif
+
+const struct game thegame = {
+    "Train Tracks", "games.tracks", "tracks",
+    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,
+    TRUE, solve_game,
+    TRUE, 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_TILE_SIZE, game_compute_size, game_set_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_status,
+    TRUE, FALSE, game_print_size, game_print,
+    FALSE,			       /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,				       /* flags */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */