/*****************************************************************************
 * puzzle_mgt.c : Puzzle game filter - game management
 *****************************************************************************
 * Copyright (C) 2005-2009 VLC authors and VideoLAN
 * Copyright (C) 2013      Vianney Boyer
 * $Id$
 *
 * Authors: Antoine Cellerier <dionoea -at- videolan -dot- org>
 *          Vianney Boyer <vlcvboyer -at- gmail -dot- com>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 2.1 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
 *****************************************************************************/

/*****************************************************************************
 * Preamble
 *****************************************************************************/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>

#include <vlc_common.h>
#include <vlc_plugin.h>
#include <vlc_filter.h>
#include <vlc_picture.h>
#include <vlc_rand.h>

#include "filter_picture.h"

#include "puzzle_bezier.h"
#include "puzzle_lib.h"
#include "puzzle_pce.h"
#include "puzzle_mgt.h"

/*****************************************************************************
 * puzzle_bake: compute general puzzle data and allocate structures
 *****************************************************************************/
int puzzle_bake( filter_t *p_filter, picture_t *p_pic_out, picture_t *p_pic_in)
{
    filter_sys_t *p_sys = p_filter->p_sys;
    int i_ret = 0;

    puzzle_free_ps_puzzle_array ( p_filter );
    puzzle_free_ps_pieces_shapes ( p_filter);
    puzzle_free_ps_pieces ( p_filter );

    p_sys->s_allocated.i_rows =          p_sys->s_current_param.i_rows;
    p_sys->s_allocated.i_cols =          p_sys->s_current_param.i_cols;
    p_sys->s_allocated.i_planes =        p_sys->s_current_param.i_planes;
    p_sys->s_allocated.i_piece_types =   ((p_sys->s_current_param.b_advanced)?PIECE_TYPE_NBR:0);
    p_sys->s_allocated.i_pieces_nbr =    p_sys->s_allocated.i_rows * p_sys->s_allocated.i_cols;
    p_sys->s_allocated.b_preview =       p_sys->s_current_param.b_preview;
    p_sys->s_allocated.i_preview_size =  p_sys->s_current_param.i_preview_size;
    p_sys->s_allocated.i_border =        p_sys->s_current_param.i_border;
    p_sys->s_allocated.b_blackslot =     p_sys->s_current_param.b_blackslot;
    p_sys->s_allocated.b_near =          p_sys->s_current_param.b_near;
    p_sys->s_allocated.i_shape_size =    p_sys->s_current_param.i_shape_size;
    p_sys->s_allocated.b_advanced =      p_sys->s_current_param.b_advanced;
    p_sys->s_allocated.i_auto_shuffle_speed = p_sys->s_current_param.i_auto_shuffle_speed;
    p_sys->s_allocated.i_auto_solve_speed =   p_sys->s_current_param.i_auto_solve_speed;
    p_sys->s_allocated.i_rotate =        p_sys->s_current_param.i_rotate;

    p_sys->ps_puzzle_array = malloc( sizeof( puzzle_array_t** ) * (p_sys->s_allocated.i_rows + 1));
    if( !p_sys->ps_puzzle_array )
        return VLC_ENOMEM;

    for (int32_t r=0; r < p_sys->s_allocated.i_rows + 1; r++) {
        p_sys->ps_puzzle_array[r] = malloc( sizeof( puzzle_array_t* ) * (p_sys->s_allocated.i_cols + 1));
        if( !p_sys->ps_puzzle_array[r] )
            return VLC_ENOMEM;
        for (int32_t c=0; c < p_sys->s_allocated.i_cols + 1; c++) {
            p_sys->ps_puzzle_array[r][c] = malloc( sizeof( puzzle_array_t ) * p_sys->s_allocated.i_planes);
            if( !p_sys->ps_puzzle_array[r][c] )
                return VLC_ENOMEM;
        }
    }

    p_sys->ps_desk_planes = malloc( sizeof( puzzle_plane_t ) * p_sys->s_allocated.i_planes);
    if( !p_sys->ps_desk_planes )
        return VLC_ENOMEM;
    p_sys->ps_pict_planes = malloc( sizeof( puzzle_plane_t ) * p_sys->s_allocated.i_planes);
    if( !p_sys->ps_pict_planes )
        return VLC_ENOMEM;

    for (uint8_t i_plane = 0; i_plane < p_sys->s_allocated.i_planes; i_plane++) {
        p_sys->ps_desk_planes[i_plane].i_lines = p_pic_out->p[i_plane].i_visible_lines;
        p_sys->ps_desk_planes[i_plane].i_pitch = p_pic_out->p[i_plane].i_pitch;
        p_sys->ps_desk_planes[i_plane].i_visible_pitch = p_pic_out->p[i_plane].i_visible_pitch;
        p_sys->ps_desk_planes[i_plane].i_pixel_pitch = p_pic_out->p[i_plane].i_pixel_pitch;
        p_sys->ps_desk_planes[i_plane].i_width = p_pic_out->p[i_plane].i_visible_pitch / p_pic_out->p[i_plane].i_pixel_pitch;

        p_sys->ps_desk_planes[i_plane].i_preview_width = p_sys->ps_desk_planes[i_plane].i_width * p_sys->s_current_param.i_preview_size / 100;
        p_sys->ps_desk_planes[i_plane].i_preview_lines = p_sys->ps_desk_planes[i_plane].i_lines * p_sys->s_current_param.i_preview_size / 100;

        p_sys->ps_desk_planes[i_plane].i_border_width = p_sys->ps_desk_planes[i_plane].i_width * p_sys->s_current_param.i_border / 2 / 100;
        p_sys->ps_desk_planes[i_plane].i_border_lines = p_sys->ps_desk_planes[i_plane].i_lines * p_sys->s_current_param.i_border / 2 / 100;

        p_sys->ps_desk_planes[i_plane].i_pce_max_width = (( p_sys->ps_desk_planes[i_plane].i_width
                - 2 * p_sys->ps_desk_planes[i_plane].i_border_width ) + p_sys->s_allocated.i_cols - 1 ) / p_sys->s_allocated.i_cols;
        p_sys->ps_desk_planes[i_plane].i_pce_max_lines = (( p_sys->ps_desk_planes[i_plane].i_lines
                - 2 * p_sys->ps_desk_planes[i_plane].i_border_lines ) + p_sys->s_allocated.i_rows - 1 ) / p_sys->s_allocated.i_rows;

        p_sys->ps_pict_planes[i_plane].i_lines = p_pic_in->p[i_plane].i_visible_lines;
        p_sys->ps_pict_planes[i_plane].i_pitch = p_pic_in->p[i_plane].i_pitch;
        p_sys->ps_pict_planes[i_plane].i_visible_pitch = p_pic_in->p[i_plane].i_visible_pitch;
        p_sys->ps_pict_planes[i_plane].i_pixel_pitch = p_pic_in->p[i_plane].i_pixel_pitch;
        p_sys->ps_pict_planes[i_plane].i_width = p_pic_in->p[i_plane].i_visible_pitch / p_pic_in->p[i_plane].i_pixel_pitch;

        p_sys->ps_pict_planes[i_plane].i_preview_width = p_sys->ps_pict_planes[i_plane].i_width * p_sys->s_current_param.i_preview_size / 100;
        p_sys->ps_pict_planes[i_plane].i_preview_lines = p_sys->ps_pict_planes[i_plane].i_lines * p_sys->s_current_param.i_preview_size / 100;

        p_sys->ps_pict_planes[i_plane].i_border_width = p_sys->ps_pict_planes[i_plane].i_width * p_sys->s_current_param.i_border / 2 / 100;
        p_sys->ps_pict_planes[i_plane].i_border_lines = p_sys->ps_pict_planes[i_plane].i_lines * p_sys->s_current_param.i_border / 2 / 100;

        p_sys->ps_pict_planes[i_plane].i_pce_max_width = (( p_sys->ps_desk_planes[i_plane].i_width
                - 2 * p_sys->ps_pict_planes[i_plane].i_border_width ) + p_sys->s_allocated.i_cols - 1 ) / p_sys->s_allocated.i_cols;
        p_sys->ps_pict_planes[i_plane].i_pce_max_lines = (( p_sys->ps_pict_planes[i_plane].i_lines
                - 2 * p_sys->ps_pict_planes[i_plane].i_border_lines ) + p_sys->s_allocated.i_rows - 1 ) / p_sys->s_allocated.i_rows;

        for (int32_t r = 0; r < p_sys->s_allocated.i_rows; r++)
            for (int32_t c = 0; c < p_sys->s_allocated.i_cols; c++) {
                if ( r == 0 )
                    p_sys->ps_puzzle_array[r][c][i_plane].i_y = p_sys->ps_pict_planes[i_plane].i_border_lines;
                if ( c == 0 )
                    p_sys->ps_puzzle_array[r][c][i_plane].i_x = p_sys->ps_pict_planes[i_plane].i_border_width;
                p_sys->ps_puzzle_array[r][c][i_plane].i_width =
                    (p_sys->ps_pict_planes[i_plane].i_width - p_sys->ps_pict_planes[i_plane].i_border_width
                    - p_sys->ps_puzzle_array[r][c][i_plane].i_x) / ( p_sys->s_allocated.i_cols - c );
                p_sys->ps_puzzle_array[r][c][i_plane].i_lines =
                    (p_sys->ps_pict_planes[i_plane].i_lines - p_sys->ps_pict_planes[i_plane].i_border_lines
                    - p_sys->ps_puzzle_array[r][c][i_plane].i_y) / ( p_sys->s_allocated.i_rows - r );
                p_sys->ps_puzzle_array[r][c + 1][i_plane].i_x =
                    p_sys->ps_puzzle_array[r][c][i_plane].i_x + p_sys->ps_puzzle_array[r][c][i_plane].i_width;
                p_sys->ps_puzzle_array[r + 1][c][i_plane].i_y =
                    p_sys->ps_puzzle_array[r][c][i_plane].i_y + p_sys->ps_puzzle_array[r][c][i_plane].i_lines;
            }
    }

    p_sys->i_magnet_accuracy = ( p_sys->s_current_param.i_pict_width / 50) + 3;

    if (p_sys->s_current_param.b_advanced && p_sys->s_allocated.i_shape_size != 0) {
        i_ret = puzzle_bake_pieces_shapes ( p_filter );
        if (i_ret != VLC_SUCCESS)
            return i_ret;
    }

    i_ret = puzzle_bake_piece ( p_filter );
    if (i_ret != VLC_SUCCESS)
        return i_ret;

    if ( (p_sys->pi_order != NULL) && (p_sys->ps_desk_planes != NULL) && (p_sys->ps_pict_planes != NULL)
        && (p_sys->ps_puzzle_array != NULL) && (p_sys->ps_pieces != NULL) )
        p_sys->b_init = true;

    if ( (p_sys->ps_pieces_shapes == NULL) && (p_sys->s_current_param.b_advanced)
        && (p_sys->s_current_param.i_shape_size != 0) )
        p_sys->b_init = false;

    return VLC_SUCCESS;
}

void puzzle_free_ps_puzzle_array( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    if (p_sys->ps_puzzle_array != NULL) {
        for (int32_t r=0; r < p_sys->s_allocated.i_rows + 1; r++) {
            for (int32_t c=0; c < p_sys->s_allocated.i_cols + 1; c++)
                free( p_sys->ps_puzzle_array[r][c] );
            free( p_sys->ps_puzzle_array[r] );
        }
        free( p_sys->ps_puzzle_array );
    }
    p_sys->ps_puzzle_array = NULL;

    free ( p_sys->ps_desk_planes );
    p_sys->ps_desk_planes = NULL;

    free ( p_sys->ps_pict_planes );
    p_sys->ps_pict_planes = NULL;

    return;
}

/*****************************************************************************
 * puzzle_bake_piece: compute data dedicated to each piece
 *****************************************************************************/
int puzzle_bake_piece( filter_t *p_filter)
{
    int i_ret = puzzle_allocate_ps_pieces( p_filter);
    if (i_ret != VLC_SUCCESS)
        return i_ret;

    filter_sys_t *p_sys = p_filter->p_sys;

    /* generates random pi_order array */
    i_ret = puzzle_shuffle( p_filter );
    if (i_ret != VLC_SUCCESS)
        return i_ret;

    int32_t i = 0;
    for (int32_t row = 0; row < p_sys->s_allocated.i_rows; row++) {
        for (int32_t col = 0; col < p_sys->s_allocated.i_cols; col++) {
            int32_t orow = row;
            int32_t ocol = col;

            if (p_sys->pi_order != NULL) {
                orow = p_sys->pi_order[i] / (p_sys->s_allocated.i_cols);
                ocol = p_sys->pi_order[i] % (p_sys->s_allocated.i_cols);
            }

            p_sys->ps_pieces[i].i_original_row = orow;
            p_sys->ps_pieces[i].i_original_col = ocol;

            /* set bottom and right shapes */
            p_sys->ps_pieces[i].i_left_shape  = 0;
            p_sys->ps_pieces[i].i_top_shape   = 2;
            p_sys->ps_pieces[i].i_btm_shape   = 4;
            p_sys->ps_pieces[i].i_right_shape = 6;

            if (p_sys->s_allocated.i_shape_size > 0) {

                if (orow < p_sys->s_allocated.i_rows - 1)
                    p_sys->ps_pieces[i].i_btm_shape = 4 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);

                if (ocol < p_sys->s_allocated.i_cols - 1)
                    p_sys->ps_pieces[i].i_right_shape = 6 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
            }

            /* set piece data */
            p_sys->ps_pieces[i].i_actual_angle   = 0;
            p_sys->ps_pieces[i].b_overlap        = false;
            p_sys->ps_pieces[i].i_actual_mirror  = +1;
            p_sys->ps_pieces[i].b_finished       = ((ocol == col) && (orow == row));
            p_sys->ps_pieces[i].i_group_ID       = i;

            /* add small random offset to location */
            int32_t i_rand_x = 0;
            int32_t i_rand_y = 0;
            if (p_sys->s_current_param.b_advanced) {
                i_rand_x = (( (unsigned) vlc_mrand48()) % ( p_sys->ps_desk_planes[0].i_pce_max_width + 1 ) ) - (int32_t) p_sys->ps_desk_planes[0].i_pce_max_width / 2;
                i_rand_y = (( (unsigned) vlc_mrand48()) % ( p_sys->ps_desk_planes[0].i_pce_max_lines + 1 ) ) - (int32_t) p_sys->ps_desk_planes[0].i_pce_max_lines / 2;
            }

            /* copy related puzzle data to piece data */
            if (p_sys->ps_puzzle_array != NULL) {
                for (uint8_t i_plane = 0; i_plane < p_sys->s_allocated.i_planes; i_plane++) {

                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_width = p_sys->ps_puzzle_array[row][col][i_plane].i_width;
                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_lines = p_sys->ps_puzzle_array[row][col][i_plane].i_lines;
                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_original_x = p_sys->ps_puzzle_array[orow][ocol][i_plane].i_x;
                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_original_y = p_sys->ps_puzzle_array[orow][ocol][i_plane].i_y;
                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_actual_x = p_sys->ps_puzzle_array[row][col][i_plane].i_x + i_rand_x *
                        p_sys->ps_desk_planes[i_plane].i_width / p_sys->ps_desk_planes[0].i_width;
                    p_sys->ps_pieces[i].ps_piece_in_plane[i_plane].i_actual_y = p_sys->ps_puzzle_array[row][col][i_plane].i_y + i_rand_y *
                        p_sys->ps_desk_planes[i_plane].i_lines / p_sys->ps_desk_planes[0].i_lines;

                    if (i_plane == 0) {

                        p_sys->ps_pieces[i].i_OLx = p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_x;
                        p_sys->ps_pieces[i].i_OTy = p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_y;
                        p_sys->ps_pieces[i].i_ORx = p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_x + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width - 1;
                        p_sys->ps_pieces[i].i_OBy = p_sys->ps_pieces[i].ps_piece_in_plane[0].i_original_y + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines - 1;

                        puzzle_calculate_corners( p_filter, i );
                    }
                }
            }
            i++;
        }
    }

    /* left and top shapes are based on negative right and bottom ones */
    puzzle_set_left_top_shapes( p_filter);

    /* add random rotation to each piece */
    puzzle_random_rotate( p_filter);

    return VLC_SUCCESS;
}

/*****************************************************************************
 * puzzle_set_left_top_shapes: Set the shape ID to be used for top and left
 *                             edges of each piece. Those ID will be set to
 *                             be the negative of bottom or right of adjacent
 *                             piece.
 *****************************************************************************/
void puzzle_set_left_top_shapes( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;
    /* for each piece on the desk... */
    for (uint16_t i_pce_B=0; i_pce_B < p_sys->s_allocated.i_pieces_nbr; i_pce_B++)
        /* ...search adjacent piece */
        for (uint16_t i_pce_A=0;     i_pce_A < p_sys->s_allocated.i_pieces_nbr; i_pce_A++)
        {
            if (     ( p_sys->ps_pieces[i_pce_A].i_original_row == p_sys->ps_pieces[i_pce_B].i_original_row )
                  && ( p_sys->ps_pieces[i_pce_A].i_original_col == p_sys->ps_pieces[i_pce_B].i_original_col-1 ) )
                /* left shape is based on negative (invert ID LSB) right one */
                p_sys->ps_pieces[i_pce_B].i_left_shape = (p_sys->ps_pieces[i_pce_A].i_right_shape - 6 ) ^ 0x01;

            if (     ( p_sys->ps_pieces[i_pce_A].i_original_row == p_sys->ps_pieces[i_pce_B].i_original_row - 1 )
                  && ( p_sys->ps_pieces[i_pce_A].i_original_col == p_sys->ps_pieces[i_pce_B].i_original_col ) )
                /* top shape is based on negative of bottom one
                 *                 top ID = bottom ID - 2
                 *                 negative ID = invert LSB
                 */
                p_sys->ps_pieces[i_pce_B].i_top_shape = (p_sys->ps_pieces[i_pce_A].i_btm_shape - 2 ) ^ 0x01;
        }
}

void puzzle_random_rotate( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;
    /* add random rotation to each piece */
    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++)
    {
        p_sys->ps_pieces[i].i_actual_angle  = 0;
        p_sys->ps_pieces[i].i_actual_mirror = +1;

        switch ( p_sys->s_current_param.i_rotate )
        {
          case 1:
                puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 2 ) ) * 2, p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
            break;
          case 2:
                puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 4 ) ), p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
            break;
          case 3:
                puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 8 ) ), p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
            break;
        }
        puzzle_calculate_corners( p_filter, i );
    }
}

void puzzle_free_ps_pieces( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    if (p_sys->ps_pieces != NULL) {
        for (uint32_t i_pce = 0; i_pce < p_sys->s_allocated.i_pieces_nbr; i_pce++)
            free( p_sys->ps_pieces[i_pce].ps_piece_in_plane );
        free( p_sys->ps_pieces );
    }
    p_sys->ps_pieces = NULL;

    free( p_sys->pi_order );
    p_sys->pi_order = NULL;

    free( p_sys->ps_pieces_tmp );
    p_sys->ps_pieces_tmp = NULL;

    free( p_sys->pi_group_qty );
    p_sys->pi_group_qty = NULL;

    return;
}

int puzzle_allocate_ps_pieces( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;
    puzzle_free_ps_pieces(p_filter);
    p_sys->s_allocated.i_pieces_nbr = p_sys->s_allocated.i_rows * p_sys->s_allocated.i_cols;
    p_sys->ps_pieces = malloc( sizeof( piece_t) * p_sys->s_allocated.i_pieces_nbr );
    if( !p_sys->ps_pieces )
        return VLC_ENOMEM;
    for (uint32_t p = 0; p < p_sys->s_allocated.i_pieces_nbr; p++) {
        p_sys->ps_pieces[p].ps_piece_in_plane = malloc( sizeof( piece_in_plane_t) * p_sys->s_allocated.i_planes );
        if( !p_sys->ps_pieces[p].ps_piece_in_plane ) {
            for (uint32_t i=0;i<p;i++)
                free(p_sys->ps_pieces[i].ps_piece_in_plane);
            free(p_sys->ps_pieces);
            p_sys->ps_pieces = NULL;
            return VLC_ENOMEM;
        }
    }

    p_sys->ps_pieces_tmp = malloc( sizeof( piece_t) * p_sys->s_allocated.i_pieces_nbr );
    if( !p_sys->ps_pieces_tmp ) {
        for (uint32_t i=0;i<p_sys->s_allocated.i_pieces_nbr;i++)
            free(p_sys->ps_pieces[i].ps_piece_in_plane);
        free(p_sys->ps_pieces);
        p_sys->ps_pieces = NULL;
        return VLC_ENOMEM;
    }
    p_sys->pi_group_qty = malloc( sizeof( int32_t ) * (p_sys->s_allocated.i_pieces_nbr));
    if( !p_sys->pi_group_qty ) {
        for (uint32_t i=0;i<p_sys->s_allocated.i_pieces_nbr;i++)
            free(p_sys->ps_pieces[i].ps_piece_in_plane);
        free(p_sys->ps_pieces);
        p_sys->ps_pieces = NULL;
        free(p_sys->ps_pieces_tmp);
        p_sys->ps_pieces_tmp = NULL;
        return VLC_ENOMEM;
    }
    return VLC_SUCCESS;
}

bool puzzle_is_valid( filter_sys_t *p_sys, int32_t *pi_pce_lst )
{
    const int32_t i_count = p_sys->s_allocated.i_pieces_nbr;

    if( !p_sys->s_current_param.b_blackslot )
        return true;

    int32_t d = 0;
    for( int32_t i = 0; i < i_count; i++ ) {
        if( pi_pce_lst[i] == i_count - 1 ) {
            d += i / p_sys->s_allocated.i_cols + 1;
            continue;
        }
        for( int32_t j = i+1; j < i_count; j++ ) {
            if( pi_pce_lst[j] == i_count - 1 )
                continue;
            if( pi_pce_lst[i] > pi_pce_lst[j] )
                d++;
        }
    }
    return (d%2) == 0;
}

int puzzle_shuffle( filter_t *p_filter )
{
    filter_sys_t *p_sys = p_filter->p_sys;

    int32_t i_pieces_nbr = p_sys->s_allocated.i_pieces_nbr;

    do
    {
        int i_ret = puzzle_generate_rand_pce_list( p_filter, &p_sys->pi_order );
        if (i_ret != VLC_SUCCESS)
            return i_ret;
    } while( puzzle_is_finished( p_sys, p_sys->pi_order ) || !puzzle_is_valid( p_sys, p_sys->pi_order ) );


    if( p_sys->s_current_param.b_blackslot ) {
        for( int32_t i = 0; i < i_pieces_nbr; i++ )
            if( p_sys->pi_order[i] == i_pieces_nbr - 1 ) {
                p_sys->i_selected = i;
                break;
            }
    }
    else {
        p_sys->i_selected = NO_PCE;
    }

    p_sys->b_shuffle_rqst = false;
    p_sys->b_finished = false;

    return VLC_SUCCESS;
}

int puzzle_generate_rand_pce_list( filter_t *p_filter, int32_t **pi_pce_lst )
{
    filter_sys_t *p_sys = p_filter->p_sys;
    int32_t i_pieces_nbr = p_sys->s_allocated.i_pieces_nbr;

    free( *pi_pce_lst );
    *pi_pce_lst = calloc( i_pieces_nbr, sizeof(**pi_pce_lst) );
    if( !*pi_pce_lst )
        return VLC_ENOMEM;

    for( int32_t i = 0; i < i_pieces_nbr; i++ )
        (*pi_pce_lst)[i] = NO_PCE;

    for( int32_t c = 0; c < i_pieces_nbr; ) {
        int32_t i = ((unsigned)vlc_mrand48()) % i_pieces_nbr;
        if( (*pi_pce_lst)[i] == NO_PCE )
            (*pi_pce_lst)[i] = c++;
    }
    return VLC_SUCCESS;
}

bool puzzle_is_finished( filter_sys_t *p_sys, int32_t *pi_pce_lst )
{
    for( uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++ )
        if( (int32_t)i != pi_pce_lst[i] )
            return false;

    return true;
}

int puzzle_piece_foreground( filter_t *p_filter, int32_t i_piece) {
    filter_sys_t *p_sys = p_filter->p_sys;
    piece_t *ps_pieces_tmp;        /* list [piece] of pieces data. Sort as per layers */
    uint32_t i_group_ID = p_sys->ps_pieces[i_piece].i_group_ID;

    ps_pieces_tmp = malloc( sizeof( piece_t) * p_sys->s_allocated.i_pieces_nbr );
    if (!ps_pieces_tmp)
        return VLC_ENOMEM;

    int32_t j=0;

    memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i_piece], sizeof(piece_t) );
    j++;

    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
        if ( ( p_sys->ps_pieces[i].i_group_ID == i_group_ID ) && ( (int32_t)i != i_piece ) ) {
            memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i], sizeof(piece_t));
            j++;
        }
    }
    for (uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
        if ( p_sys->ps_pieces[i].i_group_ID != i_group_ID ) {
            memcpy( &ps_pieces_tmp[j], &p_sys->ps_pieces[i], sizeof(piece_t));
            j++;
        }
    }

    free( p_filter->p_sys->ps_pieces );
    p_filter->p_sys->ps_pieces = ps_pieces_tmp;

    return VLC_SUCCESS;
}

void puzzle_count_pce_group( filter_t *p_filter) { /* count pce in each group */
    filter_sys_t *p_sys = p_filter->p_sys;

    memset ( p_sys->pi_group_qty, 0, sizeof( int32_t ) * (p_sys->s_allocated.i_pieces_nbr) );
    for (uint32_t i_pce = 0; i_pce < p_sys->s_allocated.i_pieces_nbr; i_pce++)
        p_sys->pi_group_qty[p_sys->ps_pieces[i_pce].i_group_ID]++;
}

/*****************************************************************************
 * puzzle_solve_pces_group: check if pieces are close together
 *                          and then combine in a group
 *****************************************************************************/
void puzzle_solve_pces_group( filter_t *p_filter) {
    filter_sys_t *p_sys = p_filter->p_sys;
    int32_t i_dx, i_dy;

    p_sys->i_solve_grp_loop++;
    p_sys->i_solve_grp_loop %= p_sys->s_allocated.i_pieces_nbr;

    int32_t i_piece_A = p_sys->i_solve_grp_loop;
    piece_t *ps_piece_A = &p_sys->ps_pieces[i_piece_A];

    for (uint32_t i_piece_B = 0; i_piece_B < p_sys->s_allocated.i_pieces_nbr; i_piece_B++)
    {
        piece_t *ps_piece_B = &p_sys->ps_pieces[i_piece_B];

        if ( ps_piece_A->i_actual_angle != ps_piece_B->i_actual_angle || ps_piece_A->i_actual_mirror != ps_piece_B->i_actual_mirror )
            continue;

        if ( (ps_piece_B->i_group_ID != p_sys->ps_pieces[i_piece_A].i_group_ID ) )
        {
            if ( abs(ps_piece_A->i_OTy - ps_piece_B->i_OTy )<3)
            {
                if (    abs( ps_piece_A->i_ORx - ps_piece_B->i_OLx + 1 ) < 3
                     && abs( ps_piece_A->i_TRx - ps_piece_B->i_TLx + 1 ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_A->i_TRy - ps_piece_B->i_TLy ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_A->i_BRx - ps_piece_B->i_BLx + 1 ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_A->i_BRy - ps_piece_B->i_BLy ) < p_sys->i_magnet_accuracy )
                {
                    i_dx = ps_piece_A->i_TRx - ps_piece_B->i_TLx + ps_piece_A->i_step_x_x;
                    i_dy = ps_piece_A->i_TRy - ps_piece_B->i_TLy;

                    if (!ps_piece_B->b_finished)
                        puzzle_move_group( p_filter, i_piece_B, i_dx, i_dy);
                    else
                        puzzle_move_group( p_filter, i_piece_A, -i_dx, -i_dy);

                    uint32_t i_group_ID = ps_piece_B->i_group_ID;
                    for (uint32_t i_for = 0; i_for < p_sys->s_allocated.i_pieces_nbr; i_for++)
                        if ( p_sys->ps_pieces[i_for].i_group_ID == i_group_ID)
                            p_sys->ps_pieces[i_for].i_group_ID = p_sys->ps_pieces[i_piece_A].i_group_ID;
                }
            }
            else if ( abs(ps_piece_A->i_OLx - ps_piece_B->i_OLx ) < 3 )
            {
                if (    abs(ps_piece_A->i_OBy - ps_piece_B->i_OTy + 1 ) < 3
                     && abs( ps_piece_B->i_TLx - ps_piece_A->i_BLx ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_B->i_TLy - 1 - ps_piece_A->i_BLy ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_B->i_TRx - ps_piece_A->i_BRx ) < p_sys->i_magnet_accuracy
                     && abs( ps_piece_B->i_TRy - 1 - ps_piece_A->i_BRy ) < p_sys->i_magnet_accuracy )
                {

                    i_dx = ps_piece_A->i_BLx - ps_piece_B->i_TLx;
                    i_dy = ps_piece_A->i_BLy - ps_piece_B->i_TLy + ps_piece_A->i_step_y_y;

                    if (!ps_piece_B->b_finished)
                        puzzle_move_group( p_filter, i_piece_B, i_dx, i_dy);
                    else
                        puzzle_move_group( p_filter, i_piece_A, -i_dx, -i_dy);

                    uint32_t i_group_ID = ps_piece_B->i_group_ID;
                    for (uint32_t i_for = 0; i_for < p_sys->s_allocated.i_pieces_nbr; i_for++)
                        if ( p_sys->ps_pieces[i_for].i_group_ID == i_group_ID)
                            p_sys->ps_pieces[i_for].i_group_ID = p_sys->ps_pieces[i_piece_A].i_group_ID;
                }
            }
        }

        if ( abs( ps_piece_A->i_OTy - ps_piece_B->i_OTy ) < 3 )
        {
            if (    abs( ps_piece_A->i_ORx - ps_piece_B->i_OLx + 1 ) < 3
                 && abs( ps_piece_A->i_TRx - ps_piece_B->i_TLx + 1 ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_A->i_TRy - ps_piece_B->i_TLy ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_A->i_BRx - ps_piece_B->i_BLx + 1 ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_A->i_BRy - ps_piece_B->i_BLy ) < p_sys->i_magnet_accuracy )
            {
                ps_piece_B->i_left_shape = 0;
                ps_piece_A->i_right_shape = 6;
            }
        }
        else if ( abs( ps_piece_A->i_OLx - ps_piece_B->i_OLx )<3 )
        {
            if (    abs( ps_piece_A->i_OBy - ps_piece_B->i_OTy + 1 )<3
                 && abs( ps_piece_B->i_TLx - ps_piece_A->i_BLx ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_B->i_TLy - 1 - ps_piece_A->i_BLy ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_B->i_TRx - ps_piece_A->i_BRx ) < p_sys->i_magnet_accuracy
                 && abs( ps_piece_B->i_TRy - 1 - ps_piece_A->i_BRy ) < p_sys->i_magnet_accuracy )
            {
                ps_piece_B->i_top_shape = 2;
                ps_piece_A->i_btm_shape = 4;
            }
        }
   }
}

/*****************************************************************************
 * puzzle_solve_pces_accuracy: check if pieces are close to their final location
 *                             and then adjust position accordingly
 *****************************************************************************/
void puzzle_solve_pces_accuracy( filter_t *p_filter) {
    filter_sys_t *p_sys = p_filter->p_sys;

    p_sys->i_solve_acc_loop++;
    if (p_sys->i_solve_acc_loop >= p_sys->s_allocated.i_pieces_nbr) {
        p_sys->i_done_count = p_sys->i_tmp_done_count;
        p_sys->i_tmp_done_count = 0;
        p_sys->i_solve_acc_loop = 0;
        p_sys->b_finished = (p_sys->i_done_count == p_sys->s_allocated.i_pieces_nbr);
    }

    piece_t *ps_piece = &p_sys->ps_pieces[p_sys->i_solve_acc_loop];

    ps_piece->b_finished = false;
    if (    ps_piece->i_actual_mirror == 1
         && abs( ps_piece->i_TRx - ps_piece->i_ORx )  < p_sys->i_magnet_accuracy
         && abs( ps_piece->i_TRy - ps_piece->i_OTy )  < p_sys->i_magnet_accuracy
         && abs( ps_piece->i_TLx - ps_piece->i_OLx )  < p_sys->i_magnet_accuracy
         && abs( ps_piece->i_TLy - ps_piece->i_OTy )  < p_sys->i_magnet_accuracy )
    {
        uint32_t i_group_ID = ps_piece->i_group_ID;
        p_sys->i_tmp_done_count++;

        for ( uint32_t i = 0; i < p_sys->s_allocated.i_pieces_nbr; i++) {
            ps_piece = &p_sys->ps_pieces[i];
            if ( ( ps_piece->i_group_ID == i_group_ID ) && ( !ps_piece->b_finished ) ) {
                ps_piece->ps_piece_in_plane[0].i_actual_x = ps_piece->i_OLx;
                ps_piece->ps_piece_in_plane[0].i_actual_y = ps_piece->i_OTy;
                ps_piece->i_actual_mirror = +1;
                puzzle_calculate_corners( p_filter, i );
                ps_piece->b_finished = true;
            }
        }
    }
}

/*****************************************************************************
 * puzzle_sort_layers: sort pieces in order to see in foreground the
 *                     standalone ones and those are at the wrong place
 *****************************************************************************/
int puzzle_sort_layers( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    int32_t i_idx = 0;
    for (uint32_t i_qty = 1; i_qty <= p_sys->s_current_param.i_pieces_nbr; i_qty++) {
        /* pieces at the wrong place are in foreground */
        for (uint32_t i_pce_loop = 0; i_pce_loop < p_sys->s_current_param.i_pieces_nbr; i_pce_loop++) {
            uint32_t i_grp = p_sys->ps_pieces[i_pce_loop].i_group_ID;
            if ( p_sys->pi_group_qty[i_grp] == (int32_t)i_qty ) {
                bool b_check_ok = true;
                for (int32_t i_pce_check = 0; i_pce_check < i_idx; i_pce_check++)
                    if ( p_sys->ps_pieces_tmp[i_pce_check].i_group_ID == i_grp )
                        b_check_ok = false;
                if ( b_check_ok )
                    for (uint32_t i_pce = i_pce_loop; i_pce < p_sys->s_current_param.i_pieces_nbr; i_pce++)
                        if (( p_sys->ps_pieces[i_pce].i_group_ID == i_grp ) && !p_sys->ps_pieces[i_pce].b_finished ) {
                            memcpy( &p_sys->ps_pieces_tmp[i_idx], &p_sys->ps_pieces[i_pce], sizeof(piece_t));
                            i_idx++;
                        }
            }
        }
        /* pieces at the final location are in background */
        for (uint32_t i_pce_loop = 0; i_pce_loop < p_sys->s_current_param.i_pieces_nbr; i_pce_loop++) {
            uint32_t i_grp = p_sys->ps_pieces[i_pce_loop].i_group_ID;
            if ( p_sys->pi_group_qty[i_grp] == (int32_t)i_qty ) {
                bool b_check_ok = true;
                for (int32_t i_pce_check = 0; i_pce_check < i_idx; i_pce_check++)
                    if ( p_sys->ps_pieces_tmp[i_pce_check].i_group_ID == i_grp && p_sys->ps_pieces_tmp[i_pce_check].b_finished )
                        b_check_ok = false;
                if ( b_check_ok )
                    for (uint32_t i_pce = i_pce_loop; i_pce < p_sys->s_current_param.i_pieces_nbr; i_pce++)
                        if (( p_sys->ps_pieces[i_pce].i_group_ID == i_grp ) && p_sys->ps_pieces[i_pce].b_finished ) {
                            memcpy( &p_sys->ps_pieces_tmp[i_idx], &p_sys->ps_pieces[i_pce], sizeof(piece_t));
                            i_idx++;
                        }
            }
        }
    }

    free( p_filter->p_sys->ps_pieces );
    p_filter->p_sys->ps_pieces = p_sys->ps_pieces_tmp;
    p_sys->ps_pieces_tmp = malloc( sizeof( piece_t) * p_sys->s_allocated.i_pieces_nbr );
    if (!p_sys->ps_pieces_tmp)
        return VLC_ENOMEM;

    return VLC_SUCCESS;
}

/*****************************************************************************
 * puzzle_auto_solve: solve the puzzle depending on auto_solve_speed parameter
 *                    = move one piece at the final location each time
 *                      auto_solve_countdown is < 0
 *****************************************************************************/
void puzzle_auto_solve( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    if ( p_sys->s_current_param.i_auto_solve_speed < 500 )
        return;

    if ( --p_sys->i_auto_solve_countdown_val > 0 )
        return;

    /* delay reached, preset next delay and proceed with puzzle_auto_solve */
    p_sys->i_auto_solve_countdown_val = init_countdown(p_sys->s_current_param.i_auto_solve_speed);

    /* random piece to be moved */
    int32_t i_start = ((unsigned)vlc_mrand48()) % p_sys->s_allocated.i_pieces_nbr;

    /* here the computer will help player by placing the piece at the final location */
    for (uint32_t i_l = 0; i_l < p_sys->s_allocated.i_pieces_nbr; i_l++) {
        int32_t i = ( i_l + i_start ) % p_sys->s_allocated.i_pieces_nbr;
        if ( !p_sys->ps_pieces[i].b_finished ) {
            for (uint32_t j = 0; j < p_sys->s_allocated.i_pieces_nbr; j++) {
                if ( p_sys->ps_pieces[j].i_group_ID == p_sys->ps_pieces[i].i_group_ID ) {
                    p_sys->ps_pieces[j].i_actual_angle   = 0;
                    p_sys->ps_pieces[j].i_actual_mirror  = +1;
                    p_sys->ps_pieces[j].ps_piece_in_plane[0].i_actual_x = p_sys->ps_pieces[j].ps_piece_in_plane[0].i_original_x;
                    p_sys->ps_pieces[j].ps_piece_in_plane[0].i_actual_y = p_sys->ps_pieces[j].ps_piece_in_plane[0].i_original_y;
                    puzzle_calculate_corners( p_filter, j );
                }
            }
            break;
        }
    }
}

/*****************************************************************************
 * puzzle_auto_shuffle: shuffle the pieces on the desk depending on
 *                      auto_shuffle_speed parameter
 *                    = random move of one piece each time
 *                      auto_shuffle_countdown is < 0
 *****************************************************************************/
void puzzle_auto_shuffle( filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    if ( p_sys->s_current_param.i_auto_shuffle_speed < 500 )
        return;

    if ( --p_sys->i_auto_shuffle_countdown_val > 0 )
        return;

    /* delay reached, preset next delay and proceed with puzzle_auto_shuffle */
    p_sys->i_auto_shuffle_countdown_val = init_countdown(p_sys->s_current_param.i_auto_shuffle_speed);

    /* random piece to be moved */
    int32_t i_start = ((unsigned)vlc_mrand48()) % p_sys->s_allocated.i_pieces_nbr;

    for (uint32_t i_l = 0; i_l < p_sys->s_allocated.i_pieces_nbr; i_l++){
        int32_t i = ( i_l + i_start ) % p_sys->s_allocated.i_pieces_nbr;

        /* find one piece which is part of one group */
        if ( p_sys->pi_group_qty[p_sys->ps_pieces[i].i_group_ID] > 1 ) {
            /* find an empty group to be used by this dismantled piece */
            uint32_t i_new_group;
            for ( i_new_group = 0 ; i_new_group < p_sys->s_allocated.i_pieces_nbr ; i_new_group ++ )
                if ( p_sys->pi_group_qty[i_new_group] == 0 )
                    break;
            p_sys->ps_pieces[i].i_group_ID = i_new_group;
            p_sys->ps_pieces[i].b_finished = false;

            /* random rotate & mirror */
            switch ( p_sys->s_current_param.i_rotate )
            {
              case 1:
                    puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 2 ) ) * 2, p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
                break;
              case 2:
                    puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 4 ) ), p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
                break;
              case 3:
                    puzzle_rotate_pce( p_filter, i, (( (unsigned) vlc_mrand48()) % ( 8 ) ), p_sys->ps_pieces[i].i_center_x, p_sys->ps_pieces[i].i_center_y, false );
                break;
            }

            /* random mvt */
            p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x =
                    p_sys->ps_desk_planes[0].i_border_width
                    + ( (unsigned) vlc_mrand48()) % ( p_sys->ps_desk_planes[0].i_width - 2*p_sys->ps_desk_planes[0].i_border_width - p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width)
                    + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width / 2 * ( 1 - p_sys->ps_pieces[i].i_step_x_x )
                    - (p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines / 2) * p_sys->ps_pieces[i].i_step_y_x;
            p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y =
                    p_sys->ps_desk_planes[0].i_border_lines
                    + ( (unsigned) vlc_mrand48()) % ( p_sys->ps_desk_planes[0].i_lines - 2*p_sys->ps_desk_planes[0].i_border_lines - p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines)
                    + p_sys->ps_pieces[i].ps_piece_in_plane[0].i_lines / 2 * ( 1 - p_sys->ps_pieces[i].i_step_y_y )
                    - (p_sys->ps_pieces[i].ps_piece_in_plane[0].i_width / 2) * p_sys->ps_pieces[i].i_step_x_y;

            /* redefine shapes */
            uint32_t i_left_pce  = 0;
            uint32_t i_right_pce = 6;
            uint32_t i_top_pce   = 2;
            uint32_t i_btm_pce   = 4;

            uint32_t i_pce = 0;
            for (int32_t i_row = 0; i_row < p_sys->s_allocated.i_rows; i_row++)
                for (int32_t i_col = 0; i_col < p_sys->s_allocated.i_cols; i_col++) {
                    if (p_sys->ps_pieces[i].i_original_row == p_sys->ps_pieces[i_pce].i_original_row) {
                        if (p_sys->ps_pieces[i].i_original_col == p_sys->ps_pieces[i_pce].i_original_col - 1)
                            i_right_pce = i_pce;
                        else if (p_sys->ps_pieces[i].i_original_col == p_sys->ps_pieces[i_pce].i_original_col + 1)
                            i_left_pce = i_pce;
                    }
                    else if (p_sys->ps_pieces[i].i_original_col == p_sys->ps_pieces[i_pce].i_original_col) {
                        if (p_sys->ps_pieces[i].i_original_row == p_sys->ps_pieces[i_pce].i_original_row - 1)
                            i_btm_pce = i_pce;
                        else if (p_sys->ps_pieces[i].i_original_row == p_sys->ps_pieces[i_pce].i_original_row + 1)
                            i_top_pce = i_pce;
                    }
                    i_pce++;
                }

            if ((p_sys->ps_pieces[i].i_left_shape == 0) && (p_sys->ps_pieces[i].i_original_col != 0)) {
                p_sys->ps_pieces[i_left_pce].i_right_shape = 6 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
                p_sys->ps_pieces[i].i_left_shape = (p_sys->ps_pieces[i_left_pce].i_right_shape - 6 ) ^ 0x01;
            }

            if ((p_sys->ps_pieces[i].i_right_shape == 6) && (p_sys->ps_pieces[i].i_original_col != p_sys->s_allocated.i_cols-1)) {
                p_sys->ps_pieces[i].i_right_shape = 6 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
                p_sys->ps_pieces[i_right_pce].i_left_shape = (p_sys->ps_pieces[i].i_right_shape - 6 ) ^ 0x01;
            }

            if ((p_sys->ps_pieces[i].i_top_shape == 2) && (p_sys->ps_pieces[i].i_original_row != 0)) {
                p_sys->ps_pieces[i_top_pce].i_btm_shape = 4 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
                p_sys->ps_pieces[i].i_top_shape = (p_sys->ps_pieces[i_top_pce].i_btm_shape - 2 ) ^ 0x01;
            }

            if ((p_sys->ps_pieces[i].i_btm_shape == 4) && (p_sys->ps_pieces[i].i_original_row != p_sys->s_allocated.i_rows-1)) {
                p_sys->ps_pieces[i].i_btm_shape = 4 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
                p_sys->ps_pieces[i_btm_pce].i_top_shape = (p_sys->ps_pieces[i].i_btm_shape - 2 ) ^ 0x01;
            }

            puzzle_calculate_corners( p_filter, i );
            break;
        }
    }
}

/*****************************************************************************
 * puzzle_save: save pieces location in memory
 *****************************************************************************/
save_game_t* puzzle_save(filter_t *p_filter)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    save_game_t *ps_save_game = calloc(1, sizeof(*ps_save_game));
    if (!ps_save_game)
        return NULL;

    ps_save_game->i_cols   = p_sys->s_allocated.i_cols;
    ps_save_game->i_rows   = p_sys->s_allocated.i_rows;
    ps_save_game->i_rotate = p_sys->s_allocated.i_rotate;

    ps_save_game->ps_pieces = calloc( ps_save_game->i_cols * ps_save_game->i_rows , sizeof(*ps_save_game->ps_pieces));
    if (!ps_save_game->ps_pieces) {
        free(ps_save_game);
        return NULL;
    }

    int32_t i_border_width = p_sys->ps_desk_planes[0].i_border_width;
    int32_t i_border_lines = p_sys->ps_desk_planes[0].i_border_lines;

    for (int32_t i_pce = 0; i_pce < ps_save_game->i_cols * ps_save_game->i_rows; i_pce++) {
        ps_save_game->ps_pieces[i_pce].i_original_row  = p_sys->ps_pieces[i_pce].i_original_row;
        ps_save_game->ps_pieces[i_pce].i_original_col  = p_sys->ps_pieces[i_pce].i_original_col;
        ps_save_game->ps_pieces[i_pce].i_top_shape     = p_sys->ps_pieces[i_pce].i_top_shape;
        ps_save_game->ps_pieces[i_pce].i_btm_shape     = p_sys->ps_pieces[i_pce].i_btm_shape;
        ps_save_game->ps_pieces[i_pce].i_right_shape   = p_sys->ps_pieces[i_pce].i_right_shape;
        ps_save_game->ps_pieces[i_pce].i_left_shape    = p_sys->ps_pieces[i_pce].i_left_shape;
        ps_save_game->ps_pieces[i_pce].f_pos_x         =(p_sys->ps_pieces[i_pce].ps_piece_in_plane[0].i_actual_x - i_border_width ) / ((float)p_sys->ps_desk_planes[0].i_width - 2*i_border_width);
        ps_save_game->ps_pieces[i_pce].f_pos_y         =(p_sys->ps_pieces[i_pce].ps_piece_in_plane[0].i_actual_y - i_border_lines ) / ((float)p_sys->ps_desk_planes[0].i_lines - 2*i_border_lines);
        ps_save_game->ps_pieces[i_pce].i_actual_angle  = p_sys->ps_pieces[i_pce].i_actual_angle;
        ps_save_game->ps_pieces[i_pce].i_actual_mirror = p_sys->ps_pieces[i_pce].i_actual_mirror;
    }

    return ps_save_game;
}

void puzzle_load( filter_t *p_filter, save_game_t *ps_save_game)
{
    filter_sys_t *p_sys = p_filter->p_sys;

    if (p_sys->s_current_param.i_cols  != ps_save_game->i_cols
        || p_sys->s_allocated.i_rows   != ps_save_game->i_rows
        || p_sys->s_allocated.i_rotate != ps_save_game->i_rotate)
        return;

    int32_t i_border_width = p_sys->ps_desk_planes[0].i_border_width;
    int32_t i_border_lines = p_sys->ps_desk_planes[0].i_border_lines;

    for (uint32_t i_pce=0; i_pce < p_sys->s_allocated.i_pieces_nbr; i_pce++) {
       for (uint32_t i=0; i < p_sys->s_allocated.i_pieces_nbr; i++)
            if   ( p_sys->ps_pieces[i].i_original_row == ps_save_game->ps_pieces[i_pce].i_original_row
                && p_sys->ps_pieces[i].i_original_col == ps_save_game->ps_pieces[i_pce].i_original_col  )
            {
                p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x = i_border_width
                        + ((float)p_sys->ps_desk_planes[0].i_width - 2 * i_border_width)
                        * ps_save_game->ps_pieces[i_pce].f_pos_x;
                p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y = i_border_lines
                        + ((float)p_sys->ps_desk_planes[0].i_lines - 2 * i_border_lines)
                        * ps_save_game->ps_pieces[i_pce].f_pos_y;

                p_sys->ps_pieces[i].i_top_shape     =  ps_save_game->ps_pieces[i_pce].i_top_shape;
                p_sys->ps_pieces[i].i_btm_shape     =  ps_save_game->ps_pieces[i_pce].i_btm_shape;
                p_sys->ps_pieces[i].i_right_shape   =  ps_save_game->ps_pieces[i_pce].i_right_shape;
                p_sys->ps_pieces[i].i_left_shape    =  ps_save_game->ps_pieces[i_pce].i_left_shape;
                p_sys->ps_pieces[i].i_actual_angle  =  ps_save_game->ps_pieces[i_pce].i_actual_angle;
                p_sys->ps_pieces[i].i_actual_mirror =  ps_save_game->ps_pieces[i_pce].i_actual_mirror;
                p_sys->ps_pieces[i].i_group_ID     = i_pce;
                p_sys->ps_pieces[i].b_finished     = false;

                p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_x = i_border_width + ((float)p_sys->ps_desk_planes[0].i_width
                                                                        - 2*i_border_width) * ps_save_game->ps_pieces[i_pce].f_pos_x;
                p_sys->ps_pieces[i].ps_piece_in_plane[0].i_actual_y = i_border_lines + ((float)p_sys->ps_desk_planes[0].i_lines
                                                                        - 2*i_border_lines) * ps_save_game->ps_pieces[i_pce].f_pos_y;
                puzzle_calculate_corners( p_filter, i );

                break;
            }
    }

    for (uint32_t i_pce=0; i_pce < p_sys->s_allocated.i_pieces_nbr; i_pce++) {
        /* redefine shapes */
        uint32_t i_left_pce  = 0;
        uint32_t i_right_pce = 6;
        uint32_t i_top_pce   = 2;
        uint32_t i_btm_pce   = 4;

        uint32_t i_pce_pair = 0;
        for (int32_t i_row = 0; i_row < p_sys->s_allocated.i_rows; i_row++)
            for (int32_t i_col = 0; i_col < p_sys->s_allocated.i_cols; i_col++) {
                if (p_sys->ps_pieces[i_pce].i_original_row == p_sys->ps_pieces[i_pce_pair].i_original_row) {
                    if (p_sys->ps_pieces[i_pce].i_original_col == p_sys->ps_pieces[i_pce_pair].i_original_col - 1)
                        i_right_pce = i_pce_pair;
                    else if (p_sys->ps_pieces[i_pce].i_original_col == p_sys->ps_pieces[i_pce_pair].i_original_col + 1)
                        i_left_pce = i_pce_pair;
                }
                else if (p_sys->ps_pieces[i_pce].i_original_col == p_sys->ps_pieces[i_pce_pair].i_original_col) {
                    if (p_sys->ps_pieces[i_pce].i_original_row == p_sys->ps_pieces[i_pce_pair].i_original_row - 1)
                        i_btm_pce = i_pce_pair;
                    else if (p_sys->ps_pieces[i_pce].i_original_row == p_sys->ps_pieces[i_pce_pair].i_original_row + 1)
                        i_top_pce = i_pce_pair;
                }
                i_pce_pair++;
            }

        if ((p_sys->ps_pieces[i_pce].i_left_shape == 0) && (p_sys->ps_pieces[i_pce].i_original_col != 0)) {
            p_sys->ps_pieces[i_left_pce].i_right_shape = 6 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
            p_sys->ps_pieces[i_pce].i_left_shape = (p_sys->ps_pieces[i_left_pce].i_right_shape - 6 ) ^ 0x01;
        }

        if ((p_sys->ps_pieces[i_pce].i_right_shape == 6) && (p_sys->ps_pieces[i_pce].i_original_col != p_sys->s_allocated.i_cols-1)) {
            p_sys->ps_pieces[i_pce].i_right_shape = 6 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
            p_sys->ps_pieces[i_right_pce].i_left_shape = (p_sys->ps_pieces[i_pce].i_right_shape - 6 ) ^ 0x01;
        }

        if ((p_sys->ps_pieces[i_pce].i_top_shape == 2) && (p_sys->ps_pieces[i_pce].i_original_row != 0)) {
            p_sys->ps_pieces[i_top_pce].i_btm_shape = 4 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
            p_sys->ps_pieces[i_pce].i_top_shape = (p_sys->ps_pieces[i_top_pce].i_btm_shape - 2 ) ^ 0x01;
        }

        if ((p_sys->ps_pieces[i_pce].i_btm_shape == 4) && (p_sys->ps_pieces[i_pce].i_original_row != p_sys->s_allocated.i_rows-1)) {
            p_sys->ps_pieces[i_pce].i_btm_shape = 4 + 8 + 8*(( (unsigned) vlc_mrand48()) % ( SHAPES_QTY ) ) + (vlc_mrand48() & 0x01);
            p_sys->ps_pieces[i_btm_pce].i_top_shape = (p_sys->ps_pieces[i_pce].i_btm_shape - 2 ) ^ 0x01;
        }

    }
}
