ref: 4a1669b9add42308bde1dc9dfe3a3b915563679e
parent: e0f5e4926549e6c0715f7438ec6b2fd07e9be3c2
author: Simon Tatham <anakin@pobox.com>
date: Sun Feb 24 07:52:17 EST 2013
Stop using CLUE2CHAR to translate clues into text; just do the obvious sprintf in both locations (screen and print) that need it. Fixes a bug in which clues greater than 9 came out as hex digits in printed puzzles. [originally from svn r9765]
--- a/loopy.c
+++ b/loopy.c
@@ -2997,14 +2997,9 @@
grid *g = state->game_grid;
grid_face *f = g->faces + i;
int x, y;
- char c[3];
+ char c[20];
- if (state->clues[i] < 10) {
- c[0] = CLUE2CHAR(state->clues[i]);
- c[1] = '\0';
- } else {
- sprintf(c, "%d", state->clues[i]);
- }
+ sprintf(c, "%d", state->clues[i]);
face_text_pos(ds, g, f, &x, &y);
draw_text(dr, x, y,
@@ -3339,10 +3334,9 @@
grid_face *f = g->faces + i;
int clue = state->clues[i];
if (clue >= 0) {
- char c[2];
+ char c[20];
int x, y;
- c[0] = CLUE2CHAR(clue);
- c[1] = '\0';
+ sprintf(c, "%d", state->clues[i]);
face_text_pos(ds, g, f, &x, &y);
draw_text(dr, x, y,
FONT_VARIABLE, ds->tilesize / 2,