From 4a1669b9add42308bde1dc9dfe3a3b915563679e Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sun, 24 Feb 2013 12:52:17 +0000 Subject: [PATCH] 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] --- loopy.c | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) diff --git a/loopy.c b/loopy.c index 0ee1098..6b3d53e 100644 --- a/loopy.c +++ b/loopy.c @@ -2997,14 +2997,9 @@ static void game_redraw_clue(drawing *dr, game_drawstate *ds, 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 @@ static void game_print(drawing *dr, game_state *state, int tilesize) 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,