* generate the base grid.
*/
params2->w = params->w / (1.0F + params->expandfactor);
- if (params2->w < 1) params2->w = 1;
- params2->h = params->h * (1.0F + params->expandfactor);
- if (params2->h < 1) params2->h = 1;
+ if (params2->w < 2 && params->w >= 2) params2->w = 2;
+ params2->h = params->h / (1.0F + params->expandfactor);
+ if (params2->h < 2 && params->h >= 2) params2->h = 2;
grid = snewn(params2->w * params2->h, int);
run -= c - ('a' - 1);
}
} else {
- *p++ = '_';
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (p > seed && n > 0)
+ *p++ = '_';
}
if (n > 0)
p += sprintf(p, "%d", n);
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, game_ui *ui,
+ game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int x, y;
sfree(correct);
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
{
return 0.0F;
}
-float game_flash_length(game_state *oldstate, game_state *newstate)
+float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
{
if (!oldstate->completed && newstate->completed)
return FLASH_TIME;