draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
- char str[10];
+ char str[32];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
if (reflect || hit)
#ifdef DRAW_DSF
int ts = TILE_SIZE/2;
int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2;
- char str[10];
+ char str[32];
sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y)));
draw_text(dr, ox, oy, FONT_VARIABLE, ts,
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
int bg = (v & G_CURSOR) ? COL_CURSOR :
(v & G_MARK) ? COL_MARK : COL_BACKGROUND;
- char str[10];
+ char str[32];
#ifdef DRAW_GRID
draw_rect_outline(dr, COORD(is->x), COORD(is->y),
/* Islands */
for (i = 0; i < state->n_islands; i++) {
- char str[10];
+ char str[32];
struct island *is = &state->islands[i];
grid = GRID(state, is->x, is->y);
cx = COORD(is->x) + ts/2;
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
if (ds_flags & DF_NUMBERED) {
int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
- char str[10];
+ char str[32];
/* We know that this won't change over the course of the game
* so it's OK to ignore this when calculating whether or not
if (ds_flags & DF_BLACK) {
draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink);
if (ds_flags & DF_NUMBERED) {
- char str[10];
+ char str[32];
sprintf(str, "%d", GRID(state, lights, x, y));
draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE*3/5,
game_drawstate ads, *ds = &ads;
grid *g = state->game_grid;
- game_set_size(dr, ds, NULL, tilesize);
+ ds->tilesize = tilesize;
for (i = 0; i < g->num_dots; i++) {
int x, y;
DispatchMessage(&msg);
}
+ DestroyWindow(fe->hwnd);
cleanup_help();
return msg.wParam;