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Use semantic enum entry names for pref indices
[Commit message added by SGT: this makes it easier to allocate indices in the config_item array, and keep them in sync between get_prefs and set_prefs for each game.]
This commit is contained in:
21
bridges.c
21
bridges.c
@ -107,6 +107,11 @@ enum {
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NCOLOURS
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};
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enum {
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PREF_SHOW_HINTS,
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N_PREF_ITEMS
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};
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struct game_params {
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int w, h, maxb;
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int islands, expansion; /* %age of island squares, %age chance of expansion */
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@ -2145,22 +2150,22 @@ static config_item *get_prefs(game_ui *ui)
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{
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config_item *ret;
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ret = snewn(2, config_item);
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ret = snewn(N_PREF_ITEMS+1, config_item);
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ret[0].name = "Show possible bridge locations";
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ret[0].kw = "show-hints";
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ret[0].type = C_BOOLEAN;
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ret[0].u.boolean.bval = ui->show_hints;
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ret[PREF_SHOW_HINTS].name = "Show possible bridge locations";
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ret[PREF_SHOW_HINTS].kw = "show-hints";
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ret[PREF_SHOW_HINTS].type = C_BOOLEAN;
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ret[PREF_SHOW_HINTS].u.boolean.bval = ui->show_hints;
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ret[1].name = NULL;
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ret[1].type = C_END;
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ret[N_PREF_ITEMS].name = NULL;
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ret[N_PREF_ITEMS].type = C_END;
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return ret;
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}
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static void set_prefs(game_ui *ui, const config_item *cfg)
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{
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ui->show_hints = cfg[0].u.boolean.bval;
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ui->show_hints = cfg[PREF_SHOW_HINTS].u.boolean.bval;
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}
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static void free_ui(game_ui *ui)
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