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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.]
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22
net.c
22
net.c
@ -85,6 +85,11 @@ enum {
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NCOLOURS
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};
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enum {
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PREF_UNLOCKED_LOOPS,
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N_PREF_ITEMS
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};
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struct game_params {
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int width;
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int height;
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@ -2092,22 +2097,23 @@ 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 = "Highlight loops involving unlocked squares";
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ret[0].kw = "unlocked-loops";
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ret[0].type = C_BOOLEAN;
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ret[0].u.boolean.bval = ui->unlocked_loops;
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ret[PREF_UNLOCKED_LOOPS].name =
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"Highlight loops involving unlocked squares";
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ret[PREF_UNLOCKED_LOOPS].kw = "unlocked-loops";
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ret[PREF_UNLOCKED_LOOPS].type = C_BOOLEAN;
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ret[PREF_UNLOCKED_LOOPS].u.boolean.bval = ui->unlocked_loops;
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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->unlocked_loops = cfg[0].u.boolean.bval;
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ui->unlocked_loops = cfg[PREF_UNLOCKED_LOOPS].u.boolean.bval;
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}
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static void game_changed_state(game_ui *ui, const game_state *oldstate,
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