(svn r15576) -Codechange: rename SwitchModes to SwitchMode and don't hardcode the values for that enum.

This commit is contained in:
yexo 2009-02-25 00:45:52 +00:00
parent 901230bde1
commit 3bb872e7dd
8 changed files with 28 additions and 27 deletions

View File

@ -923,7 +923,7 @@ DEF_CONSOLE_CMD(ConNewGame)
return true; return true;
} }
extern void SwitchMode(int new_mode); extern void SwitchToMode(SwitchMode new_mode);
DEF_CONSOLE_CMD(ConRestart) DEF_CONSOLE_CMD(ConRestart)
{ {
@ -933,10 +933,10 @@ DEF_CONSOLE_CMD(ConRestart)
return true; return true;
} }
/* Don't copy the _newgame pointers to the real pointers, so call SwitchMode directly */ /* Don't copy the _newgame pointers to the real pointers, so call SwitchToMode directly */
_settings_game.game_creation.map_x = MapLogX(); _settings_game.game_creation.map_x = MapLogX();
_settings_game.game_creation.map_y = FindFirstBit(MapSizeY()); _settings_game.game_creation.map_y = FindFirstBit(MapSizeY());
SwitchMode(SM_NEWGAME); SwitchToMode(SM_NEWGAME);
return true; return true;
} }

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@ -39,7 +39,7 @@ enum glwp_modes {
GLWP_END GLWP_END
}; };
extern void SwitchMode(int new_mode); extern void SwitchToMode(SwitchMode new_mode);
extern void MakeNewgameSettingsLive(); extern void MakeNewgameSettingsLive();
static inline void SetNewLandscapeType(byte landscape) static inline void SetNewLandscapeType(byte landscape)

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@ -38,6 +38,7 @@ bool _screen_disable_anim = false; ///< Disable palette animation (important f
bool _exit_game; bool _exit_game;
bool _networking; ///< are we in networking mode? bool _networking; ///< are we in networking mode?
GameMode _game_mode; GameMode _game_mode;
SwitchMode _switch_mode; ///< The next mainloop command.
int8 _pause_game; int8 _pause_game;
int _pal_first_dirty; int _pal_first_dirty;
int _pal_count_dirty; int _pal_count_dirty;

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@ -30,7 +30,7 @@
static void ShowNetworkStartServerWindow(); static void ShowNetworkStartServerWindow();
static void ShowNetworkLobbyWindow(NetworkGameList *ngl); static void ShowNetworkLobbyWindow(NetworkGameList *ngl);
extern void SwitchMode(int new_mode); extern void SwitchToMode(SwitchMode new_mode);
static const StringID _connection_types_dropdown[] = { static const StringID _connection_types_dropdown[] = {
STR_NETWORK_LAN_INTERNET, STR_NETWORK_LAN_INTERNET,
@ -1020,7 +1020,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow {
strecpy(_file_to_saveload.title, this->map->title, lastof(_file_to_saveload.title)); strecpy(_file_to_saveload.title, this->map->title, lastof(_file_to_saveload.title));
delete this; delete this;
SwitchMode(SM_START_SCENARIO); SwitchToMode(SM_START_SCENARIO);
} }
} }
break; break;
@ -1829,7 +1829,7 @@ struct NetworkJoinStatusWindow : Window {
{ {
if (widget == 2) { //Disconnect button if (widget == 2) { //Disconnect button
NetworkDisconnect(); NetworkDisconnect();
SwitchMode(SM_MENU); SwitchToMode(SM_MENU);
ShowNetworkGameWindow(); ShowNetworkGameWindow();
} }
} }

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@ -867,7 +867,7 @@ bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory
} }
} }
void SwitchMode(int new_mode) void SwitchToMode(SwitchMode new_mode)
{ {
#ifdef ENABLE_NETWORK #ifdef ENABLE_NETWORK
/* If we are saving something, the network stays in his current state */ /* If we are saving something, the network stays in his current state */
@ -1002,6 +1002,8 @@ void SwitchMode(int new_mode)
/* XXX: set date */ /* XXX: set date */
MarkWholeScreenDirty(); MarkWholeScreenDirty();
break; break;
default: NOT_REACHED();
} }
if (_switch_mode_errorstr != INVALID_STRING_ID) { if (_switch_mode_errorstr != INVALID_STRING_ID) {
@ -1146,7 +1148,7 @@ void GameLoop()
/* switch game mode? */ /* switch game mode? */
if (_switch_mode != SM_NONE) { if (_switch_mode != SM_NONE) {
SwitchMode(_switch_mode); SwitchToMode(_switch_mode);
_switch_mode = SM_NONE; _switch_mode = SM_NONE;
} }

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@ -11,18 +11,18 @@ enum GameMode {
GM_EDITOR, GM_EDITOR,
}; };
enum SwitchModes { enum SwitchMode {
SM_NONE = 0, SM_NONE,
SM_NEWGAME = 1, SM_NEWGAME,
SM_EDITOR = 2, SM_EDITOR,
SM_LOAD = 3, SM_LOAD,
SM_MENU = 4, SM_MENU,
SM_SAVE = 5, SM_SAVE,
SM_GENRANDLAND = 6, SM_GENRANDLAND,
SM_LOAD_SCENARIO = 9, SM_LOAD_SCENARIO,
SM_START_SCENARIO = 10, SM_START_SCENARIO,
SM_START_HEIGHTMAP = 11, SM_START_HEIGHTMAP,
SM_LOAD_HEIGHTMAP = 12, SM_LOAD_HEIGHTMAP,
}; };
/* Display Options */ /* Display Options */
@ -36,6 +36,7 @@ enum {
}; };
extern GameMode _game_mode; extern GameMode _game_mode;
extern SwitchMode _switch_mode;
extern bool _exit_game; extern bool _exit_game;
extern int8 _pause_game; extern int8 _pause_game;

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@ -49,9 +49,6 @@ VARDEF bool _rightclick_emulate;
/* IN/OUT parameters to commands */ /* IN/OUT parameters to commands */
VARDEF bool _generating_world; VARDEF bool _generating_world;
/* Used when switching from the intro menu. */
VARDEF byte _switch_mode;
VARDEF char _savegame_format[8]; VARDEF char _savegame_format[8];
VARDEF char *_config_file; VARDEF char *_config_file;

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@ -126,7 +126,7 @@ static void CloseWindowsConsoleThread()
static void *_dedicated_video_mem; static void *_dedicated_video_mem;
extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir); extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
extern void SwitchMode(int new_mode); extern void SwitchToMode(SwitchMode new_mode);
static FVideoDriver_Dedicated iFVideoDriver_Dedicated; static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
@ -261,7 +261,7 @@ void VideoDriver_Dedicated::MainLoop()
/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */ /* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
if (_switch_mode != SM_LOAD) { if (_switch_mode != SM_LOAD) {
StartNewGameWithoutGUI(GENERATE_NEW_SEED); StartNewGameWithoutGUI(GENERATE_NEW_SEED);
SwitchMode(_switch_mode); SwitchToMode(_switch_mode);
_switch_mode = SM_NONE; _switch_mode = SM_NONE;
} else { } else {
_switch_mode = SM_NONE; _switch_mode = SM_NONE;
@ -273,7 +273,7 @@ void VideoDriver_Dedicated::MainLoop()
_networking = false; _networking = false;
} else { } else {
/* We can load this game, so go ahead */ /* We can load this game, so go ahead */
SwitchMode(SM_LOAD); SwitchToMode(SM_LOAD);
} }
} }