Replace 4-character constants with enums
This covers only the places where they were used to indicate a preset selection in constructors. The usage in qdpict where they're actually passed to the Resource Manager, as well as the 4-character constants representing file types and creator codes, are still present.
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@@ -2419,7 +2419,7 @@ static bool add_shop_entry(cDialog& me, std::string type, cShop& shop, size_t wh
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shop.addItem(which_item, scenario.scen_items[which_item], amount);
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else shop.addItem(which_item, scenario.scen_items[which_item], amount % 1000, amount / 1000);
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} else if(type == "spec") {
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cItem item('spec');
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cItem item(ITEM_SPECIAL);
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size_t amount = 0;
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edit_shop_special(me, item, amount);
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shop.addSpecial(item.full_name, item.desc, item.graphic_num, item.item_level, item.value, amount);
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@@ -2486,7 +2486,7 @@ bool edit_shop(size_t which_shop, cDialog* parent) {
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shop_dlg.attachClickHandlers(std::bind(edit_shop_entry, _1, _2, std::ref(shop)), {"ed1", "ed2", "ed3", "ed4", "ed5"});
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shop_dlg.attachClickHandlers(std::bind(add_shop_entry, _1, _2, std::ref(shop), std::ref(which_shop)), {"item", "opt", "spec", "mage", "priest", "alch", "skill", "treas", "heal", "class"});
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shop_dlg["rand"].attachClickHandler([&shop,which_shop](cDialog& me, std::string, eKeyMod) -> bool {
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shop = cShop('junk');
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shop = cShop(SHOP_JUNK);
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put_shop_in_dlog(me, shop, which_shop);
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return true;
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});
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@@ -2988,7 +2988,7 @@ bool build_scenario() {
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warriors_grove->reattach(scenario);
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}
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scenario.shops.push_back(cShop('heal'));
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scenario.shops.push_back(cShop(SHOP_HEALING));
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overall_mode = MODE_MAIN_SCREEN;
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