[Freeciv-Dev] Re: (PR#4465) a government_iterate macro
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On Sun, Jun 29, 2003 at 08:57:31PM -0700, Jason Short wrote:
>
> We have iterators for everything else; why not governments types too?
> It makes things slightly more readible and less error-prone.
>
> As a side effect I moved the government index initialization in with the
> allocation, since the index values may be used outside of
> get_government_from_name. In theory we should probably always pass
> around government pointers instead of IDs, though.
Applied. However I change the iterate to use get_government and moved
the assert into the function. I have also removed the changes to
gui-gtk. All guis have the same code in this respect and a better
solution should be found. So instead of doing:
for (i = 0; i < game.government_count; i++) {
if (i == game.government_when_anarchy) {
continue;
}
if (can_change_to_government(game.player_ptr, i)) {
/* ... */
} else {
/* ... */
}
}
the guis should call a function which returns:
struct {
struct government *gov;
bool available;
} [...];
This will simplify the gui code IMHO.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"If at first you don't succeed... well so much for skydiving."
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