Remove the unused room description mode

(This is because plans of how to implement room descriptions no longer involve a dedicated mode.)
This commit is contained in:
2017-01-27 15:15:08 -05:00
parent 0980004b8b
commit 0d9dbc56a8
2 changed files with 0 additions and 14 deletions

View File

@@ -1035,10 +1035,6 @@ bool handle_action(sf::Event event) {
// If we get here during these modes, something is probably not right, so bail out
add_string_to_buf("Unexpected game state!");
return are_done;
case MODE_ROOM_DESCR:
// TODO: This mode is not yet implemented.
// The idea is to put a long description in the transcript with something like "press any key to continue".
break;
}
// MARK: Then, handle a button being hit.
@@ -1132,15 +1128,6 @@ bool handle_action(sf::Event event) {
break;
}
// I think this was for a "click to continue" option in the transcript.
// Or it might be a relic of Exile II room descriptions displayed in the transcript.
/* if(overall_mode == 30) /// I don't know what this is for.
if(PtInRect(the_point, &text_panel_rect)) {
through_sending();
restore_mode();
print_buf();
} */
// MARK: Begin: click in terrain
if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){
int i = (the_point.x - 23) / 28;

View File

@@ -41,7 +41,6 @@ enum eGameMode {
MODE_DROP_COMBAT = 15,
MODE_TALKING = 20,
MODE_SHOPPING = 21,
MODE_ROOM_DESCR = 30, // for future use
MODE_LOOK_OUTDOORS = 35, // looking at something
MODE_LOOK_TOWN = 36,
MODE_LOOK_COMBAT = 37,