Remove the unused room description mode
(This is because plans of how to implement room descriptions no longer involve a dedicated mode.)
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@@ -1035,10 +1035,6 @@ bool handle_action(sf::Event event) {
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// If we get here during these modes, something is probably not right, so bail out
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add_string_to_buf("Unexpected game state!");
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return are_done;
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case MODE_ROOM_DESCR:
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// TODO: This mode is not yet implemented.
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// The idea is to put a long description in the transcript with something like "press any key to continue".
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break;
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}
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// MARK: Then, handle a button being hit.
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@@ -1132,15 +1128,6 @@ bool handle_action(sf::Event event) {
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break;
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}
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// I think this was for a "click to continue" option in the transcript.
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// Or it might be a relic of Exile II room descriptions displayed in the transcript.
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/* if(overall_mode == 30) /// I don't know what this is for.
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if(PtInRect(the_point, &text_panel_rect)) {
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through_sending();
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restore_mode();
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print_buf();
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} */
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// MARK: Begin: click in terrain
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if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){
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int i = (the_point.x - 23) / 28;
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@@ -41,7 +41,6 @@ enum eGameMode {
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MODE_DROP_COMBAT = 15,
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MODE_TALKING = 20,
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MODE_SHOPPING = 21,
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MODE_ROOM_DESCR = 30, // for future use
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MODE_LOOK_OUTDOORS = 35, // looking at something
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MODE_LOOK_TOWN = 36,
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MODE_LOOK_COMBAT = 37,
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