handle all wait types in one action
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@@ -993,11 +993,7 @@ void handle_alchemy(bool& need_redraw, bool& need_reprint) {
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else add_string_to_buf("Alchemy: Only in town.");
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else add_string_to_buf("Alchemy: Only in town.");
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}
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}
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void handle_town_wait(bool& need_redraw, bool& need_reprint) {
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static void handle_town_wait(bool& need_redraw, bool& need_reprint) {
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if(recording){
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record_action("handle_town_wait", "");
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}
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std::vector<short> store_hp;
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std::vector<short> store_hp;
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sf::Event dummy_evt;
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sf::Event dummy_evt;
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need_reprint = true;
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need_reprint = true;
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@@ -1040,6 +1036,22 @@ void handle_town_wait(bool& need_redraw, bool& need_reprint) {
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put_pc_screen();
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put_pc_screen();
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}
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}
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void handle_wait(bool& did_something, bool& need_redraw, bool& need_reprint) {
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if(recording){
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record_action("handle_wait", "");
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}
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if(overall_mode == MODE_TOWN) {
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handle_town_wait(need_redraw, need_reprint);
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} else if(overall_mode == MODE_COMBAT) {
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handle_stand_ready(need_redraw, need_reprint);
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advance_time(did_something, need_redraw, need_reprint);
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} else if(overall_mode == MODE_OUTDOORS) {
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add_string_to_buf("Wait: In town only.");
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print_buf();
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}
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}
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void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint) {
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void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint) {
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if(recording){
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if(recording){
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record_action("handle_combat_switch", "");
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record_action("handle_combat_switch", "");
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@@ -2379,16 +2391,7 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
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break;
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break;
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case 'w': // Wait / delay
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case 'w': // Wait / delay
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if(overall_mode == MODE_TOWN) {
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handle_wait(did_something, need_redraw, need_reprint);
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handle_town_wait(need_redraw, need_reprint);
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} else if(overall_mode == MODE_COMBAT) {
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handle_stand_ready(need_redraw, need_reprint);
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advance_time(did_something, need_redraw, need_reprint);
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} else if(overall_mode == MODE_OUTDOORS) {
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add_string_to_buf("Wait: In town only.");
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print_buf();
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return false;
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}
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break;
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break;
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case 'd': // Parry
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case 'd': // Parry
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@@ -48,7 +48,7 @@ void handle_equip_item(short item_hit, bool& need_redraw);
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void handle_use_item(short item_hit, bool& did_something, bool& need_redraw);
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void handle_use_item(short item_hit, bool& did_something, bool& need_redraw);
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void handle_item_shop_action(short item_hit);
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void handle_item_shop_action(short item_hit);
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void handle_alchemy(bool& need_redraw, bool& need_reprint);
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void handle_alchemy(bool& need_redraw, bool& need_reprint);
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void handle_town_wait(bool& need_redraw, bool& need_reprint);
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void handle_wait(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_missile(bool& need_redraw, bool& need_reprint);
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void handle_missile(bool& need_redraw, bool& need_reprint);
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void handle_get_items(bool& did_something, bool& need_redraw, bool& need_reprint);
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void handle_get_items(bool& did_something, bool& need_redraw, bool& need_reprint);
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@@ -318,8 +318,8 @@ static void replay_next_action() {
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handle_item_shop_action(item_hit);
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handle_item_shop_action(item_hit);
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}else if(t == "handle_alchemy"){
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}else if(t == "handle_alchemy"){
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handle_alchemy(need_redraw, need_reprint);
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handle_alchemy(need_redraw, need_reprint);
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}else if(t == "handle_town_wait"){
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}else if(t == "handle_wait"){
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handle_town_wait(need_redraw, need_reprint);
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handle_wait(did_something, need_redraw, need_reprint);
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}else if(t == "handle_combat_switch"){
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}else if(t == "handle_combat_switch"){
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handle_combat_switch(did_something, need_redraw, need_reprint);
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handle_combat_switch(did_something, need_redraw, need_reprint);
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}else if(t == "handle_missile"){
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}else if(t == "handle_missile"){
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