watch cursor when outdoor combat is preparing

This commit is contained in:
2025-04-09 08:58:49 -05:00
parent 36cfc50280
commit 86ca8c1173

View File

@@ -27,6 +27,7 @@
#include "pattern.hpp" #include "pattern.hpp"
#include "spell.hpp" #include "spell.hpp"
#include "tools/prefs.hpp" #include "tools/prefs.hpp"
#include "tools/cursors.hpp"
#include "utility.hpp" #include "utility.hpp"
#include "replay.hpp" #include "replay.hpp"
@@ -94,6 +95,11 @@ void start_outdoor_combat(cOutdoors::cWandering encounter,location where,short n
nums[i] = get_ran(1,low[i],high[i]); nums[i] = get_ran(1,low[i],high[i]);
for(short i = 0; i < 3; i++) for(short i = 0; i < 3; i++)
nums[i + 7] = get_ran(1,low[i + 7],high[i + 7]); nums[i + 7] = get_ran(1,low[i + 7],high[i + 7]);
// This takes some time, and with sound off the delay is confusing.
// So let the player know we're not frozen
set_cursor(watch_curs);
notify_out_combat_began(encounter,nums); notify_out_combat_began(encounter,nums);
print_buf(); print_buf();
play_sound(23); play_sound(23);
@@ -194,6 +200,8 @@ void start_outdoor_combat(cOutdoors::cWandering encounter,location where,short n
adjust_spell_menus(); adjust_spell_menus();
restore_cursor();
//clear_map(); //clear_map();
give_help(48,49); give_help(48,49);