DRY a frequently used buffer string
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@@ -881,7 +881,7 @@ void handle_switch_pc(short which_pc, bool& need_redraw, bool& need_reprint) {
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cPlayer& pc = univ.party[which_pc];
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if(!prime_time() && overall_mode != MODE_SHOPPING && overall_mode != MODE_TALKING && overall_mode != MODE_ITEM_TARGET)
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add_string_to_buf("Set active: Finish what you're doing first.");
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add_string_to_buf("Set active: " + FINISH_FIRST);
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else if(is_combat()) {
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if(univ.debug_mode && pc.ap <= 0){
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pc.ap = 4;
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@@ -912,7 +912,7 @@ void handle_switch_pc_items(short which_pc, bool& need_redraw) {
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cPlayer& pc = univ.party[which_pc];
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if(!prime_time() && overall_mode != MODE_TALKING && overall_mode != MODE_SHOPPING)
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add_string_to_buf("Set active: Finish what you're doing first.");
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add_string_to_buf("Set active: " + FINISH_FIRST);
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else {
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if(!is_combat()) {
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if(pc.main_status != eMainStatus::ALIVE && (overall_mode != MODE_SHOPPING || active_shop.getType() != eShopType::ALLOW_DEAD))
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@@ -950,7 +950,7 @@ void handle_equip_item(short item_hit, bool& need_redraw) {
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} else if(stat_screen_mode > MODE_SHOP) {
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// TODO: For some reason, the game didn't do anything at all in this case.
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// I'm not sure why; maybe it intended to forward to the sell button?
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} else add_string_to_buf("Equip: Finish what you're doing first.");
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} else add_string_to_buf("Equip: " + FINISH_FIRST);
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}
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void handle_use_item(short item_hit, bool& did_something, bool& need_redraw) {
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@@ -959,7 +959,7 @@ void handle_use_item(short item_hit, bool& did_something, bool& need_redraw) {
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}
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if(!prime_time()) {
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add_string_to_buf("Use item: Finish what you're doing first.");
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add_string_to_buf("Use item: " + FINISH_FIRST);
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return;
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}
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use_item(stat_window, item_hit);
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@@ -975,7 +975,7 @@ void handle_give_item(short item_hit, bool& did_something, bool& need_redraw) {
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}
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if(!prime_time()) {
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add_string_to_buf("Give item: Finish what you're doing first.");
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add_string_to_buf("Give item: " + FINISH_FIRST);
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return;
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}
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give_thing(stat_window, item_hit);
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@@ -993,7 +993,7 @@ void handle_drop_item(short item_hit, bool& need_redraw) {
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add_string_to_buf("Drop item: Cancelled");
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overall_mode = is_town() ? MODE_TOWN : MODE_COMBAT;
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} else if(!prime_time())
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add_string_to_buf("Drop item: Finish what you're doing first.");
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add_string_to_buf("Drop item: " + FINISH_FIRST);
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else if(is_out())
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drop_item(stat_window,item_hit,univ.party.out_loc);
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else {
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@@ -1349,7 +1349,7 @@ void handle_trade_places(int which_pc, bool& need_reprint) {
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record_action("handle_trade_places", boost::lexical_cast<std::string>(which_pc));
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}
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if(!prime_time())
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add_string_to_buf("Trade places: Finish what you're doing first.");
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add_string_to_buf("Trade places: " + FINISH_FIRST);
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else if(is_combat())
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add_string_to_buf("Trade places: Can't do this in combat.");
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else {
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@@ -1868,7 +1868,7 @@ void handle_menu_spell(eSpell spell_picked) {
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eSkill spell_type = (*spell_picked).type;
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if(!prime_time()) {
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ASB("Finish what you're doing first.");
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ASB("Cast: " + FINISH_FIRST);
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print_buf();
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return;
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}
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@@ -3287,7 +3287,7 @@ void handle_drop_pc() {
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record_action("handle_drop_pc", "");
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}
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if(!prime_time()) {
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ASB("Finish what you're doing first.");
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ASB("Delete PC: " + FINISH_FIRST);
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print_buf();
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}else if(is_combat()){
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add_string_to_buf("Delete PC: Not in combat.");
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@@ -1545,7 +1545,7 @@ void display_map() {
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}
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if(!prime_time()) {
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ASB("Finish what you're doing first.");
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ASB("Map: " + FINISH_FIRST);
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print_buf();
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return;
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}
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@@ -53,4 +53,6 @@ inline void LOG(std::string line) {
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#define LOG_VALUE(x) std::cout << #x << ": " << (x) << std::endl;
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const std::string FINISH_FIRST = "Finish what you're doing first.";
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#endif
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