town entry autosave wait for specials to run. fix #781

This commit is contained in:
2025-08-11 13:22:41 -05:00
parent 1684a483b7
commit f9c0b02484
3 changed files with 16 additions and 5 deletions

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@@ -2010,6 +2010,8 @@ void run_special(pending_special_type spec, short* a, short* b, bool* redraw) {
univ.party.age = std::max(univ.party.age, store_time); univ.party.age = std::max(univ.party.age, store_time);
} }
extern bool need_enter_town_autosave;
// This is the big painful one, the main special engine entry point // This is the big painful one, the main special engine entry point
// which_mode - says when it was called // which_mode - says when it was called
// which_type - where the special is stored (town, out, scenario) // which_type - where the special is stored (town, out, scenario)
@@ -2167,6 +2169,10 @@ void run_special(eSpecCtx which_mode, eSpecCtxType which_type, spec_num_t start_
erase_out_specials(); erase_out_specials();
else erase_town_specials(); else erase_town_specials();
special_in_progress = false; special_in_progress = false;
if(which_mode == eSpecCtx::ENTER_TOWN && need_enter_town_autosave){
try_auto_save("EnterTown");
need_enter_town_autosave = false;
}
// TODO: Should find a way to do this that doesn't risk stack overflow // TODO: Should find a way to do this that doesn't risk stack overflow
if(ctx.next_spec == -1 && !special_queue.empty()) { if(ctx.next_spec == -1 && !special_queue.empty()) {

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@@ -69,6 +69,8 @@ void force_town_enter(short which_town,location where_start) {
town_force_loc = where_start; town_force_loc = where_start;
} }
bool need_enter_town_autosave = false;
//short entry_dir; // if 9, go to forced //short entry_dir; // if 9, go to forced
void start_town_mode(short which_town, short entry_dir, bool debug_enter) { void start_town_mode(short which_town, short entry_dir, bool debug_enter) {
short town_number; short town_number;
@@ -334,8 +336,9 @@ void start_town_mode(short which_town, short entry_dir, bool debug_enter) {
if(no_thrash.count(&monst) == 0) if(no_thrash.count(&monst) == 0)
monst.active = eCreatureStatus::DEAD; monst.active = eCreatureStatus::DEAD;
} }
bool specials_queued = false;
if(!debug_enter) if(!debug_enter)
handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc); specials_queued = handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
// Flush excess doomguards and viscous goos // Flush excess doomguards and viscous goos
for(short i = 0; i < univ.town.monst.size(); i++) for(short i = 0; i < univ.town.monst.size(); i++)
@@ -499,7 +502,9 @@ void start_town_mode(short which_town, short entry_dir, bool debug_enter) {
// ... except it actually doesn't, because the town enter special is only queued, not run immediately. // ... except it actually doesn't, because the town enter special is only queued, not run immediately.
draw_terrain(1); draw_terrain(1);
try_auto_save("EnterTown"); // If special nodes still need to be called, we can't do the autosave yet.
if(specials_queued) need_enter_town_autosave = true;
else try_auto_save("EnterTown");
} }
@@ -626,8 +631,8 @@ location end_town_mode(bool switching_level,location destination, bool debug_lea
return to_return; return to_return;
} }
void handle_town_specials(short /*town_number*/, bool town_dead,location /*start_loc*/) { bool handle_town_specials(short /*town_number*/, bool town_dead,location /*start_loc*/) {
queue_special(eSpecCtx::ENTER_TOWN, eSpecCtxType::TOWN, town_dead ? univ.town->spec_on_entry_if_dead : univ.town->spec_on_entry, univ.party.town_loc); return queue_special(eSpecCtx::ENTER_TOWN, eSpecCtxType::TOWN, town_dead ? univ.town->spec_on_entry_if_dead : univ.town->spec_on_entry, univ.party.town_loc);
} }
void handle_leave_town_specials(short /*town_number*/, short which_spec,location /*start_loc*/) { void handle_leave_town_specials(short /*town_number*/, short which_spec,location /*start_loc*/) {

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@@ -6,7 +6,7 @@ void force_town_enter(short which_town,location where_start);
void start_town_mode(short which_town, short entry_dir, bool debug_enter = false); void start_town_mode(short which_town, short entry_dir, bool debug_enter = false);
location end_town_mode(bool switching_level,location destination,bool debug_leave=false); // returns new party location location end_town_mode(bool switching_level,location destination,bool debug_leave=false); // returns new party location
void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ; void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ;
void handle_town_specials(short town_number, bool town_dead,location start_loc) ; bool handle_town_specials(short town_number, bool town_dead,location start_loc) ;
bool abil_exists(eItemAbil abil); bool abil_exists(eItemAbil abil);
void start_town_combat(eDirection direction); void start_town_combat(eDirection direction);