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Wait action: always print to buffer when can't
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NQNStudios authored and CelticMinstrel committed Mar 2, 2025
1 parent 91f28d3 commit 8973618
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Showing 2 changed files with 7 additions and 7 deletions.
9 changes: 6 additions & 3 deletions src/game/boe.actions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1141,11 +1141,14 @@ void handle_wait(bool& did_something, bool& need_redraw, bool& need_reprint) {

if(overall_mode == MODE_TOWN) {
handle_town_wait(need_redraw, need_reprint);
} else if(overall_mode == MODE_COMBAT) {
} else if(!is_town()){
add_string_to_buf("Wait: In town only.");
print_buf();
}else if(overall_mode == MODE_COMBAT) {
handle_stand_ready(need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
} else if(overall_mode == MODE_OUTDOORS) {
add_string_to_buf("Wait: In town only.");
} else {
add_string_to_buf("Wait: " + FINISH_FIRST);
print_buf();
}
}
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5 changes: 1 addition & 4 deletions src/game/boe.main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1422,7 +1422,6 @@ void menu_give_help(short help1){

void handle_menu_choice(eMenu item_hit) {
std::string dialogToShow;
sf::Event dummyEvent = {sf::Event::KeyPressed};
bool did_something = false, need_redraw = false, need_reprint = false;

switch(item_hit) {
Expand Down Expand Up @@ -1522,9 +1521,7 @@ void handle_menu_choice(eMenu item_hit) {
handle_alchemy(need_redraw, need_reprint);
break;
case eMenu::ACTIONS_WAIT:
// This will be recorded when the fake event is processed
dummyEvent.key.code = sf::Keyboard::W;
queue_fake_event(dummyEvent);
handle_wait(did_something, need_redraw, need_reprint);
break;
case eMenu::ACTIONS_AUTOMAP:
display_map();
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