diff options
Diffstat (limited to 'src/ui.cpp')
-rw-r--r-- | src/ui.cpp | 21 |
1 files changed, 3 insertions, 18 deletions
@@ -6,6 +6,7 @@ #include <gametime.hpp> #include <render.hpp> +#include <engine.hpp> #include <events.hpp> extern Menu* currentMenu; @@ -22,12 +23,6 @@ extern World *currentWorldToLeft; extern World *currentWorldToRight; /** - * In the case of dialog, some NPC quests can be preloaded so that they aren't assigned until - * the dialog box closes. Reference variables for that here. - */ -extern std::vector<NPC *> aipreload; - -/** * Pressing ESC or closing the window will set this to false. */ extern bool gameRunning; @@ -1214,9 +1209,9 @@ namespace ui { void quitGame() { dialogBoxExists = false; currentMenu = NULL; - gameRunning = false; game::config::update(); game::config::save(); + game::endGame(); } void closeBox() { @@ -1281,16 +1276,6 @@ EXIT: } } - void handleEvents(void) { - // Flush preloaded AI functions if necessary - if (!dialogBoxExists) { - while (!aipreload.empty()) { - aipreload.front()->addAIFunc(false); - aipreload.erase(std::begin(aipreload)); - } - } - } - void drawFade(void) { auto SCREEN_WIDTH = game::SCREEN_WIDTH; auto SCREEN_HEIGHT = game::SCREEN_HEIGHT; @@ -1474,7 +1459,7 @@ void InputSystem::update(entityx::EntityManager &en, entityx::EventManager &ev, // escape - quit game case SDL_QUIT: - gameRunning = false; + game::endGame(); break; // mouse movement - update mouse vector |