bool Game_Interpreter_Map::ContinuationEnemyEncounter(RPG::EventCommand const& com) {
	continuation = NULL;

	switch (Game_Temp::battle_result) {
	case Game_Temp::BattleVictory:
		if ((Game_Temp::battle_defeat_mode == 0 && Game_Temp::battle_escape_mode != 2) || !SkipTo(Cmd::VictoryHandler, Cmd::EndBattle)) {
			index++;
			return false;
		}
		index++;
		return true;
	case Game_Temp::BattleEscape:
		switch (Game_Temp::battle_escape_mode) {
		case 0:	// disallowed - shouldn't happen
			return true;
		case 1:
			return CommandEndEventProcessing(com);
		case 2:
			if (!SkipTo(Cmd::EscapeHandler, Cmd::EndBattle)) {
				index++;
				return false;
			}
			index++;
			return true;
		default:
			return false;
		}
	case Game_Temp::BattleDefeat:
		switch (Game_Temp::battle_defeat_mode) {
		case 0:
			return CommandGameOver(com);
		case 1:
			if (!SkipTo(Cmd::DefeatHandler, Cmd::EndBattle)) {
				index++;
				return false;
			}
			index++;
			return true;
		default:
			return false;
		}
	case Game_Temp::BattleAbort:
		if (!SkipTo(Cmd::EndBattle)) {
			index++;
			return false;
		}
		index++;
		return true;
	default:
		return false;
	}
}
// Execute Command.
bool Game_Interpreter::ExecuteCommand() {
	RPG::EventCommand const& com = list[index];

	switch (com.code) {
		case Cmd::ShowMessage:
			return CommandShowMessage(com);
		case Cmd::ChangeFaceGraphic:
			return CommandChangeFaceGraphic(com);
		case Cmd::ShowChoice:
			return CommandShowChoices(com);
		case Cmd::ShowChoiceOption:
			return SkipTo(Cmd::ShowChoiceEnd);
		case Cmd::ShowChoiceEnd:
			return true;
		case Cmd::InputNumber:
			return CommandInputNumber(com);
		case Cmd::ControlSwitches:
			return CommandControlSwitches(com);
		case Cmd::ControlVars:
			return CommandControlVariables(com);
		case Cmd::ChangeGold:
			return CommandChangeGold(com);
		case Cmd::ChangeItems:
			return CommandChangeItems(com);
		case Cmd::ChangePartyMembers:
			return CommandChangePartyMember(com);
		case Cmd::ChangeLevel:
			return CommandChangeLevel(com);
		case Cmd::ChangeSkills:
			return CommandChangeSkills(com);
		case Cmd::ChangeEquipment:
			return CommandChangeEquipment(com);
		case Cmd::ChangeHP:
			return CommandChangeHP(com);
		case Cmd::ChangeSP:
			return CommandChangeSP(com);
		case Cmd::ChangeCondition:
			return CommandChangeCondition(com);
		case Cmd::FullHeal:
			return CommandFullHeal(com);
		case Cmd::TintScreen:
			return CommandTintScreen(com);
		case Cmd::FlashScreen:
			return CommandFlashScreen(com);
		case Cmd::ShakeScreen:
			return CommandShakeScreen(com);
		case Cmd::Wait:
			return CommandWait(com);
		case Cmd::PlayBGM:
			return CommandPlayBGM(com);
		case Cmd::FadeOutBGM:
			return CommandFadeOutBGM(com);
		case Cmd::PlaySound:
			return CommandPlaySound(com);
		case Cmd::EndEventProcessing:
			return CommandEndEventProcessing(com);
		case Cmd::Comment:
		case Cmd::Comment_2:
			return true;
		case Cmd::GameOver:
			return CommandGameOver(com);
		default:
			return true;
	}
}