Ejemplo n.º 1
0
// called once when leaving the gameplay help state
void gameplay_help_close()
{
	if ( Gameplay_help_inited ) {
		if (Background_bitmap >= 0) {
			bm_release(Background_bitmap);
		}

		Ui_window.destroy();
		common_free_interface_palette();		// restore game palette
		game_flush();
	}

	Gameplay_help_inited = 0;
}
Ejemplo n.º 2
0
void credits_close()
{	
	int i;

	/*
	if (CreditsWin01 != -1){
		bm_unload(CreditsWin01);
		CreditsWin01 = -1;
	}
	if (CreditsWin02 != -1){
		bm_unload(CreditsWin02);
		CreditsWin02 = -1;
	}
	if (CreditsWin03 != -1){
		bm_unload(CreditsWin03);
		CreditsWin03 = -1;
	}
	if (CreditsWin04 != -1){
		bm_unload(CreditsWin04);
		CreditsWin04 = -1;
	}
	*/

	for (i=0; i<NUM_IMAGES; i++){
		if (Credits_bmps[i] >= 0){
			bm_release(Credits_bmps[i]);
			Credits_bmps[i] = -1;
		}
	}	

	credits_stop_music();

	if (Credit_text) {
		if (Credit_text_malloced){
			vm_free(Credit_text);
		}

		Credit_text = NULL;
	}

	if (Background_bitmap){
		bm_release(Background_bitmap);
	}

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
}
// ---------------------------------------------------------------------
// mission_hotkey_close()
//
// Cleanup the hotkey assignment screen system.  Called when GS_STATE_HOTKEY_SCREEN
// is left.
//
void mission_hotkey_close()
{
	if (Background_bitmap)
		bm_release(Background_bitmap);
	if (Wing_bmp >= 0)
		bm_release(Wing_bmp);

	// unpause all weapon sounds
	weapon_unpause_sounds();

	// unpause all game music
	audiostream_unpause_all();

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
	game_flush();
}
Ejemplo n.º 4
0
void techroom_close()
{
	fsspeech_stop();

	techroom_lists_reset();

	Techroom_show_all = 0;

	if (Tech_background_bitmap) {
		bm_release(Tech_background_bitmap);
	}

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
	if (Palette_bmp){
		bm_release(Palette_bmp);
	}
}
Ejemplo n.º 5
0
void hud_scrollback_close()
{
    ML_objectives_close();
    message_log_shutdown_scrollback();
    if (Background_bitmap >= 0)
        bm_release(Background_bitmap);
    //if (Status_bitmap >= 0)
    //	bm_unload(Status_bitmap);

    Ui_window.destroy();
    common_free_interface_palette();		// restore game palette
    game_flush();

    // unpause all game sounds
    weapon_unpause_sounds();
    audiostream_unpause_all();

}
Ejemplo n.º 6
0
// cleanup called when exiting the show goals screen
void mission_show_goals_close()
{
	if (Goals_screen_bg_bitmap >= 0)
		bm_release(Goals_screen_bg_bitmap);

	if (Goal_complete_bitmap)
		bm_release(Goal_complete_bitmap);
	
	if (Goal_incomplete_bitmap)
		bm_release(Goal_incomplete_bitmap);
	
	if (Goal_failed_bitmap)
		bm_release(Goal_failed_bitmap);

	Goals_screen_ui_window.destroy();
	common_free_interface_palette();		// restore game palette
	game_flush();
}
Ejemplo n.º 7
0
// ---------------------------------------------------------------------
// mission_hotkey_close()
//
// Cleanup the hotkey assignment screen system.  Called when GS_STATE_HOTKEY_SCREEN
// is left.
//
void mission_hotkey_close()
{
	if (Background_bitmap)
		bm_unload(Background_bitmap);
	if (Wing_bmp >= 0)
		bm_unload(Wing_bmp);

	// unload the overlay bitmap
//	help_overlay_unload(HOTKEY_OVERLAY);

	// unpause all beam weapon sounds
	beam_unpause_sounds();

	// unpause all game music
	audiostream_unpause_all();

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
	game_flush();
}
Ejemplo n.º 8
0
void credits_close()
{	
	int i;

	for (i=0; i<Credits_num_images; i++) {
		if (Credits_bmps[i] >= 0){
			bm_release(Credits_bmps[i]);
		}
	}	
	Credits_bmps.clear();

	credits_stop_music(true);

	Credit_text_parts.clear();

	if (Background_bitmap){
		bm_release(Background_bitmap);
	}

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
}
Ejemplo n.º 9
0
// Called once when the red alert interface is exited
void red_alert_close()
{
	if (Red_alert_inited) {

		red_alert_voice_stop();
		red_alert_voice_unload();

		weapon_select_close_team();

		if (Background_bitmap >= 0) {
			bm_release(Background_bitmap);
		}
		
		Ui_window.destroy();
		// bm_unload(&Flash_anim);
		common_free_interface_palette();		// restore game palette
		game_flush();
	}

	Red_alert_inited = 0;

	fsspeech_stop();
}