// 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; }
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(); }
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); } }
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(); }
// 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(); }
// --------------------------------------------------------------------- // 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(); }
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 }
// 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(); }