void MainWindow::close_edition() { m_edition_mode = false; clear_windows(); /* m_project_view->setVisible(false); m_changes_view->setVisible(false); m_objects_view->setVisible(false); m_libraries_view->setVisible(false); m_layers_view->setVisible(false); m_toolbox_view->setVisible(false); */ m_project_view->setEnabled(false); m_changes_view->setEnabled(false); m_objects_view->setEnabled(false); m_libraries_view->setEnabled(false); m_layers_view->setEnabled(false); m_toolbox_view->setEnabled(false); }
/* ** Animates a game until it is finished, and then cleans up allocated stuff. ** Returns final status of the game. */ int play_game() { unsigned int status; int i; Boolean newgame; if (num_combatants == 0) return GAME_FAILED; /* In an ultimate game, only reset at the beginning, since we want don't want scores to reset after every goal. */ if (settings.si.game == ULTIMATE_GAME) { init_combatants(); newgame = TRUE; } do { #ifdef X11 button_up(ANIM_WIN, FALSE); follow_mouse(ANIM_WIN, FALSE); #endif if (settings.si.game != ULTIMATE_GAME) { init_combatants(); newgame = TRUE; } if (setup_game(newgame) == GAME_FAILED) return GAME_FAILED; newgame = FALSE; game_running = True; #ifdef SOUND play_all(START_SOUND); #endif /*SOUND*/ do { status = animate(); } while (status == GAME_RUNNING); #ifdef SOUND play_all(END_SOUND); #endif /*SOUND*/ game_running = False; status = display_game_stats(status); game_cleanup(); /* nuking all the vehicles here is overkill */ } while (status == GAME_RESET); /* Unmap battle windows and clear all other windows on all the terminals */ for (i = 0; i < num_terminals; i++) { set_terminal(i); unmap_battle_windows(); clear_windows(); } /* Return to terminal 0 for the user interface */ set_terminal(0); #ifdef X11 button_up(ANIM_WIN, TRUE); follow_mouse(ANIM_WIN, TRUE); #endif return status; }