main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
}
+void abort_screenfade()
+{
+ main_loop->set_screen_fade(NULL);
+}
+
std::string translate(const std::string& text)
{
return dictionary_manager.get_dictionary().translate(text);
{
using namespace WorldMapNS;
- if(World::current() == NULL)
+ if(World::current() == NULL || WorldMap::current() == NULL)
throw std::runtime_error("Can't save state without active World");
WorldMap::current()->save_state();
{
using namespace WorldMapNS;
- if(World::current() == NULL)
- throw std::runtime_error("Can't save state without active World");
+ if(WorldMap::current() == NULL)
+ throw std::runtime_error("Can't update Worldmap: none active");
WorldMap::current()->load_state();
}