Exemple #1
0
void WI_drawShowNextLoc (void)
{
    int i;

    // draw animated background
    WI_drawAnimatedBack ();

    if (gamemode != commercial && gamemode != commercial_bfg )
    {
        if (wbs->epsd > 2)
        {
            WI_drawEL();
            return;
        }

        // draw a splat on taken cities.
        for (i=0; i < NUMMAPS; i++) {
            if (FindLevelInfo (names[wbs->epsd][i])->flags & LEVEL_VISITED)
                WI_drawOnLnode(i, &splat, 1);
        }

        // draw flashing ptr
        if (snl_pointeron)
            WI_drawOnLnode(WI_MapToIndex (wbs->next), yah, 2);
    }

    // draws which level you are entering..
    WI_drawEL();

}
Exemple #2
0
void WI_drawShowNextLoc ()
{
	int i;

	// draw animated background
	WI_drawAnimatedBack (); 

	if (gamemode != commercial)
	{
		if (!(gameinfo.gametype & (GAME_Doom|GAME_Heretic)) || epsd > 2)
		{
			WI_drawEL();
			return;
		}

		// draw a splat on taken cities.
		for (i = 0; i < NUMMAPS; i++)
		{
			if (FindLevelInfo (names[epsd][i])->flags & LEVEL_VISITED)
				WI_drawOnLnode (i, &splat, epsd);
		}

		// draw flashing ptr
		if (snl_pointeron)
			WI_drawOnLnode (WI_MapToIndex (wbs->next, wbs->next_ep), yah, wbs->next_ep); 
	}

	// draws which level you are entering..
	WI_drawEL();  

}
Exemple #3
0
void WI_updateAnimatedBack (void)
{
    int i;
    anim_t *a;

    if ((gameinfo.flags & GI_MAPxx) || wbs->epsd > 2)
        return;

    for (i = 0; i < NUMANIMS[wbs->epsd]; i++)
    {
        a = &anims[wbs->epsd][i];

        if (bcnt == a->nexttic)
        {
            switch (a->type)
            {
            case ANIM_ALWAYS:
                if (++a->ctr >= a->nanims)
                    a->ctr = 0;
                a->nexttic = bcnt + a->period;
                break;

            case ANIM_RANDOM:
                a->ctr++;
                if (a->ctr == a->nanims)
                {
                    a->ctr = -1;
                    a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
                }
                else a->nexttic = bcnt + a->period;
                break;

            case ANIM_LEVEL:
                // gawd-awful hack for level anims

                if (!(state == StatCount && i == 7)
                        && (WI_MapToIndex (wbs->next) + 1) == a->data1)
                {
                    a->ctr++;
                    if (a->ctr == a->nanims)
                        a->ctr--;
                    a->nexttic = bcnt + a->period;
                }

                break;
            }
        }

    }

}
Exemple #4
0
void WI_updateAnimatedBack (void)
{
	int i;
	in_anim_t *a;

	if (gameinfo.gametype != GAME_Doom ||
		gamemode == commercial ||
		epsd > 2)
	{
		return;
	}

	for (i = 0; i < NUMANIMS[epsd]; i++)
	{
		a = &anims[epsd][i];

		if (bcnt == a->nexttic)
		{
			switch (a->type)
			{
			case ANIM_ALWAYS:
				if (++a->ctr >= a->nanims)
					a->ctr = 0;
				a->nexttic = bcnt + a->period;
				break;

			case ANIM_LEVEL:
				// gawd-awful hack for level anims

				if (!(state == StatCount && i == 7)
					&& WI_MapToIndex (wbs->next, wbs->next_ep) == a->data)
				{
					a->ctr++;
					if (a->ctr == a->nanims)
						a->ctr--;
					a->nexttic = bcnt + a->period;
				}

				break;
			}
		}

	}
}