コード例 #1
0
ファイル: f_finale.c プロジェクト: Azarien/chocolate-doom
void F_CastDrawer (void)
{
    spritedef_t*	sprdef;
    spriteframe_t*	sprframe;
    int			lump;
    boolean		flip;
    patch_t*		patch;
    
    // erase the entire screen to a background
    V_DrawPatch (0, 0, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));

    F_CastPrint (DEH_String(castorder[castnum].name));
    
    // draw the current frame in the middle of the screen
    sprdef = &sprites[caststate->sprite];
    sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
    lump = sprframe->lump[0];
    flip = (boolean)sprframe->flip[0];
			
    patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
    if (flip)
	V_DrawPatchFlipped(SCREENWIDTH/2, 170, patch);
    else
	V_DrawPatch(SCREENWIDTH/2, 170, patch);
}
コード例 #2
0
ファイル: f_finale.c プロジェクト: peelonet/DOOM
void F_CastDrawer (void)
{
  spritedef_t*  sprdef;
  SpriteFrame*  sprframe;
  int     lump;
  bool   flip;
  patch_t*    patch;

  // erase the entire screen to a background
  V_DrawPatch (0, 0, 0, W_CacheLumpName ("BOSSBACK", PU_CACHE));

  F_CastPrint (castorder[castnum].name);

  // draw the current frame in the middle of the screen
  sprdef = &sprites[caststate->sprite];
  sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
  lump = sprframe->lump[0];
  flip = (bool)sprframe->flip[0];

  patch = W_CacheLumpNum (lump + firstspritelump, PU_CACHE);
  if (flip)
  {
    V_DrawPatchFlipped (160, 170, 0, patch);
  }
  else
  {
    V_DrawPatch (160, 170, 0, patch);
  }
}
コード例 #3
0
void F_CastDrawer (void)
{
    spritedef_t*	sprdef;
    spriteframe_t*	sprframe;
    int			lump;
    qboolean		flip;
    patch_t*		patch;
    
    // erase the entire screen to a background
    V_DrawPatch (0,0,0, (patch_t*)W_CacheLumpName ("BOSSBACK", PU_CACHE_SHARED));

    F_CastPrint (castorder[::g->castnum].name);
    
    // draw the current frame in the middle of the screen
    sprdef = &::g->sprites[::g->caststate->sprite];
    sprframe = &sprdef->spriteframes[ ::g->caststate->frame & FF_FRAMEMASK];
    lump = sprframe->lump[0];
    flip = (qboolean)sprframe->flip[0];
			
    patch = (patch_t*)W_CacheLumpNum (lump+::g->firstspritelump, PU_CACHE_SHARED);
    if (flip)
		V_DrawPatchFlipped (160,170,0,patch);
    else
		V_DrawPatch (160,170,0,patch);
}
コード例 #4
0
ファイル: f_finale.c プロジェクト: Lord-Ptolemy/strife-ve
//
// F_CastDrawer
//
void F_CastDrawer (void)
{
    spritedef_t   *sprdef;
    spriteframe_t *sprframe;
    int            lump;
    boolean        flip;
    patch_t       *patch;
    int           x = 160, y = 170;
    
    // erase the entire screen to a background
    V_DrawPatch(0, 0, W_CacheLumpName(DEH_String("HELP0"), PU_CACHE));

    // draw the current frame in the middle of the screen
    sprdef = &sprites[caststate->sprite];
    sprframe = &sprdef->spriteframes[caststate->frame & FF_FRAMEMASK];
    lump = sprframe->lump[0];
    flip = (boolean)sprframe->flip[0];

    if(castorder[castnum].type == MT_SUBENTITY && !castdeath)
        y = 196;

    patch = W_CacheLumpNum(lump+firstspritelump, PU_CACHE);
    if(flip)
        V_DrawPatchFlipped(x, y, patch);
    else
        V_DrawPatch(x, y, patch);

    // title
    V_WriteBigText("Cast of Characters", 
                   160 - V_BigFontStringWidth("Cast of Characters")/2, 8);

    // name
    F_CastPrint(DEH_String(castorder[castnum].name));
}
コード例 #5
0
ファイル: f_finale.c プロジェクト: AlexMax/winmbf
void F_CastDrawer(void)
{
  spritedef_t*        sprdef;
  spriteframe_t*      sprframe;
  int                 lump;
  boolean             flip;
  patch_t*            patch;

  // erase the entire screen to a background
  V_DrawPatch(0, 0, 0, W_CacheLumpName(bgcastcall,
                                       PU_CACHE)); // Ty 03/30/98 bg texture extern

  F_CastPrint(castorder[castnum].name);

  // draw the current frame in the middle of the screen
  sprdef = &sprites[caststate->sprite];
  sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
  lump = sprframe->lump[0];
  flip = (boolean)sprframe->flip[0];

  patch = W_CacheLumpNum(lump + firstspritelump, PU_CACHE);
  if (flip)
    V_DrawPatchFlipped(160, 170, 0, patch);
  else
    V_DrawPatch(160, 170, 0, patch);
}