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(); }
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(); }
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; } } } }
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; } } } }