void draw_game(void) { switch(state) { case GAME_STATE_WORLD : draw_world(game_world); draw_player(game_player, game_world); break; case GAME_STATE_MENU : draw_menu(10, 10); break; case GAME_STATE_MAP : draw_scanner(game_scanner, game_world, 10, 10, game_player->x, game_player->y); break; case GAME_STATE_STATUS : draw_actor_status(10, 10, game_player->h); break; case GAME_STATE_BATTLE : draw_world(game_world); draw_battle(game_battle); break; default : break; } }
static void cloak_draw(void *data) { switch (opt.cloak_anim) { case 0: { blank_buf(); break; } case 1: { load_val = (opt.quality / 2); draw_flame(); break; } case 2: { draw_radar(); break; } case 3: { draw_aa_radar(); break; } case 4: { draw_aa_triangle(); break; } case 5: { draw_aa_star(); break; } case 6: { draw_starfield(); break; } case 7: { draw_aa_starfield(); break; } case 8: { draw_rotator(); break; } case 9: { draw_scanner(); break; } case 10: { draw_colorwarp(); break; } case 11: { draw_ball(); break; } case 12: { draw_atoms(); break; } case 13: { draw_text(); break; } case 14: { draw_sine(); break; } case 15: { draw_funky_rotator(); break; } default: { blank_buf(); break; } } Epplet_paste_buf(buf, win, 0, 0); Epplet_timer(cloak_draw, NULL, opt.draw_interval, "DRAW_TIMER"); return; data = NULL; }