begin titlemap

idk my bff jill
This commit is contained in:
yellowtd 2017-04-18 17:23:23 -04:00
parent a979b425e0
commit 7e43272932
4 changed files with 31 additions and 11 deletions

View File

@ -318,6 +318,12 @@ static void D_Display(void)
// do buffered drawing
switch (gamestate)
{
case GS_TITLESCREEN:
if (!gamemap) {
F_TitleScreenDrawer();
break;
}
// Intentional fall-through
case GS_LEVEL:
if (!gametic)
break;
@ -366,10 +372,6 @@ static void D_Display(void)
HU_Drawer();
break;
case GS_TITLESCREEN:
F_TitleScreenDrawer();
break;
case GS_WAITINGPLAYERS:
// The clientconnect drawer is independent...
case GS_DEDICATEDSERVER:
@ -379,9 +381,10 @@ static void D_Display(void)
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL)
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && gamemap))
{
// draw the view directly
if (!automapactive && !dedicated && cv_renderview.value)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
@ -436,7 +439,10 @@ static void D_Display(void)
lastdraw = false;
}
ST_Drawer();
if (gamestate == GS_LEVEL)
ST_Drawer();
else
F_TitleScreenDrawer();
HU_Drawer();
}

View File

@ -31,6 +31,7 @@
#include "m_random.h"
#include "y_inter.h"
#include "m_cond.h"
#include "p_local.h"
// Stage of animation:
// 0 = text, 1 = art screen
@ -999,7 +1000,7 @@ static const char *credits[] = {
"",
"\1Sprite Artists",
"Odi \"Iceman404\" Atunzu",
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Araújo -- sorry for our limited font! D:
"Victor \"VAdaPEGA\" Ara\x1Fjo", // Ara<EFBFBD>jo -- sorry for our limited font! D:
"Jim \"MotorRoach\" DeMello",
"Desmond \"Blade\" DesJardins",
"Sherman \"CoatRack\" DesJardins",
@ -1423,13 +1424,16 @@ void F_StartTitleScreen(void)
finalecount = 0;
else
wipegamestate = GS_TITLESCREEN;
gamemap = 533; titlescrollspeed = (int32_t)ANG1; //@TODO don't hardcode bich
G_DoLoadLevel(true);
G_SetGamestate(GS_TITLESCREEN);
CON_ClearHUD();
players[displayplayer].playerstate = PST_DEAD; // Don't spawn the player in dummy (I'm still a filthy cheater)
//CON_ClearHUD();
// IWAD dependent stuff.
S_ChangeMusicInternal("_title", looptitle);
animtimer = 0;
demoDelayLeft = demoDelayTime;
@ -1459,7 +1463,9 @@ void F_TitleScreenDrawer(void)
return; // We likely came here from retrying. Don't do a damn thing.
// Draw that sky!
F_SkyScroll(titlescrollspeed);
if (!gamemap) {
F_SkyScroll(titlescrollspeed);
}
// Don't draw outside of the title screewn, or if the patch isn't there.
if (!ttwing || (gamestate != GS_TITLESCREEN && gamestate != GS_WAITINGPLAYERS))
@ -1513,6 +1519,13 @@ void F_TitleScreenTicker(boolean run)
if (gameaction != ga_nothing || gamestate != GS_TITLESCREEN)
return;
// Do a lil' camera spin if a title map is loaded.
if (gamemap) {
camera.x = camera.y = camera.height = camera.aiming = 0;
camera.z = 128*FRACUNIT;
camera.angle += titlescrollspeed;
}
// no demos to play? or, are they disabled?
if (!cv_rollingdemos.value || !numDemos)
return;

View File

@ -1985,6 +1985,7 @@ void G_Ticker(boolean run)
break;
case GS_TITLESCREEN:
if (gamemap) P_Ticker(run); // then intentionally fall through
case GS_WAITINGPLAYERS:
F_TitleScreenTicker(run);
break;

View File

@ -165,7 +165,7 @@ fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
boolean P_AutoPause(void)
{
// Don't pause even on menu-up or focus-lost in netgames or record attack
if (netgame || modeattacking)
if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
return false;
return (menuactive || window_notinfocus);