fix to rev 1038 - not completely there today...

This commit is contained in:
zicodxx 2011-02-03 01:19:27 +01:00
parent 2b1550fa2e
commit 3f17b47fe8

View file

@ -252,6 +252,7 @@ void draw_automap(automap *am)
int color;
object * objp;
vms_vector viewer_position;
vms_matrix tempm;
g3s_point sphere_point;
if (!am->pause_game) {
@ -361,6 +362,42 @@ void draw_automap(automap *am)
if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator)
show_mousefs_indicator(GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5);
if ( Controls.fire_primary_count > 0) {
// Reset orientation
am->viewDist = ZOOM_DEFAULT;
am->tangles.p = PITCH_DEFAULT;
am->tangles.h = 0;
am->tangles.b = 0;
am->view_target = Objects[Players[Player_num].objnum].pos;
Controls.fire_primary_count = 0;
}
am->viewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
am->tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
am->tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
am->tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
vms_angvec tangles1;
vms_vector old_vt;
old_vt = am->view_target;
tangles1 = am->tangles;
vm_angles_2_matrix(&tempm,&tangles1);
vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
vm_vec_scale_add2( &am->view_target, &am->viewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
vm_vec_scale_add2( &am->view_target, &am->viewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
if ( vm_vec_dist_quick( &am->view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
am->view_target = old_vt;
}
}
vm_angles_2_matrix(&tempm,&am->tangles);
vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
am->t2 = timer_query();
while (am->t2 - am->t1 < F1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow. So delay a bit (and free up some cpu :)
{
@ -451,8 +488,6 @@ int automap_key_command(window *wind, d_event *event, automap *am)
int automap_process_input(window *wind, d_event *event, automap *am)
{
vms_matrix tempm;
if ( !Controls.automap_state && (am->leave_mode==1) )
{
window_close(wind);
@ -469,42 +504,6 @@ int automap_process_input(window *wind, d_event *event, automap *am)
}
}
if ( Controls.fire_primary_count > 0) {
// Reset orientation
am->viewDist = ZOOM_DEFAULT;
am->tangles.p = PITCH_DEFAULT;
am->tangles.h = 0;
am->tangles.b = 0;
am->view_target = Objects[Players[Player_num].objnum].pos;
Controls.fire_primary_count = 0;
}
am->viewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
am->tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
am->tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
am->tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
vms_angvec tangles1;
vms_vector old_vt;
old_vt = am->view_target;
tangles1 = am->tangles;
vm_angles_2_matrix(&tempm,&tangles1);
vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
vm_vec_scale_add2( &am->view_target, &am->viewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
vm_vec_scale_add2( &am->view_target, &am->viewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
if ( vm_vec_dist_quick( &am->view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
am->view_target = old_vt;
}
}
vm_angles_2_matrix(&tempm,&am->tangles);
vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
return 0;
}