diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 7dfcc7ff3..b3aad118b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -4,7 +4,9 @@ D1X-Rebirth Changelog -------- main/net_udp.c: Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate main/game.c, main/gamerend.c, main/gauges.c, main/net_udp.c, main/titles.c: Fixed text-related annoyances: "Show reticle names" now named "Show player names on HUD"; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens +INSTALL.txt: Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan!) arch/ogl/gr.c: Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES +main/automap.c: Allow completely free movement in the automap. It will rotate relative to the viewer. 20110408 -------- diff --git a/main/automap.c b/main/automap.c index 61cca2d4e..fb5f64a5d 100644 --- a/main/automap.c +++ b/main/automap.c @@ -97,7 +97,6 @@ typedef struct automap fix64 t1, t2; int leave_mode; int pause_game; - vms_angvec tangles; ushort old_wiggle; // keep 4 byte aligned int max_segments_away; int segment_limit; @@ -116,10 +115,9 @@ typedef struct automap // Rendering variables fix zoom; - vms_vector view_target; + vms_vector view_position; fix farthest_dist; vms_matrix viewMatrix; - fix viewDist; int wall_normal_color; int wall_door_color; @@ -251,8 +249,6 @@ void draw_automap(automap *am) int i; int color; object * objp; - vms_vector viewer_position; - vms_matrix tempm; g3s_point sphere_point; if ( am->leave_mode==0 && am->controls.automap_state && (timer_query()-am->entry_time)>LEAVE_TIME) @@ -289,9 +285,7 @@ void draw_automap(automap *am) g3_start_frame(); render_start_frame(); - vm_vec_scale_add(&viewer_position,&am->view_target,&am->viewMatrix.fvec,-am->viewDist ); - - g3_set_view_matrix(&viewer_position,&am->viewMatrix,am->zoom); + g3_set_view_matrix(&am->view_position,&am->viewMatrix,am->zoom); draw_all_edges(am); @@ -357,42 +351,6 @@ void draw_automap(automap *am) if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator) show_mousefs_indicator(am->controls.raw_mouse_axis[0], am->controls.raw_mouse_axis[1], am->controls.raw_mouse_axis[2], GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5); - if ( am->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; - am->controls.fire_primary_count = 0; - } - - am->viewDist -= am->controls.forward_thrust_time*ZOOM_SPEED_FACTOR; - - am->tangles.p += fixdiv( am->controls.pitch_time, ROT_SPEED_DIVISOR ); - am->tangles.h += fixdiv( am->controls.heading_time, ROT_SPEED_DIVISOR ); - am->tangles.b += fixdiv( am->controls.bank_time, ROT_SPEED_DIVISOR*2 ); - - if ( am->controls.vertical_thrust_time || am->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, am->controls.vertical_thrust_time*SLIDE_SPEED ); - vm_vec_scale_add2( &am->view_target, &am->viewMatrix.rvec, am->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 :) { @@ -494,6 +452,44 @@ int automap_process_input(window *wind, d_event *event, automap *am) } } + if ( am->controls.fire_primary_count > 0) + { + // Reset orientation + am->viewMatrix = Objects[Players[Player_num].objnum].orient; + vm_vec_scale_add(&am->view_position, &Objects[Players[Player_num].objnum].pos, &am->viewMatrix.fvec, -ZOOM_DEFAULT ); + am->controls.fire_primary_count = 0; + } + + if (am->controls.pitch_time || am->controls.heading_time || am->controls.bank_time) + { + vms_angvec tangles; + vms_matrix tempm; + vms_matrix new_m; + + tangles.p = fixdiv( am->controls.pitch_time, ROT_SPEED_DIVISOR ); + tangles.h = fixdiv( am->controls.heading_time, ROT_SPEED_DIVISOR ); + tangles.b = fixdiv( am->controls.bank_time, ROT_SPEED_DIVISOR*2 ); + + vm_angles_2_matrix(&tempm, &tangles); + vm_matrix_x_matrix(&new_m,&am->viewMatrix,&tempm); + am->viewMatrix = new_m; + } + + if ( am->controls.forward_thrust_time || am->controls.vertical_thrust_time || am->controls.sideways_thrust_time ) + { + vm_vec_scale_add2( &am->view_position, &am->viewMatrix.fvec, am->controls.forward_thrust_time*ZOOM_SPEED_FACTOR ); + vm_vec_scale_add2( &am->view_position, &am->viewMatrix.uvec, am->controls.vertical_thrust_time*SLIDE_SPEED ); + vm_vec_scale_add2( &am->view_position, &am->viewMatrix.rvec, am->controls.sideways_thrust_time*SLIDE_SPEED ); + + // Crude wrapping check + if (am->view_position.x > F1_0*32000) am->view_position.x = F1_0*32000; + if (am->view_position.x < -F1_0*32000) am->view_position.x = -F1_0*32000; + if (am->view_position.y > F1_0*32000) am->view_position.y = F1_0*32000; + if (am->view_position.y < -F1_0*32000) am->view_position.y = -F1_0*32000; + if (am->view_position.z > F1_0*32000) am->view_position.z = F1_0*32000; + if (am->view_position.z < -F1_0*32000) am->view_position.z = -F1_0*32000; + } + return 0; } @@ -597,7 +593,6 @@ void do_automap( int key_code ) am->zoom = 0x9000; am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away - am->viewDist = 0; init_automap_colors(am); @@ -620,15 +615,9 @@ void do_automap( int key_code ) automap_build_edge_list(am); - if ( am->viewDist==0 ) - am->viewDist = ZOOM_DEFAULT; am->viewMatrix = Objects[Players[Player_num].objnum].orient; - am->tangles.p = PITCH_DEFAULT; - am->tangles.h = 0; - am->tangles.b = 0; - - am->view_target = Objects[Players[Player_num].objnum].pos; + vm_vec_scale_add(&am->view_position, &Objects[Players[Player_num].objnum].pos, &am->viewMatrix.fvec, -ZOOM_DEFAULT ); am->t1 = am->entry_time = timer_query(); am->t2 = am->t1;