unlimited beams and explosions, and fix a few bugs missed due to testing the wrong version :P

This commit is contained in:
Bill Currie 2007-11-05 22:33:49 +00:00 committed by Jeff Teunissen
parent 2211f6fb1a
commit 296894252d
1 changed files with 109 additions and 92 deletions

View File

@ -59,7 +59,7 @@ typedef struct tent_s {
entity_t ent;
} tent_t;
#define TEMP_ENTITY_BATCH 64
#define TEMP_BATCH 64
static tent_t *temp_entities = 0;
#define MAX_BEAMS 8
@ -73,30 +73,37 @@ typedef struct {
int seed;
} beam_t;
beam_t cl_beams[MAX_BEAMS];
#define MAX_EXPLOSIONS 8
typedef struct {
float start;
tent_t *tent;
} explosion_t;
explosion_t cl_explosions[MAX_EXPLOSIONS];
typedef struct tent_obj_s {
struct tent_obj_s *next;
union {
beam_t beam;
explosion_t ex;
} to;
} tent_obj_t;
sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit;
sfx_t *cl_sfx_tink1;
sfx_t *cl_sfx_ric1;
sfx_t *cl_sfx_ric2;
sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3;
static tent_obj_t *tent_objects;
static tent_obj_t *cl_beams;
static tent_obj_t *cl_explosions;
model_t *cl_mod_beam;
model_t *cl_mod_bolt;
model_t *cl_mod_bolt2;
model_t *cl_mod_bolt3;
model_t *cl_spr_explod;
static sfx_t *cl_sfx_wizhit;
static sfx_t *cl_sfx_knighthit;
static sfx_t *cl_sfx_tink1;
static sfx_t *cl_sfx_ric1;
static sfx_t *cl_sfx_ric2;
static sfx_t *cl_sfx_ric3;
static sfx_t *cl_sfx_r_exp3;
static model_t *cl_mod_beam;
static model_t *cl_mod_bolt;
static model_t *cl_mod_bolt2;
static model_t *cl_mod_bolt3;
static model_t *cl_spr_explod;
static void
CL_TEnts_Precache (int phase)
@ -146,17 +153,16 @@ new_temp_entity (void)
if (!temp_entities) {
int i;
temp_entities = malloc (TEMP_ENTITY_BATCH * sizeof (tent_t));
for (i = 0; i < TEMP_ENTITY_BATCH - 1; i++) {
temp_entities = malloc (TEMP_BATCH * sizeof (tent_t));
for (i = 0; i < TEMP_BATCH - 1; i++) {
temp_entities[i].next = &temp_entities[i + 1];
CL_Init_Entity (&temp_entities[i].ent);
}
temp_entities[i].next = 0;
CL_Init_Entity (&temp_entities[i].ent);
}
tent = temp_entities;
temp_entities = tent->next;
tent->next = 0;
CL_Init_Entity (&tent->ent);
return tent;
}
@ -171,67 +177,56 @@ free_temp_entities (tent_t *tents)
temp_entities = tents;
}
static tent_obj_t *
new_tent_object (void)
{
tent_obj_t *tobj;
if (!tent_objects) {
int i;
tent_objects = malloc (TEMP_BATCH * sizeof (tent_t));
for (i = 0; i < TEMP_BATCH - 1; i++)
tent_objects[i].next = &tent_objects[i + 1];
tent_objects[i].next = 0;
}
tobj = tent_objects;
tent_objects = tobj->next;
tobj->next = 0;
return tobj;
}
static void
free_tent_objects (tent_obj_t *tobjs)
{
tent_obj_t **t = &tobjs;
while (*t)
t = &(*t)->next;
*t = tent_objects;
tent_objects = tobjs;
}
void
CL_ClearTEnts (void)
{
int i;
tent_t *t;
tent_obj_t *to;
for (i = 0; i < MAX_BEAMS; i++) {
for (t = cl_beams[i].tents; t; t = t->next)
for (to = cl_beams; to; to = to->next) {
for (t = to->to.beam.tents; t; t = t->next)
t->ent.efrag = 0;
free_temp_entities (cl_beams[i].tents);
memset (&cl_beams[i], 0, sizeof (cl_beams[i]));
free_temp_entities (to->to.beam.tents);
}
for (i = 0; i < MAX_EXPLOSIONS; i++) {
for (t = cl_explosions[i].tent; t; t = t->next)
free_tent_objects (cl_beams);
cl_beams = 0;
for (to = cl_explosions; to; to = to->next) {
for (t = to->to.ex.tent; t; t = t->next)
t->ent.efrag = 0;
free_temp_entities (cl_explosions[i].tent);
memset (&cl_explosions[i], 0, sizeof (cl_explosions[i]));
free_temp_entities (to->to.ex.tent);
}
}
static explosion_t *
CL_AllocExplosion (void)
{
float time;
int index, i;
for (i = 0; i < MAX_EXPLOSIONS; i++)
if (!cl_explosions[i].tent) {
cl_explosions[i].tent = new_temp_entity ();
return &cl_explosions[i];
}
// find the oldest explosion
time = cl.time;
index = 0;
for (i = 0; i < MAX_EXPLOSIONS; i++)
if (cl_explosions[i].start < time) {
time = cl_explosions[i].start;
index = i;
}
return &cl_explosions[index];
}
static beam_t *
beam_alloc (int ent)
{
int i;
beam_t *b;
// override any beam with the same entity
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
if (b->entity == ent)
return b;
// find a free beam
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
if (!b->model || b->endtime < cl.time)
return b;
Con_Printf ("beam list overflow!\n");
return 0;
}
static inline void
beam_clear (beam_t *b)
{
@ -298,6 +293,7 @@ beam_setup (beam_t *b)
static void
CL_ParseBeam (model_t *m)
{
tent_obj_t *to;
beam_t *b;
int ent;
vec3_t start, end;
@ -307,18 +303,22 @@ CL_ParseBeam (model_t *m)
MSG_ReadCoordV (net_message, start);
MSG_ReadCoordV (net_message, end);
if ((b = beam_alloc (ent))) {
beam_clear (b);
b->entity = ent;
b->model = m;
b->endtime = cl.time + 0.2;
b->seed = rand ();
VectorCopy (end, b->end);
if (b->entity != cl.viewentity) {
// this will be done in CL_UpdateBeams
VectorCopy (start, b->start);
beam_setup (b);
}
to = new_tent_object ();
to->next = cl_beams;
cl_beams = to;
b = &to->to.beam;
b->tents = 0;
beam_clear (b);
b->entity = ent;
b->model = m;
b->endtime = cl.time + 0.2;
b->seed = rand ();
VectorCopy (end, b->end);
if (b->entity != cl.viewentity) {
// this will be done in CL_UpdateBeams
VectorCopy (start, b->start);
beam_setup (b);
}
}
@ -327,6 +327,7 @@ CL_ParseTEnt (void)
{
byte type;
dlight_t *dl;
tent_obj_t *to;
explosion_t *ex;
int colorStart, colorLength;
int cnt = -1;
@ -403,7 +404,12 @@ CL_ParseTEnt (void)
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
ex = CL_AllocExplosion ();
to = new_tent_object ();
to->next = cl_explosions;
cl_explosions = to;
ex = &to->to.ex;
ex->tent = new_temp_entity ();
VectorCopy (pos, ex->tent->ent.origin);
ex->start = cl.time;
//FIXME need better model management
@ -509,20 +515,25 @@ CL_ParseTEnt (void)
static void
CL_UpdateBeams (void)
{
tent_obj_t **to;
beam_t *b;
int i;
unsigned seed;
tent_t *t;
// update lightning
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
if (!b->endtime)
continue;
for (to = &cl_beams; *to; ) {
b = &(*to)->to.beam;
if (!b->model || b->endtime < cl.time) {
tent_obj_t *_to;
b->endtime = 0;
beam_clear (b);
_to = *to;
*to = _to->next;
_to->next = tent_objects;
tent_objects = _to;
continue;
}
to = &(*to)->next;
// if coming from the player, update the start position
if (b->entity == cl.viewentity) {
@ -545,21 +556,27 @@ CL_UpdateBeams (void)
static void
CL_UpdateExplosions (void)
{
int f, i;
int f;
tent_obj_t **to;
explosion_t *ex;
for (i = 0, ex = cl_explosions; i < MAX_EXPLOSIONS; i++, ex++) {
for (to = &cl_explosions; *to; ) {
ex = &(*to)->to.ex;
entity_t *ent;
if (!ex->tent)
continue;
ent = &ex->tent->ent;
f = 10 * (cl.time - ex->start);
if (f >= ent->model->numframes) {
tent_obj_t *_to;
R_RemoveEfrags (ent);
ent->efrag = 0;
free_temp_entities (ex->tent);
_to = *to;
*to = _to->next;
_to->next = tent_objects;
tent_objects = _to;
continue;
}
to = &(*to)->next;
ent->frame = f;
if (!ent->efrag)