Verschiebe die Partikel aus cl_fx.c nach cl_particles.c

This commit is contained in:
Yamagi Burmeister 2010-06-18 15:38:54 +00:00
parent 5708130e49
commit 04a2137f81
3 changed files with 212 additions and 177 deletions

View file

@ -174,6 +174,7 @@ CLIENT_OBJS = \
build/client/cl_lights.o \
build/client/cl_main.o \
build/client/cl_parse.o \
build/client/cl_particles.o \
build/client/cl_pred.o \
build/client/cl_tent.o \
build/client/cl_scrn.o \
@ -423,7 +424,10 @@ build/client/cl_main.o : src/client/cl_main.c
build/client/cl_parse.o : src/client/cl_parse.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/client/cl_particles.o : src/client/cl_particles.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/client/cl_pred.o : src/client/cl_pred.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<

View file

@ -28,16 +28,15 @@
void CL_LogoutEffect (vec3_t org, int type);
void CL_ItemRespawnParticles (vec3_t org);
void CL_ClearLightStyles (void);
void CL_ClearDlights (void);
void CL_ClearParticles (void);
static vec3_t avelocities [NUMVERTEXNORMALS];
extern struct model_s *cl_mod_smoke;
extern struct model_s *cl_mod_flash;
cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
int cl_numparticles = MAX_PARTICLES;
void CL_ParseMuzzleFlash (void) {
vec3_t fv, rv;
@ -690,117 +689,6 @@ void CL_ParseMuzzleFlash2 (void) {
}
}
void CL_ClearParticles (void) {
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ; i<cl_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[cl_numparticles-1].next = NULL;
}
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
d = rand()&31;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY+0.2f;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
d = rand()&7;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color;
d = rand()&7;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_TeleporterParticles (entity_state_t *ent) {
int i, j;
cparticle_t *p;
@ -1818,67 +1706,6 @@ void CL_TeleportParticles (vec3_t org) {
}
}
void CL_AddParticles (void) {
cparticle_t *p, *next;
float alpha;
float time, time2;
vec3_t org;
int color;
cparticle_t *active, *tail;
active = NULL;
tail = NULL;
for (p=active_particles ; p ; p=next) {
next = p->next;
if (p->alphavel != INSTANT_PARTICLE) {
time = (cl.time - p->time)*0.001;
alpha = p->alpha + time*p->alphavel;
if (alpha <= 0) {
/* faded out */
p->next = free_particles;
free_particles = p;
continue;
}
} else {
time = 0.0f;
alpha = p->alpha;
}
p->next = NULL;
if (!tail)
active = tail = p;
else {
tail->next = p;
tail = p;
}
if (alpha > 1.0f)
alpha = 1;
color = p->color;
time2 = time*time;
org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
V_AddParticle (org, color, alpha);
if (p->alphavel == INSTANT_PARTICLE) {
p->alphavel = 0.0;
p->alpha = 0.0;
}
}
active_particles = active;
}
/*
* An entity has just been parsed that has an event value the female
* events are there for backwards compatability
@ -1918,3 +1745,4 @@ void CL_ClearEffects (void) {
CL_ClearDlights ();
CL_ClearLightStyles ();
}

203
src/client/cl_particles.c Normal file
View file

@ -0,0 +1,203 @@
/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* =======================================================================
*
* This file implements all generic particle stuff
*
* =======================================================================
*/
#include "header/client.h"
cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
int cl_numparticles = MAX_PARTICLES;
void CL_ClearParticles (void) {
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ; i<cl_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[cl_numparticles-1].next = NULL;
}
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
d = rand()&31;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY+0.2f;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
d = rand()&7;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color;
d = rand()&7;
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_AddParticles (void) {
cparticle_t *p, *next;
float alpha;
float time, time2;
vec3_t org;
int color;
cparticle_t *active, *tail;
active = NULL;
tail = NULL;
for (p=active_particles ; p ; p=next) {
next = p->next;
if (p->alphavel != INSTANT_PARTICLE) {
time = (cl.time - p->time)*0.001;
alpha = p->alpha + time*p->alphavel;
if (alpha <= 0) {
/* faded out */
p->next = free_particles;
free_particles = p;
continue;
}
} else {
time = 0.0f;
alpha = p->alpha;
}
p->next = NULL;
if (!tail)
active = tail = p;
else {
tail->next = p;
tail = p;
}
if (alpha > 1.0f)
alpha = 1;
color = p->color;
time2 = time*time;
org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
V_AddParticle (org, color, alpha);
if (p->alphavel == INSTANT_PARTICLE) {
p->alphavel = 0.0;
p->alpha = 0.0;
}
}
active_particles = active;
}