Lots of speedups and cleanups in client code, dynamically allocated cl_entities ...
[xonotic/darkplaces.git] / cl_tent.c
index 987ff44..f81fa76 100644 (file)
--- a/cl_tent.c
+++ b/cl_tent.c
@@ -21,22 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-int                    num_temp_entities;
-entity_t       cl_temp_entities[MAX_TEMP_ENTITIES];
-beam_t         cl_beams[MAX_BEAMS];
-
-model_t                *cl_model_bolt = NULL;
-model_t                *cl_model_bolt2 = NULL;
-model_t                *cl_model_bolt3 = NULL;
-model_t                *cl_model_beam = NULL;
-
-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;
+model_t *cl_model_bolt = NULL;
+model_t *cl_model_bolt2 = NULL;
+model_t *cl_model_bolt3 = NULL;
+model_t *cl_model_beam = NULL;
+
+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;
 
 /*
 =================
@@ -61,29 +57,30 @@ CL_ParseBeam
 */
 void CL_ParseBeam (model_t *m)
 {
-       int             ent;
-       vec3_t  start, end;
-       beam_t  *b;
-       int             i;
+       int i, ent;
+       vec3_t start, end;
+       beam_t *b;
 
        ent = MSG_ReadShort ();
        MSG_ReadVector(start);
        MSG_ReadVector(end);
 
-// override any beam with the same entity
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       // override any beam with the same entity
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+       {
                if (b->entity == ent)
                {
-                       b->entity = ent;
+                       //b->entity = ent;
                        b->model = m;
                        b->endtime = cl.time + 0.2;
                        VectorCopy (start, b->start);
                        VectorCopy (end, b->end);
                        return;
                }
+       }
 
-// find a free beam
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       // find a free beam
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
                if (!b->model || b->endtime < cl.time)
                {
@@ -95,7 +92,7 @@ void CL_ParseBeam (model_t *m)
                        return;
                }
        }
-       Con_Printf ("beam list overflow!\n");   
+       Con_Printf ("beam list overflow!\n");
 }
 
 
@@ -106,34 +103,37 @@ CL_ParseTEnt
 */
 void CL_ParseTEnt (void)
 {
-       int             type;
-       vec3_t  pos;
-       vec3_t  dir;
-       vec3_t  pos2;
-       vec3_t  color;
-       int             rnd;
-       int             colorStart, colorLength, count;
-       float   velspeed, radius;
+       int type;
+       vec3_t pos;
+       vec3_t dir;
+       vec3_t pos2;
+       vec3_t color;
+       int rnd;
+       int colorStart, colorLength, count;
+       float velspeed, radius;
        qbyte *tempcolor;
 
        type = MSG_ReadByte ();
        switch (type)
        {
-       case TE_WIZSPIKE:                       // spike hitting wall
+       case TE_WIZSPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_RunParticleEffect (pos, vec3_origin, 20, 30);
                S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
                break;
 
-       case TE_KNIGHTSPIKE:                    // spike hitting wall
+       case TE_KNIGHTSPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_RunParticleEffect (pos, vec3_origin, 226, 20);
                S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
                break;
 
-       case TE_SPIKE:                  // spike hitting wall
+       case TE_SPIKE:
+               // spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to spark shower
@@ -151,7 +151,8 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SPIKEQUAD:                      // quad spike hitting wall
+       case TE_SPIKEQUAD:
+               // quad spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to spark shower
@@ -171,7 +172,8 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SUPERSPIKE:                     // super spike hitting wall
+       case TE_SUPERSPIKE:
+               // super spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
@@ -189,7 +191,8 @@ void CL_ParseTEnt (void)
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
                break;
-       case TE_SUPERSPIKEQUAD:                 // quad super spike hitting wall
+       case TE_SUPERSPIKEQUAD:
+               // quad super spike hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
@@ -209,24 +212,27 @@ void CL_ParseTEnt (void)
                }
                break;
                // LordHavoc: added for improved blood splatters
-       case TE_BLOOD:  // blood puff
+       case TE_BLOOD:
+               // blood puff
                MSG_ReadVector(pos);
                dir[0] = MSG_ReadChar ();
                dir[1] = MSG_ReadChar ();
                dir[2] = MSG_ReadChar ();
-               count = MSG_ReadByte (); // amount of particles
+               count = MSG_ReadByte ();
                CL_BloodPuff(pos, dir, count);
                break;
-       case TE_BLOOD2: // blood puff
+       case TE_BLOOD2:
+               // blood puff
                MSG_ReadVector(pos);
                CL_BloodPuff(pos, vec3_origin, 10);
                break;
-       case TE_SPARK:  // spark shower
+       case TE_SPARK:
+               // spark shower
                MSG_ReadVector(pos);
                dir[0] = MSG_ReadChar ();
                dir[1] = MSG_ReadChar ();
                dir[2] = MSG_ReadChar ();
-               count = MSG_ReadByte (); // amount of particles
+               count = MSG_ReadByte ();
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_SparkShower(pos, dir, count);
                break;
@@ -237,14 +243,16 @@ void CL_ParseTEnt (void)
                CL_PlasmaBurn(pos);
                break;
                // LordHavoc: added for improved gore
-       case TE_BLOODSHOWER:    // vaporized body
+       case TE_BLOODSHOWER:
+               // vaporized body
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                velspeed = MSG_ReadCoord (); // speed
                count = MSG_ReadShort (); // number of particles
                CL_BloodShower(pos, pos2, velspeed, count);
                break;
-       case TE_PARTICLECUBE:   // general purpose particle effect
+       case TE_PARTICLECUBE:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
@@ -255,7 +263,8 @@ void CL_ParseTEnt (void)
                CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
                break;
 
-       case TE_PARTICLERAIN:   // general purpose particle effect
+       case TE_PARTICLERAIN:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
@@ -264,7 +273,8 @@ void CL_ParseTEnt (void)
                CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
                break;
 
-       case TE_PARTICLESNOW:   // general purpose particle effect
+       case TE_PARTICLESNOW:
+               // general purpose particle effect
                MSG_ReadVector(pos); // mins
                MSG_ReadVector(pos2); // maxs
                MSG_ReadVector(dir); // dir
@@ -273,21 +283,24 @@ void CL_ParseTEnt (void)
                CL_ParticleRain(pos, pos2, dir, count, colorStart, 1);
                break;
 
-       case TE_GUNSHOT:                        // bullet hitting wall
+       case TE_GUNSHOT:
+               // bullet hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                // LordHavoc: changed to dust shower
                CL_SparkShower(pos, vec3_origin, 15);
                break;
 
-       case TE_GUNSHOTQUAD:                    // quad bullet hitting wall
+       case TE_GUNSHOTQUAD:
+               // quad bullet hitting wall
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_SparkShower(pos, vec3_origin, 15);
                CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
                break;
 
-       case TE_EXPLOSION:                      // rocket explosion
+       case TE_EXPLOSION:
+               // rocket explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_ParticleExplosion (pos, false);
@@ -296,7 +309,8 @@ void CL_ParseTEnt (void)
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_EXPLOSIONQUAD:                  // quad rocket explosion
+       case TE_EXPLOSIONQUAD:
+               // quad rocket explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_ParticleExplosion (pos, false);
@@ -304,7 +318,8 @@ void CL_ParseTEnt (void)
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_EXPLOSION3:                             // Nehahra movie colored lighting explosion
+       case TE_EXPLOSION3:
+               // Nehahra movie colored lighting explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_ParticleExplosion (pos, false);
@@ -312,7 +327,8 @@ void CL_ParseTEnt (void)
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_EXPLOSIONRGB:                   // colored lighting explosion
+       case TE_EXPLOSIONRGB:
+               // colored lighting explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_ParticleExplosion (pos, false);
@@ -323,7 +339,8 @@ void CL_ParseTEnt (void)
                S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
                break;
 
-       case TE_TAREXPLOSION:                   // tarbaby explosion
+       case TE_TAREXPLOSION:
+               // tarbaby explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                CL_BlobExplosion (pos);
@@ -357,26 +374,30 @@ void CL_ParseTEnt (void)
                CL_Flames(pos, dir, count);
                break;
 
-       case TE_LIGHTNING1:                             // lightning bolts
+       case TE_LIGHTNING1:
+               // lightning bolts
                if (!cl_model_bolt)
                        cl_model_bolt = Mod_ForName("progs/bolt.mdl", true, false, false);
                CL_ParseBeam (cl_model_bolt);
                break;
 
-       case TE_LIGHTNING2:                             // lightning bolts
+       case TE_LIGHTNING2:
+               // lightning bolts
                if (!cl_model_bolt2)
                        cl_model_bolt2 = Mod_ForName("progs/bolt2.mdl", true, false, false);
                CL_ParseBeam (cl_model_bolt2);
                break;
 
-       case TE_LIGHTNING3:                             // lightning bolts
+       case TE_LIGHTNING3:
+               // lightning bolts
                if (!cl_model_bolt3)
                        cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false);
                CL_ParseBeam (cl_model_bolt3);
                break;
 
 // PGM 01/21/97
-       case TE_BEAM:                           // grappling hook beam
+       case TE_BEAM:
+               // grappling hook beam
                if (!cl_model_beam)
                        cl_model_beam = Mod_ForName("progs/beam.mdl", true, false, false);
                CL_ParseBeam (cl_model_beam);
@@ -403,7 +424,8 @@ void CL_ParseTEnt (void)
 //             CL_TeleportSplash (pos);
                break;
 
-       case TE_EXPLOSION2:                             // color mapped explosion
+       case TE_EXPLOSION2:
+               // color mapped explosion
                MSG_ReadVector(pos);
                Mod_FindNonSolidLocation(pos, cl.worldmodel);
                colorStart = MSG_ReadByte ();
@@ -420,6 +442,11 @@ void CL_ParseTEnt (void)
 }
 
 
+void CL_ClearTempEntities (void)
+{
+       cl_num_temp_entities = 0;
+}
+
 /*
 =================
 CL_NewTempEntity
@@ -427,13 +454,13 @@ CL_NewTempEntity
 */
 entity_t *CL_NewTempEntity (void)
 {
-       entity_t        *ent;
+       entity_t *ent;
 
-       if (r_refdef.numentities >= MAX_VISEDICTS)
+       if (r_refdef.numentities >= r_refdef.maxentities)
                return NULL;
-       if (num_temp_entities >= MAX_TEMP_ENTITIES)
+       if (cl_num_temp_entities >= cl_max_temp_entities)
                return NULL;
-       ent = &cl_temp_entities[num_temp_entities++];
+       ent = &cl_temp_entities[cl_num_temp_entities++];
        memset (ent, 0, sizeof(*ent));
        r_refdef.entities[r_refdef.numentities++] = &ent->render;
 
@@ -443,26 +470,17 @@ entity_t *CL_NewTempEntity (void)
        return ent;
 }
 
-
-/*
-=================
-CL_UpdateTEnts
-=================
-*/
-void CL_UpdateTEnts (void)
+void CL_RelinkBeams (void)
 {
-       int                     i;
-       beam_t          *b;
-       vec3_t          dist, org;
-       float           d;
-       entity_t        *ent;
-       float           yaw, pitch;
-       float           forward;
-
-       num_temp_entities = 0;
-
-// update lightning
-       for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
+       int i;
+       beam_t *b;
+       vec3_t dist, org;
+       float d;
+       entity_t *ent;
+       float yaw, pitch;
+       float forward;
+
+       for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
                if (!b->model || b->endtime < cl.time)
                        continue;
@@ -487,7 +505,7 @@ void CL_UpdateTEnts (void)
                        yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
                        if (yaw < 0)
                                yaw += 360;
-       
+
                        forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
                        pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
                        if (pitch < 0)
@@ -512,6 +530,4 @@ void CL_UpdateTEnts (void)
                        d -= 30;
                }
        }
-
 }
-