Esempio n. 1
0
//-------------------------
// FX_GetValidEffect
//
// Finds an unused effect slot
//
// Note - in the editor, this function may return NULL, indicating that all
// effects are being stopped.
//-------------------------
static SEffectList *FX_GetValidEffect()
{
	if ( nextValidEffect->mEffect == 0 )
	{
		return nextValidEffect;
	}

	int			i;
	SEffectList	*ef;

	// Blah..plow through the list till we find something that is currently untainted
	for ( i = 0, ef = effectList; i < MAX_EFFECTS; i++, ef++ )
	{
		if ( ef->mEffect == 0 )
		{
			return ef;
		}
	}

	// report the error.
#ifndef FINAL_BUILD
	theFxHelper.Print( "FX system out of effects\n" );
#endif

	// Hmmm.. just trashing the first effect in the list is a poor approach
	FX_FreeMember( &effectList[0] );

	// Recursive call
	return nextValidEffect;
}
Esempio n. 2
0
//-------------------------
// FX_Add
//
// Adds all fx to the view
//-------------------------
void FX_Add( bool portal )
{
	int			i;
	SEffectList	*ef;
	
	drawnFx = 0;

	int numFx = activeFx;	//but stop when there can't be any more left!
	for ( i = 0, ef = effectList; i < MAX_EFFECTS && numFx; i++, ef++ )
	{
		if ( ef->mEffect != 0)
		{ 
			--numFx;
			if (portal != ef->mPortal)
			{
				continue;	//this one does not render in this scene
			}
			// Effect is active
			if ( theFxHelper.mTime > ef->mKillTime )
			{ 
				// Clean up old effects, calling any death effects as needed
				// this flag just has to be cleared otherwise death effects might not happen correctly
				ef->mEffect->ClearFlags( FX_KILL_ON_IMPACT ); 
				FX_FreeMember( ef );
			}
			else
			{
				if ( ef->mEffect->Update() == false )
				{
					// We've been marked for death
					FX_FreeMember( ef );
					continue;
				}
			}
		}
	}


	if ( fx_debug->integer && !portal)
	{
		theFxHelper.Print( "Active    FX: %i\n", activeFx );
		theFxHelper.Print( "Drawn     FX: %i\n", drawnFx );
		theFxHelper.Print( "Scheduled FX: %i\n", theFxScheduler.NumScheduledFx() );
	}
}
Esempio n. 3
0
//-------------------------
// FX_Add
//
// Adds all fx to the view
//-------------------------
void FX_Add( void )
{
	int			i;
	SEffectList	*ef;

	drawnFx = 0;
	mParticles = 0;
	mOParticles = 0;
	mLines = 0;
	mTails = 0;

	// Blah....plow through the whole dang list.
	for ( i = 0, ef = effectList; i < MAX_EFFECTS; i++, ef++ )
	{
		if ( ef->mEffect != 0 )
		{ 
			// Effect is active
			if ( theFxHelper.mTime > ef->mKillTime )
			{ 
				// Clean up old effects, calling any death effects as needed
				// this flag just has to be cleared otherwise death effects might not happen correctly
				ef->mEffect->ClearFlags( FX_KILL_ON_IMPACT ); 
				FX_FreeMember( ef );
			}
			else
			{
				if ( ef->mEffect->Update() == false )
				{
					// We've been marked for death
					FX_FreeMember( ef );
					continue;
				}
			}
		}
	}

	if ( fx_debug.integer )
	{
		if ( theFxHelper.mTime > mMaxTime )
		{
			// decay pretty harshly when we do it
			mMax *= 0.9f;
			mMaxTime = theFxHelper.mTime + 200; // decay 5 times a second if we haven't set a new max
		}
		if ( activeFx > mMax )
		{
			// but we can never be less that the current activeFx count
			mMax = activeFx;
			mMaxTime = theFxHelper.mTime + 4000; // since we just increased the max, hold it for at least 4 seconds
		}

		// Particles
		if ( mParticles > 500 )
		{
			theFxHelper.Print( ">Particles  ^1%4i  ", mParticles );
		}
		else if ( mParticles > 250 )
		{
			theFxHelper.Print( ">Particles  ^3%4i  ", mParticles );
		}
		else
		{
			theFxHelper.Print( ">Particles  %4i  ", mParticles );
		}

		// Lines
		if ( mLines > 500 )
		{
			theFxHelper.Print( ">Lines ^1%4i\n", mLines );
		}
		else if ( mLines > 250 )
		{
			theFxHelper.Print( ">Lines ^3%4i\n", mLines );
		}
		else
		{
			theFxHelper.Print( ">Lines %4i\n", mLines );
		}

		// OParticles
		if ( mOParticles > 500 )
		{
			theFxHelper.Print( ">OParticles ^1%4i  ", mOParticles );
		}
		else if ( mOParticles > 250 )
		{
			theFxHelper.Print( ">OParticles ^3%4i  ", mOParticles );
		}
		else
		{
			theFxHelper.Print( ">OParticles %4i  ", mOParticles );
		}

		// Tails
		if ( mTails > 400 )
		{
			theFxHelper.Print( ">Tails ^1%4i\n", mTails );
		}
		else if ( mTails > 200 )
		{
			theFxHelper.Print( ">Tails ^3%4i\n", mTails );
		}
		else
		{
			theFxHelper.Print( ">Tails %4i\n", mTails );
		}

		// Active
		if ( activeFx > 600 )
		{
			theFxHelper.Print( ">Active     ^1%4i  ", activeFx );
		}
		else if ( activeFx > 400 )
		{
			theFxHelper.Print( ">Active     ^3%4i  ", activeFx );
		}
		else
		{
			theFxHelper.Print( ">Active     %4i  ", activeFx );
		}

		// Drawn
		if ( drawnFx > 600 )
		{
			theFxHelper.Print( ">Drawn ^1%4i  ", drawnFx );
		}
		else if ( drawnFx > 400 )
		{
			theFxHelper.Print( ">Drawn ^3%4i  ", drawnFx );
		}
		else
		{
			theFxHelper.Print( ">Drawn %4i  ", drawnFx );
		}

		// Max
		if ( mMax > 600 )
		{
			theFxHelper.Print( ">Max ^1%4i  ", mMax );
		}
		else if ( mMax > 400 )
		{
			theFxHelper.Print( ">Max ^3%4i  ", mMax );
		}
		else
		{
			theFxHelper.Print( ">Max %4i  ", mMax );
		}

		// Scheduled
		if ( theFxScheduler.NumScheduledFx() > 100 )
		{
			theFxHelper.Print( ">Scheduled ^1%4i\n", theFxScheduler.NumScheduledFx() );
		}
		else if ( theFxScheduler.NumScheduledFx() > 50 )
		{
			theFxHelper.Print( ">Scheduled ^3%4i\n", theFxScheduler.NumScheduledFx() );
		}
		else
		{
			theFxHelper.Print( ">Scheduled %4i\n", theFxScheduler.NumScheduledFx() );
		}
	}
}