485 lines
17 KiB
C++
485 lines
17 KiB
C++
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//particles.cpp
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//game's particle engine, for smoke, sparks, rain, etc..
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#include <OpenGL/gl.h>
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#include <math.h>
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#include "vectors.h"
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#include "gamemem.h"
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#include "random.h"
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#include "renderframe.h"
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#include "textures.h"
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#include "particles.h"
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#include "entities.h"
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#include "gameframe.h"
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#include "network.h"
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#include "log.h"
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#include "gameinitexit.h"
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#include "error.h"
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#include "environment.h"
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#include "fileio.h"
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#include "collision.h"
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#include "roads.h"
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//a single particle
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typedef struct{
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tVector3 pos,velo;
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float life; //how much lifetime the particle has left (in seconds)
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}tParticle;
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//an entry in the particle list
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typedef struct{
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void *next; //next list member
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int numParticles; //number of particles in this list entry
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float life; //how much lifetime the list entry has left (in seconds)
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tParticlesDef def; //type of particles
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tParticle particles[1];//the actual particle data
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}tParticleListEntry;
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//an entry in the screen particle list
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//screen particles are particles on the 2d screen plane (such as raindrops on the camera)
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//unlike the normal particle list, this only refers to a single particle
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typedef struct{
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void *next; //next list member
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float x1,x2,y1,y2; //coordinates of particle rectangle
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int texture; //file id of texture to be used
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float gravity; //how fast the particle runs down on the screen
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float maxLife; //how much lifetime the particle had left when it had full alpha
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float life; //how much lifetime the particle has left
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} tScreenParticleListEntry;
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tParticleListEntry *gParticleList=nil; //the particles list
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tScreenParticleListEntry *gScreenParticleList=nil; //the screen particles list
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int gNumScreenParticles=0; //number of screen particles used
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float gCameraTunnel=0;
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#define kMaxScreenParticles 25 //delimiter for screen particles (for performance reasons)
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#define kSparkVeloScale 0.2 //how long velocity dependant partcles (like sparks) are per m/s of speed
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//adds an entry to the particle list. quantity particles will be created
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//(quantity is rounded based on random probilities, ie. 1.6 will be rounded
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//to 2 with a probility of 60% and to 1 with a probility of 40%).
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void ParticlesCreate(float quantity,tVector3 pos,tVector3 velo,tParticlesDef *def)
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{
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//round quantity
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float iQuan=floor(quantity);
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int numParticles=iQuan+(RandomProb(quantity-iQuan)?1:0);
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if(numParticles<=0) return;
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//allocate particleListEntry
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tParticleListEntry *particleListEntry;
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particleListEntry=(tParticleListEntry*)MemoryAllocateBlock(sizeof(tParticleListEntry)+sizeof(tParticle)*(numParticles-1));
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//initialize particleListEntry
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particleListEntry->next=gParticleList;
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gParticleList=particleListEntry;
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particleListEntry->numParticles=numParticles;
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particleListEntry->def=*def;
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particleListEntry->life=def->maxLife;
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//initialize particles
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for(int i=0;i<numParticles;i++)
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{
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particleListEntry->particles[i].pos=pos+Vector(RandomFl(-def->maxSpread,def->maxSpread),RandomFl(-def->maxSpread,def->maxSpread),RandomFl(-def->maxSpread,def->maxSpread));
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particleListEntry->particles[i].velo=Vector(RandomFl(-def->maxVelo,def->maxVelo),RandomFl(-def->maxVelo,def->maxVelo),RandomFl(-def->maxVelo,def->maxVelo))+velo;
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particleListEntry->particles[i].life=RandomFl(0,def->maxLife);
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}
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}
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//adds an entry to the screen particle list
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void ScreenParticleCreate(tVector3 pos,float gravity,float size,int texture,float maxLife,float life)
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{
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//are there still any screen particles free?
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if(gNumScreenParticles<kMaxScreenParticles)
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{
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tScreenParticleListEntry *particleListEntry;
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particleListEntry=(tScreenParticleListEntry*)MemoryAllocateBlock(sizeof(tScreenParticleListEntry));
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particleListEntry->life=life;
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particleListEntry->maxLife=maxLife;
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particleListEntry->texture=texture;
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particleListEntry->gravity=gravity;
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tVector3 center=((pos-gCameraEntity->pos)*gCameraEntity->dir)*0.5;
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particleListEntry->x1=center.x-size*0.5;
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particleListEntry->x2=center.x+size*0.5;
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particleListEntry->y1=center.y-size*0.5;
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particleListEntry->y2=center.y+size*0.5;
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particleListEntry->next=gScreenParticleList;
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gScreenParticleList=particleListEntry;
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gNumScreenParticles++;
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}
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}
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void ParticlesInitDef(tParticlesDef *def)
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{
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def->sprite=FileGetReference("null.raw");
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def->veloRotation=false;
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def->screenTexture=-1;
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def->grow=false;
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def->brightness=1;
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def->r=1;
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def->b=1;
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def->g=1;
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def->a=1;
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def->xSize=1;
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def->ySize=1;
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def->maxSpread=0;
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def->maxVelo=0;
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def->maxLife=1;
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def->gravity=0;
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def->screenGravity=0;
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def->notInTunnel=false;
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def->multi=1;
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}
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//Draw the particle list
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void DrawParticleList()
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{
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tParticleListEntry *particleListEntry=gParticleList;
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//get the ground type under the camera
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tVector3 groundNormal;
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int surfaceType;
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GetGroundOffset(gCameraEntity->pos,&gCameraEntity->lastRoadIndex,&groundNormal,&surfaceType);
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//check if we are in a tunnel, there should be no rain in there.
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if(surfaceType)
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if(gSurfaceTypes->types[surfaceType].soundEcho)
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gCameraTunnel+=10*kFrameTime;
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else
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gCameraTunnel-=10*kFrameTime;
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if(gCameraTunnel>1)gCameraTunnel=1;
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if(gCameraTunnel<0)gCameraTunnel=0;
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while(particleListEntry)
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{
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TexturesSelectTex(particleListEntry->def.sprite);
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for(int i=0;i<particleListEntry->numParticles;i++)
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//does the particle have life left?
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if(particleListEntry->particles[i].life>0)
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{
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float bright=particleListEntry->def.brightness;
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float a=1;
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if(particleListEntry->def.notInTunnel)
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a=1-gCameraTunnel;
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//alpha blend according to life left
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glColor4f(bright*particleListEntry->def.r,bright*particleListEntry->def.g,bright*particleListEntry->def.b,(particleListEntry->particles[i].life/particleListEntry->def.maxLife)*particleListEntry->def.a*a);
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if(!particleListEntry->def.veloRotation)
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{
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//translate to position of particle
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SetupTranslation(particleListEntry->particles[i].pos,gCameraEntity->dir);
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//draw the particle
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float xSize=particleListEntry->def.xSize*0.5*(particleListEntry->def.grow?1-(particleListEntry->particles[i].life/particleListEntry->def.maxLife):1);
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float ySize=particleListEntry->def.ySize*0.5*(particleListEntry->def.grow?1-(particleListEntry->particles[i].life/particleListEntry->def.maxLife):1);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2d(1,1); glVertex2f(xSize,ySize);
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glTexCoord2d(1,0); glVertex2f(xSize,-ySize);
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glTexCoord2d(0,1); glVertex2f(-xSize,ySize);
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glTexCoord2d(0,0); glVertex2f(-xSize,-ySize);
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glEnd();
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#ifdef __POLYCOUNT
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gPolyCount+=2;
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#endif
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}
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else //veloRotation: the particle must be rotated to point into the direction it is moving (eg.: sparks)
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{
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//set up an translate to a matrix rotated to the direction a particle is moving
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tMatrix3 dir;
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tVector3 velo=particleListEntry->particles[i].velo-gCameraEntity->velo;
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float fvelo=~particleListEntry->particles[i].velo;
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*MatrixGetZVector(dir)=velo*1/fvelo;
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*MatrixGetYVector(dir)=Vector(0,1,0);
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MatrixReAdjust(dir);
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fvelo*=kSparkVeloScale;
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SetupTranslation(particleListEntry->particles[i].pos,dir);
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for(int num=0;num<particleListEntry->def.multi;num++)
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{
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glTranslatef(sin(num)*num,0,cos(num)*num);
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//draw the particle as two crossed quads.
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2d(1,0); glVertex3f(particleListEntry->def.xSize*0.5,0,particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(1,1); glVertex3f(particleListEntry->def.xSize*0.5,0,-particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(0,0); glVertex3f(-particleListEntry->def.xSize*0.5,0,particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(0,1); glVertex3f(-particleListEntry->def.xSize*0.5,0,-particleListEntry->def.ySize*0.5*fvelo);
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glEnd();
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2d(1,0); glVertex3f(0,particleListEntry->def.xSize*0.5,particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(1,1); glVertex3f(0,particleListEntry->def.xSize*0.5,-particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(0,0); glVertex3f(0,-particleListEntry->def.xSize*0.5,particleListEntry->def.ySize*0.5*fvelo);
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glTexCoord2d(0,1); glVertex3f(0,-particleListEntry->def.xSize*0.5,-particleListEntry->def.ySize*0.5*fvelo);
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glEnd();
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}
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#ifdef __POLYCOUNT
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gPolyCount+=4;
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#endif
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}
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}
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//jump to next list entry
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particleListEntry=(tParticleListEntry*)particleListEntry->next;
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}
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}
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//draw screen particles
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void DrawScreenParticleList()
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{
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tScreenParticleListEntry *screenParticleListEntry=gScreenParticleList;
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while(screenParticleListEntry)
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{
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TexturesSelectTex(screenParticleListEntry->texture);
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glColor4f(1,1,1,(screenParticleListEntry->life/screenParticleListEntry->maxLife));
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2d(1,1); glVertex3f(screenParticleListEntry->x1,screenParticleListEntry->y2,-1);
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glTexCoord2d(1,0); glVertex3f(screenParticleListEntry->x1,screenParticleListEntry->y1,-1);
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glTexCoord2d(0,1); glVertex3f(screenParticleListEntry->x2,screenParticleListEntry->y2,-1);
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glTexCoord2d(0,0); glVertex3f(screenParticleListEntry->x2,screenParticleListEntry->y1,-1);
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glEnd();
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screenParticleListEntry=(tScreenParticleListEntry*)screenParticleListEntry->next;
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}
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}
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//draw particles
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void ParticlesDraw()
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{
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glPushAttrib(GL_DEPTH_BUFFER_BIT+GL_CURRENT_BIT+GL_LIGHTING_BIT+GL_COLOR_BUFFER_BIT+GL_POLYGON_BIT);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glNormal3f(0,1,0);
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glPushMatrix();
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DrawParticleList();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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DrawScreenParticleList();
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glPopMatrix();
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glPopAttrib();
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}
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#define kEnvironmentParticlesSpread 25
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#define kEnvironmentParticlesLife 1.5
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//create particles as defined by the environment (such as rain)
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void CreateEnvironmentalParticles()
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{
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//are particles enabled by the environment?
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if(gEnvironment->particlesEnable)
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{
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//set up environment particles
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tParticlesDef def;
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def.sprite=gEnvironment->particlesType;
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def.maxSpread=kEnvironmentParticlesSpread;
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def.maxVelo=gEnvironment->particlesVeloSpread;
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def.gravity=0;
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def.multi=5;
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def.screenTexture=-1;
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def.brightness=1.0;
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def.maxLife=gEnvironment->particlesLife;
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def.grow=false;
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def.xSize=gEnvironment->particlesSize.x;def.ySize=gEnvironment->particlesSize.y;
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def.veloRotation=gEnvironment->particlesSize.x!=gEnvironment->particlesSize.y;
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def.brightness=1;
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def.notInTunnel=true;
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def.r=1;def.g=1;def.b=1;def.a=10;
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//and add them to the particle list
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float quantity=gEnvironment->particlesAmount*kFrameTime;
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ParticlesCreate(quantity,
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gCameraEntity->pos+gCameraEntity->velo+*MatrixGetZVector(gCameraEntity->dir)*kEnvironmentParticlesSpread+Vector(0,gEnvironment->particlesHeight,0)
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,gEnvironment->particlesVelo,&def);
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//go to the particle list entry just created,
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//and set the life of all particles to kEnvironmentParticlesLife.
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//we don't want raindrops to fade out before hitting the ground!
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if(gParticleList)
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for(int i=0;i<gParticleList->numParticles;i++)
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gParticleList->particles[i].life=gEnvironment->particlesLife;
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if(gEnvironment->screenParticlesEnable)
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//occasionally add a new raindrop running down the screen.
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if(RandomProb(gEnvironment->particlesAmount*kFrameTime*0.001*(1+sqr(gCameraEntity->velo)*0.003)))
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{
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tVector3 pos=gCameraEntity->pos+*MatrixGetZVector(gCameraEntity->dir)+Vector(RandomFl(-1,1),RandomFl(-1,1),RandomFl(-1,1));
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ScreenParticleCreate(pos,RandomFl(0.008,0.02),RandomFl(0.03,0.08),FileGetReference("raindrop-screen.pct"),RandomFl(0,1.5),1.5);
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}
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}
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/*
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if(gEnvironment->particlesEnable)
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{
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//set up environment particles
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tParticlesDef def;
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def.sprite=FileGetReference("snow.pct");
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def.maxSpread=kEnvironmentParticlesSpread;
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def.maxVelo=1;
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def.gravity=0;
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def.multi=10;
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def.screenTexture=-1;
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def.brightness=1.0;
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def.maxLife=15;
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def.grow=false;
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def.xSize=0.2;def.ySize=0.2;
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def.veloRotation=false;
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def.brightness=1;
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def.notInTunnel=true;
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def.r=1;def.g=1;def.b=1;def.a=10;
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//and add them to the particle list
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float quantity=gEnvironment->particlesAmount*kFrameTime;
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ParticlesCreate(quantity,
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gCameraEntity->pos+gCameraEntity->velo+*MatrixGetZVector(gCameraEntity->dir)*kEnvironmentParticlesSpread+Vector(0,kEnvironmentParticlesSpread*0.2,0)
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,Vector(0,-2,0),&def);
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//go to the particle list entry just created,
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//and set the life of all particles to kEnvironmentParticlesLife.
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//we don't want raindrops to fade out before hitting the ground!
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if(gParticleList)
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for(int i=0;i<gParticleList->numParticles;i++)
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gParticleList->particles[i].life=kEnvironmentParticlesLife;
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}*/
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}
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//runs through the particle list, moving all the particles as required.
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void ProcessParticleList()
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{
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tParticleListEntry *particleListEntry=gParticleList;
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tParticleListEntry **lastEntry=&gParticleList;
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while(particleListEntry)
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{
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//decrement particle list entry life time
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particleListEntry->life-=kFrameTime;
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//if lifetime is <=0, remove entry.
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if(particleListEntry->life<=0)
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{
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*lastEntry=(tParticleListEntry*)particleListEntry->next;
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tParticleListEntry *next=(tParticleListEntry*)particleListEntry->next;
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MemoryFreeBlock(particleListEntry);
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particleListEntry=next;
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}
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else
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{
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for(int i=0;i<particleListEntry->numParticles;i++)
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//if particle has life left
|
||
|
if(particleListEntry->particles[i].life>0)
|
||
|
{
|
||
|
//move particle
|
||
|
particleListEntry->particles[i].pos=particleListEntry->particles[i].pos+particleListEntry->particles[i].velo*kFrameTime;
|
||
|
|
||
|
//gravitional accelerate particle
|
||
|
particleListEntry->particles[i].velo.y-=particleListEntry->def.gravity*kFrameTime;
|
||
|
|
||
|
//decrement lifetiem
|
||
|
particleListEntry->particles[i].life-=kFrameTime;
|
||
|
|
||
|
//can the particle leave traces on the screen? (such as water clouds)
|
||
|
if(particleListEntry->def.screenTexture!=-1&&gCameraMode!=kCameraCockpit)
|
||
|
//is particle within 1 meter of camera?
|
||
|
if(sqr(particleListEntry->particles[i].pos-gCameraEntity->pos)<1)
|
||
|
{
|
||
|
//create a new screen particle
|
||
|
ScreenParticleCreate(particleListEntry->particles[i].pos,particleListEntry->def.screenGravity,particleListEntry->def.xSize,particleListEntry->def.screenTexture,particleListEntry->life*2,particleListEntry->particles[i].life*2);
|
||
|
|
||
|
//and kill the impacted particle
|
||
|
particleListEntry->particles[i].life=0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//jump to next particle.
|
||
|
lastEntry=(tParticleListEntry**)particleListEntry;
|
||
|
particleListEntry=(tParticleListEntry*)particleListEntry->next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//runs through the screen particle list, moving all the particles as required.
|
||
|
void ProcessScreenParticleList()
|
||
|
{
|
||
|
tScreenParticleListEntry *screenParticleListEntry=gScreenParticleList;
|
||
|
tScreenParticleListEntry **screenLastEntry=&gScreenParticleList;
|
||
|
float gravFactor=1+sqr(gCameraEntity->velo)*0.015;
|
||
|
while(screenParticleListEntry)
|
||
|
{
|
||
|
//decrement life
|
||
|
screenParticleListEntry->life-=kFrameTime*0.05;
|
||
|
|
||
|
//if lifetime is <=0, remove entry.
|
||
|
if(screenParticleListEntry->life<=0)
|
||
|
{
|
||
|
*screenLastEntry=(tScreenParticleListEntry*)screenParticleListEntry->next;
|
||
|
tScreenParticleListEntry *next=(tScreenParticleListEntry*)screenParticleListEntry->next;
|
||
|
MemoryFreeBlock(screenParticleListEntry);
|
||
|
screenParticleListEntry=next;
|
||
|
gNumScreenParticles--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//move particle down the screen
|
||
|
screenParticleListEntry->y1-=screenParticleListEntry->gravity*kFrameTime*gravFactor;
|
||
|
screenParticleListEntry->y2-=screenParticleListEntry->gravity*kFrameTime*gravFactor;
|
||
|
|
||
|
//jump to next particle
|
||
|
screenLastEntry=(tScreenParticleListEntry**)screenParticleListEntry;
|
||
|
screenParticleListEntry=(tScreenParticleListEntry*)screenParticleListEntry->next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//process all particle movement
|
||
|
void ParticlesProcess()
|
||
|
{
|
||
|
CreateEnvironmentalParticles();
|
||
|
ProcessParticleList();
|
||
|
ProcessScreenParticleList();
|
||
|
}
|
||
|
|
||
|
void ParticlesClearScreen()
|
||
|
{
|
||
|
tScreenParticleListEntry *screenParticleListEntry=gScreenParticleList;
|
||
|
tScreenParticleListEntry **screenLastEntry=&gScreenParticleList;
|
||
|
while(screenParticleListEntry)
|
||
|
{
|
||
|
*screenLastEntry=(tScreenParticleListEntry*)screenParticleListEntry->next;
|
||
|
tScreenParticleListEntry *next=(tScreenParticleListEntry*)screenParticleListEntry->next;
|
||
|
MemoryFreeBlock(screenParticleListEntry);
|
||
|
screenParticleListEntry=next;
|
||
|
gNumScreenParticles--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ParticlesClear()
|
||
|
{
|
||
|
ParticlesClearScreen();
|
||
|
|
||
|
tParticleListEntry *particleListEntry=gParticleList;
|
||
|
tParticleListEntry **lastEntry=&gParticleList;
|
||
|
|
||
|
while(particleListEntry)
|
||
|
{
|
||
|
*lastEntry=(tParticleListEntry*)particleListEntry->next;
|
||
|
tParticleListEntry *next=(tParticleListEntry*)particleListEntry->next;
|
||
|
MemoryFreeBlock(particleListEntry);
|
||
|
particleListEntry=next;
|
||
|
}
|
||
|
}
|
||
|
|