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/*
* PARSEC HEADER: s_emp.h
*/
#ifndef _S_EMP_H_
#define _S_EMP_H_
// use emp as duration weapon
#define EMP_FIRE_CONTINUOUSLY
#define EMP_MAX_TEX_NAME 128
// emp custom type structure --------------------------------------------------
//
struct Emp : CustomObject {
int upgradelevel;
Xmatrx WorldXmatrx; // object- to worldspace matrix
Vertex3* ObjVtxs;
Vertex3* WorldVtxs; // vertices in worldspace
TextureMap* texmap;
char texname[ EMP_MAX_TEX_NAME + 1 ];
dword OwnerHostObjno; // needed for animation calculation
GenObject* ownerpo;
int Owner;
int vtxsnr;
int lod;
bams_t lat;
bams_t rot;
long alive;
int delay;
int red;
int green;
int blue;
int alpha;
dword damage; // hitpoints fractional per refframe
};
// number of upgrade levels ---------------------------------------------------
//
#define EMP_UPGRADES 3
// preset emp type property values --------------------------------------------
//
#define EMP_MAX_LIFETIME 6000
#define EMP_MIN_LIFETIME 60
#define EMP_MAX_WAVES 100
#define EMP_MIN_WAVES 1
#define EMP_MAX_DELAY 2400
#define EMP_MIN_DELAY 0
// emp standard property values
#define EMP_TEXNAME "in01_00a.3df"
#define EMP_LOD 16
#define EMP_MAX_WIDTH 200.0f
#define EMP_LAT 0x2000 // 45 deg
#define EMP_RED 220
#define EMP_GREEN 220
#define EMP_BLUE 220
#define EMP_ALPHA 255
#define EMP_LIFETIME 400
#define EMP_FADEOUT 400
#define EMP_LAMBDA 0.2
#define EMP_ROT 32
#define EMP_DELAY 200
#define EMP_WAVES 1
#define EMP_ENERGY 0
#define EMP_DAMAGE 2000
// emp upgrade level 1 property values
#define EMP_UP1_TEXNAME "in01_00a.3df"
#define EMP_UP1_LOD 16
#define EMP_UP1_MAX_WIDTH 200.0f
#define EMP_UP1_LAT 0x2000 // 45 deg
#define EMP_UP1_RED 220
#define EMP_UP1_GREEN 220
#define EMP_UP1_BLUE 220
#define EMP_UP1_ALPHA 180
#define EMP_UP1_LIFETIME 200
#define EMP_UP1_FADEOUT 200
#define EMP_UP1_LAMBDA 2.0
#define EMP_UP1_ROT ( BAMS_DEG45 / 16 )
#define EMP_UP1_DELAY 40
#define EMP_UP1_WAVES 6
#define EMP_UP1_ENERGY 6
#define EMP_UP1_DAMAGE 1000
// emp upgrade level 2 property values
#define EMP_UP2_TEXNAME "in01_00a.3df"
#define EMP_UP2_LOD 16
#define EMP_UP2_MAX_WIDTH 200.0f
#define EMP_UP2_LAT 0x2000 // 45 deg
#define EMP_UP2_RED 220
#define EMP_UP2_GREEN 200
#define EMP_UP2_BLUE 0
#define EMP_UP2_ALPHA 90
#define EMP_UP2_LIFETIME 800
#define EMP_UP2_FADEOUT 800
#define EMP_UP2_LAMBDA 4.0
#define EMP_UP2_ROT 16
#define EMP_UP2_DELAY 80
#define EMP_UP2_WAVES 6
#define EMP_UP2_ENERGY 40
#define EMP_UP2_DAMAGE 2000
#define OFS_TEXNAME offsetof( Emp, texname )
#define OFS_LOD offsetof( Emp, lod )
#define OFS_LAT offsetof( Emp, lat )
#define OFS_ROT offsetof( Emp, rot )
#define OFS_RED offsetof( Emp, red )
#define OFS_GREEN offsetof( Emp, green )
#define OFS_BLUE offsetof( Emp, blue )
#define OFS_ALPHA offsetof( Emp, alpha )
#define OFS_DAMAGE offsetof( Emp, damage )
// assigned type id for emp type ----------------------------------------------
//
extern dword emp_type_id[ EMP_UPGRADES ];
// full table for emp expansion -----------------------------------------------
//
static float *emp_expansion_tab[ EMP_UPGRADES ] = {
NULL, NULL, NULL,
};
// emp behaviour properties ---------------------------------------------------
//
static int emp_lifetime[ EMP_UPGRADES ] = {
EMP_LIFETIME,
EMP_UP1_LIFETIME,
EMP_UP2_LIFETIME,
};
static geomv_t emp_max_width[ EMP_UPGRADES ] = {
FLOAT_TO_GEOMV( EMP_MAX_WIDTH ),
FLOAT_TO_GEOMV( EMP_UP1_MAX_WIDTH ),
FLOAT_TO_GEOMV( EMP_UP2_MAX_WIDTH ),
};
static float emp_lambda[ EMP_UPGRADES ] = {
EMP_LAMBDA,
EMP_UP1_LAMBDA,
EMP_UP2_LAMBDA,
};
static int emp_fadeout[ EMP_UPGRADES ] = {
EMP_FADEOUT,
EMP_UP1_FADEOUT,
EMP_UP2_FADEOUT,
};
static int emp_waves[ EMP_UPGRADES ] = {
EMP_WAVES,
EMP_UP1_WAVES,
EMP_UP2_WAVES,
};
static int emp_delay[ EMP_UPGRADES ] = {
EMP_DELAY,
EMP_UP1_DELAY,
EMP_UP2_DELAY,
};
static int emp_energy[ EMP_UPGRADES ] = {
EMP_ENERGY,
EMP_UP1_ENERGY,
EMP_UP2_ENERGY,
};
// macro to set the properties of a itervertex --------------------------------
//
#define SET_ITER_VTX( itvtx, vtx, u, v, r, g, b, a ) \
(itvtx)->X = (vtx)->X; \
(itvtx)->Y = (vtx)->Y; \
(itvtx)->Z = (vtx)->Z; \
(itvtx)->W = GEOMV_1; \
(itvtx)->U = (u); \
(itvtx)->V = (v); \
(itvtx)->R = (r); \
(itvtx)->G = (g); \
(itvtx)->B = (b); \
(itvtx)->A = (a);
// color combination macro ----------------------------------------------------
//
#define COLOR_MUL(t,a,b) { \
int tmp; \
tmp = ( (int)(a) * (int)(b) ) / 255; \
if ( tmp > 255 ) \
tmp = 255; \
(t) = tmp; \
}
#ifdef PARSEC_SERVER
// mathematics header
#include "utl_math.h"
// local module header
#include "e_gameserver.h"
// proprietary module headers
#include "con_arg.h"
#include "con_aux_sv.h"
#include "con_com_sv.h"
#include "con_main_sv.h"
#include "e_colldet.h"
#include "g_extra.h"
#include "obj_clas.h"
//#include "e_stats.h"
#include "g_main_sv.h"
#include "e_simulator.h"
#include "sys_refframe_sv.h"
#include "sys_util_sv.h"
#endif
void CreateEmp( GenObject *ownerpo, int delay, int alive, int upgradelevel, int nClientID=0 );
// external functions
#ifndef PARSEC_SERVER
void WFX_EmpBlast( ShipObject *shippo );
void WFX_RemoteEmpBlast( ShipObject *shippo, int curupgrade );
void WFX_CreateEmpWaves( ShipObject *shippo );
int WFX_ActivateEmp( ShipObject *shippo );
void WFX_DeactivateEmp( ShipObject *shippo );
void WFX_RemoteActivateEmp( int playerid );
void WFX_RemoteDeactivateEmp( int playerid );
#else
int EmpShipCollision( Emp *emp, ShipObject* shippo );
int EmpAnimate( CustomObject *base );
#endif
#endif // _S_EMP_H_
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