#ifndef VEHICLE_H
#define VEHICLE_H
-int v_null(int) { return 0; }
+// vehicle requests
+const int VR_SETUP = 1; // (BOTH) setup vehicle data
+.bool(entity) vr_setup;
+const int VR_THINK = 2; // (SERVER) logic to run every frame
+.bool(entity) vr_think;
+const int VR_DEATH = 3; // (SERVER) called when vehicle dies
+.bool(entity) vr_death;
+const int VR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this vehicle
+.bool(entity) vr_precache;
+const int VR_ENTER = 5; // (SERVER) called when a player enters this vehicle
+.bool(entity) vr_enter;
+const int VR_SPAWN = 6; // (SERVER) called when the vehicle re-spawns
+.bool(entity) vr_spawn;
+const int VR_IMPACT = 7; // (SERVER) called when a vehicle hits something
+.bool(entity) vr_impact;
+const int VR_HUD = 8; // (CLIENT) logic to run every frame
+.bool(entity) vr_hud;
+
+// vehicle spawn flags (need them here for common registrations)
+const int VHF_ISVEHICLE = 2; /// Indicates vehicle
+const int VHF_HASSHIELD = 4; /// Vehicle has shileding
+const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
+const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
+const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
+const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
+const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
+const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
+const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
+
+// functions:
+entity get_vehicleinfo(int id);
+
+// fields:
+.entity tur_head;
+
+// other useful macros
+#define _VEH_ACTION(veh, mrequest) veh.vehicle_func(veh, mrequest)
+#define VEH_ACTION(veh, mrequest) _VEH_ACTION(get_vehicleinfo(veh), mrequest)
+#define VEH_NAME(veh) (get_vehicleinfo(veh)).vehicle_name
+
+bool v_new(entity, int);
CLASS(Vehicle, Object)
ATTRIB(Vehicle, vehicleid, int, 0)
/** human readable name */
ATTRIB(Vehicle, vehicle_name, string, "Vehicle")
/** */
- ATTRIB(Vehicle, vehicle_func, int(int), v_null)
+ ATTRIB(Vehicle, vehicle_func, bool(Vehicle, int), v_new)
/** full name of model */
ATTRIB(Vehicle, model, string, "")
/** currently a copy of the model */
ATTRIB(Vehicle, maxs, vector, '0 0 0')
ENDCLASS(Vehicle)
+bool v_new(Vehicle this, int req)
+{
+ if (req == VR_SETUP) return this.vr_setup ? this.vr_setup(this) : false;
+ if (req == VR_THINK) return this.vr_think ? this.vr_think(this) : false;
+ if (req == VR_DEATH) return this.vr_death ? this.vr_death(this) : false;
+ if (req == VR_PRECACHE) return this.vr_precache ? this.vr_precache(this) : false;
+ if (req == VR_ENTER) return this.vr_enter ? this.vr_enter(this) : false;
+ if (req == VR_SPAWN) return this.vr_spawn ? this.vr_spawn(this) : false;
+ if (req == VR_IMPACT) return this.vr_impact ? this.vr_impact(this) : false;
+ if (req == VR_HUD) return this.vr_hud ? this.vr_hud(this) : false;
+ return false;
+}
+
#endif