-// #define VEHICLES_USE_ODE
+#ifndef VEHICLES_DEF_H
+#define VEHICLES_DEF_H
+#ifdef SVQC
+
+#include <common/turrets/sv_turrets.qh>
+#include "vehicle.qh"
// vehicle cvars
-float autocvar_g_vehicles;
-float autocvar_g_vehicles_enter;
-float autocvar_g_vehicles_enter_radius;
-float autocvar_g_vehicles_steal;
-float autocvar_g_vehicles_crush_dmg;
-float autocvar_g_vehicles_crush_force;
-float autocvar_g_vehicles_delayspawn;
-float autocvar_g_vehicles_delayspawn_jitter;
+bool autocvar_g_vehicles = true;
+AUTOCVAR(g_vehicles_enter, bool, false, "require pressing use key to enter a vehicle");
+float autocvar_g_vehicles_enter_radius = 250;
+AUTOCVAR(g_vehicles_steal, bool, true, "allow stealing enemy vehicles in teamplay modes");
+AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
+float autocvar_g_vehicles_crush_dmg = 70;
+float autocvar_g_vehicles_crush_force = 50;
+bool autocvar_g_vehicles_delayspawn = true;
+float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
-var float autocvar_g_vehicles_nex_damagerate = 0.5;
-var float autocvar_g_vehicles_uzi_damagerate = 0.5;
-var float autocvar_g_vehicles_rifle_damagerate = 0.75;
-var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
-var float autocvar_g_vehicles_tag_damagerate = 5;
+int autocvar_g_vehicles_exit_attempts = 25;
+
+AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles");
+float autocvar_g_vehicles_teleportable;
+float autocvar_g_vehicles_vortex_damagerate = 0.5;
+float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+float autocvar_g_vehicles_rifle_damagerate = 0.75;
+float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+float autocvar_g_vehicles_tag_damagerate = 5;
+float autocvar_g_vehicles_weapon_damagerate = 1;
+
+.float vehicle_last_trace;
+
+// flags:
+.int vehicle_flags;
// vehicle definitions
.entity gun1;
.entity gunner1;
.entity gunner2;
-.float vehicle_health; /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value.
-.float vehicle_energy; /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value.
-.float vehicle_shield; /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
+.float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehile, this is the real health value.
+.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehile, this is the real energy value.
+.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehile, this is the real shield value.
-.float vehicle_ammo1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo1 value.
-.float vehicle_reload1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload1 value.
-.float vehicle_ammo2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo2 value.
-.float vehicle_reload2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload2 value.
+.float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehile, this is the real ammo1 value.
+.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehile, this is the real reload1 value.
+.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehile, this is the real ammo2 value.
+.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehile, this is the real reload2 value.
.float sound_nexttime;
-#define VOL_VEHICLEENGINE 1
+const float VOL_VEHICLEENGINE = 1;
const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
-#define VHSF_NORMAL 0
-#define VHSF_FACTORY 2
+const float VHSF_NORMAL = 0;
+const float VHSF_FACTORY = 2;
-.float hud;
+.int hud = _STAT(HUD);
.float dmg_time;
-.float volly_counter;
+.int volly_counter;
-const float MAX_AXH = 4;
+const int MAX_AXH = 4;
.entity AuxiliaryXhair[MAX_AXH];
.entity wps_intruder;
.float lock_soundtime;
const float DAMAGE_TARGETDRONE = 10;
+// vehicle functions
+.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
+.bool(entity this, int _imp) vehicles_impulse;
+.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
+.void(entity this, int exit_flags) vehicle_exit;
+.bool(entity this, entity player) vehicle_enter;
+const int VHEF_NORMAL = 0; /// User pressed exit key
+const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
+const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+
float force_fromtag_power;
float force_fromtag_normpower;
vector force_fromtag_origin;
float vehicles_exit_running;
-#ifdef VEHICLES_USE_ODE
-void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
-void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force
-void(entity e, vector torque) physics_addtorque = #542; // add relative torque
-#endif // VEHICLES_USE_ODE
+// macros
+#define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \
+ ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
-// functions used outside the vehicle code
-void vehicles_exit(float eject);
-void vehicles_enter(entity pl, entity veh);
+.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
-// vehicle functions
-.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-.float(float _imp) vehicles_impulse;
-.float vehicle_weapon2mode = volly_counter;
-.void(float exit_flags) vehicle_exit;
-const float VHEF_NORMAL = 0; /// User pressed exit key
-const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
-const float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
-
-// macros
-#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
- ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
+void vehicles_exit(entity vehic, int eject);
+bool vehicle_initialize(entity this, Vehicle info, float nodrop);
+bool vehicle_impulse(entity this, int imp);
+bool vehicles_crushable(entity e);
+float vehicle_altitude(entity this, float amax);
-#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
- traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
- if(trace_fraction != 1) \
- acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
\ No newline at end of file
+#endif
+#endif