cnq3/code/qcommon/vm_shim.h
myT 9ea5d021d5 implemented the new interop system
implemented the dynamic lights and integer shader time extensions
2017-06-22 07:15:47 +02:00

85 lines
2.2 KiB
C

#pragma once
// rather than have to cast the hell out of every single arg in every single trap
// (the "no implict conversion from void*" rule is so fkn annoying on PODs) >:(
// we provide an explicit converstion to a VM_Arg, which then implicitly converts
// via operators to all the types we share with the VMs. CUNNING LIKE FOX :P
#define VMA_CONVOP(T) operator T*() const { return (T*)p; }
struct VM_Arg {
VM_Arg( intptr_t x ) : p(x) {}
intptr_t p;
VMA_CONVOP( const char );
VMA_CONVOP( char );
VMA_CONVOP( void );
VMA_CONVOP( byte );
VMA_CONVOP( const byte );
VMA_CONVOP( vmCvar_t );
VMA_CONVOP( const vec3_t* );
VMA_CONVOP( const vec3_t );
VMA_CONVOP( const vec_t );
VMA_CONVOP( vec3_t );
VMA_CONVOP( vec_t );
VMA_CONVOP( fileHandle_t );
VMA_CONVOP( fontInfo_t );
VMA_CONVOP( gameState_t );
VMA_CONVOP( markFragment_t );
VMA_CONVOP( orientation_t );
VMA_CONVOP( playerState_t );
VMA_CONVOP( qtime_t );
VMA_CONVOP( trace_t );
VMA_CONVOP( usercmd_t );
// known types are, understandably, a little inconsistent between vm's
#if defined(__TR_TYPES_H)
VMA_CONVOP( glconfig_t );
VMA_CONVOP( const polyVert_t );
VMA_CONVOP( const refdef_t );
VMA_CONVOP( const refEntity_t );
VMA_CONVOP( snapshot_t );
#endif
#if defined(GAME_API_VERSION) // g_public, therefore game or cgame
VMA_CONVOP( sharedEntity_t );
#else
VMA_CONVOP( uiClientState_t );
#endif
// all the bot stuff and the retarded crap that TA added
#if defined(GAME_API_VERSION) // g_public, therefore game or cgame
VMA_CONVOP( struct aas_altroutegoal_s );
VMA_CONVOP( struct aas_areainfo_s );
VMA_CONVOP( struct aas_clientmove_s );
VMA_CONVOP( struct aas_entityinfo_s );
VMA_CONVOP( struct aas_predictroute_s );
VMA_CONVOP( struct bot_consolemessage_s );
VMA_CONVOP( struct bot_goal_s );
VMA_CONVOP( struct bot_initmove_s );
VMA_CONVOP( struct bot_match_s );
VMA_CONVOP( struct bot_moveresult_s );
VMA_CONVOP( struct weaponinfo_s );
VMA_CONVOP( bot_entitystate_t );
VMA_CONVOP( bot_input_t );
VMA_CONVOP( pc_token_t );
/*
VMA_CONVOP( );
VMA_CONVOP( );
VMA_CONVOP( );
VMA_CONVOP( );
VMA_CONVOP( );
*/
#endif
};
#undef VMA_CONVOP
#define VMA(x) VM_Arg(VM_ArgPtr(args[x]))