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fteqw/engine/client/cl_cg.c

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#include "quakedef.h"
//#include "cg_public.h"
#ifdef VM_CG
#include "shader.h"
#if 1
#include "glquake.h"//hack
#else
typedef float m3by3_t[3][3];
#endif
#include "clq3defs.h"
//cl_ui.c
void CG_Command_f(void);
#define CGAME_IMPORT_API_VERSION 4
#define CGTAGNUM 5423
extern model_t mod_known[];
extern int mod_numknown;
#define VM_FROMMHANDLE(a) ((a&&((unsigned int)a)<=mod_numknown)?mod_known+a-1:NULL)
#define VM_TOMHANDLE(a) (a?a-mod_known+1:0)
#define VM_FROMSHANDLE(a) (a?r_shaders+a-1:NULL)
#define VM_TOSHANDLE(a) (a?a-r_shaders+1:0)
extern model_t box_model;
typedef enum {
CG_PRINT,
CG_ERROR,
CG_MILLISECONDS,
CG_CVAR_REGISTER,
CG_CVAR_UPDATE,
CG_CVAR_SET,
CG_CVAR_VARIABLESTRINGBUFFER,
CG_ARGC,
CG_ARGV,
CG_ARGS,
CG_FS_FOPENFILE, //10
CG_FS_READ,
CG_FS_WRITE,
CG_FS_FCLOSEFILE,
CG_SENDCONSOLECOMMAND,
CG_ADDCOMMAND,
CG_SENDCLIENTCOMMAND,
CG_UPDATESCREEN,
CG_CM_LOADMAP,
CG_CM_NUMINLINEMODELS,
CG_CM_INLINEMODEL, //20
CG_CM_LOADMODEL,
CG_CM_TEMPBOXMODEL,
CG_CM_POINTCONTENTS,
CG_CM_TRANSFORMEDPOINTCONTENTS,
CG_CM_BOXTRACE,
CG_CM_TRANSFORMEDBOXTRACE,
CG_CM_MARKFRAGMENTS,
CG_S_STARTSOUND,
CG_S_STARTLOCALSOUND,
CG_S_CLEARLOOPINGSOUNDS, //30
CG_S_ADDLOOPINGSOUND,
CG_S_UPDATEENTITYPOSITION,
CG_S_RESPATIALIZE,
CG_S_REGISTERSOUND,
CG_S_STARTBACKGROUNDTRACK,
CG_R_LOADWORLDMAP,
CG_R_REGISTERMODEL,
CG_R_REGISTERSKIN,
CG_R_REGISTERSHADER,
CG_R_CLEARSCENE, //40
CG_R_ADDREFENTITYTOSCENE,
CG_R_ADDPOLYTOSCENE,
CG_R_ADDLIGHTTOSCENE,
CG_R_RENDERSCENE,
CG_R_SETCOLOR,
CG_R_DRAWSTRETCHPIC,
CG_R_MODELBOUNDS,
CG_R_LERPTAG,
CG_GETGLCONFIG,
CG_GETGAMESTATE, //50
CG_GETCURRENTSNAPSHOTNUMBER,
CG_GETSNAPSHOT,
CG_GETSERVERCOMMAND,
CG_GETCURRENTCMDNUMBER,
CG_GETUSERCMD,
CG_SETUSERCMDVALUE,
CG_R_REGISTERSHADERNOMIP,
CG_MEMORY_REMAINING,
CG_R_REGISTERFONT,
CG_KEY_ISDOWN, //60
CG_KEY_GETCATCHER,
CG_KEY_SETCATCHER,
CG_KEY_GETKEY,
CG_PC_ADD_GLOBAL_DEFINE,
CG_PC_LOAD_SOURCE,
CG_PC_FREE_SOURCE,
CG_PC_READ_TOKEN,
CG_PC_SOURCE_FILE_AND_LINE,
CG_S_STOPBACKGROUNDTRACK,
CG_REAL_TIME, //70
CG_SNAPVECTOR,
CG_REMOVECOMMAND,
CG_R_LIGHTFORPOINT, //73
CG_CIN_PLAYCINEMATIC, //64
CG_CIN_STOPCINEMATIC, //75
CG_CIN_RUNCINEMATIC, //76
CG_CIN_DRAWCINEMATIC, //77
CG_CIN_SETEXTENTS, //78
CG_R_REMAP_SHADER, //79
CG_S_ADDREALLOOPINGSOUND, //80
CG_S_STOPLOOPINGSOUND, //81
CG_CM_TEMPCAPSULEMODEL, //82
CG_CM_CAPSULETRACE, //83
CG_CM_TRANSFORMEDCAPSULETRACE, //84
CG_R_ADDADDITIVELIGHTTOSCENE, //85
CG_GET_ENTITY_TOKEN, //86
CG_R_ADDPOLYSTOSCENE, //87
CG_R_INPVS, //88
// 1.32
CG_FS_SEEK, //89
CG_MEMSET = 100,
CG_MEMCPY,
CG_STRNCPY,
CG_SIN,
CG_COS,
CG_ATAN2,
CG_SQRT,
CG_FLOOR,
CG_CEIL,
CG_TESTPRINTINT,
CG_TESTPRINTFLOAT,
CG_ACOS,
CG_FTE_FINDPARTICLEEFFECT = 200,
CG_FTE_SPAWNPARTICLEEFFECT,
CG_FTE_SPAWNPARTICLETRAIL,
CG_FTE_FREEPARTICLESTATE
} cgameImport_t;
/*
int CG_FTE_FINDPARTICLEEFFECT(char *particleeffectname) = #200;
int CG_FTE_SPAWNPARTICLEEFFECT(vec3_t pos, vec3_t dir, float count, int effectnum, void *pstate) = #201;
int CG_FTE_SPAWNPARTICLETRAIL(vec3_t start, vec3_t end, int effectnum, void *pstate) = #202;
void CG_FTE_FREEPARTICLESTATE(void *pstate) = #203;
*/
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef enum {
CG_INIT,
// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
// called when the level loads or when the renderer is restarted
// all media should be registered at this time
// cgame will display loading status by calling SCR_Update, which
// will call CG_DrawInformation during the loading process
// reliableCommandSequence will be 0 on fresh loads, but higher for
// demos, tourney restarts, or vid_restarts
CG_SHUTDOWN,
// void (*CG_Shutdown)( void );
// oportunity to flush and close any open files
CG_CONSOLE_COMMAND,
// qboolean (*CG_ConsoleCommand)( void );
// a console command has been issued locally that is not recognized by the
// main game system.
// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
// command is not known to the game
CG_DRAW_ACTIVE_FRAME,
// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
// Generates and draws a game scene and status information at the given time.
// If demoPlayback is set, local movement prediction will not be enabled
CG_CROSSHAIR_PLAYER,
// int (*CG_CrosshairPlayer)( void );
CG_LAST_ATTACKER,
// int (*CG_LastAttacker)( void );
CG_KEY_EVENT,
// void (*CG_KeyEvent)( int key, qboolean down );
CG_MOUSE_EVENT,
// void (*CG_MouseEvent)( int dx, int dy );
CG_EVENT_HANDLING
// void (*CG_EventHandling)(int type);
} cgameExport_t;
unsigned int Contents_To_Q3(unsigned int fte)
{
int ret = 0;
if (fte & FTECONTENTS_SOLID) //should use q3 constants.
ret |= 1;
if (fte & FTECONTENTS_WATER) //should use q3 constants.
ret |= 32;
if (fte & FTECONTENTS_SLIME) //should use q3 constants.
ret |= 16;
if (fte & FTECONTENTS_LAVA) //should use q3 constants.
ret |= 8;
if (fte & FTECONTENTS_SKY) //should use q3 constants.
ret |= 0x80000000;
return ret;
}
unsigned int Contents_From_Q3(unsigned int Q3)
{
int ret = 0;
if (Q3 & 1) //should use q3 constants.
ret |= FTECONTENTS_SOLID;
if (Q3 & 32) //should use q3 constants.
ret |= FTECONTENTS_WATER;
if (Q3 & 16) //should use q3 constants.
ret |= FTECONTENTS_SLIME;
if (Q3 & 8) //should use q3 constants.
ret |= FTECONTENTS_LAVA;
if (Q3 & 0x80000000) //should use q3 constants.
ret |= FTECONTENTS_SKY;
return ret;
}
#define MAX_GAMESTATE_CHARS 16000
#define MAX_CONFIGSTRINGS 1024
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
gameState_t cggamestate;
void CG_InsertIntoGameState(int num, char *str)
{
if (num < 5)
{
Con_DPrintf("%i: %s", num, str);
}
if (num == CFGSTR_SYSINFO)
{
//check some things.
cl.servercount = atoi(Info_ValueForKey(str, "sv_serverid"));
}
if (cggamestate.dataCount + strlen(str)+1 > MAX_GAMESTATE_CHARS)
{
char oldstringData[MAX_GAMESTATE_CHARS];
int i;
char *oldstr;
//copy the old strings to a temporary buffer
memcpy(oldstringData, cggamestate.stringData, MAX_GAMESTATE_CHARS);
cggamestate.dataCount = 0;
for (i = 0; i < MAX_CONFIGSTRINGS; i++)
{
oldstr = oldstringData+cggamestate.stringOffsets[i];
if (*oldstr)
{
if (cggamestate.dataCount + strlen(oldstr)+1 > MAX_GAMESTATE_CHARS)
Host_EndGame("Too much configstring text\n");
cggamestate.dataCount+=1;
strcpy(cggamestate.stringData+cggamestate.dataCount, oldstr);
cggamestate.stringOffsets[i] = cggamestate.dataCount;
cggamestate.dataCount += strlen(oldstr);
}
else
cggamestate.stringOffsets[i] = 0;
}
}
if (!*str)
{
cggamestate.stringOffsets[num] = 0;
return;
}
cggamestate.dataCount+=1;
strcpy(cggamestate.stringData+cggamestate.dataCount, str);
cggamestate.stringOffsets[num] = cggamestate.dataCount;
cggamestate.dataCount += strlen(str);
}
char *CG_GetConfigString(int num)
{
if ((unsigned)num >= MAX_CONFIGSTRINGS)
return "";
return cggamestate.stringData + cggamestate.stringOffsets[num];
}
int CG_GetGameState(gameState_t *gs)
{
memcpy(gs, &cggamestate, sizeof(gameState_t));
return sizeof(gameState_t);
}
typedef struct {
int serverTime;
int angles[3];
int buttons;
qbyte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} q3usercmd_t;
#define CMD_MASK Q3UPDATE_MASK
qboolean CGQ3_GetUserCmd(int cmdNumber, q3usercmd_t *ucmd)
{
usercmd_t *cmd;
cmdNumber--;
if (cmdNumber > cl.movesequence)
Host_EndGame("CL_GetUserCmd: cmdNumber > ccs.currentUserCmdNumber");
if (cl.movesequence - cmdNumber > CMD_MASK)
return false; // too old
cmd = &cl.outframes[(cmdNumber) & CMD_MASK].cmd[0];
ucmd->angles[0] = cmd->angles[0];
ucmd->angles[1] = cmd->angles[1];
ucmd->angles[2] = cmd->angles[2];
ucmd->serverTime = cmd->servertime;
ucmd->forwardmove = cmd->forwardmove;
ucmd->rightmove = cmd->sidemove;
ucmd->upmove = cmd->upmove;
ucmd->buttons = cmd->buttons;
ucmd->weapon = cmd->weapon;
return true;
}
static vm_t *cgvm;
extern int keycatcher;
qboolean CG_GetServerCommand(int cmdnum)
{
//quote from cgame code:
// get the gamestate from the client system, which will have the
// new configstring already integrated
char *str = ccs.serverCommands[cmdnum & TEXTCMD_MASK];
Con_DPrintf("Dispaching %s\n", str);
Cmd_TokenizeString(str, false, false);
if (!strcmp(Cmd_Argv(0), "cs"))
CG_InsertIntoGameState(atoi(Cmd_Argv(1)), Cmd_Argv(2));
return true;
}
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
int CG_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, float *pointBuffer, int maxFragments, markFragment_t *fragmentBuffer )
{
vec3_t center;
vec3_t axis[3];
vec3_t p[4];
int i;
float *clippedpoints;
float radius;
int numtris;
if (numPoints != 4)
return 0;
/*
q3 gamecode includes something like this
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
We want that origional axis and the origin
axis[0] is given in the 'projection' parameter.
Yes, reversing this stuff means that we'll have no support for triangles.
*/
VectorClear(center);
VectorMA(center, 0.25, points[0], center);
VectorMA(center, 0.25, points[1], center);
VectorMA(center, 0.25, points[2], center);
VectorMA(center, 0.25, points[3], center);
VectorSubtract(points[0], center, p[0]);
VectorSubtract(points[1], center, p[1]);
VectorSubtract(points[2], center, p[2]);
VectorSubtract(points[3], center, p[3]);
for (i = 0; i < 3; i++)
{
axis[1][i] = (p[2][i]-p[1][i]);
axis[2][i] = (p[3][i]-p[2][i]);
}
radius = VectorNormalize(axis[1]);
VectorNormalize(axis[2]);
VectorNormalize2(projection, axis[0]);
numtris = Q1BSP_ClipDecal(center, axis[0], axis[1], axis[2], radius, &clippedpoints);
if (numtris > maxFragments)
numtris = maxFragments;
if (numtris > maxPoints/3)
numtris = maxPoints/3;
for (i = 0; i < numtris; i++)
{
fragmentBuffer[i].numPoints = 3;
fragmentBuffer[i].firstPoint = i*3;
pointBuffer[i*9+0] = clippedpoints[i*9+0];
pointBuffer[i*9+1] = clippedpoints[i*9+1];
pointBuffer[i*9+2] = clippedpoints[i*9+2];
pointBuffer[i*9+3] = clippedpoints[i*9+3];
pointBuffer[i*9+4] = clippedpoints[i*9+4];
pointBuffer[i*9+5] = clippedpoints[i*9+5];
pointBuffer[i*9+6] = clippedpoints[i*9+6];
pointBuffer[i*9+7] = clippedpoints[i*9+7];
pointBuffer[i*9+8] = clippedpoints[i*9+8];
}
return numtris;
}
int VM_LerpTag(void *out, model_t *model, int f1, int f2, float l2, char *tagname);
#define VALIDATEPOINTER(o,l) if ((int)o + l >= mask || VM_POINTER(o) < offset) Host_EndGame("Call to cgame trap %u passes invalid pointer\n", (unsigned int)fn); //out of bounds.
static qintptr_t CG_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, const qintptr_t *arg)
{
int ret=0;
//Remember to range check pointers.
//The QVM must not be allowed to write to anything outside it's memory.
//This includes getting the exe to copy it for it.
//don't bother with reading, as this isn't a virus risk.
//could be a cheat risk, but hey.
//make sure that any called functions are also range checked.
//like reading from files copies names into alternate buffers, allowing stack screwups.
//OutputDebugString(va("cl_cg: %i\n", fn));
switch(fn)
{
case CG_PRINT:
Con_Printf("%s", (char*)VM_POINTER(arg[0]));
break;
case CG_ERROR:
Host_EndGame("cgame: %s", (char*)VM_POINTER(arg[0]));
break;
case CG_ARGC:
VM_LONG(ret) = Cmd_Argc();
break;
case CG_ARGV:
VALIDATEPOINTER(arg[1], arg[2]);
Q_strncpyz(VM_POINTER(arg[1]), Cmd_Argv(VM_LONG(arg[0])), VM_LONG(arg[2]));
break;
case CG_ARGS:
VALIDATEPOINTER(arg[0], arg[1]);
Q_strncpyz(VM_POINTER(arg[0]), Cmd_Args(), VM_LONG(arg[1]));
break;
case CG_CVAR_REGISTER:
if (arg[0])
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Register(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case CG_CVAR_UPDATE:
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Update(VM_POINTER(arg[0]));
case CG_CVAR_SET:
{
cvar_t *var;
var = Cvar_FindVar(VM_POINTER(arg[0]));
if (var)
Cvar_Set(var, VM_POINTER(arg[1])?VM_POINTER(arg[1]):""); //set it
else
Cvar_Get(VM_POINTER(arg[0]), VM_POINTER(arg[1]), 0, "Q3CG created"); //create one
}
break;
case CG_CVAR_VARIABLESTRINGBUFFER:
{
cvar_t *var;
var = Cvar_FindVar(VM_POINTER(arg[0]));
if (!VM_LONG(arg[2]))
VM_LONG(ret) = 0;
else if (!var)
{
VALIDATEPOINTER(arg[1], 1);
*(char *)VM_POINTER(arg[1]) = '\0';
VM_LONG(ret) = -1;
}
else
{
VALIDATEPOINTER(arg[1], arg[2]);
Q_strncpyz(VM_POINTER(arg[1]), var->string, VM_LONG(arg[2]));
}
}
break;
case CG_SENDCONSOLECOMMAND:
Con_DPrintf("CG_SENDCONSOLECOMMAND: %s", (char*)VM_POINTER(arg[0]));
Cbuf_AddText(VM_POINTER(arg[0]), RESTRICT_SERVER);
break;
case CG_ADDCOMMAND:
Cmd_AddCommand(VM_POINTER(arg[0]), NULL);
break;
case CG_SENDCLIENTCOMMAND:
Con_DPrintf("CG_SENDCLIENTCOMMAND: %s", (char*)VM_POINTER(arg[0]));
CL_SendClientCommand(true, "%s", (char*)VM_POINTER(arg[0]));
break;
case CG_UPDATESCREEN: //force a buffer swap cos loading won't refresh it soon.
if (key_dest != key_console)
scr_con_current = 0;
SCR_UpdateScreen();
break;
case CG_FS_FOPENFILE: //fopen
if (arg[1])
VALIDATEPOINTER(arg[1], 4);
VM_LONG(ret) = VM_fopen(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), 1);
break;
case CG_FS_READ: //fread
VALIDATEPOINTER(arg[1], 4);
VM_LONG(ret) = VM_FRead(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 1);
break;
case CG_FS_WRITE: //fwrite
break;
case CG_FS_FCLOSEFILE: //fclose
VM_fclose(VM_LONG(arg[0]), 1);
break;
case CG_CM_POINTCONTENTS: //int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
{
unsigned int pc;
unsigned int modhandle = VM_LONG(arg[1]);
model_t *mod;
if (modhandle >= MAX_MODELS)
mod = &box_model;
else
mod = cl.model_precache[modhandle+1];
if (mod && !mod->needload)
pc = mod->funcs.NativeContents(mod, 0, 0, NULL, VM_POINTER(arg[0]), vec3_origin, vec3_origin);
else
pc = 1;//FTECONTENTS_SOLID;
VM_LONG(ret) = pc;//Contents_To_Q3(pc);
}
break;
case CG_CM_TRANSFORMEDPOINTCONTENTS: //int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) {
{
unsigned int pc;
float *p = VM_POINTER(arg[0]);
unsigned int modhandle = VM_LONG(arg[1]);
float *origin = VM_POINTER(arg[2]);
float *angles = VM_POINTER(arg[3]);
model_t *mod;
if (modhandle >= MAX_MODELS)
mod = &box_model;
else
mod = cl.model_precache[modhandle+1];
if (mod)
{
vec3_t p_l;
vec3_t axis[3];
// subtract origin offset
VectorSubtract (p, origin, p_l);
// rotate start and end into the models frame of reference
if (angles[0] || angles[1] || angles[2])
{
AngleVectors (angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
pc = mod->funcs.NativeContents(mod, 0, 0, axis, p_l, vec3_origin, vec3_origin);
}
else
pc = mod->funcs.NativeContents(mod, 0, 0, NULL, p_l, vec3_origin, vec3_origin);
}
else
pc = Q3CONTENTS_SOLID;
VM_LONG(ret) = pc;
}
break;
case CG_CM_TRANSFORMEDBOXTRACE:
// void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
// const vec3_t mins, const vec3_t maxs,
// clipHandle_t model, int brushmask );
{
//FIXME: no protection of result trace.
trace_t tr;
q3trace_t *results = VM_POINTER(arg[0]);
float *start = VM_POINTER(arg[1]);
float *end = VM_POINTER(arg[2]);
float *mins = VM_POINTER(arg[3]);
float *maxs = VM_POINTER(arg[4]);
unsigned int modhandle = VM_LONG(arg[5]);
int brushmask = VM_LONG(arg[6]);
float *origin = VM_POINTER(arg[7]);
float *angles = VM_POINTER(arg[8]);
model_t *mod;
if (modhandle >= MAX_MODELS)
mod = &box_model;
else
mod = cl.model_precache[modhandle+1];
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
if (!origin)
origin = vec3_origin;
if (!angles)
angles = vec3_origin;
if (mod)
#ifndef CLIENTONLY
TransformedNativeTrace(mod, 0, 0, start, end, mins, maxs, brushmask, &tr, origin, angles);
#else
{
#ifdef warningmsg
#pragma warningmsg("FIXME: G3 CGame requires TransformedNativeTrace!")
#endif
memset(&tr, 0, sizeof(tr));
tr.allsolid = tr.startsolid = true;
tr.contents = 1;
}
#endif
else
{
memset(&tr, 0, sizeof(tr));
tr.allsolid = tr.startsolid = true;
tr.contents = 1;
}
results->allsolid = tr.allsolid;
results->contents = tr.contents;
results->fraction = tr.fraction;
results->entityNum = 0;
results->startsolid = tr.startsolid;
results->surfaceFlags = tr.surface?tr.surface->flags:0;
memcpy(results->endpos, tr.endpos, sizeof(vec3_t));
memcpy(&results->plane, &tr.plane, sizeof(cplane_t));
}
break;
case CG_CM_BOXTRACE:
// void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
// const vec3_t mins, const vec3_t maxs,
// clipHandle_t model, int brushmask );
{
//FIXME: no protection of result trace.
trace_t tr;
q3trace_t *results = VM_POINTER(arg[0]);
float *start = VM_POINTER(arg[1]);
float *end = VM_POINTER(arg[2]);
float *mins = VM_POINTER(arg[3]);
float *maxs = VM_POINTER(arg[4]);
unsigned int modhandle = VM_LONG(arg[5]);
int brushmask = VM_LONG(arg[6]);
model_t *mod;
if (modhandle >= MAX_MODELS)
mod = &box_model;
else
mod = cl.model_precache[modhandle+1];
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
mod->funcs.NativeTrace(mod, 0, 0, NULL, start, end, mins, maxs, brushmask, &tr);
results->allsolid = tr.allsolid;
results->contents = tr.contents;
results->fraction = tr.fraction;
results->entityNum = 0;
results->startsolid = tr.startsolid;
results->surfaceFlags = tr.surface?tr.surface->flags:0;
memcpy(results->endpos, tr.endpos, sizeof(vec3_t));
memcpy(&results->plane, &tr.plane, sizeof(cplane_t));
}
break;
case CG_R_LOADWORLDMAP: //FTE can't distinguish. :/
break; //So long as noone has one collision model with a different rendering one, we'll be fine
case CG_CM_LOADMAP:
{
int i;
char *mapname = VM_POINTER(arg[0]);
strcpy(cl.model_name[1], mapname);
cl.worldmodel = cl.model_precache[1] = Mod_ForName(mapname, false);
if (cl.worldmodel->needload)
Host_EndGame("Couldn't load map");
for (i=1 ; i<cl.model_precache[1]->numsubmodels ; i++)
{
strcpy(cl.model_name[1+i], va("*%i", i));
cl.model_precache[i+1] = Mod_ForName (cl.model_name[i+1], false);
}
}
break;
case CG_CM_INLINEMODEL:
if ((unsigned int)VM_LONG(arg[0]) > (cl.worldmodel?cl.worldmodel->numsubmodels:0))
Host_EndGame("cgame asked for invalid model number\n");
VM_LONG(ret) = VM_LONG(arg[0]);
break;
case CG_CM_NUMINLINEMODELS:
VM_LONG(ret) = cl.worldmodel?cl.worldmodel->numsubmodels:0;
break;
case CG_CM_TEMPBOXMODEL:
CM_TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
VM_LONG(ret) = MAX_MODELS;
break;
case CG_R_MODELBOUNDS:
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
{
model_t *mod = VM_FROMMHANDLE(arg[0]);
if (mod)
{
VectorCopy(mod->mins, ((float*)VM_POINTER(arg[1])));
VectorCopy(mod->maxs, ((float*)VM_POINTER(arg[2])));
}
}
break;
case CG_R_REGISTERMODEL: //precache model
{
model_t *mod;
mod = Mod_ForName(VM_POINTER(arg[0]), false);
if (mod->needload || mod->type == mod_dummy)
return 0;
VM_LONG(ret) = VM_TOMHANDLE(mod);
}
break;
case CG_R_REGISTERSKIN:
VM_LONG(ret) = VM_TOSTRCACHE(arg[0]);
break;
case CG_R_REGISTERSHADER:
if (!*(char*)VM_POINTER(arg[0]))
VM_LONG(ret) = 0;
else
VM_LONG(ret) = VM_TOSHANDLE(R_RegisterPic(VM_POINTER(arg[0])));
break;
case CG_R_REGISTERSHADERNOMIP:
if (!*(char*)VM_POINTER(arg[0]))
VM_LONG(ret) = 0;
else
VM_LONG(ret) = VM_TOSHANDLE(R_RegisterPic(VM_POINTER(arg[0])));
break;
case CG_R_CLEARSCENE: //clear scene (not rtlights, only dynamic ones)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CL_ClearEntityLists();
rtlights_first = RTL_FIRST;
break;
case CG_R_ADDPOLYTOSCENE:
VQ3_AddPoly(VM_FROMSHANDLE(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]));
break;
case CG_R_ADDREFENTITYTOSCENE: //add ent to scene
VQ3_AddEntity(VM_POINTER(arg[0]));
break;
case CG_R_ADDADDITIVELIGHTTOSCENE:
case CG_R_ADDLIGHTTOSCENE: //add light to scene.
{
float *org = VM_POINTER(arg[0]);
CL_NewDlight(-1, org, VM_FLOAT(arg[1]), 0, VM_FLOAT(arg[2]), VM_FLOAT(arg[3]), VM_FLOAT(arg[4]));
}
break;
case CG_R_RENDERSCENE: //render scene
R_PushDlights();
VQ3_RenderView(VM_POINTER(arg[0]));
break;
case CG_R_SETCOLOR: //setcolour float*
{
float *f = VM_POINTER(arg[0]);
if (f)
R2D_ImageColours(f[0], f[1], f[2], f[3]);
else
R2D_ImageColours(1, 1, 1, 1);
}
break;
case CG_R_DRAWSTRETCHPIC:
R2D_Image(VM_FLOAT(arg[0]), VM_FLOAT(arg[1]), VM_FLOAT(arg[2]), VM_FLOAT(arg[3]), VM_FLOAT(arg[4]), VM_FLOAT(arg[5]), VM_FLOAT(arg[6]), VM_FLOAT(arg[7]), VM_FROMSHANDLE(VM_LONG(arg[8])));
break;
case CG_R_LERPTAG: //Lerp tag...
VALIDATEPOINTER(arg[0], sizeof(float)*12);
VM_LONG(ret) = VM_LerpTag(VM_POINTER(arg[0]), VM_FROMMHANDLE(arg[1]), VM_LONG(arg[2]), VM_LONG(arg[3]), VM_FLOAT(arg[4]), VM_POINTER(arg[5]));
break;
case CG_S_REGISTERSOUND:
{
sfx_t *sfx;
sfx = S_PrecacheSound(VM_POINTER(arg[0]));
if (sfx)
VM_LONG(ret) = VM_TOSTRCACHE(arg[0]);
else
VM_LONG(ret) = -1;
}
break;
case CG_S_STARTLOCALSOUND:
if (VM_LONG(arg[0]) != -1 && arg[0])
S_LocalSound(VM_FROMSTRCACHE(arg[0]));
break;
case CG_S_STARTSOUND:// ( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx )
S_StartSound(VM_LONG(arg[1])+1, VM_LONG(arg[2]), S_PrecacheSound(VM_FROMSTRCACHE(arg[3])), VM_POINTER(arg[0]), 1, 1, 0, 0);
break;
case CG_S_ADDLOOPINGSOUND:
break;
case CG_S_STOPLOOPINGSOUND:
break;
case CG_S_STARTBACKGROUNDTRACK:
case CG_S_STOPBACKGROUNDTRACK:
case CG_S_CLEARLOOPINGSOUNDS:
break;
case CG_S_UPDATEENTITYPOSITION://void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
break;
case CG_S_RESPATIALIZE://void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
{
float *org = VM_POINTER(arg[1]);
vec3_t *axis = VM_POINTER(arg[2]);
S_UpdateListener(org, axis[0], axis[1], axis[2]);
}
break;
case CG_S_ADDREALLOOPINGSOUND:
break;
case CG_KEY_ISDOWN:
{
extern qboolean keydown[256];
if (keydown[VM_LONG(arg[0])])
VM_LONG(ret) = 1;
else
VM_LONG(ret) = 0;
}
break;
case CG_KEY_GETKEY:
{
int ret[2];
M_FindKeysForCommand (0, VM_POINTER(arg[0]), ret);
return ret[0];
}
break;
case CG_KEY_GETCATCHER:
VM_LONG(ret) = keycatcher;
break;
case CG_KEY_SETCATCHER:
keycatcher = VM_LONG(arg[0]);
break;
case CG_GETGLCONFIG:
VALIDATEPOINTER(arg[0], 11332);
{ //FIXME: Clean this shit up
//do any needed work
unsigned char *glconfig = VM_POINTER(arg[0]);
memset(glconfig, 0, 11304);
*(int *)(glconfig+11304) = vid.width;
*(int *)(glconfig+11308) = vid.height;
*(float *)(glconfig+11312) = (float)vid.width/vid.height;
memset((glconfig+11316), 0, 11332-11316);
}
break;
case CG_GETGAMESTATE:
VALIDATEPOINTER(arg[0], sizeof(gameState_t));
VM_LONG(ret) = CG_GetGameState(VM_POINTER(arg[0]));
break;
case CG_CM_MARKFRAGMENTS:
VM_LONG(ret) = CG_MarkFragments( VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]), VM_LONG(arg[5]), VM_POINTER(arg[6]) );
break;
case CG_GETCURRENTSNAPSHOTNUMBER:
VALIDATEPOINTER(arg[0], sizeof(int));
VALIDATEPOINTER(arg[1], sizeof(int));
*(int *)VM_POINTER(arg[0]) = ccs.snap.serverMessageNum;
*(int *)VM_POINTER(arg[1]) = ccs.snap.serverTime;// + Sys_DoubleTime()*1000-ccs.snap.localTime;
break;
case CG_GETSNAPSHOT:
VALIDATEPOINTER(arg[1], sizeof(snapshot_t));
VM_LONG(ret) = CG_FillQ3Snapshot(VM_LONG(arg[0]), VM_POINTER(arg[1]));
break;
case CG_GETCURRENTCMDNUMBER:
VM_LONG(ret) = cl.movesequence;
break;
case CG_GETUSERCMD:
VALIDATEPOINTER(arg[1], sizeof(q3usercmd_t));
VM_LONG(ret) = CGQ3_GetUserCmd(VM_LONG(arg[0]), VM_POINTER(arg[1]));
break;
case CG_SETUSERCMDVALUE: //weaponselect, zoomsensativity.
ccs.selected_weapon = VM_LONG(arg[0]);
in_sensitivityscale = VM_FLOAT(arg[1]);
break;
case CG_GETSERVERCOMMAND:
VM_LONG(ret) = CG_GetServerCommand(VM_LONG(arg[0]));
break;
case CG_MEMORY_REMAINING:
VM_LONG(ret) = Hunk_LowMemAvailable();
break;
case CG_MILLISECONDS:
VM_LONG(ret) = Sys_Milliseconds();
break;
case CG_REAL_TIME:
//really local time
VM_LONG(ret) = Sys_Milliseconds();
break;
case CG_SNAPVECTOR: // ( float *v )
VALIDATEPOINTER(arg[0], sizeof(vec3_t));
{
float *fp = (float *)VM_POINTER(arg[0]);
#define rint(x) (int)((x > 0)?(x + 0.5f):(x-0.5f))
fp[0] = rint(fp[0]);
fp[1] = rint(fp[1]);
fp[2] = rint(fp[2]);
}
break;
case CG_PC_ADD_GLOBAL_DEFINE:
Con_Printf("CG_PC_ADD_GLOBAL_DEFINE not supported\n");
break;
case CG_PC_SOURCE_FILE_AND_LINE:
Script_Get_File_And_Line(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]));
break;
case CG_PC_LOAD_SOURCE:
return Script_LoadFile(VM_POINTER(arg[0]));
case CG_PC_FREE_SOURCE:
Script_Free(arg[0]);
break;
case CG_PC_READ_TOKEN:
//fixme: memory protect.
return Script_Read(arg[0], VM_POINTER(arg[1]));
// standard Q3
case CG_MEMSET:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
memset(dst, arg[1], arg[2]);
}
break;
case CG_MEMCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
memcpy(dst, src, arg[2]);
}
break;
case CG_STRNCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
strncpy(dst, src, arg[2]);
}
break;
case CG_SIN:
VM_FLOAT(ret)=(float)sin(VM_FLOAT(arg[0]));
break;
case CG_COS:
VM_FLOAT(ret)=(float)cos(VM_FLOAT(arg[0]));
break;
case CG_ACOS:
VM_FLOAT(ret)=(float)acos(VM_FLOAT(arg[0]));
break;
case CG_ATAN2:
VM_FLOAT(ret)=(float)atan2(VM_FLOAT(arg[0]), VM_FLOAT(arg[1]));
break;
case CG_SQRT:
VM_FLOAT(ret)=(float)sqrt(VM_FLOAT(arg[0]));
break;
case CG_FLOOR:
VM_FLOAT(ret)=(float)floor(VM_FLOAT(arg[0]));
break;
case CG_CEIL:
VM_FLOAT(ret)=(float)ceil(VM_FLOAT(arg[0]));
break;
case CG_R_REGISTERFONT:
VALIDATEPOINTER(arg[2], sizeof(fontInfo_t));
UI_RegisterFont(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]));
break;
case CG_FTE_FINDPARTICLEEFFECT:
return pe->FindParticleType(VM_POINTER(arg[0]));
case CG_FTE_SPAWNPARTICLEEFFECT:
return pe->RunParticleEffectState(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]));
case CG_FTE_SPAWNPARTICLETRAIL:
return pe->ParticleTrail(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), 0, VM_POINTER(arg[3]));
case CG_FTE_FREEPARTICLESTATE:
pe->DelinkTrailstate(VM_POINTER(arg[0]));
break;
default:
Con_Printf("Q3CG: Bad system trap: %i\n", (int)fn);
}
return ret;
}
static int CG_SystemCallsVM(void *offset, quintptr_t mask, int fn, const int *arg)
{
if (sizeof(qintptr_t) == sizeof(int))
return CG_SystemCalls(offset, mask, fn, (qintptr_t*)arg);
else
{
qintptr_t args[10];
args[0]=arg[0];
args[1]=arg[1];
args[2]=arg[2];
args[3]=arg[3];
args[4]=arg[4];
args[5]=arg[5];
args[6]=arg[6];
args[7]=arg[7];
args[8]=arg[8];
args[9]=arg[9];
return CG_SystemCalls(offset, mask, fn, args);
}
}
//I'm not keen on this.
//but dlls call it without saying what sort of vm it comes from, so I've got to have them as specifics
static qintptr_t EXPORT_FN CG_SystemCallsNative(qintptr_t arg, ...)
{
qintptr_t args[10];
va_list argptr;
va_start(argptr, arg);
args[0]=va_arg(argptr, qintptr_t);
args[1]=va_arg(argptr, qintptr_t);
args[2]=va_arg(argptr, qintptr_t);
args[3]=va_arg(argptr, qintptr_t);
args[4]=va_arg(argptr, qintptr_t);
args[5]=va_arg(argptr, qintptr_t);
args[6]=va_arg(argptr, qintptr_t);
args[7]=va_arg(argptr, qintptr_t);
args[8]=va_arg(argptr, qintptr_t);
args[9]=va_arg(argptr, qintptr_t);
va_end(argptr);
return CG_SystemCalls(NULL, (unsigned)~0, arg, args);
}
int CG_Refresh(void)
{
int time;
if (!cgvm)
return false;
time = ccs.serverTime;
VM_Call(cgvm, CG_DRAW_ACTIVE_FRAME, time, 0, false);
R2D_ImageColours(1, 1, 1, 1);
return true;
}
void CG_Stop (void)
{
keycatcher &= ~2;
if (cgvm)
{
VM_Call(cgvm, CG_SHUTDOWN);
VM_Destroy(cgvm);
VM_fcloseall(1);
cgvm = NULL;
}
}
void CG_Start (void)
{
SCR_SetLoadingStage(0);
if (cls.protocol != CP_QUAKE3)
{ //q3 clients only.
CG_Stop();
return;
}
Z_FreeTags(CGTAGNUM);
SCR_BeginLoadingPlaque();
cgvm = VM_Create("vm/cgame", com_nogamedirnativecode.ival?NULL:CG_SystemCallsNative, CG_SystemCallsVM);
if (cgvm)
{ //hu... cgame doesn't appear to have a query version call!
SCR_EndLoadingPlaque();
VM_Call(cgvm, CG_INIT, ccs.serverMessageNum, ccs.lastServerCommandNum, cl.playerview[0].playernum);
}
else
{
SCR_EndLoadingPlaque();
Host_EndGame("Failed to initialise cgame module\n");
}
}
qboolean CG_Command(void)
{
if (!cgvm)
return false;
Con_DPrintf("CG_Command: %s %s\n", Cmd_Argv(0), Cmd_Args());
return VM_Call(cgvm, CG_CONSOLE_COMMAND);
}
void CG_Command_f(void)
{
if (cgvm)
{
Con_DPrintf("CG_Command_f: %s %s\n", Cmd_Argv(0), Cmd_Args());
if (!VM_Call(cgvm, CG_CONSOLE_COMMAND))
{
Cmd_ForwardToServer();
}
}
}
qboolean CG_KeyPress(int key, int unicode, int down)
{
if (!cgvm || !(keycatcher&8))
return false;
return VM_Call(cgvm, CG_KEY_EVENT, key, down);
}
void CG_Restart_f(void)
{
CG_Stop();
CG_Start();
}
void CG_Init(void)
{
Cmd_AddCommand("cg_restart", CG_Restart_f);
}
#endif