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fteqw/plugins/quake3/clq3_cg.c
Spoike 0d9a269ab4 Remove last plugin stubs.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6217 fc73d0e0-1445-4013-8a0c-d673dee63da5
2022-03-08 05:34:13 +00:00

1453 lines
38 KiB
C

#include "q3common.h"
//#include "cg_public.h"
#if defined(VM_CG) && defined(HAVE_CLIENT)
#include "shader.h"
#if 1
#include "glquake.h"//hack
#else
typedef float m3by3_t[3][3];
#endif
#include "clq3defs.h"
#include "com_mesh.h"
//cl_ui.c
void CG_Command_f(void);
#define CGAME_IMPORT_API_VERSION 4
static model_t *box_model;
cvar_t *cl_shownet_ptr, *cl_c2sdupe_ptr, *cl_nodelta_ptr;
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, //74
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;
}
typedef struct {
int stringOffsets[MAX_Q3_CONFIGSTRINGS];
char stringData[MAX_Q3_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
static gameState_t cggamestate;
void CG_ClearGameState(void)
{
memset(&cggamestate, 0, sizeof(cggamestate));
}
void CG_InsertIntoGameState(int num, const char *str)
{
if (num < 5)
{
Con_DPrintf("%i: %s", num, str);
}
if (num == CFGSTR_SYSINFO)
{
//check some things.
ccs.servercount = atoi(worldfuncs->GetInfoKey(str, "sv_serverid"));
}
if (cggamestate.dataCount + strlen(str)+1 > countof(cggamestate.stringData))
{
char oldstringData[countof(cggamestate.stringData)];
int i;
char *oldstr;
//copy the old strings to a temporary buffer
memcpy(oldstringData, cggamestate.stringData, countof(cggamestate.stringData));
cggamestate.dataCount = 0;
for (i = 0; i < countof(cggamestate.stringOffsets); i++)
{
oldstr = oldstringData+cggamestate.stringOffsets[i];
if (*oldstr)
{
if (cggamestate.dataCount + strlen(oldstr)+1 > countof(cggamestate.stringData))
plugfuncs->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);
}
const char *CG_GetConfigString(int num)
{
if ((unsigned)num >= countof(cggamestate.stringOffsets))
return "";
return cggamestate.stringData + cggamestate.stringOffsets[num];
}
int CG_GetGameState(gameState_t *gs)
{
memcpy(gs, &cggamestate, sizeof(gameState_t));
return sizeof(gameState_t);
}
static int CGQ3_GetCurrentCmdNumber(void)
{ //Q3 sequences are 1-based, so 1<=idx<=latestsequence are valid
//FTE's sequences are 0-based, so 0<=idx<latestsequence are valid
return inputfuncs->GetMoveCount()-1;
}
static qboolean CGQ3_GetUserCmd(int cmdNumber, q3usercmd_t *ucmd)
{
//q3 prediction uses for(int frame = CGQ3_GetCurrentCmdNumber() - CMD_BACKUP{64} + 1; frame <= CGQ3_GetCurrentCmdNumber(); frame++)
//skipping any that are older than the snapshot's time.
usercmd_t *cmd;
//q3 does not do partials.
if (cmdNumber < 0)
return false; //grr, stoopid q3.
if (cmdNumber >= inputfuncs->GetMoveCount())
plugfuncs->EndGame("CLQ3_GetUserCmd: %i >= %i", cmdNumber, inputfuncs->GetMoveCount());
cmd = inputfuncs->GetMoveEntry(cmdNumber);
if (!cmd)
return false;
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;
}
vm_t *cgvm;
static const char *mapentspointer;
extern int keycatcher;
qboolean CG_GetServerCommand(int cmdnum)
{
static char bigconfigstring[65536];
char *arg0;
//quote from cgame code:
// get the gamestate from the client system, which will have the
// new configstring already integrated
char *str = ccs.serverCommands[cmdnum & Q3TEXTCMD_MASK];
Con_DPrintf("Dispaching %s\n", str);
cmdfuncs->TokenizeString(str);
arg0 = cmdfuncs->Argv(0, NULL, 0);
if (!strcmp(arg0, "bcs0"))
{ //start
Q_snprintfz(bigconfigstring, sizeof(bigconfigstring), "cs %s \"%s", cmdfuncs->Argv(1, NULL, 0), cmdfuncs->Argv(2, NULL, 0));
return false;
}
if (!strcmp(arg0, "bcs1"))
{ //continuation
Q_strncatz(bigconfigstring, cmdfuncs->Argv(2, NULL, 0), sizeof(bigconfigstring));
return false;
}
if (!strcmp(arg0, "bcs2"))
{ //end
Q_strncatz(bigconfigstring, cmdfuncs->Argv(2, NULL, 0), sizeof(bigconfigstring));
Q_strncatz(bigconfigstring, "\"", sizeof(bigconfigstring));
cmdfuncs->TokenizeString(bigconfigstring);
}
if (!strcmp(arg0, "cs"))
CG_InsertIntoGameState(atoi(cmdfuncs->Argv(1, NULL, 0)), cmdfuncs->Argv(2, NULL, 0));
else if (!strcmp(arg0, "map_restart"))
clientfuncs->ClearNotify();
else if (!strcmp(arg0, "disconnect"))
plugfuncs->EndGame("Server disconnected - %s", (cmdfuncs->Argc()>1)?cmdfuncs->Argv(1, NULL, 0):"No reason given");
return true;
}
typedef struct {
int firstPoint;
int numPoints;
} q3markFragment_t;
typedef struct {
float *points;
size_t maxpoints;
size_t numpoints;
q3markFragment_t *frags;
size_t maxfrags;
size_t numfrags;
} q3markFragment_ctx_t;
static void CG_MarkFragments_Callback(void *vctx, vec3_t *fte_restrict points, size_t numtris, shader_t *shader)
{
q3markFragment_ctx_t *ctx = vctx;
size_t i;
if (numtris > ctx->maxfrags-ctx->numfrags)
numtris = ctx->maxfrags-ctx->numfrags;
if (numtris > (ctx->maxpoints-ctx->numpoints)/3)
numtris = (ctx->maxpoints-ctx->numpoints)/3;
for (i = 0; i < numtris; i++)
{
ctx->frags[ctx->numfrags].numPoints = 3;
ctx->frags[ctx->numfrags].firstPoint = ctx->numpoints;
VectorCopy(points[0], ctx->points+3*(ctx->numpoints+0));
VectorCopy(points[1], ctx->points+3*(ctx->numpoints+1));
VectorCopy(points[2], ctx->points+3*(ctx->numpoints+2));
points += 3;
ctx->numfrags += 1;
ctx->numpoints += 3;
}
}
int CG_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, float *pointBuffer, int maxFragments, q3markFragment_t *fragmentBuffer )
{
vec3_t center;
vec3_t axis[3];
vec3_t p[4];
int i;
float radius;
q3markFragment_ctx_t ctx;
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]);
ctx.points = pointBuffer;
ctx.maxpoints = maxPoints;
ctx.numpoints = 0;
ctx.frags = fragmentBuffer;
ctx.numfrags = 0;
ctx.maxfrags = maxFragments;
scenefuncs->ClipDecal(ccs.worldmodel, center, axis[0], axis[1], axis[2], radius, 0,0, CG_MarkFragments_Callback, &ctx);
return ctx.numfrags;
}
//called by the sound code.
static struct
{
unsigned int entnum;
vec3_t origin;
// vec3_t velocity;
sfx_t *sfx;
qboolean ispersistent;
} *loopers;
static size_t numloopers;
static size_t maxloopers;
unsigned int CG_GatherLoopingSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max)
{
size_t i;
if (max > numloopers)
max = numloopers;
for (i = 0; i < max; i++)
{
entnums[i] = loopers[i].entnum;
VectorCopy(loopers[i].origin, positions[i]);
sounds[i] = loopers[i].sfx;
}
return i;
}
static void CG_StopLoopingSounds(unsigned int entnum)
{
size_t i;
for (i = 0; i < numloopers; i++)
{
if (loopers[i].entnum == entnum)
break;
}
if (i == numloopers)
return;
loopers[i] = loopers[numloopers-1];
numloopers--;
}
static void CG_StartLoopingSounds(unsigned int entnum, float *origin, float *velocity, int range, const char *soundname, float volume, qboolean persistent)
{
size_t i;
for (i = 0; i < numloopers; i++)
{
if (loopers[i].entnum == entnum)
break;
}
if (i == numloopers)
{
if (numloopers == maxloopers)
Z_ReallocElements((void**)&loopers, &maxloopers, maxloopers+1, sizeof(*loopers));
numloopers++;
}
loopers[i].entnum = entnum;
VectorCopy(origin, loopers[i].origin);
//VectorCopy(velocity, loopers[i].velocity);
loopers[i].sfx = audiofuncs->PrecacheSound(soundname);
loopers[i].ispersistent = persistent;
// loopers[i].range = range;
// loopers[i].volume = volume;
}
static void CG_MoveLoopingSound(unsigned int entnum, float *origin)
{
size_t i;
for (i = 0; i < numloopers; i++)
{
if (loopers[i].entnum == entnum)
break;
}
if (i == numloopers)
return;
VectorCopy(origin, loopers[i].origin);
}
static void CG_ClearLoopingSounds(qboolean clearall)
{
if (clearall)
numloopers = 0;
else
{
size_t i;
for (i = 0; i < numloopers; )
{
if (!loopers[i].ispersistent)
{
loopers[i] = loopers[numloopers-1];
numloopers--;
}
else
i++;
}
}
}
int VM_LerpTag(float *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) plugfuncs->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((cgameImport_t)fn)
{
case CG_PRINT:
{
const char *text = VM_POINTER(arg[0]);
Con_Printf("%s", text);
}
break;
case CG_ERROR:
plugfuncs->EndGame("cgame: %s", (char*)VM_POINTER(arg[0]));
break;
case CG_ARGC:
VM_LONG(ret) = cmdfuncs->Argc();
break;
case CG_ARGV:
VALIDATEPOINTER(arg[1], arg[2]);
cmdfuncs->Argv(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
break;
case CG_ARGS:
VALIDATEPOINTER(arg[0], arg[1]);
cmdfuncs->Args(VM_POINTER(arg[0]), 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:
cvarfuncs->SetString(VM_POINTER(arg[0]), VM_POINTER(arg[1])?VM_POINTER(arg[1]):"");
break;
case CG_CVAR_VARIABLESTRINGBUFFER:
{
cvar_t *var = cvarfuncs->GetNVFDG(VM_POINTER(arg[0]), NULL, 0, NULL, "Q3CG created");
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]));
cmdfuncs->AddText(VM_POINTER(arg[0]), false);
break;
case CG_ADDCOMMAND:
cmdfuncs->AddCommand(VM_POINTER(arg[0]), NULL, NULL);
break;
case CG_SENDCLIENTCOMMAND:
Con_DPrintf("CG_SENDCLIENTCOMMAND: %s", (char*)VM_POINTER(arg[0]));
CLQ3_SendClientCommand("%s", (char*)VM_POINTER(arg[0]));
break;
case CG_UPDATESCREEN: //force a buffer swap cos loading won't refresh it soon.
drawfuncs->RedrawScreen();
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
Con_DPrintf("CG_FS_WRITE: not implemented\n");
break;
case CG_FS_SEEK:
return VM_FSeek(arg[0], arg[1], arg[2], 1);
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 >= countof(ccs.model_precache))
{
// if (modhandle == countof(ccs.model_precache)+1)
// mod = &capsule_model;
// else
mod = box_model;
}
else
mod = ccs.model_precache[modhandle];
if (mod && mod->loadstate == MLS_LOADED)
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 >= countof(ccs.model_precache))
{
// if (modhandle == countof(ccs.model_precache)+1)
// mod = &capsule_model;
// else
mod = box_model;
}
else
mod = ccs.model_precache[modhandle];
if (mod && mod->loadstate == MLS_LOADED)
{
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_TRANSFORMEDCAPSULETRACE:
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 >= countof(ccs.model_precache))
{
// if (modhandle == countof(ccs.model_precache)+1)
// mod = &capsule_model;
// else
mod = box_model;
}
else
mod = ccs.model_precache[modhandle];
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
if (!origin)
origin = vec3_origin;
if (!angles)
angles = vec3_origin;
if (mod && mod->loadstate == MLS_LOADED)
worldfuncs->TransformedTrace(mod, 0, 0, start, end, mins, maxs, fn==CG_CM_TRANSFORMEDCAPSULETRACE, &tr, origin, angles, brushmask);
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_CAPSULETRACE:
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]);
unsigned int brushmask = VM_LONG(arg[6]);
model_t *mod;
if (modhandle >= countof(ccs.model_precache))
{
// if (modhandle == countof(ccs.model_precache)+1)
// mod = &capsule_model;
// else
mod = box_model;
}
else
mod = ccs.model_precache[modhandle];
if (mod->loadstate != MLS_LOADED)
{
if (mod->loadstate == MLS_NOTLOADED)
scenefuncs->LoadModel(mod->publicname, MLV_SILENTSYNC);
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (mod->loadstate != MLS_LOADED)
{
memset(results, 0, sizeof(*results));
results->fraction = 1;
break;
}
}
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
mod->funcs.NativeTrace(mod, 0, NULLFRAMESTATE, NULL, start, end, mins, maxs, fn==CG_CM_CAPSULETRACE, 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:
{ //rendering
scenefuncs->NewMap(worldfuncs->LoadModel(VM_POINTER(arg[0]), MLV_SILENTSYNC));
}
break;
case CG_CM_LOADMAP:
{ //collisions
int i;
char *mapname = VM_POINTER(arg[0]);
ccs.worldmodel = ccs.model_precache[0] = worldfuncs->LoadModel(mapname, MLV_SILENTSYNC);
if (ccs.worldmodel->loadstate != MLS_LOADED)
plugfuncs->EndGame("Couldn't load map %s", mapname);
for (i=1 ; i<=ccs.worldmodel->numsubmodels && i < countof(ccs.model_precache); i++)
ccs.model_precache[i] = worldfuncs->LoadModel(worldfuncs->FixName(va("*%i", i), mapname), MLV_SILENTSYNC);
}
break;
case CG_CM_INLINEMODEL:
if ((unsigned int)VM_LONG(arg[0]) > (ccs.worldmodel?ccs.worldmodel->numsubmodels:0))
plugfuncs->EndGame("cgame asked for invalid model number\n");
VM_LONG(ret) = VM_LONG(arg[0]);
break;
case CG_CM_NUMINLINEMODELS:
VM_LONG(ret) = ccs.worldmodel?ccs.worldmodel->numsubmodels:0;
break;
case CG_CM_TEMPBOXMODEL:
box_model = worldfuncs->TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
VM_LONG(ret) = countof(ccs.model_precache);
break;
case CG_CM_TEMPCAPSULEMODEL:
box_model = worldfuncs->TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
VM_LONG(ret) = countof(ccs.model_precache)+1;
break;
case CG_R_MODELBOUNDS:
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
{
model_t *mod = scenefuncs->ModelFromId(arg[0]);
if (mod)
{
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
VectorCopy(mod->mins, ((float*)VM_POINTER(arg[1])));
VectorCopy(mod->maxs, ((float*)VM_POINTER(arg[2])));
}
}
break;
case CG_R_REGISTERMODEL: //precache model
{
char *name = VM_POINTER(arg[0]);
model_t *mod;
if (!name)
return 0;
mod = scenefuncs->LoadModel(worldfuncs->FixName(name, ccs.worldmodel->name), MLV_SILENTSYNC);
if (mod->loadstate == MLS_FAILED || mod->type == mod_dummy)
VM_LONG(ret) = 0;
else
VM_LONG(ret) = scenefuncs->ModelToId(mod);
}
break;
case CG_R_REGISTERSKIN:
VM_LONG(ret) = scenefuncs->RegisterSkinFile(VM_POINTER(arg[0]));
break;
case CG_R_REGISTERSHADER:
if (!*(char*)VM_POINTER(arg[0]))
VM_LONG(ret) = 0;
else
VM_LONG(ret) = drawfuncs->LoadImage(VM_POINTER(arg[0]));
break;
case CG_R_REGISTERSHADERNOMIP:
if (!*(char*)VM_POINTER(arg[0]))
VM_LONG(ret) = 0;
else
VM_LONG(ret) = drawfuncs->LoadImage(VM_POINTER(arg[0]));
break;
case CG_R_CLEARSCENE: //clear scene (not rtlights, only dynamic ones)
scenefuncs->ClearScene();
break;
case CG_R_ADDPOLYTOSCENE:
VQ3_AddPolys(drawfuncs->ShaderFromId(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), 1);
break;
case CG_R_ADDPOLYSTOSCENE:
VQ3_AddPolys(drawfuncs->ShaderFromId(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
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.
{
dlight_t *dl = scenefuncs->AllocDlightOrg(-1, VM_POINTER(arg[0]));
dl->flags = LFLAG_NORMALMODE|LFLAG_REALTIMEMODE;
dl->radius = VM_FLOAT(arg[1]);
dl->die = ccs.time+0.1;
VectorSet(dl->color, VM_FLOAT(arg[2]), VM_FLOAT(arg[3]), VM_FLOAT(arg[4]));
}
break;
case CG_R_RENDERSCENE: //render scene
VQ3_RenderView(VM_POINTER(arg[0]));
break;
case CG_R_SETCOLOR: //setcolour float*
{
float *f = VM_POINTER(arg[0]);
if (f)
drawfuncs->Colour4f(f[0], f[1], f[2], f[3]);
else
drawfuncs->Colour4f(1, 1, 1, 1);
}
break;
case CG_R_DRAWSTRETCHPIC:
drawfuncs->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_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]), scenefuncs->ModelFromId(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 = audiofuncs->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])
audiofuncs->LocalSound(VM_FROMSTRCACHE(arg[0]), CHAN_AUTO, 1.0);
break;
case CG_S_STARTSOUND:// ( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx )
audiofuncs->StartSound(VM_LONG(arg[1])+1, VM_LONG(arg[2]), audiofuncs->PrecacheSound(VM_FROMSTRCACHE(arg[3])), VM_POINTER(arg[0]), NULL, 1, 1, 0, 0, CF_CLI_NODUPES);
break;
case CG_S_ADDLOOPINGSOUND:
//entnum, origin, velocity, sfx
CG_StartLoopingSounds(VM_LONG(arg[0])+1, VM_POINTER(arg[1]), VM_POINTER(arg[2]), -1, VM_FROMSTRCACHE(arg[3]), 1, false);
break;
case CG_S_ADDREALLOOPINGSOUND:
//entnum, origin, velocity, sfx
CG_StartLoopingSounds(VM_LONG(arg[0])+1, VM_POINTER(arg[1]), VM_POINTER(arg[2]), -1, VM_FROMSTRCACHE(arg[3]), 1, true);
break;
case CG_S_STOPLOOPINGSOUND:
//entnum
CG_StopLoopingSounds(VM_LONG(arg[0])+1);
break;
case CG_S_CLEARLOOPINGSOUNDS:
//clearall
CG_ClearLoopingSounds(VM_LONG(arg[0]));
break;
case CG_S_UPDATEENTITYPOSITION://void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
//entnum, org
CG_MoveLoopingSound(VM_LONG(arg[0])+1, VM_POINTER(arg[1]));
break;
case CG_S_STARTBACKGROUNDTRACK:
audiofuncs->ChangeMusicTrack(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
return 0;
case CG_S_STOPBACKGROUNDTRACK:
audiofuncs->ChangeMusicTrack(NULL, NULL);
return 0;
case CG_S_RESPATIALIZE://void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
audiofuncs->Spacialize(0, VM_LONG(arg[0])+1, VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3])?1:0, vec3_origin);
break;
case CG_KEY_ISDOWN:
{
if (inputfuncs->IsKeyDown(VM_LONG(arg[0])))
VM_LONG(ret) = 1;
else
VM_LONG(ret) = 0;
}
break;
case CG_KEY_GETKEY:
{
int ret[1];
inputfuncs->FindKeysForCommand(0, VM_POINTER(arg[0]), ret, NULL, countof(ret));
return ret[0];
}
break;
case CG_KEY_GETCATCHER:
VM_LONG(ret) = Q3_GetKeyCatcher();
break;
case CG_KEY_SETCATCHER:
Q3_SetKeyCatcher(VM_LONG(arg[0]));
break;
case CG_GETGLCONFIG:
{
float vsize[2];
q3glconfig_t *cfg;
VALIDATEPOINTER(arg[0], sizeof(q3glconfig_t));
drawfuncs->GetVideoSize(vsize, NULL);
cfg = VM_POINTER(arg[0]);
//do any needed work
memset(cfg, 0, sizeof(*cfg));
Q_strncpyz(cfg->renderer_string, "", sizeof(cfg->renderer_string));
Q_strncpyz(cfg->vendor_string, "", sizeof(cfg->vendor_string));
Q_strncpyz(cfg->version_string, "", sizeof(cfg->version_string));
Q_strncpyz(cfg->extensions_string, "", sizeof(cfg->extensions_string));
cfg->colorBits = 32;
cfg->depthBits = 24;
cfg->stencilBits = 8;//sh_config.stencilbits;
cfg->textureCompression = true;//!!sh_config.hw_bc;
cfg->textureEnvAddAvailable = true;//sh_config.env_add;
//these are the only three that really matter.
cfg->vidWidth = vsize[0];
cfg->vidHeight = vsize[1];
cfg->windowAspect = (float)vsize[0]/vsize[1];
}
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;
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) = CGQ3_GetCurrentCmdNumber();
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, zoomsensitivity.
ccs.selected_weapon = VM_LONG(arg[0]);
inputfuncs->SetSensitivityScale(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) = 1024*1024*8;//Hunk_LowMemAvailable();
break;
case CG_MILLISECONDS:
VM_LONG(ret) = plugfuncs->GetMilliseconds();
break;
case CG_REAL_TIME:
VALIDATEPOINTER(arg[0], sizeof(q3time_t));
return Q3VM_GetRealtime(VM_POINTER(arg[0]));
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.
VALIDATEPOINTER(arg[1], sizeof(struct pc_token_s));
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_REMAP_SHADER:
scenefuncs->RemapShader(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]));
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_GET_ENTITY_TOKEN:
mapentspointer = cmdfuncs->ParseToken(mapentspointer, VM_POINTER(arg[0]), arg[1], NULL);
return !!mapentspointer;
case CG_CIN_PLAYCINEMATIC:
return UI_Cin_Play(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), VM_LONG(arg[3]), VM_LONG(arg[4]), VM_LONG(arg[5]));
case CG_CIN_STOPCINEMATIC:
return UI_Cin_Stop(VM_LONG(arg[0]));
case CG_CIN_RUNCINEMATIC:
return UI_Cin_Run(VM_LONG(arg[0]));
case CG_CIN_DRAWCINEMATIC:
return UI_Cin_Draw(VM_LONG(arg[0]));
case CG_CIN_SETEXTENTS:
return UI_Cin_SetExtents(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), VM_LONG(arg[3]), VM_LONG(arg[4]));
/* 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, 1, NULL, VM_POINTER(arg[3]));
case CG_FTE_FREEPARTICLESTATE:
pe->DelinkTrailstate(VM_POINTER(arg[0]));
break;
*/
case CG_CM_LOADMODEL:
case CG_REMOVECOMMAND:
case CG_TESTPRINTINT:
case CG_TESTPRINTFLOAT:
case CG_R_INPVS:
case CG_R_LIGHTFORPOINT:
// 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, ~(quintptr_t)0, arg, args);
}
int CG_Refresh(double time)
{
if (!cgvm)
return false;
ccs.time = time;
vmfuncs->Call(cgvm, CG_DRAW_ACTIVE_FRAME, (int)(ccs.time*1000), 0, false);
drawfuncs->Colour4f(1, 1, 1, 1);
return true;
}
void CG_Stop (void)
{
Q3_SetKeyCatcher(Q3_GetKeyCatcher()&~2);
if (cgvm)
{
vmfuncs->Call(cgvm, CG_SHUTDOWN);
vmfuncs->Destroy(cgvm);
VM_fcloseall(1);
cgvm = NULL;
}
}
qboolean CG_VideoRestarted(void)
{
if (cgvm)
{
vmfuncs->Call(cgvm, CG_INIT, ccs.serverMessageNum, ccs.lastServerCommandNum, ccs.playernum);
return true;
}
return false;
}
void CG_Start (void)
{
CG_Stop();
box_model = worldfuncs->TempBoxModel(vec3_origin, vec3_origin); //just in case.
clientfuncs->SetLoadingState(true);
cgvm = vmfuncs->Create("cgame", cvarfuncs->GetFloat("com_gamedirnativecode")?CG_SystemCallsNative:NULL, "vm/cgame", CG_SystemCallsVM);
clientfuncs->SetLoadingState(false);
if (cgvm)
{ //hu... cgame doesn't appear to have a query version call!
vmfuncs->Call(cgvm, CG_INIT, ccs.serverMessageNum, ccs.lastServerCommandNum, ccs.playernum);
}
else
plugfuncs->EndGame("Failed to initialise cgame module\n");
}
qboolean CG_ConsoleCommand(void)
{
if (!cgvm)
return false;
// Con_DPrintf("CG_Command: %s %s\n", cmdfuncs->Argv(0), cmdfuncs->Args());
return vmfuncs->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_KeyPressed(int key, int unicode, int down)
{
if (!cgvm || !(Q3_GetKeyCatcher()&8))
return false;
/* if you change this here, it'll have to be changed in cl_cg.c too */
switch (key)
{
/* all these get interpreted as enter in Q3's UI... */
case K_JOY1:
case K_JOY2:
case K_JOY3:
case K_JOY4:
case K_AUX1:
case K_AUX2:
case K_AUX3:
case K_AUX4:
case K_AUX5:
case K_AUX6:
case K_AUX7:
case K_AUX8:
case K_AUX9:
case K_AUX10:
case K_AUX11:
case K_AUX14:
case K_AUX15:
case K_AUX16:
return true;
break;
/* Q3 doesn't know about these keys, remap them */
case K_GP_START:
key = K_ESCAPE;
break;
case K_GP_DPAD_UP:
key = K_UPARROW;
break;
case K_GP_DPAD_DOWN:
key = K_DOWNARROW;
break;
case K_GP_DPAD_LEFT:
key = K_LEFTARROW;
break;
case K_GP_DPAD_RIGHT:
key = K_RIGHTARROW;
break;
case K_GP_A:
key = K_ENTER;
break;
case K_GP_B:
key = K_ESCAPE;
break;
case K_GP_X:
key = K_BACKSPACE;
break;
}
return vmfuncs->Call(cgvm, CG_KEY_EVENT, key, down);
}
void CG_Restart(void)
{
CG_Stop();
CG_Start();
}
#endif