fteqw/engine/client/cl_cg.c

1185 lines
30 KiB
C

#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
#define VM_TOSTRCACHE(a) VMQ3_StringToHandle(VM_POINTER(a))
#define VM_FROMSTRCACHE(a) VMQ3_StringFromHandle(a)
char *VMQ3_StringFromHandle(int handle);
int VMQ3_StringToHandle(char *str);
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)
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 > ccs.currentUserCmdNumber)
Host_EndGame("CL_GetUserCmd: cmdNumber > ccs.currentUserCmdNumber");
if (ccs.currentUserCmdNumber - cmdNumber > CMD_MASK)
return false; // too old
cmd = &cl.frames[(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;
}
void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qpic_t *pic);
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 %i passes invalid pointer\n", fn); //out of bounds.
static int CG_SystemCallsEx(void *offset, unsigned int mask, int fn, const int *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(vmcvar_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(vmcvar_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_AddRemCommand(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.
SCR_BeginLoadingPlaque();
SCR_UpdateScreen();
SCR_EndLoadingPlaque();
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;
model_t *mod = VM_FROMMHANDLE(arg[1]);
if (!mod)
mod = cl.worldmodel;
if (mod)
pc = cl.worldmodel->funcs.NativeContents(mod, 0, 0, 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]);
model_t *mod = VM_FROMMHANDLE(arg[1]);
float *origin = VM_POINTER(arg[2]);
float *angles = VM_POINTER(arg[3]);
if (!mod)
mod = cl.worldmodel;
{
vec3_t p_l;
vec3_t temp;
vec3_t forward, right, up;
// 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, forward, right, up);
VectorCopy (p_l, temp);
p_l[0] = DotProduct (temp, forward);
p_l[1] = -DotProduct (temp, right);
p_l[2] = DotProduct (temp, up);
}
if (mod)
pc = mod->funcs.NativeContents(mod, 0, 0, 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_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]);
model_t *mod = VM_FROMMHANDLE(arg[5]);
int brushmask = VM_LONG(arg[6]);
float *origin = VM_POINTER(arg[7]);
float *angles = VM_POINTER(arg[8]);
if (!mod)
mod = cl.worldmodel;
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
{
#pragma message("FIXME: G3 CGame requires TransformedNativeTrace!")
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]);
model_t *mod = VM_FROMMHANDLE(arg[5]);
int brushmask = VM_LONG(arg[6]);
if (!mod)
mod = cl.worldmodel;
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
if (mod)
{
mod->funcs.NativeTrace(mod, 0, 0, start, end, mins, maxs, brushmask, &tr);
}
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_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:
VM_LONG(ret) = VM_TOMHANDLE(cl.model_precache[VM_LONG(arg[0])+1]);
break;
case CG_CM_NUMINLINEMODELS:
VM_LONG(ret) = cl.worldmodel?cl.worldmodel->numsubmodels:0;
break;
case CG_CM_TEMPBOXMODEL:
VM_LONG(ret) = VM_TOMHANDLE(CM_TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1])));
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)
cl_numvisedicts = 0;
cl_numstrisidx = 0;
cl_numstrisvert = 0;
cl_numstris = 0;
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_NewDlightRGB(-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)
Draw_ImageColours(f[0], f[1], f[2], f[3]);
else
Draw_ImageColours(1, 1, 1, 1);
}
break;
case CG_R_DRAWSTRETCHPIC:
Draw_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]), VM_LONG(arg[2]), S_PrecacheSound(VM_FROMSTRCACHE(arg[3])), VM_POINTER(arg[0]), 1, 1);
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], false);
}
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 (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) = ccs.currentUserCmdNumber;
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]), VM_POINTER(arg[3]));
case CG_FTE_FREEPARTICLESTATE:
pe->DelinkTrailstate(VM_POINTER(arg[0]));
break;
default:
Con_Printf("Q3CG: Bad system trap: %d\n", fn);
}
return ret;
}
#ifdef _DEBUG
static int CG_SystemCallsExWrapper(void *offset, unsigned int mask, int fn, const int *arg)
{ //this is so we can use edit and continue properly (vc doesn't like function pointers for edit+continue)
return CG_SystemCallsEx(offset, mask, fn, arg);
}
#define CG_SystemCallsEx CG_SystemCallsExWrapper
#endif
//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 int EXPORT_FN CG_SystemCalls(int arg, ...)
{
int args[10];
va_list argptr;
va_start(argptr, arg);
args[0]=va_arg(argptr, int);
args[1]=va_arg(argptr, int);
args[2]=va_arg(argptr, int);
args[3]=va_arg(argptr, int);
args[4]=va_arg(argptr, int);
args[5]=va_arg(argptr, int);
args[6]=va_arg(argptr, int);
args[7]=va_arg(argptr, int);
args[8]=va_arg(argptr, int);
args[9]=va_arg(argptr, int);
va_end(argptr);
return CG_SystemCallsEx(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);
Draw_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;
}
if (!Draw_SafeCachePic) //no renderer loaded
{
CG_Stop();
return;
}
if (qrenderer != QR_OPENGL && qrenderer != QR_DIRECT3D)
{ //sorry.
CG_Stop();
Host_EndGame("Unable to connect to q3 servers without opengl or d3d.\n");
return;
}
Z_FreeTags(CGTAGNUM);
SCR_BeginLoadingPlaque();
cgvm = VM_Create(NULL, "vm/cgame", CG_SystemCalls, CG_SystemCallsEx);
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.playernum[0]);
}
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