jedi-academy/code/client/vmachine.h

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2013-04-19 02:52:48 +00:00
// vmachine.h -- virtual machine header for client
#ifndef __VMACHINE_H__
#define __VMACHINE_H__
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef enum {
CG_INIT,
CG_SHUTDOWN,
CG_CONSOLE_COMMAND,
CG_DRAW_ACTIVE_FRAME,
CG_CROSSHAIR_PLAYER,
CG_CAMERA_POS,
CG_CAMERA_ANG,
/*
Ghoul2 Insert Start
*/
CG_RESIZE_G2_BOLT,
CG_RESIZE_G2,
CG_RESIZE_G2_BONE,
CG_RESIZE_G2_SURFACE,
CG_RESIZE_G2_TEMPBONE,
/*
Ghoul2 Insert End
*/
CG_DRAW_DATAPAD_HUD,
CG_DRAW_DATAPAD_OBJECTIVES,
CG_DRAW_DATAPAD_WEAPONS,
CG_DRAW_DATAPAD_INVENTORY,
CG_DRAW_DATAPAD_FORCEPOWERS
} cgameExport_t;
/*
==============================================================
VIRTUAL MACHINE
==============================================================
*/
struct vm_s {
int (*entryPoint)( int callNum, ... );
};
typedef struct vm_s vm_t;
extern vm_t cgvm; // interface to cgame dll or vm
extern vm_t uivm; // interface to ui dll or vm
extern int VM_Call( int callnum, ... );
extern int VM_DllSyscall( int arg, ... );
extern void CL_ShutdownCGame(void);
#include "../game/q_shared.h"
/*
================
VM_Create
it will attempt to load as a system dll
================
*/
extern void *Sys_LoadCgame( int (**entryPoint)(int, ...), int (*systemcalls)(int, ...) );
inline void *VM_Create( const char *module)
{
void *res;
// try to load as a system dll
if (!Q_stricmp("cl", module))
{
res = Sys_LoadCgame( &cgvm.entryPoint, VM_DllSyscall );
if ( !res)
{
//Com_Printf( "Failed.\n" );
return 0;
}
}
else
{
res = 0;
}
return res;
}
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#endif //__VMACHINE_H__