// this line must stay at top so the whole PCH thing works... #include "cg_headers.h" //#include "cg_local.h" // this file is only included when building a dll #ifdef _IMMERSION #include "../ff/ff.h" #else ///////////////////// this is a bit kludgy, but it only gives access to one // enum table because of the #define. May get changed. #define CGAME_ONLY #include "../client/fffx.h" // ///////////////////// #endif // _IMMERSION //prototypes extern void CG_PreInit(); static intptr_t (*qsyscall)( intptr_t arg, ... ) = (intptr_t (*)( intptr_t, ...))-1; extern "C" { #ifdef _XBOX void cg_dllEntry( intptr_t (*syscallptr)( intptr_t arg,... ) ) { #else void dllEntry( intptr_t (*syscallptr)( intptr_t arg,... ) ) { #endif qsyscall = syscallptr; CG_PreInit(); } } // extern "C" inline int PASSFLOAT( float x ) { floatint_t fi; fi.f = x; return fi.i; } void cgi_Printf( const char *fmt ) { qsyscall( CG_PRINT, fmt ); } void cgi_Error( const char *fmt ) { qsyscall( CG_ERROR, fmt ); } int cgi_Milliseconds( void ) { return qsyscall( CG_MILLISECONDS ); } void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) { qsyscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); } void cgi_Cvar_Update( vmCvar_t *vmCvar ) { qsyscall( CG_CVAR_UPDATE, vmCvar ); } void cgi_Cvar_Set( const char *var_name, const char *value ) { qsyscall( CG_CVAR_SET, var_name, value ); } int cgi_Argc( void ) { return qsyscall( CG_ARGC ); } void cgi_Argv( int n, char *buffer, int bufferLength ) { qsyscall( CG_ARGV, n, buffer, bufferLength ); } void cgi_Args( char *buffer, int bufferLength ) { qsyscall( CG_ARGS, buffer, bufferLength ); } int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { return qsyscall( CG_FS_FOPENFILE, qpath, f, mode ); } int cgi_FS_Read( void *buffer, int len, fileHandle_t f ) { return qsyscall( CG_FS_READ, buffer, len, f ); } int cgi_FS_Write( const void *buffer, int len, fileHandle_t f ) { return qsyscall( CG_FS_WRITE, buffer, len, f ); } void cgi_FS_FCloseFile( fileHandle_t f ) { qsyscall( CG_FS_FCLOSEFILE, f ); } void cgi_SendConsoleCommand( const char *text ) { qsyscall( CG_SENDCONSOLECOMMAND, text ); } void cgi_AddCommand( const char *cmdName ) { qsyscall( CG_ADDCOMMAND, cmdName ); } void cgi_SendClientCommand( const char *s ) { qsyscall( CG_SENDCLIENTCOMMAND, s ); } void cgi_UpdateScreen( void ) { qsyscall( CG_UPDATESCREEN ); } //RMG BEGIN void cgi_RMG_Init(int terrainID, const char *terrainInfo) { qsyscall( CG_RMG_INIT, terrainID, terrainInfo); } int cgi_CM_RegisterTerrain(const char *terrainInfo) { return qsyscall( CG_CM_REGISTER_TERRAIN, terrainInfo); } void cgi_RE_InitRendererTerrain( const char *terrainInfo ) { qsyscall(CG_RE_INIT_RENDERER_TERRAIN, terrainInfo); } //RMG END void cgi_CM_LoadMap( const char *mapname, qboolean subBSP ) { qsyscall( CG_CM_LOADMAP, mapname, subBSP ); } int cgi_CM_NumInlineModels( void ) { return qsyscall( CG_CM_NUMINLINEMODELS ); } clipHandle_t cgi_CM_InlineModel( int index ) { return qsyscall( CG_CM_INLINEMODEL, index ); } clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) {//, const int contents ) { return qsyscall( CG_CM_TEMPBOXMODEL, mins, maxs );//, contents ); } int cgi_CM_PointContents( const vec3_t p, clipHandle_t model ) { return qsyscall( CG_CM_POINTCONTENTS, p, model ); } int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { return qsyscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); } void cgi_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 ) { qsyscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); } void cgi_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles ) { qsyscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); } int cgi_CM_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) { return qsyscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer ); } void cgi_CM_SnapPVS(vec3_t origin,byte *buffer) { qsyscall(CG_CM_SNAPPVS,origin,buffer); } void cgi_S_StopSounds( void ) { qsyscall( CG_S_STOPSOUNDS); } void cgi_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) { qsyscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); } void cgi_AS_ParseSets( void ) { qsyscall( CG_AS_PARSESETS ); } void cgi_AS_AddPrecacheEntry( const char *name ) { qsyscall( CG_AS_ADDENTRY, name ); } void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin ) { qsyscall( CG_S_UPDATEAMBIENTSET, name, origin ); } int cgi_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time ) { return qsyscall( CG_S_ADDLOCALSET, name, listener_origin, origin, entID, time ); } sfxHandle_t cgi_AS_GetBModelSound( const char *name, int stage ) { return qsyscall( CG_AS_GETBMODELSOUND, name, stage ); } void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { qsyscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); } void cgi_S_ClearLoopingSounds( void ) { qsyscall( CG_S_CLEARLOOPINGSOUNDS ); } void cgi_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan ) { qsyscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx, chan ); } void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { qsyscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); } void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater ) { qsyscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); } sfxHandle_t cgi_S_RegisterSound( const char *sample ) { return qsyscall( CG_S_REGISTERSOUND, sample ); } void cgi_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bForceStart ) { qsyscall( CG_S_STARTBACKGROUNDTRACK, intro, loop, bForceStart ); } float cgi_S_GetSampleLength( sfxHandle_t sfx ) { return qsyscall( CG_S_GETSAMPLELENGTH, sfx); } #ifdef _IMMERSION void cgi_FF_Start( ffHandle_t ff, int clientNum ){ qsyscall( CG_FF_START, ff, clientNum ); } void cgi_FF_Stop( ffHandle_t ff, int clientNum ){ qsyscall( CG_FF_STOP, ff, clientNum ); } void cgi_FF_StopAll( void ){ qsyscall( CG_FF_STOPALL ); } void cgi_FF_Shake( int intensity, int duration ){ qsyscall( CG_FF_SHAKE, intensity, duration ); } ffHandle_t cgi_FF_Register( const char *name, int channel ){ return qsyscall( CG_FF_REGISTER, name, channel ); } void cgi_FF_AddLoopingForce( ffHandle_t handle, int entNum ){ qsyscall( CG_FF_ADDLOOPINGFORCE, handle, entNum ); } #else void cgi_FF_StartFX( int iFX ){ qsyscall( CG_FF_STARTFX, iFX ); } void cgi_FF_EnsureFX( int iFX ){ qsyscall( CG_FF_ENSUREFX, iFX ); } void cgi_FF_StopFX( int iFX ){ qsyscall( CG_FF_STOPFX, iFX ); } void cgi_FF_StopAllFX( void ){ qsyscall( CG_FF_STOPALLFX ); } #endif // _IMMERSION #ifdef _XBOX void cgi_FF_Xbox_Shake( float intensity, int duration ){ qsyscall( CG_FF_XBOX_SHAKE, PASSFLOAT(intensity), duration ); } void cgi_FF_Xbox_Damage( int damage, float xpos ) { qsyscall( CG_FF_XBOX_DAMAGE, damage, PASSFLOAT(xpos) ); } #endif void cgi_R_LoadWorldMap( const char *mapname ) { qsyscall( CG_R_LOADWORLDMAP, mapname ); } qhandle_t cgi_R_RegisterModel( const char *name ) { return qsyscall( CG_R_REGISTERMODEL, name ); } qhandle_t cgi_R_RegisterSkin( const char *name ) { return qsyscall( CG_R_REGISTERSKIN, name ); } qhandle_t cgi_R_RegisterShader( const char *name ) { qhandle_t hShader = qsyscall( CG_R_REGISTERSHADER, name ); assert (hShader); return hShader; } qhandle_t cgi_R_RegisterShaderNoMip( const char *name ) { return qsyscall( CG_R_REGISTERSHADERNOMIP, name ); } qhandle_t cgi_R_RegisterFont( const char *name ) { return qsyscall( CG_R_REGISTERFONT, name ); } int cgi_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale /*= 1.0f*/) { return qsyscall( CG_R_FONTSTRLENPIXELS, text, iFontIndex, PASSFLOAT(scale) ) ; } int cgi_R_Font_StrLenChars(const char *text) { return qsyscall( CG_R_FONTSTRLENCHARS, text ) ; } int cgi_R_Font_HeightPixels(const int iFontIndex, const float scale /*= 1.0f*/) { return qsyscall( CG_R_FONTHEIGHTPIXELS, iFontIndex, PASSFLOAT(scale) ); } qboolean cgi_Language_IsAsian( void ) { return qsyscall( CG_LANGUAGE_ISASIAN ); } qboolean cgi_Language_UsesSpaces(void) { return qsyscall( CG_LANGUAGE_USESSPACES ); } unsigned int cgi_AnyLanguage_ReadCharFromString( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */ ) { return qsyscall( CG_ANYLANGUAGE_READFROMSTRING, psText, piAdvanceCount, pbIsTrailingPunctuation ); } void cgi_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale /*= 1.0f*/) { qsyscall (CG_R_FONTDRAWSTRING, ox, oy, text, rgba, setIndex, iMaxPixelWidth, PASSFLOAT(scale) ); } //set some properties for the draw layer for my refractive effect (here primarily for mod authors) -rww void cgi_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate) { qsyscall(CG_R_SETREFRACTIONPROP, PASSFLOAT(alpha), PASSFLOAT(stretch), prepost, negate); } void cgi_R_ClearScene( void ) { qsyscall( CG_R_CLEARSCENE ); } void cgi_R_AddRefEntityToScene( const refEntity_t *re ) { qsyscall( CG_R_ADDREFENTITYTOSCENE, re ); } qboolean cgi_R_inPVS( vec3_t p1, vec3_t p2 ) { return qsyscall( CG_R_INPVS, p1, p2 ); } void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir ) { qsyscall( CG_R_GETLIGHTING, origin, ambientLight, directedLight, ligthDir ); } void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { qsyscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); } void cgi_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { qsyscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); } void cgi_R_RenderScene( const refdef_t *fd ) { qsyscall( CG_R_RENDERSCENE, fd ); } void cgi_R_SetColor( const float *rgba ) { qsyscall( CG_R_SETCOLOR, rgba ); } void cgi_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { qsyscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); } //void cgi_R_DrawScreenShot( float x, float y, float w, float h){ // qsyscall( CG_R_DRAWSCREENSHOT, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h) ); //} void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs ) { qsyscall( CG_R_MODELBOUNDS, model, mins, maxs ); } void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame, float frac, const char *tagName ) { qsyscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); } void cgi_R_DrawRotatePic( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { qsyscall( CG_R_DRAWROTATEPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader ); } void cgi_R_DrawRotatePic2( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { qsyscall( CG_R_DRAWROTATEPIC2, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader ); } //linear fogging, with settable range -rww void cgi_R_SetRangeFog(float range) { qsyscall(CG_R_SETRANGEFOG, PASSFLOAT(range)); } void cgi_R_LAGoggles( void ) { qsyscall( CG_R_LA_GOGGLES ); } void cgi_R_Scissor( float x, float y, float w, float h) { qsyscall( CG_R_SCISSOR, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h)); } void cgi_GetGlconfig( glconfig_t *glconfig ) { qsyscall( CG_GETGLCONFIG, glconfig ); } void cgi_GetGameState( gameState_t *gamestate ) { qsyscall( CG_GETGAMESTATE, gamestate ); } void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { qsyscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); } qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { return qsyscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); } qboolean cgi_GetDefaultState(int entityIndex, entityState_t *state ) { return qsyscall( CG_GETDEFAULTSTATE, entityIndex, state ); } qboolean cgi_GetServerCommand( int serverCommandNumber ) { return qsyscall( CG_GETSERVERCOMMAND, serverCommandNumber ); } int cgi_GetCurrentCmdNumber( void ) { return qsyscall( CG_GETCURRENTCMDNUMBER ); } qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { return qsyscall( CG_GETUSERCMD, cmdNumber, ucmd ); } void cgi_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride ) { qsyscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale), PASSFLOAT(mPitchOverride), PASSFLOAT(mYawOverride) ); } void cgi_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride ) { qsyscall( CG_SETUSERCMDANGLES, PASSFLOAT(pitchOverride), PASSFLOAT(yawOverride), PASSFLOAT(rollOverride) ); } /* Ghoul2 Insert Start */ // CG Specific API calls void trap_G2_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList) { qsyscall( CG_G2_SETMODELS, &ghoul2, modelList, skinList); } /* Ghoul2 Insert End */ void trap_Com_SetOrgAngles(vec3_t org,vec3_t angles) { qsyscall(COM_SETORGANGLES,org,angles); } void trap_R_GetLightStyle(int style, color4ub_t color) { qsyscall(CG_R_GET_LIGHT_STYLE, style, color); } void trap_R_SetLightStyle(int style, int color) { qsyscall(CG_R_SET_LIGHT_STYLE, style, color); } void cgi_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal ) { qsyscall( CG_R_GET_BMODEL_VERTS, bmodelIndex, verts, normal ); } void cgi_R_WorldEffectCommand( const char *command ) { qsyscall( CG_R_WORLD_EFFECT_COMMAND, command ); } // this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */) { return qsyscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits, psAudioFile); } // stops playing the cinematic and ends it. should always return FMV_EOF // cinematics must be stopped in reverse order of when they are started e_status trap_CIN_StopCinematic(int handle) { return (e_status) qsyscall(CG_CIN_STOPCINEMATIC, handle); } // will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. e_status trap_CIN_RunCinematic (int handle) { return (e_status) qsyscall(CG_CIN_RUNCINEMATIC, handle); } // draws the current frame void trap_CIN_DrawCinematic (int handle) { qsyscall(CG_CIN_DRAWCINEMATIC, handle); } // allows you to resize the animation dynamically void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) { qsyscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); } void *cgi_Z_Malloc( int size, int tag ) { return (void *)qsyscall(CG_Z_MALLOC,size,tag); } void cgi_Z_Free( void *ptr ) { qsyscall(CG_Z_FREE,ptr); } void cgi_UI_SetActive_Menu(char *name) { qsyscall(CG_UI_SETACTIVE_MENU,name); } void cgi_UI_Menu_OpenByName(char *buf) { qsyscall(CG_UI_MENU_OPENBYNAME,buf); } void cgi_UI_Menu_Reset(void) { qsyscall(CG_UI_MENU_RESET); } void cgi_UI_Menu_New(char *buf) { qsyscall(CG_UI_MENU_NEW,buf); } void cgi_UI_Parse_Int(int *value) { qsyscall(CG_UI_PARSE_INT,value); } void cgi_UI_Parse_String(char *buf) { qsyscall(CG_UI_PARSE_STRING,buf); } void cgi_UI_Parse_Float(float *value) { qsyscall(CG_UI_PARSE_FLOAT,value); } int cgi_UI_StartParseSession(char *menuFile,char **buf) { return(int) qsyscall(CG_UI_STARTPARSESESSION,menuFile,buf); } void cgi_UI_EndParseSession(char *buf) { qsyscall(CG_UI_ENDPARSESESSION,buf); } void cgi_UI_ParseExt(char **token) { qsyscall(CG_UI_PARSEEXT,token); } void cgi_UI_MenuCloseAll(void) { qsyscall(CG_UI_MENUCLOSE_ALL); } void cgi_UI_MenuPaintAll(void) { qsyscall(CG_UI_MENUPAINT_ALL); } void cgi_UI_String_Init(void) { qsyscall(CG_UI_STRING_INIT); } int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y,int *w,int *h) { return(int) qsyscall(CG_UI_GETMENUINFO,menuFile,x,y,w,h); } int cgi_UI_GetMenuItemInfo(const char *menuFile,const char *itemName, int *x,int *y,int *w,int *h,vec4_t color,qhandle_t *background) { return(int) qsyscall(CG_UI_GETITEMINFO,menuFile,itemName,x,y,w,h,color,background); } int cgi_UI_GetItemText(char *menuFile,char *itemName, char* text) { return(int) qsyscall(CG_UI_GETITEMTEXT,menuFile,itemName,text); } int cgi_SP_GetStringTextString(const char *text, char *buffer, int bufferLength) { return qsyscall( CG_SP_GETSTRINGTEXTSTRING, text, buffer, bufferLength ); } int cgi_EndGame(void) { return qsyscall( CG_SENDCONSOLECOMMAND, "cam_disable; disconnect\n" );//; cinematic outcast }