// Copyright (C) 1999-2000 Id Software, Inc. // // cg_syscalls.c -- this file is only included when building a dll // cg_syscalls.asm is included instead when building a qvm #include "cg_local.h" static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1; #include "../namespace_begin.h" void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) { syscall = syscallptr; } int PASSFLOAT( float x ) { float floatTemp; floatTemp = x; return *(int *)&floatTemp; } void trap_Print( const char *fmt ) { syscall( CG_PRINT, fmt ); } void trap_Error( const char *fmt ) { syscall( CG_ERROR, fmt ); } int trap_Milliseconds( void ) { return syscall( CG_MILLISECONDS ); } //rww - precision timer funcs... -ALWAYS- call end after start with supplied ptr, or you'll get a nasty memory leak. //not that you should be using these outside of debug anyway.. because you shouldn't be. So don't. //Start should be suppled with a pointer to an empty pointer (e.g. void *blah; trap_PrecisionTimer_Start(&blah);), //the empty pointer will be filled with an exe address to our timer (this address means nothing in vm land however). //You must pass this pointer back unmodified to the timer end func. void trap_PrecisionTimer_Start(void **theNewTimer) { syscall(CG_PRECISIONTIMER_START, theNewTimer); } //If you're using the above example, the appropriate call for this is int result = trap_PrecisionTimer_End(blah); int trap_PrecisionTimer_End(void *theTimer) { return syscall(CG_PRECISIONTIMER_END, theTimer); } void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) { syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); } void trap_Cvar_Update( vmCvar_t *vmCvar ) { syscall( CG_CVAR_UPDATE, vmCvar ); } void trap_Cvar_Set( const char *var_name, const char *value ) { syscall( CG_CVAR_SET, var_name, value ); } void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) { syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); } int trap_Cvar_GetHiddenVarValue(const char *name) { return syscall(CG_CVAR_GETHIDDENVALUE, name); } int trap_Argc( void ) { return syscall( CG_ARGC ); } void trap_Argv( int n, char *buffer, int bufferLength ) { syscall( CG_ARGV, n, buffer, bufferLength ); } void trap_Args( char *buffer, int bufferLength ) { syscall( CG_ARGS, buffer, bufferLength ); } int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { return syscall( CG_FS_FOPENFILE, qpath, f, mode ); } void trap_FS_Read( void *buffer, int len, fileHandle_t f ) { syscall( CG_FS_READ, buffer, len, f ); } void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) { syscall( CG_FS_WRITE, buffer, len, f ); } void trap_FS_FCloseFile( fileHandle_t f ) { syscall( CG_FS_FCLOSEFILE, f ); } int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) { return syscall( CG_FS_GETFILELIST, path, extension, listbuf, bufsize ); } void trap_SendConsoleCommand( const char *text ) { syscall( CG_SENDCONSOLECOMMAND, text ); } void trap_AddCommand( const char *cmdName ) { syscall( CG_ADDCOMMAND, cmdName ); } void trap_RemoveCommand( const char *cmdName ) { syscall( CG_REMOVECOMMAND, cmdName ); } void trap_SendClientCommand( const char *s ) { syscall( CG_SENDCLIENTCOMMAND, s ); } void trap_UpdateScreen( void ) { syscall( CG_UPDATESCREEN ); } void trap_CM_LoadMap( const char *mapname, qboolean SubBSP ) { syscall( CG_CM_LOADMAP, mapname, SubBSP ); } int trap_CM_NumInlineModels( void ) { return syscall( CG_CM_NUMINLINEMODELS ); } clipHandle_t trap_CM_InlineModel( int index ) { return syscall( CG_CM_INLINEMODEL, index ); } clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) { return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); } clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs ) { return syscall( CG_CM_TEMPCAPSULEMODEL, mins, maxs ); } int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) { return syscall( CG_CM_POINTCONTENTS, p, model ); } int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); } 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 ) { syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); } void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask ) { syscall( CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask ); } void trap_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 ) { syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); } void trap_CM_TransformedCapsuleTrace( 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 ) { syscall( CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); } int trap_CM_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) { return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer ); } int trap_S_GetVoiceVolume( int entityNum ) { return syscall( CG_S_GETVOICEVOLUME, entityNum ); } void trap_S_MuteSound( int entityNum, int entchannel ) { syscall( CG_S_MUTESOUND, entityNum, entchannel ); } void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) { syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); } void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); } void trap_S_ClearLoopingSounds(void) { syscall( CG_S_CLEARLOOPINGSOUNDS ); } void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); } void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); } void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx ); } void trap_S_StopLoopingSound( int entityNum ) { syscall( CG_S_STOPLOOPINGSOUND, entityNum ); } void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) { syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); } void trap_S_ShutUp(qboolean shutUpFactor) { syscall(CG_S_SHUTUP, shutUpFactor); } sfxHandle_t trap_S_RegisterSound( const char *sample ) { return syscall( CG_S_REGISTERSOUND, sample ); } void trap_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting ) { syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop, bReturnWithoutStarting ); } void trap_S_UpdateAmbientSet( const char *name, vec3_t origin ) { syscall(CG_S_UPDATEAMBIENTSET, name, origin); } void trap_AS_ParseSets( void ) { syscall(CG_AS_PARSESETS); } void trap_AS_AddPrecacheEntry( const char *name ) { syscall(CG_AS_ADDPRECACHEENTRY, name); } int trap_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time ) { return syscall(CG_S_ADDLOCALSET, name, listener_origin, origin, entID, time); } sfxHandle_t trap_AS_GetBModelSound( const char *name, int stage ) { return syscall(CG_AS_GETBMODELSOUND, name, stage); } void trap_R_LoadWorldMap( const char *mapname ) { syscall( CG_R_LOADWORLDMAP, mapname ); } qhandle_t trap_R_RegisterModel( const char *name ) { return syscall( CG_R_REGISTERMODEL, name ); } qhandle_t trap_R_RegisterSkin( const char *name ) { return syscall( CG_R_REGISTERSKIN, name ); } qhandle_t trap_R_RegisterShader( const char *name ) { return syscall( CG_R_REGISTERSHADER, name ); } qhandle_t trap_R_RegisterShaderNoMip( const char *name ) { return syscall( CG_R_REGISTERSHADERNOMIP, name ); } qhandle_t trap_R_RegisterFont( const char *fontName ) { return syscall( CG_R_REGISTERFONT, fontName); } int trap_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale) { return syscall( CG_R_FONT_STRLENPIXELS, text, iFontIndex, PASSFLOAT(scale)); } int trap_R_Font_StrLenChars(const char *text) { return syscall( CG_R_FONT_STRLENCHARS, text); } int trap_R_Font_HeightPixels(const int iFontIndex, const float scale) { return syscall( CG_R_FONT_STRHEIGHTPIXELS, iFontIndex, PASSFLOAT(scale)); } void trap_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale) { syscall( CG_R_FONT_DRAWSTRING, ox, oy, text, rgba, setIndex, iCharLimit, PASSFLOAT(scale)); } qboolean trap_Language_IsAsian(void) { return syscall( CG_LANGUAGE_ISASIAN ); } qboolean trap_Language_UsesSpaces(void) { return syscall( CG_LANGUAGE_USESSPACES ); } unsigned int trap_AnyLanguage_ReadCharFromString( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation/* = NULL*/ ) { return syscall( CG_ANYLANGUAGE_READCHARFROMSTRING, psText, piAdvanceCount, pbIsTrailingPunctuation); } void trap_R_ClearScene( void ) { syscall( CG_R_CLEARSCENE ); } void trap_R_ClearDecals ( void ) { syscall ( CG_R_CLEARDECALS ); } void trap_R_AddRefEntityToScene( const refEntity_t *re ) { syscall( CG_R_ADDREFENTITYTOSCENE, re ); } void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); } void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ) { syscall( CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num ); } void trap_R_AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary ) { syscall( CG_R_ADDDECALTOSCENE, shader, origin, dir, PASSFLOAT(orientation), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b), PASSFLOAT(a), alphaFade, PASSFLOAT(radius), temporary ); } int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) { return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir ); } void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); } void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { syscall( CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); } void trap_R_RenderScene( const refdef_t *fd ) { syscall( CG_R_RENDERSCENE, fd ); } void trap_R_SetColor( const float *rgba ) { syscall( CG_R_SETCOLOR, rgba ); } void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); } void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { syscall( CG_R_MODELBOUNDS, model, mins, maxs ); } int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName ) { return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); } void trap_R_DrawRotatePic( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { syscall( CG_R_DRAWROTATEPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader ); } void trap_R_DrawRotatePic2( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { syscall( 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 trap_R_SetRangeFog(float range) { syscall(CG_R_SETRANGEFOG, PASSFLOAT(range)); } //set some properties for the draw layer for my refractive effect (here primarily for mod authors) -rww void trap_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate) { syscall(CG_R_SETREFRACTIONPROP, PASSFLOAT(alpha), PASSFLOAT(stretch), prepost, negate); } void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) { syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset ); } void trap_R_GetLightStyle(int style, color4ub_t color) { syscall( CG_R_GET_LIGHT_STYLE, style, color ); } void trap_R_SetLightStyle(int style, int color) { syscall( CG_R_SET_LIGHT_STYLE, style, color ); } void trap_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal ) { syscall( CG_R_GET_BMODEL_VERTS, bmodelIndex, verts, normal ); } void trap_R_GetDistanceCull(float *f) { syscall(CG_R_GETDISTANCECULL, f); } //get screen resolution -rww void trap_R_GetRealRes(int *w, int *h) { syscall( CG_R_GETREALRES, w, h ); } //automap elevation setting -rww void trap_R_AutomapElevAdj(float newHeight) { syscall( CG_R_AUTOMAPELEVADJ, PASSFLOAT(newHeight) ); } //initialize automap -rww qboolean trap_R_InitWireframeAutomap(void) { return syscall( CG_R_INITWIREFRAMEAUTO ); } void trap_FX_AddLine( const vec3_t start, const vec3_t end, float size1, float size2, float sizeParm, float alpha1, float alpha2, float alphaParm, const vec3_t sRGB, const vec3_t eRGB, float rgbParm, int killTime, qhandle_t shader, int flags) { syscall( CG_FX_ADDLINE, start, end, PASSFLOAT(size1), PASSFLOAT(size2), PASSFLOAT(sizeParm), PASSFLOAT(alpha1), PASSFLOAT(alpha2), PASSFLOAT(alphaParm), sRGB, eRGB, PASSFLOAT(rgbParm), killTime, shader, flags); } void trap_GetGlconfig( glconfig_t *glconfig ) { syscall( CG_GETGLCONFIG, glconfig ); } void trap_GetGameState( gameState_t *gamestate ) { syscall( CG_GETGAMESTATE, gamestate ); } void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); } qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); } qboolean trap_GetDefaultState(int entityIndex, entityState_t *state ) { //rwwRMG - added [NEWTRAP] return syscall( CG_GETDEFAULTSTATE, entityIndex, state ); } qboolean trap_GetServerCommand( int serverCommandNumber ) { return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); } int trap_GetCurrentCmdNumber( void ) { return syscall( CG_GETCURRENTCMDNUMBER ); } qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); } void trap_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride, float mSensitivityOverride, int fpSel, int invenSel, qboolean fighterControls ) { syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale), PASSFLOAT(mPitchOverride), PASSFLOAT(mYawOverride), PASSFLOAT(mSensitivityOverride), fpSel, invenSel, fighterControls ); } void trap_SetClientForceAngle(int time, vec3_t angle) { syscall( CG_SETCLIENTFORCEANGLE, time, angle ); } void trap_SetClientTurnExtent(float turnAdd, float turnSub, int turnTime) { syscall( CG_SETCLIENTTURNEXTENT, PASSFLOAT(turnAdd), PASSFLOAT(turnSub), turnTime ); } void trap_OpenUIMenu(int menuID) { syscall( CG_OPENUIMENU, menuID ); } void testPrintInt( char *string, int i ) { syscall( CG_TESTPRINTINT, string, i ); } void testPrintFloat( char *string, float f ) { syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); } int trap_MemoryRemaining( void ) { return syscall( CG_MEMORY_REMAINING ); } qboolean trap_Key_IsDown( int keynum ) { return syscall( CG_KEY_ISDOWN, keynum ); } int trap_Key_GetCatcher( void ) { return syscall( CG_KEY_GETCATCHER ); } void trap_Key_SetCatcher( int catcher ) { syscall( CG_KEY_SETCATCHER, catcher ); } int trap_Key_GetKey( const char *binding ) { return syscall( CG_KEY_GETKEY, binding ); } int trap_PC_AddGlobalDefine( char *define ) { return syscall( CG_PC_ADD_GLOBAL_DEFINE, define ); } int trap_PC_LoadSource( const char *filename ) { return syscall( CG_PC_LOAD_SOURCE, filename ); } int trap_PC_FreeSource( int handle ) { return syscall( CG_PC_FREE_SOURCE, handle ); } int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) { return syscall( CG_PC_READ_TOKEN, handle, pc_token ); } int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) { return syscall( CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line ); } int trap_PC_LoadGlobalDefines ( const char* filename ) { return syscall ( CG_PC_LOAD_GLOBAL_DEFINES, filename ); } void trap_PC_RemoveAllGlobalDefines ( void ) { syscall ( CG_PC_REMOVE_ALL_GLOBAL_DEFINES ); } void trap_S_StopBackgroundTrack( void ) { syscall( CG_S_STOPBACKGROUNDTRACK ); } int trap_RealTime(qtime_t *qtime) { return syscall( CG_REAL_TIME, qtime ); } void trap_SnapVector( float *v ) { syscall( CG_SNAPVECTOR, v ); } // 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) { return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); } // 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 syscall(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 syscall(CG_CIN_RUNCINEMATIC, handle); } // draws the current frame void trap_CIN_DrawCinematic (int handle) { syscall(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) { syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); } qboolean trap_GetEntityToken( char *buffer, int bufferSize ) { return syscall( CG_GET_ENTITY_TOKEN, buffer, bufferSize ); } qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2, byte *mask ) { return syscall( CG_R_INPVS, p1, p2, mask ); } int trap_FX_RegisterEffect(const char *file) { return syscall( CG_FX_REGISTER_EFFECT, file); } void trap_FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd, int vol, int rad ) { syscall( CG_FX_PLAY_EFFECT, file, org, fwd, vol, rad); } void trap_FX_PlayEntityEffect( const char *file, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad ) { syscall( CG_FX_PLAY_ENTITY_EFFECT, file, org, axis, boltInfo, entNum, vol, rad ); } void trap_FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad ) { syscall( CG_FX_PLAY_EFFECT_ID, id, org, fwd, vol, rad ); } void trap_FX_PlayPortalEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad ) { syscall( CG_FX_PLAY_PORTAL_EFFECT_ID, id, org, fwd); } void trap_FX_PlayEntityEffectID( int id, vec3_t org, vec3_t axis[3], const int boltInfo, const int entNum, int vol, int rad ) { syscall( CG_FX_PLAY_ENTITY_EFFECT_ID, id, org, axis, boltInfo, entNum, vol, rad ); } void trap_FX_PlayBoltedEffectID( int id, vec3_t org, void *ghoul2, const int boltNum, const int entNum, const int modelNum, int iLooptime, qboolean isRelative ) { syscall( CG_FX_PLAY_BOLTED_EFFECT_ID, id, org, ghoul2, boltNum, entNum, modelNum, iLooptime, isRelative ); } void trap_FX_AddScheduledEffects( qboolean skyPortal ) { syscall( CG_FX_ADD_SCHEDULED_EFFECTS, skyPortal ); } void trap_FX_Draw2DEffects ( float screenXScale, float screenYScale ) { syscall( CG_FX_DRAW_2D_EFFECTS, PASSFLOAT(screenXScale), PASSFLOAT(screenYScale) ); } int trap_FX_InitSystem( refdef_t* refdef ) { return syscall( CG_FX_INIT_SYSTEM, refdef ); } void trap_FX_SetRefDef( refdef_t* refdef ) { syscall( CG_FX_SET_REFDEF, refdef ); } qboolean trap_FX_FreeSystem( void ) { return syscall( CG_FX_FREE_SYSTEM ); } void trap_FX_Reset ( void ) { syscall ( CG_FX_RESET ); } void trap_FX_AdjustTime( int time ) { syscall( CG_FX_ADJUST_TIME, time ); } void trap_FX_AddPoly( addpolyArgStruct_t *p ) { syscall( CG_FX_ADDPOLY, p ); } void trap_FX_AddBezier( addbezierArgStruct_t *p ) { syscall( CG_FX_ADDBEZIER, p ); } void trap_FX_AddPrimitive( effectTrailArgStruct_t *p ) { syscall( CG_FX_ADDPRIMITIVE, p ); } void trap_FX_AddSprite( addspriteArgStruct_t *p ) { syscall( CG_FX_ADDSPRITE, p ); } void trap_FX_AddElectricity( addElectricityArgStruct_t *p ) { syscall( CG_FX_ADDELECTRICITY, p ); } //void trap_SP_Print(const unsigned ID, byte *Data) //{ // syscall( CG_SP_PRINT, ID, Data); //} int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength) { return syscall( CG_SP_GETSTRINGTEXTSTRING, text, buffer, bufferLength ); } qboolean trap_ROFF_Clean( void ) { return syscall( CG_ROFF_CLEAN ); } void trap_ROFF_UpdateEntities( void ) { syscall( CG_ROFF_UPDATE_ENTITIES ); } int trap_ROFF_Cache( char *file ) { return syscall( CG_ROFF_CACHE, file ); } qboolean trap_ROFF_Play( int entID, int roffID, qboolean doTranslation ) { return syscall( CG_ROFF_PLAY, entID, roffID, doTranslation ); } qboolean trap_ROFF_Purge_Ent( int entID ) { return syscall( CG_ROFF_PURGE_ENT, entID ); } //rww - dynamic vm memory allocation! void trap_TrueMalloc(void **ptr, int size) { syscall(CG_TRUEMALLOC, ptr, size); } void trap_TrueFree(void **ptr) { syscall(CG_TRUEFREE, ptr); } /* Ghoul2 Insert Start */ // CG Specific API calls void trap_G2_ListModelSurfaces(void *ghlInfo) { syscall( CG_G2_LISTSURFACES, ghlInfo); } void trap_G2_ListModelBones(void *ghlInfo, int frame) { syscall( CG_G2_LISTBONES, ghlInfo, frame); } void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList) { syscall( CG_G2_SETMODELS, ghoul2, modelList, skinList); } qboolean trap_G2_HaveWeGhoul2Models(void *ghoul2) { return (qboolean)(syscall(CG_G2_HAVEWEGHOULMODELS, ghoul2)); } qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale) { return (qboolean)(syscall(CG_G2_GETBOLT, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale)); } qboolean trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale) { //Same as above but force it to not reconstruct the skeleton before getting the bolt position return (qboolean)(syscall(CG_G2_GETBOLT_NOREC, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale)); } qboolean trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale) { //Same as above but force it to not reconstruct the skeleton before getting the bolt position return (qboolean)(syscall(CG_G2_GETBOLT_NOREC_NOROT, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale)); } int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias) { return syscall(CG_G2_INITGHOUL2MODEL, ghoul2Ptr, fileName, modelIndex, customSkin, customShader, modelFlags, lodBias); } qboolean trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin) { return syscall(CG_G2_SETSKIN, ghoul2, modelIndex, customSkin, renderSkin); } void trap_G2API_CollisionDetect ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position, int frameNumber, int entNum, const vec3_t rayStart, const vec3_t rayEnd, const vec3_t scale, int traceFlags, int useLod, float fRadius ) { syscall ( CG_G2_COLLISIONDETECT, collRecMap, ghoul2, angles, position, frameNumber, entNum, rayStart, rayEnd, scale, traceFlags, useLod, PASSFLOAT(fRadius) ); } void trap_G2API_CollisionDetectCache ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position, int frameNumber, int entNum, const vec3_t rayStart, const vec3_t rayEnd, const vec3_t scale, int traceFlags, int useLod, float fRadius ) { syscall ( CG_G2_COLLISIONDETECTCACHE, collRecMap, ghoul2, angles, position, frameNumber, entNum, rayStart, rayEnd, scale, traceFlags, useLod, PASSFLOAT(fRadius) ); } void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr) { syscall(CG_G2_CLEANMODELS, ghoul2Ptr); } qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags, const int up, const int right, const int forward, qhandle_t *modelList, int blendTime , int currentTime ) { return (syscall(CG_G2_ANGLEOVERRIDE, ghoul2, modelIndex, boneName, angles, flags, up, right, forward, modelList, blendTime, currentTime)); } qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime ) { return syscall(CG_G2_PLAYANIM, ghoul2, modelIndex, boneName, startFrame, endFrame, flags, PASSFLOAT(animSpeed), currentTime, PASSFLOAT(setFrame), blendTime); } qboolean trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex) { return syscall(CG_G2_GETBONEANIM, ghoul2, boneName, currentTime, currentFrame, startFrame, endFrame, flags, animSpeed, modelList, modelIndex); } qboolean trap_G2API_GetBoneFrame(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *modelList, const int modelIndex) { return syscall(CG_G2_GETBONEFRAME, ghoul2, boneName, currentTime, currentFrame, modelList, modelIndex); } void trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf) { syscall(CG_G2_GETGLANAME, ghoul2, modelIndex, fillBuf); } int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex) { return syscall(CG_G2_COPYGHOUL2INSTANCE, g2From, g2To, modelIndex); } void trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo) { syscall(CG_G2_COPYSPECIFICGHOUL2MODEL, g2From, modelFrom, g2To, modelTo); } void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To) { syscall(CG_G2_DUPLICATEGHOUL2INSTANCE, g2From, g2To); } qboolean trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex) { return syscall(CG_G2_HASGHOUL2MODELONINDEX, ghlInfo, modelIndex); } qboolean trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex) { return syscall(CG_G2_REMOVEGHOUL2MODEL, ghlInfo, modelIndex); } qboolean trap_G2API_SkinlessModel(void *ghlInfo, int modelIndex) { return syscall(CG_G2_SKINLESSMODEL, ghlInfo, modelIndex); } int trap_G2API_GetNumGoreMarks(void *ghlInfo, int modelIndex) { return syscall(CG_G2_GETNUMGOREMARKS, ghlInfo, modelIndex); } void trap_G2API_AddSkinGore(void *ghlInfo,SSkinGoreData *gore) { syscall(CG_G2_ADDSKINGORE, ghlInfo, gore); } void trap_G2API_ClearSkinGore ( void* ghlInfo ) { syscall(CG_G2_CLEARSKINGORE, ghlInfo ); } int trap_G2API_Ghoul2Size ( void* ghlInfo ) { return syscall(CG_G2_SIZE, ghlInfo ); } int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName) { return syscall(CG_G2_ADDBOLT, ghoul2, modelIndex, boneName); } qboolean trap_G2API_AttachEnt(int *boltInfo, void *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum) { return syscall(CG_G2_ATTACHENT, boltInfo, ghlInfoTo, toBoltIndex, entNum, toModelNum); } void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo) { syscall(CG_G2_SETBOLTON, ghoul2, modelIndex, boltInfo); } qboolean trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName) { return syscall(CG_G2_SETROOTSURFACE, ghoul2, modelIndex, surfaceName); } qboolean trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags) { return syscall(CG_G2_SETSURFACEONOFF, ghoul2, surfaceName, flags); } qboolean trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex) { return syscall(CG_G2_SETNEWORIGIN, ghoul2, boltIndex); } //check if a bone exists on skeleton without actually adding to the bone list -rww qboolean trap_G2API_DoesBoneExist(void *ghoul2, int modelIndex, const char *boneName) { return syscall(CG_G2_DOESBONEEXIST, ghoul2, modelIndex, boneName); } int trap_G2API_GetSurfaceRenderStatus(void *ghoul2, const int modelIndex, const char *surfaceName) { return syscall(CG_G2_GETSURFACERENDERSTATUS, ghoul2, modelIndex, surfaceName); } int trap_G2API_GetTime(void) { return syscall(CG_G2_GETTIME); } void trap_G2API_SetTime(int time, int clock) { syscall(CG_G2_SETTIME, time, clock); } //hack for smoothing during ugly situations. forgive me. void trap_G2API_AbsurdSmoothing(void *ghoul2, qboolean status) { syscall(CG_G2_ABSURDSMOOTHING, ghoul2, status); } //rww - RAGDOLL_BEGIN void trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params) { syscall(CG_G2_SETRAGDOLL, ghoul2, params); } void trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params) { syscall(CG_G2_ANIMATEG2MODELS, ghoul2, time, params); } //rww - RAGDOLL_END //additional ragdoll options -rww qboolean trap_G2API_RagPCJConstraint(void *ghoul2, const char *boneName, vec3_t min, vec3_t max) //override default pcj bonee constraints { return syscall(CG_G2_RAGPCJCONSTRAINT, ghoul2, boneName, min, max); } qboolean trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed) //override the default gradient movespeed for a pcj bone { return syscall(CG_G2_RAGPCJGRADIENTSPEED, ghoul2, boneName, PASSFLOAT(speed)); } qboolean trap_G2API_RagEffectorGoal(void *ghoul2, const char *boneName, vec3_t pos) //override an effector bone's goal position (world coordinates) { return syscall(CG_G2_RAGEFFECTORGOAL, ghoul2, boneName, pos); } qboolean trap_G2API_GetRagBonePos(void *ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale) //current position of said bone is put into pos (world coordinates) { return syscall(CG_G2_GETRAGBONEPOS, ghoul2, boneName, pos, entAngles, entPos, entScale); } qboolean trap_G2API_RagEffectorKick(void *ghoul2, const char *boneName, vec3_t velocity) //add velocity to a rag bone { return syscall(CG_G2_RAGEFFECTORKICK, ghoul2, boneName, velocity); } qboolean trap_G2API_RagForceSolve(void *ghoul2, qboolean force) //make sure we are actively performing solve/settle routines, if desired { return syscall(CG_G2_RAGFORCESOLVE, ghoul2, force); } qboolean trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params) { return syscall(CG_G2_SETBONEIKSTATE, ghoul2, time, boneName, ikState, params); } qboolean trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params) { return syscall(CG_G2_IKMOVE, ghoul2, time, params); } qboolean trap_G2API_RemoveBone(void *ghoul2, const char *boneName, int modelIndex) { return syscall(CG_G2_REMOVEBONE, ghoul2, boneName, modelIndex); } //rww - Stuff to allow association of ghoul2 instances to entity numbers. //This way, on listen servers when both the client and server are doing //ghoul2 operations, we can copy relevant data off the client instance //directly onto the server instance and slash the transforms and whatnot //right in half. void trap_G2API_AttachInstanceToEntNum(void *ghoul2, int entityNum, qboolean server) { syscall(CG_G2_ATTACHINSTANCETOENTNUM, ghoul2, entityNum, server); } void trap_G2API_ClearAttachedInstance(int entityNum) { syscall(CG_G2_CLEARATTACHEDINSTANCE, entityNum); } void trap_G2API_CleanEntAttachments(void) { syscall(CG_G2_CLEANENTATTACHMENTS); } qboolean trap_G2API_OverrideServer(void *serverInstance) { return syscall(CG_G2_OVERRIDESERVER, serverInstance); } void trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf) { syscall(CG_G2_GETSURFACENAME, ghoul2, surfNumber, modelIndex, fillBuf); } void trap_CG_RegisterSharedMemory(char *memory) { syscall(CG_SET_SHARED_BUFFER, memory); } int trap_CM_RegisterTerrain(const char *config) { //rwwRMG - added [NEWTRAP] return syscall(CG_CM_REGISTER_TERRAIN, config); } void trap_RMG_Init(int terrainID, const char *terrainInfo) { //rwwRMG - added [NEWTRAP] syscall(CG_RMG_INIT, terrainID, terrainInfo); } void trap_RE_InitRendererTerrain( const char *info ) { //rwwRMG - added [NEWTRAP] syscall(CG_RE_INIT_RENDERER_TERRAIN, info); } void trap_R_WeatherContentsOverride( int contents ) { //rwwRMG - added [NEWTRAP] syscall(CG_R_WEATHER_CONTENTS_OVERRIDE, contents); } void trap_R_WorldEffectCommand(const char *cmd) { syscall(CG_R_WORLDEFFECTCOMMAND, cmd); } void trap_WE_AddWeatherZone( const vec3_t mins, const vec3_t maxs ) { syscall( CG_WE_ADDWEATHERZONE, mins, maxs ); } /* Ghoul2 Insert End */ #include "../namespace_end.h"