fteqw/engine/client/cl_cg.c
Spoike cd97d1fff3 cmake now builds botlib (as a shared object)
fix q3 looping sounds
fix q3sv bug that was kicking clients on map changes
attempt to resize q3ui if the window changes size
added some more disconnect reasons (for menuqc/q3ui to report).
reworked particle count/step arguments for better compat with DP. particles that used count for trails were already broken...
drawtextfield builtin will report line numbers shown, so qc can finally tell how much text there actually was
added some more items to 'fps_preset dp', stuff needed for the 'quake15' mod.
added dpcompat_noretouchground cvar for people wanting to mimic dp's bugs.
added 'r_netgraph 2' setting, which will show packet sizes per svc, in part to highlight wasteful mods.
added cvar to disable the q1mdl floodfill, which caused problems for yet another person.
internal editor now attempts to support debugging asm, if no source is available.
fix 64bit icon bug in x11.
FINALLY fix high's te_teleport effect.
load with no arguments will scan for the most recent a#/s#/quick savedgame instead of using just quick.
load command will chose between fte and vanilla savedgame formats based on modification time, if both exist in the same package/dir.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5394 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-01-29 07:18:07 +00:00

1397 lines
36 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
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&&(unsigned int)a<=r_numshaders)?r_shaders[a-1]:NULL)
#define VM_TOSHANDLE(a) (a?a->id+1:0)
extern model_t box_model;
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;
}
#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_BACKUP UPDATE_BACKUP
#define CMD_MASK UPDATE_MASK
qboolean CGQ3_GetUserCmd(int cmdNumber, q3usercmd_t *ucmd)
{
usercmd_t *cmd;
if (cmdNumber > cl.movesequence)
Host_EndGame("CL_GetUserCmd: cmdNumber > ccs.currentUserCmdNumber");
if (cl.movesequence - cmdNumber >= CMD_BACKUP)
return false; // too old
cmd = &cl.outframes[(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;
char bigconfigstring[65536];
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), "bcs0"))
{
Q_snprintfz(bigconfigstring, sizeof(bigconfigstring), "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2));
return false;
}
if (!strcmp(Cmd_Argv(0), "bcs1"))
{
Q_strncatz(bigconfigstring, Cmd_Argv(2), sizeof(bigconfigstring));
return false;
}
if (!strcmp(Cmd_Argv(0), "bcs2"))
{
Q_strncatz(bigconfigstring, Cmd_Argv(2), sizeof(bigconfigstring));
Q_strncatz(bigconfigstring, "\"", sizeof(bigconfigstring));
Cmd_TokenizeString(bigconfigstring, 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;
} 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;
Mod_ClipDecal(cl.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, const char *soundname, 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 = S_PrecacheSound(soundname);
loopers[i].ispersistent = persistent;
}
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(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 %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(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(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:
{
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_AddCommand(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.
if (!Key_Dest_Has(kdm_console))
scr_con_current = 0;
SCR_UpdateScreen();
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_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 >= MAX_PRECACHE_MODELS)
{
// if (modhandle == MAX_PRECACHE_MODELS+1)
// mod = &capsule_model;
// else
mod = &box_model;
}
else
mod = cl.model_precache[modhandle+1];
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 >= MAX_PRECACHE_MODELS)
{
// if (modhandle == MAX_PRECACHE_MODELS+1)
// mod = &capsule_model;
// else
mod = &box_model;
}
else
mod = cl.model_precache[modhandle+1];
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 >= MAX_PRECACHE_MODELS)
{
// if (modhandle == MAX_PRECACHE_MODELS+1)
// mod = &capsule_model;
// else
mod = &box_model;
}
else
mod = cl.model_precache[modhandle+1];
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)
#if !defined(CLIENTONLY) || defined(CSQC_DAT)
World_TransformedTrace(mod, 0, 0, start, end, mins, maxs, fn==CG_CM_TRANSFORMEDCAPSULETRACE, &tr, origin, angles, brushmask);
#else
{
#ifdef warningmsg
#pragma warningmsg("FIXME: G3 CGame requires World_TransformedTrace!")
#endif
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_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]);
int brushmask = VM_LONG(arg[6]);
model_t *mod;
if (modhandle >= MAX_PRECACHE_MODELS)
{
// if (modhandle == MAX_PRECACHE_MODELS+1)
// mod = &capsule_model;
// else
mod = &box_model;
}
else
mod = cl.model_precache[modhandle+1];
if (mod->loadstate != MLS_LOADED)
{
if (mod->loadstate == MLS_NOTLOADED)
Mod_LoadModel(mod, MLV_SILENT);
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (mod->loadstate != MLS_LOADED)
mod = &box_model; //stop crashes, even if this is wrong.
}
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: //FTE can't distinguish. :/
Con_DPrintf("CG_R_LOADWORLDMAP: not implemented\n");
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(Mod_FixName(mapname, mapname), MLV_SILENT);
if (cl.worldmodel->loadstate == MLS_LOADING)
COM_WorkerPartialSync(cl.worldmodel, &cl.worldmodel->loadstate, MLS_LOADING);
if (cl.worldmodel->loadstate != MLS_LOADED)
Host_EndGame("Couldn't load map %s", mapname);
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 (Mod_FixName(cl.model_name[i+1], mapname), MLV_SILENT);
}
}
break;
case CG_CM_INLINEMODEL:
if ((unsigned int)VM_LONG(arg[0]) > (cl.worldmodel?cl.worldmodel->numsubmodels:0))
Host_EndGame("cgame asked for invalid model number\n");
VM_LONG(ret) = VM_LONG(arg[0]);
break;
case CG_CM_NUMINLINEMODELS:
VM_LONG(ret) = cl.worldmodel?cl.worldmodel->numsubmodels:0;
break;
case CG_CM_TEMPBOXMODEL:
CM_TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
VM_LONG(ret) = MAX_PRECACHE_MODELS;
break;
case CG_CM_TEMPCAPSULEMODEL:
CM_TempBoxModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
VM_LONG(ret) = MAX_PRECACHE_MODELS+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)
{
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;
mod = Mod_ForName(Mod_FixName(name, cl.model_name[1]), MLV_SILENT);
if (mod->loadstate == MLS_LOADING)
{ //needed to ensure it really is missing
if (!COM_FCheckExists(mod->name))
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
}
if (mod->loadstate == MLS_FAILED || mod->type == mod_dummy)
VM_LONG(ret) = 0;
else
VM_LONG(ret) = VM_TOMHANDLE(mod);
}
break;
case CG_R_REGISTERSKIN:
VM_LONG(ret) = Mod_RegisterSkinFile(VM_POINTER(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]), NULL));
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]), NULL));
break;
case CG_R_CLEARSCENE: //clear scene (not rtlights, only dynamic ones)
CL_ClearEntityLists();
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_NewDlight(-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)
R2D_ImageColours(f[0], f[1], f[2], f[3]);
else
R2D_ImageColours(1, 1, 1, 1);
}
break;
case CG_R_DRAWSTRETCHPIC:
R2D_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])+1, VM_LONG(arg[2]), S_PrecacheSound(VM_FROMSTRCACHE(arg[3])), VM_POINTER(arg[0]), NULL, 1, 1, 0, 0, 0);
break;
case CG_S_ADDLOOPINGSOUND:
//entnum, origin, velocity, sfx
CG_StartLoopingSounds(VM_LONG(arg[0])+1, VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_FROMSTRCACHE(arg[3]), 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]), VM_FROMSTRCACHE(arg[3]), 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:
Media_NamedTrack(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
return 0;
case CG_S_STOPBACKGROUNDTRACK:
Media_NamedTrack(NULL, NULL);
return 0;
case CG_S_RESPATIALIZE://void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
{
int entnum = VM_LONG(arg[0])+1;
float *org = VM_POINTER(arg[1]);
vec3_t *axis = VM_POINTER(arg[2]);
int inwater = VM_LONG(arg[3]);
cl.playerview[0].audio.defaulted = false;
cl.playerview[0].audio.entnum = entnum;
VectorCopy(org, cl.playerview[0].audio.origin);
VectorCopy(axis[0], cl.playerview[0].audio.forward);
VectorCopy(axis[1], cl.playerview[0].audio.right);
VectorCopy(axis[2], cl.playerview[0].audio.up);
cl.playerview[0].audio.reverbtype = inwater?1:0;
VectorClear(cl.playerview[0].audio.velocity);
}
break;
case CG_KEY_ISDOWN:
{
extern qboolean keydown[K_MAX];
if (keydown[VM_LONG(arg[0])])
VM_LONG(ret) = 1;
else
VM_LONG(ret) = 0;
}
break;
case CG_KEY_GETKEY:
{
int ret[1];
M_FindKeysForCommand (0, 0, VM_POINTER(arg[0]), ret, NULL, countof(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;
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) = cl.movesequence-1;
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]);
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) = 1024*1024*8;//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.
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:
R_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_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;
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, (unsigned)~0, arg, args);
}
int CG_Refresh(void)
{
int time;
if (!cgvm)
return false;
time = cl.time*1000;
VM_Call(cgvm, CG_DRAW_ACTIVE_FRAME, time, 0, false);
R2D_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;
}
}
qboolean CG_VideoRestarted(void)
{
if (cgvm)
{
VM_Call(cgvm, CG_INIT, ccs.serverMessageNum, ccs.lastServerCommandNum, cl.playerview[0].playernum);
return true;
}
return false;
}
void CG_Start (void)
{
SCR_SetLoadingStage(0);
if (cls.protocol != CP_QUAKE3)
{ //q3 clients only.
CG_Stop();
return;
}
Z_FreeTags(CGTAGNUM);
SCR_BeginLoadingPlaque();
cgvm = VM_Create("vm/cgame", com_nogamedirnativecode.ival?NULL:CG_SystemCallsNative, CG_SystemCallsVM);
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.playerview[0].playernum);
}
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