mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 14:12:25 +00:00
9cd988a836
Fixed up cl_indepphysics. Sending is fully independent, bar sync points. Fixed so #if 0 works in qc code. Fixed up error conditions in qclib when features are not supported. The webpage generator will now refcount properly. Fixed error conditions when using glsl shaders. If MULTITHREAD is defined, r_loadlit will not light inside a separate thread. We now generate VBOs for bsp objects. Shaders/rtlights don't use them yet. Fixed up MVD/multiview playback a bit. It now looks like it works! (cl_hightrack will no longer track the same person in all views). Fixed error conditions when attempting to download versioned csprogs. Reduced the number of places that a q3-style marked up string is expanded. I think there are a couple places left still though. Approximated ezquake colour codes. Memory mapped read file access in win32, where we can. Not sure about this. Lets see how things pan out. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3195 fc73d0e0-1445-4013-8a0c-d673dee63da5
1200 lines
30 KiB
C
1200 lines
30 KiB
C
#include "quakedef.h"
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//#include "cg_public.h"
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#ifdef VM_CG
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#ifdef RGLQUAKE
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#include "shader.h"
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#if 1
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#include "glquake.h"//hack
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#else
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typedef float m3by3_t[3][3];
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#endif
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#include "clq3defs.h"
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//cl_ui.c
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typedef struct q3refEntity_s q3refEntity_t;
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void VQ3_AddEntity(const q3refEntity_t *q3);
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typedef struct q3refdef_s q3refdef_t;
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void VQ3_RenderView(const q3refdef_t *ref);
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void CG_Command_f(void);
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void GLDraw_ShaderImage (int x, int y, int w, int h, float s1, float t1, float s2, float t2, shader_t *pic);
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#define CGAME_IMPORT_API_VERSION 4
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#define CGTAGNUM 5423
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#define VM_TOSTRCACHE(a) VMQ3_StringToHandle(VM_POINTER(a))
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#define VM_FROMSTRCACHE(a) VMQ3_StringFromHandle(a)
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char *VMQ3_StringFromHandle(int handle);
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int VMQ3_StringToHandle(char *str);
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extern model_t mod_known[];
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extern int mod_numknown;
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#define VM_FROMMHANDLE(a) ((a&&((unsigned int)a)<=mod_numknown)?mod_known+a-1:NULL)
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#define VM_TOMHANDLE(a) (a?a-mod_known+1:0)
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extern shader_t r_shaders[];
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#define VM_FROMSHANDLE(a) (a?r_shaders+a-1:NULL)
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#define VM_TOSHANDLE(a) (a?a-r_shaders+1:0)
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typedef enum {
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CG_PRINT,
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CG_ERROR,
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CG_MILLISECONDS,
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CG_CVAR_REGISTER,
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CG_CVAR_UPDATE,
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CG_CVAR_SET,
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CG_CVAR_VARIABLESTRINGBUFFER,
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CG_ARGC,
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CG_ARGV,
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CG_ARGS,
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CG_FS_FOPENFILE, //10
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CG_FS_READ,
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CG_FS_WRITE,
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CG_FS_FCLOSEFILE,
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CG_SENDCONSOLECOMMAND,
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CG_ADDCOMMAND,
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CG_SENDCLIENTCOMMAND,
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CG_UPDATESCREEN,
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CG_CM_LOADMAP,
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CG_CM_NUMINLINEMODELS,
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CG_CM_INLINEMODEL, //20
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CG_CM_LOADMODEL,
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CG_CM_TEMPBOXMODEL,
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CG_CM_POINTCONTENTS,
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CG_CM_TRANSFORMEDPOINTCONTENTS,
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CG_CM_BOXTRACE,
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CG_CM_TRANSFORMEDBOXTRACE,
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CG_CM_MARKFRAGMENTS,
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CG_S_STARTSOUND,
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CG_S_STARTLOCALSOUND,
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CG_S_CLEARLOOPINGSOUNDS, //30
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CG_S_ADDLOOPINGSOUND,
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CG_S_UPDATEENTITYPOSITION,
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CG_S_RESPATIALIZE,
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CG_S_REGISTERSOUND,
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CG_S_STARTBACKGROUNDTRACK,
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CG_R_LOADWORLDMAP,
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CG_R_REGISTERMODEL,
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CG_R_REGISTERSKIN,
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CG_R_REGISTERSHADER,
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CG_R_CLEARSCENE, //40
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CG_R_ADDREFENTITYTOSCENE,
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CG_R_ADDPOLYTOSCENE,
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CG_R_ADDLIGHTTOSCENE,
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CG_R_RENDERSCENE,
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CG_R_SETCOLOR,
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CG_R_DRAWSTRETCHPIC,
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CG_R_MODELBOUNDS,
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CG_R_LERPTAG,
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CG_GETGLCONFIG,
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CG_GETGAMESTATE, //50
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CG_GETCURRENTSNAPSHOTNUMBER,
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CG_GETSNAPSHOT,
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CG_GETSERVERCOMMAND,
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CG_GETCURRENTCMDNUMBER,
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CG_GETUSERCMD,
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CG_SETUSERCMDVALUE,
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CG_R_REGISTERSHADERNOMIP,
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CG_MEMORY_REMAINING,
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CG_R_REGISTERFONT,
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CG_KEY_ISDOWN, //60
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CG_KEY_GETCATCHER,
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CG_KEY_SETCATCHER,
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CG_KEY_GETKEY,
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CG_PC_ADD_GLOBAL_DEFINE,
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CG_PC_LOAD_SOURCE,
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CG_PC_FREE_SOURCE,
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CG_PC_READ_TOKEN,
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CG_PC_SOURCE_FILE_AND_LINE,
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CG_S_STOPBACKGROUNDTRACK,
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CG_REAL_TIME, //70
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CG_SNAPVECTOR,
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CG_REMOVECOMMAND,
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CG_R_LIGHTFORPOINT, //73
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CG_CIN_PLAYCINEMATIC, //64
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CG_CIN_STOPCINEMATIC, //75
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CG_CIN_RUNCINEMATIC, //76
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CG_CIN_DRAWCINEMATIC, //77
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CG_CIN_SETEXTENTS, //78
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CG_R_REMAP_SHADER, //79
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CG_S_ADDREALLOOPINGSOUND, //80
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CG_S_STOPLOOPINGSOUND, //81
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CG_CM_TEMPCAPSULEMODEL, //82
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CG_CM_CAPSULETRACE, //83
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CG_CM_TRANSFORMEDCAPSULETRACE, //84
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CG_R_ADDADDITIVELIGHTTOSCENE, //85
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CG_GET_ENTITY_TOKEN, //86
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CG_R_ADDPOLYSTOSCENE, //87
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CG_R_INPVS, //88
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// 1.32
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CG_FS_SEEK, //89
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CG_MEMSET = 100,
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CG_MEMCPY,
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CG_STRNCPY,
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CG_SIN,
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CG_COS,
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CG_ATAN2,
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CG_SQRT,
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CG_FLOOR,
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CG_CEIL,
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CG_TESTPRINTINT,
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CG_TESTPRINTFLOAT,
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CG_ACOS,
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CG_FTE_FINDPARTICLEEFFECT = 200,
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CG_FTE_SPAWNPARTICLEEFFECT,
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CG_FTE_SPAWNPARTICLETRAIL,
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CG_FTE_FREEPARTICLESTATE
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} cgameImport_t;
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/*
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int CG_FTE_FINDPARTICLEEFFECT(char *particleeffectname) = #200;
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int CG_FTE_SPAWNPARTICLEEFFECT(vec3_t pos, vec3_t dir, float count, int effectnum, void *pstate) = #201;
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int CG_FTE_SPAWNPARTICLETRAIL(vec3_t start, vec3_t end, int effectnum, void *pstate) = #202;
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void CG_FTE_FREEPARTICLESTATE(void *pstate) = #203;
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*/
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/*
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==================================================================
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functions exported to the main executable
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==================================================================
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*/
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typedef enum {
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CG_INIT,
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// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
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// called when the level loads or when the renderer is restarted
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// all media should be registered at this time
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// cgame will display loading status by calling SCR_Update, which
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// will call CG_DrawInformation during the loading process
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// reliableCommandSequence will be 0 on fresh loads, but higher for
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// demos, tourney restarts, or vid_restarts
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CG_SHUTDOWN,
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// void (*CG_Shutdown)( void );
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// oportunity to flush and close any open files
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CG_CONSOLE_COMMAND,
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// qboolean (*CG_ConsoleCommand)( void );
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// a console command has been issued locally that is not recognized by the
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// main game system.
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// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
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// command is not known to the game
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CG_DRAW_ACTIVE_FRAME,
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// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
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// Generates and draws a game scene and status information at the given time.
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// If demoPlayback is set, local movement prediction will not be enabled
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CG_CROSSHAIR_PLAYER,
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// int (*CG_CrosshairPlayer)( void );
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CG_LAST_ATTACKER,
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// int (*CG_LastAttacker)( void );
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CG_KEY_EVENT,
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// void (*CG_KeyEvent)( int key, qboolean down );
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CG_MOUSE_EVENT,
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// void (*CG_MouseEvent)( int dx, int dy );
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CG_EVENT_HANDLING
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// void (*CG_EventHandling)(int type);
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} cgameExport_t;
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unsigned int Contents_To_Q3(unsigned int fte)
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{
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int ret = 0;
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if (fte & FTECONTENTS_SOLID) //should use q3 constants.
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ret |= 1;
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if (fte & FTECONTENTS_WATER) //should use q3 constants.
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ret |= 32;
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if (fte & FTECONTENTS_SLIME) //should use q3 constants.
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ret |= 16;
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if (fte & FTECONTENTS_LAVA) //should use q3 constants.
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ret |= 8;
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if (fte & FTECONTENTS_SKY) //should use q3 constants.
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ret |= 0x80000000;
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return ret;
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}
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unsigned int Contents_From_Q3(unsigned int Q3)
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{
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int ret = 0;
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if (Q3 & 1) //should use q3 constants.
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ret |= FTECONTENTS_SOLID;
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if (Q3 & 32) //should use q3 constants.
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ret |= FTECONTENTS_WATER;
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if (Q3 & 16) //should use q3 constants.
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ret |= FTECONTENTS_SLIME;
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if (Q3 & 8) //should use q3 constants.
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ret |= FTECONTENTS_LAVA;
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if (Q3 & 0x80000000) //should use q3 constants.
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ret |= FTECONTENTS_SKY;
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return ret;
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}
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#define MAX_GAMESTATE_CHARS 16000
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#define MAX_CONFIGSTRINGS 1024
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typedef struct {
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int stringOffsets[MAX_CONFIGSTRINGS];
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char stringData[MAX_GAMESTATE_CHARS];
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int dataCount;
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} gameState_t;
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gameState_t cggamestate;
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void CG_InsertIntoGameState(int num, char *str)
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{
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if (num < 5)
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{
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Con_DPrintf("%i: %s", num, str);
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}
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if (cggamestate.dataCount + strlen(str)+1 > MAX_GAMESTATE_CHARS)
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{
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char oldstringData[MAX_GAMESTATE_CHARS];
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int i;
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char *oldstr;
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//copy the old strings to a temporary buffer
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memcpy(oldstringData, cggamestate.stringData, MAX_GAMESTATE_CHARS);
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cggamestate.dataCount = 0;
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for (i = 0; i < MAX_CONFIGSTRINGS; i++)
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{
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oldstr = oldstringData+cggamestate.stringOffsets[i];
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if (*oldstr)
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{
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if (cggamestate.dataCount + strlen(oldstr)+1 > MAX_GAMESTATE_CHARS)
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Host_EndGame("Too much configstring text\n");
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cggamestate.dataCount+=1;
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strcpy(cggamestate.stringData+cggamestate.dataCount, oldstr);
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cggamestate.stringOffsets[i] = cggamestate.dataCount;
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cggamestate.dataCount += strlen(oldstr);
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}
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else
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cggamestate.stringOffsets[i] = 0;
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}
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}
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if (!*str)
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{
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cggamestate.stringOffsets[num] = 0;
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return;
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}
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cggamestate.dataCount+=1;
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strcpy(cggamestate.stringData+cggamestate.dataCount, str);
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cggamestate.stringOffsets[num] = cggamestate.dataCount;
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cggamestate.dataCount += strlen(str);
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}
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char *CG_GetConfigString(int num)
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{
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if ((unsigned)num >= MAX_CONFIGSTRINGS)
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return "";
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return cggamestate.stringData + cggamestate.stringOffsets[num];
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}
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int CG_GetGameState(gameState_t *gs)
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{
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memcpy(gs, &cggamestate, sizeof(gameState_t));
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return sizeof(gameState_t);
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}
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typedef struct {
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int serverTime;
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int angles[3];
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int buttons;
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qbyte weapon; // weapon
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signed char forwardmove, rightmove, upmove;
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} q3usercmd_t;
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#define CMD_MASK Q3UPDATE_MASK
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qboolean CGQ3_GetUserCmd(int cmdNumber, q3usercmd_t *ucmd)
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{
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usercmd_t *cmd;
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cmdNumber--;
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if (cmdNumber > ccs.currentUserCmdNumber)
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Host_EndGame("CL_GetUserCmd: cmdNumber > ccs.currentUserCmdNumber");
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if (ccs.currentUserCmdNumber - cmdNumber > CMD_MASK)
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return false; // too old
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cmd = &cl.frames[(cmdNumber) & CMD_MASK].cmd[0];
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ucmd->angles[0] = cmd->angles[0];
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ucmd->angles[1] = cmd->angles[1];
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ucmd->angles[2] = cmd->angles[2];
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ucmd->serverTime = cmd->servertime;
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ucmd->forwardmove = cmd->forwardmove;
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ucmd->rightmove = cmd->sidemove;
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ucmd->upmove = cmd->upmove;
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ucmd->buttons = cmd->buttons;
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ucmd->weapon = cmd->weapon;
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return true;
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}
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static vm_t *cgvm;
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extern int keycatcher;
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qboolean CG_GetServerCommand(int cmdnum)
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{
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//quote from cgame code:
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// get the gamestate from the client system, which will have the
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// new configstring already integrated
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char *str = ccs.serverCommands[cmdnum & TEXTCMD_MASK];
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Con_DPrintf("Dispaching %s\n", str);
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Cmd_TokenizeString(str, false, false);
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if (!strcmp(Cmd_Argv(0), "cs"))
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CG_InsertIntoGameState(atoi(Cmd_Argv(1)), Cmd_Argv(2));
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return true;
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}
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typedef struct {
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int firstPoint;
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int numPoints;
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} markFragment_t;
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int CG_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer )
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{
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#if 1 //FIXME: make work
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return 0;
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#else
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vec3_t center;
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vec3_t axis[3];
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vec3_t p[4];
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int i;
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float radius;
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if (numPoints != 4)
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return 0;
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/*
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q3 gamecode includes something like this
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originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
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originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
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originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
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originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
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We want that origional axis and the origin
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axis[0] is given in the 'projection' parameter.
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Yes, reversing this stuff means that we'll have no support for triangles.
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*/
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VectorClear(center);
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VectorAdd(center, points[0], center);
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VectorAdd(center, points[1], center);
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VectorAdd(center, points[2], center);
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VectorAdd(center, points[3], center);
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VectorSubtract(points[0], center, p[0]);
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VectorSubtract(points[1], center, p[1]);
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VectorSubtract(points[2], center, p[2]);
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VectorSubtract(points[3], center, p[3]);
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for (i = 0; i < 3; i++)
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{
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axis[1][i] = (p[2][i]+p[1][i])/2;
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axis[2][i] = (p[2][i]+p[3][i])/2;
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}
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radius = VectorNormalize(axis[1]);
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VectorNormalize(axis[2]);
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VectorNormalize(projection);
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Q1BSP_ClipDecal(center, axis[0], axis[1], axis[2], radius, pointBuffer, maxPoints);
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fragmentBuffer->firstPoint = 0;
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fragmentBuffer->numPoints = 0;
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return 1;
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#endif
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}
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void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qpic_t *pic);
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int VM_LerpTag(void *out, model_t *model, int f1, int f2, float l2, char *tagname);
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#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.
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static int CG_SystemCallsEx(void *offset, unsigned int mask, int fn, const int *arg)
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{
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int ret=0;
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//Remember to range check pointers.
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//The QVM must not be allowed to write to anything outside it's memory.
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//This includes getting the exe to copy it for it.
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//don't bother with reading, as this isn't a virus risk.
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//could be a cheat risk, but hey.
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//make sure that any called functions are also range checked.
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//like reading from files copies names into alternate buffers, allowing stack screwups.
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//OutputDebugString(va("cl_cg: %i\n", fn));
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switch(fn)
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{
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case CG_PRINT:
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Con_Printf("%s", VM_POINTER(arg[0]));
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break;
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case CG_ERROR:
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Host_EndGame("cgame: %s", VM_POINTER(arg[0]));
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break;
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case CG_ARGC:
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VM_LONG(ret) = Cmd_Argc();
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break;
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case CG_ARGV:
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VALIDATEPOINTER(arg[1], arg[2]);
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Q_strncpyz(VM_POINTER(arg[1]), Cmd_Argv(VM_LONG(arg[0])), VM_LONG(arg[2]));
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break;
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case CG_ARGS:
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|
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", 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", VM_POINTER(arg[0]));
|
|
CL_SendClientCommand(true, "%s", 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();
|
|
// GL_EndRendering();
|
|
// GL_DoSwap();
|
|
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 if (qrenderer == QR_OPENGL)
|
|
VM_LONG(ret) = VM_TOSHANDLE(R_RegisterPic(VM_POINTER(arg[0])));
|
|
//FIXME: 64bit else
|
|
// VM_LONG(ret) = VM_TOHANDLE(Draw_SafeCachePic(VM_POINTER(arg[0])));
|
|
break;
|
|
case CG_R_REGISTERSHADERNOMIP:
|
|
if (!*(char*)VM_POINTER(arg[0]))
|
|
VM_LONG(ret) = 0;
|
|
else if (qrenderer == QR_OPENGL)
|
|
VM_LONG(ret) = VM_TOSHANDLE(R_RegisterPic(VM_POINTER(arg[0])));
|
|
//FIXME: 64bit else
|
|
// VM_LONG(ret) = VM_TOHANDLE(Draw_SafeCachePic(VM_POINTER(arg[0])));
|
|
break;
|
|
|
|
case CG_R_CLEARSCENE: //clear scene
|
|
cl_numvisedicts=0;
|
|
dlights_running=0;
|
|
dlights_software=0;
|
|
break;
|
|
case CG_R_ADDPOLYTOSCENE:
|
|
// ...
|
|
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[0], org[1], org[2], VM_FLOAT(arg[1]), 0, VM_FLOAT(arg[2]), VM_FLOAT(arg[3]), VM_FLOAT(arg[4]));
|
|
}
|
|
break;
|
|
case CG_R_RENDERSCENE: //render scene
|
|
GLR_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:
|
|
if (qrenderer == QR_OPENGL)
|
|
GLDraw_ShaderImage(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(arg[8]));
|
|
// else
|
|
// 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]), (mpic_t *)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);
|
|
}
|
|
|
|
#endif
|
|
|
|
int CG_Refresh(void)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
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;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
void CG_Stop (void)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
keycatcher &= ~2;
|
|
if (cgvm)
|
|
{
|
|
VM_Call(cgvm, CG_SHUTDOWN);
|
|
VM_Destroy(cgvm);
|
|
VM_fcloseall(1);
|
|
cgvm = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CG_Start (void)
|
|
{
|
|
SCR_SetLoadingStage(0);
|
|
if (cls.protocol != CP_QUAKE3)
|
|
{ //q3 clients only.
|
|
CG_Stop();
|
|
return;
|
|
}
|
|
|
|
#if defined(RGLQUAKE) || defined(DIRECT3D)
|
|
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");
|
|
}
|
|
#else
|
|
Host_EndGame("Unable to connect to q3 servers without opengl.\n");
|
|
#endif
|
|
}
|
|
|
|
qboolean CG_Command(void)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
if (!cgvm)
|
|
return false;
|
|
Con_DPrintf("CG_Command: %s %s\n", Cmd_Argv(0), Cmd_Args());
|
|
return VM_Call(cgvm, CG_CONSOLE_COMMAND);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
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 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
|