stvoy-sp-sdk/cgame/cg_syscalls.cpp

329 lines
9.5 KiB
C++

#include "cg_local.h"
// this file is only included when building a dll
///////////////////// this is a bit kludgy, but it only gives access to one
// enum table because of the #define. May get changed.
#define CGAME_ONLY
#include "../client/fffx.h"
//
/////////////////////
//prototypes
extern void CG_PreInit();
int (*syscall)( int arg, ... ) = (int (*)( int, ...))-1;
void dllEntry( int (*syscallptr)( int arg,... ) ) {
syscall = syscallptr;
CG_PreInit();
}
inline int PASSFLOAT( float x ) {
float floatTemp;
floatTemp = x;
return *(int *)&floatTemp;
}
void cgi_Printf( const char *fmt ) {
syscall( CG_PRINT, fmt );
}
void cgi_Error( const char *fmt ) {
syscall( CG_ERROR, fmt );
}
int cgi_Milliseconds( void ) {
return syscall( CG_MILLISECONDS );
}
void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) {
syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags );
}
void cgi_Cvar_Update( vmCvar_t *vmCvar ) {
syscall( CG_CVAR_UPDATE, vmCvar );
}
void cgi_Cvar_Set( const char *var_name, const char *value ) {
syscall( CG_CVAR_SET, var_name, value );
}
int cgi_Argc( void ) {
return syscall( CG_ARGC );
}
void cgi_Argv( int n, char *buffer, int bufferLength ) {
syscall( CG_ARGV, n, buffer, bufferLength );
}
void cgi_Args( char *buffer, int bufferLength ) {
syscall( CG_ARGS, buffer, bufferLength );
}
int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
return syscall( CG_FS_FOPENFILE, qpath, f, mode );
}
int cgi_FS_Read( void *buffer, int len, fileHandle_t f ) {
return syscall( CG_FS_READ, buffer, len, f );
}
int cgi_FS_Write( const void *buffer, int len, fileHandle_t f ) {
return syscall( CG_FS_WRITE, buffer, len, f );
}
void cgi_FS_FCloseFile( fileHandle_t f ) {
syscall( CG_FS_FCLOSEFILE, f );
}
void cgi_SendConsoleCommand( const char *text ) {
syscall( CG_SENDCONSOLECOMMAND, text );
}
void cgi_AddCommand( const char *cmdName ) {
syscall( CG_ADDCOMMAND, cmdName );
}
void cgi_SendClientCommand( const char *s ) {
syscall( CG_SENDCLIENTCOMMAND, s );
}
void cgi_UpdateScreen( void ) {
syscall( CG_UPDATESCREEN );
}
void cgi_CM_LoadMap( const char *mapname ) {
syscall( CG_CM_LOADMAP, mapname );
}
int cgi_CM_NumInlineModels( void ) {
return syscall( CG_CM_NUMINLINEMODELS );
}
clipHandle_t cgi_CM_InlineModel( int index ) {
return syscall( CG_CM_INLINEMODEL, index );
}
clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) {
return syscall( CG_CM_TEMPBOXMODEL, mins, maxs );
}
int cgi_CM_PointContents( const vec3_t p, clipHandle_t model ) {
return syscall( CG_CM_POINTCONTENTS, p, model );
}
int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) {
return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles );
}
void cgi_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask ) {
syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask );
}
void cgi_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles ) {
syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles );
}
int cgi_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer ) {
return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer );
}
void cgi_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) {
syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx );
}
void cgi_AS_ParseSets( void ) {
syscall( CG_AS_PARSESETS );
}
void cgi_AS_AddPrecacheEntry( const char *name ) {
syscall( CG_AS_ADDENTRY, name );
}
void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin ) {
syscall( CG_S_UPDATEAMBIENTSET, name, origin );
}
int cgi_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 cgi_AS_GetBModelSound( const char *name, int stage ) {
return syscall( CG_AS_GETBMODELSOUND, name, stage );
}
void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) {
syscall( CG_S_STARTLOCALSOUND, sfx, channelNum );
}
void cgi_S_ClearLoopingSounds( void ) {
syscall( CG_S_CLEARLOOPINGSOUNDS );
}
void cgi_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) {
syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx );
}
void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) {
syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin );
}
void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater ) {
syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater );
}
sfxHandle_t cgi_S_RegisterSound( const char *sample ) {
return syscall( CG_S_REGISTERSOUND, sample );
}
void cgi_S_StartBackgroundTrack( const char *intro, const char *loop ) {
syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop );
}
float cgi_S_GetSampleLength( sfxHandle_t sfx ) {
return syscall( CG_S_GETSAMPLELENGTH, sfx);
}
void cgi_FF_StartFX( int iFX ){
syscall( CG_FF_STARTFX, iFX );
}
void cgi_FF_EnsureFX( int iFX ){
syscall( CG_FF_ENSUREFX, iFX );
}
void cgi_FF_StopFX( int iFX ){
syscall( CG_FF_STOPFX, iFX );
}
void cgi_FF_StopAllFX( void ){
syscall( CG_FF_STOPALLFX );
}
void cgi_R_LoadWorldMap( const char *mapname ) {
syscall( CG_R_LOADWORLDMAP, mapname );
}
qhandle_t cgi_R_RegisterModel( const char *name ) {
return syscall( CG_R_REGISTERMODEL, name );
}
qhandle_t cgi_R_RegisterSkin( const char *name ) {
return syscall( CG_R_REGISTERSKIN, name );
}
qhandle_t cgi_R_RegisterShader( const char *name ) {
return syscall( CG_R_REGISTERSHADER, name );
}
qhandle_t cgi_R_RegisterShaderNoMip( const char *name ) {
return syscall( CG_R_REGISTERSHADERNOMIP, name );
}
void cgi_R_ClearScene( void ) {
syscall( CG_R_CLEARSCENE );
}
void cgi_R_AddRefEntityToScene( const refEntity_t *re ) {
syscall( CG_R_ADDREFENTITYTOSCENE, re );
}
void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir ) {
syscall( CG_R_GETLIGHTING, origin, ambientLight, directedLight, ligthDir );
}
void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) {
syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts );
}
void cgi_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 cgi_R_RenderScene( const refdef_t *fd ) {
syscall( CG_R_RENDERSCENE, fd );
}
void cgi_R_SetColor( const float *rgba ) {
syscall( CG_R_SETCOLOR, rgba );
}
void cgi_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader ) {
syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader );
}
void cgi_R_DrawScreenShot( float x, float y, float w, float h){
syscall( CG_R_DRAWSCREENSHOT, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h) );
}
void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs ) {
syscall( CG_R_MODELBOUNDS, model, mins, maxs );
}
void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName ) {
syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName );
}
void cgi_R_DrawRotatePic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader )
{
syscall( CG_R_DRAWROTATEPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), PASSFLOAT(a), hShader );
}
void cgi_R_Scissor( float x, float y, float w, float h)
{
syscall( CG_R_SCISSOR, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h));
}
void cgi_GetGlconfig( glconfig_t *glconfig ) {
syscall( CG_GETGLCONFIG, glconfig );
}
void cgi_GetGameState( gameState_t *gamestate ) {
syscall( CG_GETGAMESTATE, gamestate );
}
void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime );
}
qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot );
}
qboolean cgi_GetServerCommand( int serverCommandNumber ) {
return syscall( CG_GETSERVERCOMMAND, serverCommandNumber );
}
int cgi_GetCurrentCmdNumber( void ) {
return syscall( CG_GETCURRENTCMDNUMBER );
}
qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
return syscall( CG_GETUSERCMD, cmdNumber, ucmd );
}
void cgi_SetUserCmdValue( int stateValue, float sensitivityScale ) {
syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) );
}