mirror of
https://github.com/ReactionQuake3/reaction.git
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539 lines
13 KiB
C
539 lines
13 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.9 2003/04/19 17:41:26 jbravo
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// Applied changes that where in 1.29h -> 1.32b gamecode.
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//
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// Revision 1.8 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.7 2002/01/11 20:20:58 jbravo
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// Adding TP to main branch
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//
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// Revision 1.6 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.5 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_syscalls.c -- this file is only included when building a dll
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// cg_syscalls.asm is included instead when building a qvm
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#ifdef Q3_VM
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#error "Do not use in VM build"
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#endif
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#include "cg_local.h"
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static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1;
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Q_EXPORT void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) {
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syscall = syscallptr;
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}
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int PASSFLOAT(float x)
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{
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floatint_t fi;
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fi.f = x;
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return fi.i;
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}
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void trap_Print(const char *fmt)
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{
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syscall(CG_PRINT, fmt);
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}
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void trap_Error(const char *fmt)
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{
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syscall(CG_ERROR, fmt);
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exit(1);
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}
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int trap_Milliseconds(void)
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{
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return syscall(CG_MILLISECONDS);
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}
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void trap_Cvar_Register(vmCvar_t * vmCvar, const char *varName, const char *defaultValue, int flags)
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{
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syscall(CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags);
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}
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void trap_Cvar_Update(vmCvar_t * vmCvar)
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{
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syscall(CG_CVAR_UPDATE, vmCvar);
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}
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void trap_Cvar_Set(const char *var_name, const char *value)
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{
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syscall(CG_CVAR_SET, var_name, value);
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}
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void trap_Cvar_VariableStringBuffer(const char *var_name, char *buffer, int bufsize)
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{
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syscall(CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize);
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}
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int trap_Argc(void)
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{
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return syscall(CG_ARGC);
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}
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void trap_Argv(int n, char *buffer, int bufferLength)
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{
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syscall(CG_ARGV, n, buffer, bufferLength);
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}
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void trap_Args(char *buffer, int bufferLength)
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{
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syscall(CG_ARGS, buffer, bufferLength);
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}
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int trap_FS_FOpenFile(const char *qpath, fileHandle_t * f, fsMode_t mode)
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{
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return syscall(CG_FS_FOPENFILE, qpath, f, mode);
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}
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void trap_FS_Read(void *buffer, int len, fileHandle_t f)
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{
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syscall(CG_FS_READ, buffer, len, f);
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}
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void trap_FS_Write(const void *buffer, int len, fileHandle_t f)
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{
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syscall(CG_FS_WRITE, buffer, len, f);
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}
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void trap_FS_FCloseFile(fileHandle_t f)
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{
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syscall(CG_FS_FCLOSEFILE, f);
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}
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int trap_FS_Seek(fileHandle_t f, long offset, int origin)
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{
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return syscall(CG_FS_SEEK, f, offset, origin);
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}
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void trap_SendConsoleCommand(const char *text)
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{
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syscall(CG_SENDCONSOLECOMMAND, text);
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}
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void trap_AddCommand(const char *cmdName)
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{
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syscall(CG_ADDCOMMAND, cmdName);
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}
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void trap_RemoveCommand(const char *cmdName)
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{
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syscall(CG_REMOVECOMMAND, cmdName);
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}
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void trap_SendClientCommand(const char *s)
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{
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syscall(CG_SENDCLIENTCOMMAND, s);
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}
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void trap_UpdateScreen(void)
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{
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syscall(CG_UPDATESCREEN);
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}
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void trap_CM_LoadMap(const char *mapname)
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{
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syscall(CG_CM_LOADMAP, mapname);
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}
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int trap_CM_NumInlineModels(void)
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{
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return syscall(CG_CM_NUMINLINEMODELS);
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}
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clipHandle_t trap_CM_InlineModel(int index)
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{
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return syscall(CG_CM_INLINEMODEL, index);
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}
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clipHandle_t trap_CM_TempBoxModel(const vec3_t mins, const vec3_t maxs)
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{
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return syscall(CG_CM_TEMPBOXMODEL, mins, maxs);
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}
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clipHandle_t trap_CM_TempCapsuleModel(const vec3_t mins, const vec3_t maxs)
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{
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return syscall(CG_CM_TEMPCAPSULEMODEL, mins, maxs);
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}
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int trap_CM_PointContents(const vec3_t p, clipHandle_t model)
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{
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return syscall(CG_CM_POINTCONTENTS, p, model);
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}
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int trap_CM_TransformedPointContents(const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles)
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{
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return syscall(CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles);
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}
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void trap_CM_BoxTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask)
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{
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syscall(CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask);
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}
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void trap_CM_CapsuleTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask)
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{
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syscall(CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask);
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}
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void trap_CM_TransformedBoxTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles)
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{
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syscall(CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles);
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}
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void trap_CM_TransformedCapsuleTrace(trace_t * results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles)
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{
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syscall(CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles);
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}
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int trap_CM_MarkFragments(int numPoints, const vec3_t * points,
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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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return syscall(CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments,
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fragmentBuffer);
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}
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void trap_S_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx)
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{
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syscall(CG_S_STARTSOUND, origin, entityNum, entchannel, sfx);
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}
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void trap_S_StartLocalSound(sfxHandle_t sfx, int channelNum)
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{
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syscall(CG_S_STARTLOCALSOUND, sfx, channelNum);
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}
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void trap_S_ClearLoopingSounds(qboolean killall)
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{
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syscall(CG_S_CLEARLOOPINGSOUNDS, killall);
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}
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void trap_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx)
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{
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syscall(CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx);
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}
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void trap_S_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx)
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{
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syscall(CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx);
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}
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void trap_S_StopLoopingSound(int entityNum)
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{
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syscall(CG_S_STOPLOOPINGSOUND, entityNum);
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}
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void trap_S_UpdateEntityPosition(int entityNum, const vec3_t origin)
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{
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syscall(CG_S_UPDATEENTITYPOSITION, entityNum, origin);
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}
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void trap_S_Respatialize(int entityNum, const vec3_t origin, vec3_t axis[3], int inwater)
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{
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syscall(CG_S_RESPATIALIZE, entityNum, origin, axis, inwater);
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}
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sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed)
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{
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return syscall(CG_S_REGISTERSOUND, sample, compressed);
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}
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void trap_S_StartBackgroundTrack(const char *intro, const char *loop)
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{
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syscall(CG_S_STARTBACKGROUNDTRACK, intro, loop);
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}
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void trap_R_LoadWorldMap(const char *mapname)
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{
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syscall(CG_R_LOADWORLDMAP, mapname);
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}
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qhandle_t trap_R_RegisterModel(const char *name)
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{
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return syscall(CG_R_REGISTERMODEL, name);
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}
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qhandle_t trap_R_RegisterSkin(const char *name)
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{
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return syscall(CG_R_REGISTERSKIN, name);
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}
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qhandle_t trap_R_RegisterShader(const char *name)
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{
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return syscall(CG_R_REGISTERSHADER, name);
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}
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qhandle_t trap_R_RegisterShaderNoMip(const char *name)
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{
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return syscall(CG_R_REGISTERSHADERNOMIP, name);
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}
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void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t * font)
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{
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syscall(CG_R_REGISTERFONT, fontName, pointSize, font);
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}
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void trap_R_ClearScene(void)
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{
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syscall(CG_R_CLEARSCENE);
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}
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void trap_R_AddRefEntityToScene(const refEntity_t * re)
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{
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syscall(CG_R_ADDREFENTITYTOSCENE, re);
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}
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void trap_R_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts)
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{
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syscall(CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts);
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}
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void trap_R_AddPolysToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts, int num)
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{
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syscall(CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num);
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}
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int trap_R_LightForPoint(vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir)
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{
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return syscall(CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir);
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}
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void trap_R_AddLightToScene(const vec3_t org, float intensity, float r, float g, float b)
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{
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syscall(CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b));
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}
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void trap_R_AddAdditiveLightToScene(const vec3_t org, float intensity, float r, float g, float b)
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{
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syscall(CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b));
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}
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void trap_R_RenderScene(const refdef_t * fd)
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{
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syscall(CG_R_RENDERSCENE, fd);
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}
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void trap_R_SetColor(const float *rgba)
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{
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syscall(CG_R_SETCOLOR, rgba);
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}
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void trap_R_DrawStretchPic(float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader)
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{
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syscall(CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1),
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PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader);
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}
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void trap_R_ModelBounds(clipHandle_t model, vec3_t mins, vec3_t maxs)
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{
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syscall(CG_R_MODELBOUNDS, model, mins, maxs);
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}
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int trap_R_LerpTag(orientation_t * tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName)
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{
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return syscall(CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName);
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}
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void trap_R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset)
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{
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syscall(CG_R_REMAP_SHADER, oldShader, newShader, timeOffset);
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}
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void trap_GetGlconfig(glconfig_t * glconfig)
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{
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syscall(CG_GETGLCONFIG, glconfig);
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}
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void trap_GetGameState(gameState_t * gamestate)
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{
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syscall(CG_GETGAMESTATE, gamestate);
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}
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void trap_GetCurrentSnapshotNumber(int *snapshotNumber, int *serverTime)
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{
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syscall(CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime);
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}
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qboolean trap_GetSnapshot(int snapshotNumber, snapshot_t * snapshot)
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{
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return syscall(CG_GETSNAPSHOT, snapshotNumber, snapshot);
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}
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qboolean trap_GetServerCommand(int serverCommandNumber)
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{
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return syscall(CG_GETSERVERCOMMAND, serverCommandNumber);
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}
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int trap_GetCurrentCmdNumber(void)
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{
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return syscall(CG_GETCURRENTCMDNUMBER);
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}
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qboolean trap_GetUserCmd(int cmdNumber, usercmd_t * ucmd)
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{
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return syscall(CG_GETUSERCMD, cmdNumber, ucmd);
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}
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void trap_SetUserCmdValue(int stateValue, float sensitivityScale)
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{
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syscall(CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale));
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}
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void testPrintInt(char *string, int i)
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{
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syscall(CG_TESTPRINTINT, string, i);
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}
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void testPrintFloat(char *string, float f)
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{
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syscall(CG_TESTPRINTFLOAT, string, PASSFLOAT(f));
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}
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int trap_MemoryRemaining(void)
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{
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return syscall(CG_MEMORY_REMAINING);
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}
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qboolean trap_Key_IsDown(int keynum)
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{
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return syscall(CG_KEY_ISDOWN, keynum);
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}
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int trap_Key_GetCatcher(void)
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{
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return syscall(CG_KEY_GETCATCHER);
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}
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void trap_Key_SetCatcher(int catcher)
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{
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syscall(CG_KEY_SETCATCHER, catcher);
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}
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int trap_Key_GetKey(const char *binding)
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{
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return syscall(CG_KEY_GETKEY, binding);
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}
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int trap_PC_AddGlobalDefine(char *define)
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{
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return syscall(CG_PC_ADD_GLOBAL_DEFINE, define);
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}
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int trap_PC_LoadSource(const char *filename)
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{
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return syscall(CG_PC_LOAD_SOURCE, filename);
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}
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int trap_PC_FreeSource(int handle)
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{
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return syscall(CG_PC_FREE_SOURCE, handle);
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}
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int trap_PC_ReadToken(int handle, pc_token_t * pc_token)
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{
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return syscall(CG_PC_READ_TOKEN, handle, pc_token);
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}
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int trap_PC_SourceFileAndLine(int handle, char *filename, int *line)
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{
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return syscall(CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line);
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}
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void trap_S_StopBackgroundTrack(void)
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{
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syscall(CG_S_STOPBACKGROUNDTRACK);
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}
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int trap_RealTime(qtime_t * qtime)
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{
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return syscall(CG_REAL_TIME, qtime);
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}
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void trap_SnapVector(float *v)
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{
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syscall(CG_SNAPVECTOR, v);
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}
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// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)
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int trap_CIN_PlayCinematic(const char *arg0, int xpos, int ypos, int width, int height, int bits)
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{
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return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits);
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}
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// stops playing the cinematic and ends it. should always return FMV_EOF
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// cinematics must be stopped in reverse order of when they are started
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e_status trap_CIN_StopCinematic(int handle)
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{
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return syscall(CG_CIN_STOPCINEMATIC, handle);
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}
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// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached.
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e_status trap_CIN_RunCinematic(int handle)
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{
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return syscall(CG_CIN_RUNCINEMATIC, handle);
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}
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// draws the current frame
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void trap_CIN_DrawCinematic(int handle)
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{
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syscall(CG_CIN_DRAWCINEMATIC, handle);
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}
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// allows you to resize the animation dynamically
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void trap_CIN_SetExtents(int handle, int x, int y, int w, int h)
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{
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syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h);
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}
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/*
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qboolean trap_loadCamera( const char *name ) {
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return syscall( CG_LOADCAMERA, name );
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}
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void trap_startCamera(int time) {
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syscall(CG_STARTCAMERA, time);
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}
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qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles) {
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return syscall( CG_GETCAMERAINFO, time, origin, angles );
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}
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*/
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qboolean trap_GetEntityToken(char *buffer, int bufferSize)
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{
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return syscall(CG_GET_ENTITY_TOKEN, buffer, bufferSize);
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}
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qboolean trap_R_inPVS(const vec3_t p1, const vec3_t p2)
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{
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return syscall(CG_R_INPVS, p1, p2);
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}
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void trap_RQ3_Key_KeynumToStringBuf(int keynum, char *buf, int buflen)
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|
{
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syscall(CG_RQ3_KEY_KEYNUMTOSTRINGBUF, keynum, buf, buflen);
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}
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