mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
291 lines
8.4 KiB
C
291 lines
8.4 KiB
C
// 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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#include "cg_local.h"
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//TiM | Hack coz VC 6 can't understand Thilo's defnitions :S
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//typedef int intptr_t;
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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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/*static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1;
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void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
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syscall = syscallptr;
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}*/
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int PASSFLOAT( float x ) {
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float floatTemp;
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floatTemp = x;
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return *(int *)&floatTemp;
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}
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void trap_Print( const char *fmt ) {
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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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syscall( CG_ERROR, fmt );
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}
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int trap_Milliseconds( void ) {
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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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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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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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syscall( CG_CVAR_SET, var_name, value );
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}
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void trap_Cvar_Set_No_Modify( const char *var_name, const char *value ) {
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syscall( CG_CVAR_SET_NO_MODIFY, 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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syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize );
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}
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int trap_Argc( void ) {
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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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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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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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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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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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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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syscall( CG_FS_FCLOSEFILE, f );
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}
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void trap_SendConsoleCommand( const char *text ) {
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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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syscall( CG_ADDCOMMAND, cmdName );
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}
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void trap_SendClientCommand( const char *s ) {
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syscall( CG_SENDCLIENTCOMMAND, s );
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}
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void trap_UpdateScreen( void ) {
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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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syscall( CG_CM_LOADMAP, mapname );
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}
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int trap_CM_NumInlineModels( void ) {
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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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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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return syscall( CG_CM_TEMPBOXMODEL, 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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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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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,
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clipHandle_t model, int brushmask ) {
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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_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,
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const vec3_t origin, const vec3_t angles ) {
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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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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,
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int maxFragments, markFragment_t *fragmentBuffer ) {
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return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, 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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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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syscall( CG_S_STARTLOCALSOUND, sfx, channelNum );
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}
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void trap_S_ClearLoopingSounds( void ) {
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syscall( CG_S_CLEARLOOPINGSOUNDS );
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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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syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx );
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}
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void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) {
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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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syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater );
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}
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sfxHandle_t trap_S_RegisterSound( const char *sample ) {
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return syscall( CG_S_REGISTERSOUND, sample );
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}
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void trap_S_StartBackgroundTrack( const char *intro, const char *loop ) {
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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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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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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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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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return syscall( CG_R_REGISTERSHADER, name );
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}
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qhandle_t trap_R_RegisterShader3D( const char *name ) {
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return syscall( CG_R_REGISTERSHADER3D, name );
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}
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qhandle_t trap_R_RegisterShaderNoMip( const char *name ) {
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return syscall( CG_R_REGISTERSHADERNOMIP, name );
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}
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void trap_R_ClearScene( void ) {
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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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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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syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts );
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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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syscall( CG_R_ADDLIGHTTOSCENE, 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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syscall( CG_R_RENDERSCENE, fd );
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}
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void trap_R_SetColor( const float *rgba ) {
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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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syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), 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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syscall( CG_R_MODELBOUNDS, model, mins, maxs );
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}
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void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName ) {
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syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName );
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}
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void trap_GetGlconfig( glconfig_t *glconfig ) {
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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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syscall( CG_GETGAMESTATE, gamestate );
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}
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void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
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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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return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot );
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}
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qboolean trap_GetServerCommand( int serverCommandNumber ) {
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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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return syscall( CG_GETCURRENTCMDNUMBER );
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}
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qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
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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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syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) );
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}
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void testPrintInt( char *string, int i ) {
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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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syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) );
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}
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int trap_MemoryRemaining( void ) {
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return syscall( CG_MEMORY_REMAINING );
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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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syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset );
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}
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