Beispiel #1
0
/*
====================
SV_GameSystemCalls

The module is making a system call
====================
*/
intptr_t SV_GameSystemCalls(intptr_t * args) {
	switch (args[0]) {
		case G_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case G_ERROR:
			Com_Error(ERR_DROP, "%s", (char *)VMA(1));
			return 0;
		case G_MILLISECONDS:
			return Sys_Milliseconds();
		case G_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case G_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)VMA(1));
			return 0;
		case G_CVAR_SET:
			Cvar_Set((const char *)VMA(1), (const char *)VMA(2));
			return 0;
		case G_CVAR_VARIABLE_INTEGER_VALUE:
			return Cvar_VariableIntegerValue((const char *)VMA(1));
		case G_CVAR_VARIABLE_STRING_BUFFER:
			Cvar_VariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_ARGC:
			return Cmd_Argc();
		case G_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_CONSOLE_COMMAND:
			Cbuf_ExecuteText(args[1], (char *)VMA(2));
			return 0;
		case G_FS_FOPEN_FILE:
			return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]);
		case G_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case G_FS_WRITE:
			return FS_Write(VMA(1), args[2], args[3]);
		case G_FS_RENAME:
			FS_Rename((char *)VMA(1), (char *)VMA(2));
			return 0;
		case G_FS_FCLOSE_FILE:
			FS_FCloseFile(args[1]);
			return 0;
		case G_FS_GETFILELIST:
			return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]);
		case G_LOCATE_GAME_DATA:
			SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]);
			return 0;
		case G_DROP_CLIENT:
			SV_GameDropClient(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_SERVER_COMMAND:
			SV_GameSendServerCommand(args[1], (char*)VMA(2));
			return 0;
		case G_LINKENTITY:
			SV_LinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_UNLINKENTITY:
			SV_UnlinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_ENTITIES_IN_BOX:
			return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]);
		case G_ENTITY_CONTACT:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB);
		case G_ENTITY_CONTACTCAPSULE:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE);
		case G_TRACE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB);
			return 0;
		case G_TRACECAPSULE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE);
			return 0;
		case G_POINT_CONTENTS:
			return SV_PointContents((float*)VMA(1), args[2]);
		case G_SET_BRUSH_MODEL:
			SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2));
			return 0;
		case G_IN_PVS:
			return SV_inPVS((float*)VMA(1), (float*)VMA(2));
		case G_IN_PVS_IGNORE_PORTALS:
			return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2));
		case G_SET_CONFIGSTRING:
			SV_SetConfigstring(args[1], (char*)VMA(2));
			return 0;
		case G_GET_CONFIGSTRING:
			SV_GetConfigstring(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SET_CONFIGSTRING_RESTRICTIONS:
			SV_SetConfigstringRestrictions( args[1], (clientList_t*)VMA(2) );
			return 0;
		case G_SET_USERINFO:
			SV_SetUserinfo(args[1], (char*)VMA(2));
			return 0;
		case G_GET_USERINFO:
			SV_GetUserinfo(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_GET_SERVERINFO:
			SV_GetServerinfo((char*)VMA(1), args[2]);
			return 0;
		case G_ADJUST_AREA_PORTAL_STATE:
			SV_AdjustAreaPortalState((sharedEntity_t*)VMA(1),(bool)args[2]);
			return 0;
		case G_AREAS_CONNECTED:
			return CM_AreasConnected(args[1], args[2]);
		case G_UPDATE_SHARED_CONFIG:
			SV_UpdateSharedConfig( args[1], (char*)VMA(2) );
			return 0;
		case G_BOT_ALLOCATE_CLIENT:
			return SV_BotAllocateClient(args[1]);
		case G_BOT_FREE_CLIENT:
			SV_BotFreeClient(args[1]);
			return 0;
		case G_GET_USERCMD:
			SV_GetUsercmd(args[1], (usercmd_t*)VMA(2));
			return 0;
		case G_GET_ENTITY_TOKEN: {
			const char     *s;

			s = COM_Parse(&sv.entityParsePoint);
			Q_strncpyz((char*)VMA(1), s, args[2]);
			if(!sv.entityParsePoint && !s[0]) {
				return false;
			} else {
				return true;
			}
		}
		case G_DEBUG_POLYGON_CREATE:
			return BotImport_DebugPolygonCreate(args[1], args[2], (vec3_t*)VMA(3));
		case G_DEBUG_POLYGON_DELETE:
			BotImport_DebugPolygonDelete(args[1]);
			return 0;
		case G_REAL_TIME:
			return Com_RealTime((qtime_t*)VMA(1));
		case G_SNAPVECTOR:
			Q_SnapVector((float*)VMA(1));
			return 0;
		case G_SEND_GAMESTAT:
			SV_MasterGameStat( (char*)VMA(1) );
			return 0;
		case G_ADDCOMMAND:
			Cmd_AddCommand( (char*)VMA(1), NULL, (char*)VMA(3) );
			return 0;
		case G_REMOVECOMMAND:
			Cmd_RemoveCommand( (char*)VMA(1) );
			return 0;
		case G_GETTAG:
			return SV_GetTag(args[1], args[2], (char*)VMA(3), (orientation_t*)VMA(4));
		case G_REGISTERTAG:
			return SV_LoadTag((char*)VMA(1));
		case G_REGISTERSOUND:
			return S_RegisterSound((char*)VMA(1), (bool)args[2]);
		case G_GET_SOUND_LENGTH:
			return S_GetSoundLength(args[1]);
		case G_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case G_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( (char*)VMA(1) );
		case G_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[1] );
		case G_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case G_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case BOTLIB_SETUP:
			return SV_BotLibSetup();
		case BOTLIB_SHUTDOWN:
			return SV_BotLibShutdown();
		case BOTLIB_LIBVAR_SET:
			return botlib_export->BotLibVarSet((char*)VMA(1), (char*)VMA(2));
		case BOTLIB_LIBVAR_GET:
			return botlib_export->BotLibVarGet((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case BOTLIB_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		case BOTLIB_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case BOTLIB_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case BOTLIB_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case BOTLIB_START_FRAME:
			return botlib_export->BotLibStartFrame(VMF(1));
		case BOTLIB_LOAD_MAP:
			return botlib_export->BotLibLoadMap((char*)VMA(1));
		case BOTLIB_UPDATENTITY:
			return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2));
		case BOTLIB_TEST:
			return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
		case BOTLIB_GET_SNAPSHOT_ENTITY:
			return SV_BotGetSnapshotEntity(args[1], args[2]);
		case BOTLIB_GET_CONSOLE_MESSAGE:
			return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]);
		case BOTLIB_USER_COMMAND:
			SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2));
			return 0;
		case BOTLIB_AAS_ENTITY_INFO:
			botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)VMA(2));
			return 0;
		case BOTLIB_AAS_INITIALIZED:
			return botlib_export->aas.AAS_Initialized();
		case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
			botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], (float*)VMA(2), (float*)VMA(3) );
			return 0;
		case BOTLIB_AAS_TIME:
			return FloatAsInt(botlib_export->aas.AAS_Time());
		case BOTLIB_AAS_SETCURRENTWORLD:
			botlib_export->aas.AAS_SetCurrentWorld(args[1]);
			return 0;
		case BOTLIB_AAS_POINT_AREA_NUM:
			return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) );
		case BOTLIB_AAS_TRACE_AREAS:
			return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] );
		case BOTLIB_AAS_BBOX_AREAS:
			return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] );
		case BOTLIB_AAS_AREA_CENTER:
			botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_AAS_AREA_WAYPOINT:
			return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2));
		case BOTLIB_AAS_POINT_CONTENTS:
			return botlib_export->aas.AAS_PointContents((float*)VMA(1));
		case BOTLIB_AAS_NEXT_BSP_ENTITY:
			return botlib_export->aas.AAS_NextBSPEntity(args[1]);
		case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_ValueForBSPEpairKey(args[1], (char*)VMA(2), (char*)VMA(3), args[4]);
		case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_AAS_AREA_REACHABILITY:
			return botlib_export->aas.AAS_AreaReachability(args[1]);
		case BOTLIB_AAS_AREA_LADDER:
			return botlib_export->aas.AAS_AreaLadder(args[1]);
		case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
			return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]);
		case BOTLIB_AAS_SWIMMING:
			return botlib_export->aas.AAS_Swimming((float*)VMA(1));
		case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
			return botlib_export->aas.AAS_PredictClientMovement((aas_clientmove_s*)VMA(1), args[2], (float*)VMA(3), args[4], args[5], (float*)VMA(6), (float*)VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13]);
		case BOTLIB_AAS_RT_SHOWROUTE:
			botlib_export->aas.AAS_RT_ShowRoute((float*)VMA(1), args[2], args[3]);
			return 0;
		case BOTLIB_AAS_NEARESTHIDEAREA:
			return botlib_export->aas.AAS_NearestHideArea(args[1], (float*)VMA(2), args[3], args[4], (float*)VMA(5), args[6], args[7], VMF(8), (float*)VMA(9));
		case BOTLIB_AAS_LISTAREASINRANGE:
			return botlib_export->aas.AAS_ListAreasInRange((float*)VMA(1), args[2], VMF(3), args[4], (vec3_t*)VMA(5), args[6]);
		case BOTLIB_AAS_AVOIDDANGERAREA:
			return botlib_export->aas.AAS_AvoidDangerArea((float*)VMA(1), args[2], (float*)VMA(3), args[4], VMF(5), args[6]);
		case BOTLIB_AAS_RETREAT:
			return botlib_export->aas.AAS_Retreat((int*)VMA(1), args[2], (float*)VMA(3), args[4], (float*)VMA(5), args[6], VMF(7), VMF(8), args[9]);
		case BOTLIB_AAS_ALTROUTEGOALS:
			return botlib_export->aas.AAS_AlternativeRouteGoals((float*)VMA(1), (float*)VMA(2), args[3], (aas_altroutegoal_t*)VMA(4), args[5], args[6]);
		case BOTLIB_AAS_SETAASBLOCKINGENTITY:
			botlib_export->aas.AAS_SetAASBlockingEntity((float*)VMA(1), (float*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AAS_RECORDTEAMDEATHAREA:
			botlib_export->aas.AAS_RecordTeamDeathArea((float*)VMA(1), args[2], args[3], args[4], args[5]);
			return 0;
		case BOTLIB_EA_SAY:
			botlib_export->ea.EA_Say(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SAY_TEAM:
			botlib_export->ea.EA_SayTeam(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_ITEM:
			botlib_export->ea.EA_UseItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_ITEM:
			botlib_export->ea.EA_DropItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_INV:
			botlib_export->ea.EA_UseInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_INV:
			botlib_export->ea.EA_DropInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_GESTURE:
			botlib_export->ea.EA_Gesture(args[1]);
			return 0;
		case BOTLIB_EA_COMMAND:
			botlib_export->ea.EA_Command(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SELECT_WEAPON:
			botlib_export->ea.EA_SelectWeapon(args[1], args[2]);
			return 0;
		case BOTLIB_EA_TALK:
			botlib_export->ea.EA_Talk(args[1]);
			return 0;
		case BOTLIB_EA_ATTACK:
			botlib_export->ea.EA_Attack(args[1]);
			return 0;
		case BOTLIB_EA_RELOAD:
			botlib_export->ea.EA_Reload(args[1]);
			return 0;
		case BOTLIB_EA_USE:
			botlib_export->ea.EA_Use(args[1]);
			return 0;
		case BOTLIB_EA_RESPAWN:
			botlib_export->ea.EA_Respawn(args[1]);
			return 0;
		case BOTLIB_EA_JUMP:
			botlib_export->ea.EA_Jump(args[1]);
			return 0;
		case BOTLIB_EA_DELAYED_JUMP:
			botlib_export->ea.EA_DelayedJump(args[1]);
			return 0;
		case BOTLIB_EA_CROUCH:
			botlib_export->ea.EA_Crouch(args[1]);
			return 0;
		case BOTLIB_EA_WALK:
			botlib_export->ea.EA_Walk(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_UP:
			botlib_export->ea.EA_MoveUp(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_DOWN:
			botlib_export->ea.EA_MoveDown(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_FORWARD:
			botlib_export->ea.EA_MoveForward(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_BACK:
			botlib_export->ea.EA_MoveBack(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_LEFT:
			botlib_export->ea.EA_MoveLeft(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_RIGHT:
			botlib_export->ea.EA_MoveRight(args[1]);
			return 0;
		case BOTLIB_EA_MOVE:
			botlib_export->ea.EA_Move(args[1], (float*)VMA(2), VMF(3));
			return 0;
		case BOTLIB_EA_VIEW:
			botlib_export->ea.EA_View(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_EA_PRONE:
			botlib_export->ea.EA_Prone(args[1]);
			return 0;
		case BOTLIB_EA_END_REGULAR:
			botlib_export->ea.EA_EndRegular(args[1], VMF(2));
			return 0;
		case BOTLIB_EA_GET_INPUT:
			botlib_export->ea.EA_GetInput(args[1], VMF(2), (bot_input_t*)VMA(3));
			return 0;
		case BOTLIB_EA_RESET_INPUT:
			botlib_export->ea.EA_ResetInput(args[1], (bot_input_t*)VMA(2));
			return 0;
		case BOTLIB_AI_LOAD_CHARACTER:
			return botlib_export->ai.BotLoadCharacter((char*)VMA(1), args[2]);
		case BOTLIB_AI_FREE_CHARACTER:
			botlib_export->ai.BotFreeCharacter(args[1]);
			return 0;
		case BOTLIB_AI_CHARACTERISTIC_FLOAT:
			return FloatAsInt(botlib_export->ai.Characteristic_Float(args[1], args[2]));
		case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
			return FloatAsInt(botlib_export->ai.Characteristic_BFloat(args[1], args[2], VMF(3), VMF(4)));
		case BOTLIB_AI_CHARACTERISTIC_INTEGER:
			return botlib_export->ai.Characteristic_Integer(args[1], args[2]);
		case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
			return botlib_export->ai.Characteristic_BInteger(args[1], args[2], args[3], args[4]);
		case BOTLIB_AI_CHARACTERISTIC_STRING:
			botlib_export->ai.Characteristic_String(args[1], args[2], (char*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_ALLOC_CHAT_STATE:
			return botlib_export->ai.BotAllocChatState();
		case BOTLIB_AI_FREE_CHAT_STATE:
			botlib_export->ai.BotFreeChatState(args[1]);
			return 0;
		case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
			botlib_export->ai.BotQueueConsoleMessage(args[1], args[2], (char*)VMA(3));
			return 0;
		case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
			botlib_export->ai.BotRemoveConsoleMessage(args[1], args[2]);
			return 0;
		case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
			return botlib_export->ai.BotNextConsoleMessage(args[1], (bot_consolemessage_s*)VMA(2));
		case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
			return botlib_export->ai.BotNumConsoleMessages(args[1]);
		case BOTLIB_AI_INITIAL_CHAT:
			botlib_export->ai.BotInitialChat(args[1], (char*)VMA(2), args[3], (char*)VMA(4), (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11));
			return 0;
		case BOTLIB_AI_NUM_INITIAL_CHATS:
			return botlib_export->ai.BotNumInitialChats(args[1], (char*)VMA(2));
		case BOTLIB_AI_REPLY_CHAT:
			return botlib_export->ai.BotReplyChat(args[1], (char*)VMA(2), args[3], args[4], (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11), (char*)VMA(12));
		case BOTLIB_AI_CHAT_LENGTH:
			return botlib_export->ai.BotChatLength(args[1]);
		case BOTLIB_AI_ENTER_CHAT:
			botlib_export->ai.BotEnterChat(args[1], args[2], args[3]);
			return 0;
		case BOTLIB_AI_GET_CHAT_MESSAGE:
			botlib_export->ai.BotGetChatMessage(args[1], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_STRING_CONTAINS:
			return botlib_export->ai.StringContains((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_AI_FIND_MATCH:
			return botlib_export->ai.BotFindMatch((char*)VMA(1), (bot_match_s*)VMA(2), args[3]);
		case BOTLIB_AI_MATCH_VARIABLE:
			botlib_export->ai.BotMatchVariable((bot_match_s*)VMA(1), args[2], (char*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_UNIFY_WHITE_SPACES:
			botlib_export->ai.UnifyWhiteSpaces((char*)VMA(1));
			return 0;
		case BOTLIB_AI_REPLACE_SYNONYMS:
			botlib_export->ai.BotReplaceSynonyms((char*)VMA(1), args[2]);
			return 0;
		case BOTLIB_AI_LOAD_CHAT_FILE:
			return botlib_export->ai.BotLoadChatFile(args[1], (char*)VMA(2), (char*)VMA(3));
		case BOTLIB_AI_SET_CHAT_GENDER:
			botlib_export->ai.BotSetChatGender(args[1], args[2]);
			return 0;
		case BOTLIB_AI_SET_CHAT_NAME:
			botlib_export->ai.BotSetChatName(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_AI_RESET_GOAL_STATE:
			botlib_export->ai.BotResetGoalState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_AVOID_GOALS:
			botlib_export->ai.BotResetAvoidGoals(args[1]);
			return 0;
		case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
			botlib_export->ai.BotRemoveFromAvoidGoals(args[1], args[2]);
			return 0;
		case BOTLIB_AI_PUSH_GOAL:
			botlib_export->ai.BotPushGoal(args[1], (bot_goal_s*)VMA(2));
			return 0;
		case BOTLIB_AI_POP_GOAL:
			botlib_export->ai.BotPopGoal(args[1]);
			return 0;
		case BOTLIB_AI_EMPTY_GOAL_STACK:
			botlib_export->ai.BotEmptyGoalStack(args[1]);
			return 0;
		case BOTLIB_AI_DUMP_AVOID_GOALS:
			botlib_export->ai.BotDumpAvoidGoals(args[1]);
			return 0;
		case BOTLIB_AI_DUMP_GOAL_STACK:
			botlib_export->ai.BotDumpGoalStack(args[1]);
			return 0;
		case BOTLIB_AI_GOAL_NAME:
			botlib_export->ai.BotGoalName(args[1], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_GET_TOP_GOAL:
			return botlib_export->ai.BotGetTopGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_SECOND_GOAL:
			return botlib_export->ai.BotGetSecondGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_CHOOSE_LTG_ITEM:
			return botlib_export->ai.BotChooseLTGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4]);
		case BOTLIB_AI_CHOOSE_NBG_ITEM:
			return botlib_export->ai.BotChooseNBGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4], (bot_goal_s*)VMA(5), VMF(6));
		case BOTLIB_AI_TOUCHING_GOAL:
			return botlib_export->ai.BotTouchingGoal((float*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
			return botlib_export->ai.BotItemGoalInVisButNotVisible(args[1], (float*)VMA(2), (float*)VMA(3), (bot_goal_s*)VMA(4));
		case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
			return botlib_export->ai.BotGetLevelItemGoal(args[1], (char*)VMA(2), (bot_goal_s*)VMA(3));
		case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
			return botlib_export->ai.BotGetNextCampSpotGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
			return botlib_export->ai.BotGetMapLocationGoal((char*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_AVOID_GOAL_TIME:
			return FloatAsInt(botlib_export->ai.BotAvoidGoalTime(args[1], args[2]));
		case BOTLIB_AI_INIT_LEVEL_ITEMS:
			botlib_export->ai.BotInitLevelItems();
			return 0;
		case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
			botlib_export->ai.BotUpdateEntityItems();
			return 0;
		case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
			return botlib_export->ai.BotLoadItemWeights(args[1], (char*)VMA(2));
		case BOTLIB_AI_FREE_ITEM_WEIGHTS:
			botlib_export->ai.BotFreeItemWeights(args[1]);
			return 0;
		case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotInterbreedGoalFuzzyLogic(args[1], args[2], args[3]);
			return 0;
		case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotSaveGoalFuzzyLogic(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotMutateGoalFuzzyLogic(args[1], VMF(2));
			return 0;
		case BOTLIB_AI_ALLOC_GOAL_STATE:
			return botlib_export->ai.BotAllocGoalState(args[1]);
		case BOTLIB_AI_FREE_GOAL_STATE:
			botlib_export->ai.BotFreeGoalState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_MOVE_STATE:
			botlib_export->ai.BotResetMoveState(args[1]);
			return 0;
		case BOTLIB_AI_MOVE_TO_GOAL:
			botlib_export->ai.BotMoveToGoal((bot_moveresult_s*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_MOVE_IN_DIRECTION:
			return botlib_export->ai.BotMoveInDirection(args[1], (float*)VMA(2), VMF(3), args[4]);
		case BOTLIB_AI_RESET_AVOID_REACH:
			botlib_export->ai.BotResetAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_RESET_LAST_AVOID_REACH:
			botlib_export->ai.BotResetLastAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_REACHABILITY_AREA:
			return botlib_export->ai.BotReachabilityArea((float*)VMA(1), args[2]);
		case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
			return botlib_export->ai.BotMovementViewTarget(args[1], (bot_goal_s*)VMA(2), args[3], VMF(4), (float*)VMA(5));
		case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
			return botlib_export->ai.BotPredictVisiblePosition((float*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4], (vec_t*)VMA(5));
		case BOTLIB_AI_ALLOC_MOVE_STATE:
			return botlib_export->ai.BotAllocMoveState();
		case BOTLIB_AI_FREE_MOVE_STATE:
			botlib_export->ai.BotFreeMoveState(args[1]);
			return 0;
		case BOTLIB_AI_INIT_MOVE_STATE:
			botlib_export->ai.BotInitMoveState(args[1], (bot_initmove_s*)VMA(2));
			return 0;
		case BOTLIB_AI_INIT_AVOID_REACH:
			botlib_export->ai.BotInitAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
			return botlib_export->ai.BotChooseBestFightWeapon(args[1], (int*)VMA(2));
		case BOTLIB_AI_GET_WEAPON_INFO:
			botlib_export->ai.BotGetWeaponInfo(args[1], args[2], (weaponinfo_s*)VMA(3));
			return 0;
		case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
			return botlib_export->ai.BotLoadWeaponWeights(args[1], (char*)VMA(2));
		case BOTLIB_AI_ALLOC_WEAPON_STATE:
			return botlib_export->ai.BotAllocWeaponState();
		case BOTLIB_AI_FREE_WEAPON_STATE:
			botlib_export->ai.BotFreeWeaponState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_WEAPON_STATE:
			botlib_export->ai.BotResetWeaponState(args[1]);
			return 0;
		case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
			return botlib_export->ai.GeneticParentsAndChildSelection(args[1], (float*)VMA(2), (int*)VMA(3), (int*)VMA(4), (int*)VMA(5));
		case G_ADD_PHYSICS_ENTITY:
#ifdef USE_PHYSICS
			CMod_PhysicsAddEntity((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case G_ADD_PHYSICS_STATIC:
#ifdef USE_PHYSICS
			CMod_PhysicsAddStatic((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case TRAP_MEMSET:
			memset(VMA(1), args[2], args[3]);
			return 0;
		case TRAP_MEMCPY:
			memcpy(VMA(1), VMA(2), args[3]);
			return 0;
		case TRAP_STRNCPY:
			return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)VMA( 2 ), args[3] );
		case TRAP_SIN:
			return FloatAsInt(sin(VMF(1)));
		case TRAP_COS:
			return FloatAsInt(cos(VMF(1)));
		case TRAP_ATAN2:
			return FloatAsInt(atan2(VMF(1), VMF(2)));
		case TRAP_SQRT:
			return FloatAsInt(sqrt(VMF(1)));
		case TRAP_MATRIXMULTIPLY:
			AxisMultiply((vec3_t*)VMA(1), (vec3_t*)VMA(2), (vec3_t*)VMA(3));
			return 0;
		case TRAP_ANGLEVECTORS:
			AngleVectors((vec_t*)VMA(1), (vec_t*)VMA(2), (vec_t*)VMA(3), (vec_t*)VMA(4));
			return 0;
		case TRAP_PERPENDICULARVECTOR:
			PerpendicularVector((vec_t*)VMA(1), (vec_t*)VMA(2));
			return 0;
		case TRAP_FLOOR:
			return FloatAsInt(floor(VMF(1)));
		case TRAP_CEIL:
			return FloatAsInt(ceil(VMF(1)));
		case G_SENDMESSAGE:
			SV_SendBinaryMessage(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_MESSAGESTATUS:
			return SV_BinaryMessageStatus(args[1]);
#if defined(ET_MYSQL)
        case G_SQL_RUNQUERY:
                return OW_RunQuery( (char*)VMA(1) );
        case G_SQL_FINISHQUERY:
                OW_FinishQuery( args[1] );
                return 0;
        case G_SQL_NEXTROW:
                return OW_NextRow( args[1] );
        case G_SQL_ROWCOUNT:
                return OW_RowCount( args[1] );
        case G_SQL_GETFIELDBYID:
                OW_GetFieldByID( args[1], args[2], (char*)VMA(3), args[4]  );
                return 0;
        case G_SQL_GETFIELDBYNAME:
                OW_GetFieldByName( args[1], (char*)VMA(2), (char*)VMA(3), args[4] );
                return 0;
        case G_SQL_GETFIELDBYID_INT:
                return OW_GetFieldByID_int( args[1], args[2] );
        case G_SQL_GETFIELDBYNAME_INT:
                return OW_GetFieldByName_int( args[1], (char*)VMA(2) );
        case G_SQL_FIELDCOUNT:
                return OW_FieldCount( args[1] );
        case G_SQL_CLEANSTRING:
                OW_CleanString( (char*)VMA(1), (char*)VMA(2), args[3] );
                return 0;
#endif
		case G_RSA_GENMSG:
			return SV_RSAGenMsg( (char*)VMA(1), (char*)VMA(2), (char*)VMA(3) );
		default:
			Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
	}
	return -1;
}
Beispiel #2
0
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", (const char*)VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_LITERAL_ARGS:
		Cmd_LiteralArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
	case CG_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	case CG_FS_GETFILELIST:
		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA(1) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA(1) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA(1) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5),
				args[6], args[7], VMA(8), VMA(9), TT_AABB );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5),
				args[6], args[7], VMA(8), VMA(9), TT_CAPSULE );
		return 0;
	case CG_CM_BISPHERETRACE:
		CM_BiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), args[6], args[7] );
		return 0;
	case CG_CM_TRANSFORMEDBISPHERETRACE:
		CM_TransformedBiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5),
				args[6], args[7], VMA(8) );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
	case CG_S_STARTSOUND:
		S_StartSound( VMA(1), args[2], args[3], args[4] );
		return 0;
	case CG_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds(args[1]);
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_STOPLOOPINGSOUND:
		S_StopLoopingSound( args[1] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );
	case CG_S_SOUNDDURATION:
		return S_SoundDuration( args[1] );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2) );
		return 0;
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
		return 0;
	case CG_R_LIGHTFORPOINT:
		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_ADDADDITIVELIGHTTOSCENE:
		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
	case CG_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( VMA(1) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], VMA(2) );
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], VMA(2) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], VMF(2) );
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
  case CG_KEY_ISDOWN:
		return Key_IsDown( args[1] );
  case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
  case CG_KEY_SETCATCHER:
		// Don't allow the cgame module to close the console
		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
    return 0;
  case CG_KEY_GETKEY:
		return Key_GetKey( VMA(1) );

	case CG_GETDEMOSTATE:
		return CL_DemoState( );
	case CG_GETDEMOPOS:
		return CL_DemoPos( );
	case CG_GETDEMONAME:
		CL_DemoName( VMA(1), args[2] );
		return 0;

	case CG_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1], VMA(2), args[3] );
		return 0;
	case CG_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], VMA(2), args[3] );
		return 0;
	case CG_KEY_SETBINDING:
		Key_SetBinding( args[1], VMA(2) );
		return 0;

	case CG_PARSE_ADD_GLOBAL_DEFINE:
		return Parse_AddGlobalDefine( VMA(1) );
	case CG_PARSE_LOAD_SOURCE:
		return Parse_LoadSourceHandle( VMA(1) );
	case CG_PARSE_FREE_SOURCE:
		return Parse_FreeSourceHandle( args[1] );
	case CG_PARSE_READ_TOKEN:
		return Parse_ReadTokenHandle( args[1], VMA(2) );
	case CG_PARSE_SOURCE_FILE_AND_LINE:
		return Parse_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case CG_KEY_SETOVERSTRIKEMODE:
		Key_SetOverstrikeMode( args[1] );
    return 0;
	case CG_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode( );

	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];
	case CG_SIN:
		return FloatAsInt( sin( VMF(1) ) );
	case CG_COS:
		return FloatAsInt( cos( VMF(1) ) );
	case CG_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );
	case CG_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );
	case CG_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );
	case CG_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );
	case CG_ACOS:
		return FloatAsInt( Q_acos( VMF(1) ) );

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime( VMA(1) );
	case CG_SNAPVECTOR:
		Sys_SnapVector( VMA(1) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case CG_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case CG_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case CG_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );

	default:
	        assert(0);
		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
	}
	return 0;
}
Beispiel #3
0
/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
intptr_t CL_UISystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case UI_ERROR:
		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
		return 0;

	case UI_PRINT:
		Com_Printf( "%s", (const char*)VMA(1) );
		return 0;

	case UI_MILLISECONDS:
		return Sys_Milliseconds();

	case UI_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;

	case UI_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;

	case UI_CVAR_SET:
		Cvar_SetSafe( VMA(1), VMA(2) );
		return 0;

	case UI_CVAR_VARIABLEVALUE:
		return FloatAsInt( Cvar_VariableValue( VMA(1) ) );

	case UI_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_SETVALUE:
		Cvar_SetValueSafe( VMA(1), VMF(2) );
		return 0;

	case UI_CVAR_RESET:
		Cvar_Reset( VMA(1) );
		return 0;

	case UI_CVAR_CREATE:
		Cvar_Get( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_INFOSTRINGBUFFER:
		Cvar_InfoStringBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_ARGC:
		return Cmd_Argc();

	case UI_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_CMD_EXECUTETEXT:
		if(args[1] == 0
		&& (!strncmp(VMA(2), "snd_restart", 11)
		|| !strncmp(VMA(2), "vid_restart", 11)
		|| !strncmp(VMA(2), "quit", 5)))
		{
			Com_DPrintf (S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char*)VMA(2));
			args[1] = EXEC_INSERT;
		}
		Cbuf_ExecuteText( args[1], VMA(2) );
		return 0;

	case UI_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );

	case UI_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;

	case UI_FS_GETFILELIST:
		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );

	case UI_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	
	case UI_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );

	case UI_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );

	case UI_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );

	case UI_R_CLEARSCENE:
		re.ClearScene();
		return 0;

	case UI_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;

	case UI_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;

	case UI_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;

	case UI_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;

	case UI_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;

	case UI_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;

  case UI_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;

	case UI_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;

	case UI_CM_LERPTAG:
		re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
		return 0;

	case UI_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );

	case UI_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;

	case UI_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1], VMA(2), args[3] );
		return 0;

	case UI_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], VMA(2), args[3] );
		return 0;

	case UI_KEY_SETBINDING:
		Key_SetBinding( args[1], VMA(2) );
		return 0;

	case UI_KEY_ISDOWN:
		return Key_IsDown( args[1] );

	case UI_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode();

	case UI_KEY_SETOVERSTRIKEMODE:
		Key_SetOverstrikeMode( args[1] );
		return 0;

	case UI_KEY_CLEARSTATES:
		Key_ClearStates();
		return 0;

	case UI_KEY_GETCATCHER:
		return Key_GetCatcher();

	case UI_KEY_SETCATCHER:
		// Don't allow the ui module to close the console
		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
		return 0;

	case UI_GETCLIPBOARDDATA:
		CL_GetClipboardData( VMA(1), args[2] );
		return 0;

	case UI_GETCLIENTSTATE:
		GetClientState( VMA(1) );
		return 0;		

	case UI_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;

	case UI_GETCONFIGSTRING:
		return GetConfigString( args[1], VMA(2), args[3] );

	case UI_LAN_LOADCACHEDSERVERS:
		LAN_LoadCachedServers();
		return 0;

	case UI_LAN_SAVECACHEDSERVERS:
		LAN_SaveServersToCache();
		return 0;

	case UI_LAN_ADDSERVER:
		return LAN_AddServer(args[1], VMA(2), VMA(3));

	case UI_LAN_REMOVESERVER:
		LAN_RemoveServer(args[1], VMA(2));
		return 0;

	case UI_LAN_GETPINGQUEUECOUNT:
		return LAN_GetPingQueueCount();

	case UI_LAN_CLEARPING:
		LAN_ClearPing( args[1] );
		return 0;

	case UI_LAN_GETPING:
		LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );
		return 0;

	case UI_LAN_GETPINGINFO:
		LAN_GetPingInfo( args[1], VMA(2), args[3] );
		return 0;

	case UI_LAN_GETSERVERCOUNT:
		return LAN_GetServerCount(args[1]);

	case UI_LAN_GETSERVERADDRESSSTRING:
		LAN_GetServerAddressString( args[1], args[2], VMA(3), args[4] );
		return 0;

	case UI_LAN_GETSERVERINFO:
		LAN_GetServerInfo( args[1], args[2], VMA(3), args[4] );
		return 0;

	case UI_LAN_GETSERVERPING:
		return LAN_GetServerPing( args[1], args[2] );

	case UI_LAN_MARKSERVERVISIBLE:
		LAN_MarkServerVisible( args[1], args[2], args[3] );
		return 0;

	case UI_LAN_SERVERISVISIBLE:
		return LAN_ServerIsVisible( args[1], args[2] );

	case UI_LAN_UPDATEVISIBLEPINGS:
		return LAN_UpdateVisiblePings( args[1] );

	case UI_LAN_RESETPINGS:
		LAN_ResetPings( args[1] );
		return 0;

	case UI_LAN_SERVERSTATUS:
		return LAN_GetServerStatus( VMA(1), VMA(2), args[3] );

	case UI_LAN_COMPARESERVERS:
		return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] );

	case UI_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();

	case UI_SET_PBCLSTATUS:
		return 0;	

	case UI_CROSSHAIR_PLAYER:
		return VM_Call( cgvm, CG_CROSSHAIR_PLAYER );

	case UI_LAST_ATTACKER:
		return VM_Call( cgvm, CG_LAST_ATTACKER );

	case UI_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
		return 0;

	case UI_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;

	case UI_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];

	case UI_SIN:
		return FloatAsInt( sin( VMF(1) ) );

	case UI_COS:
		return FloatAsInt( cos( VMF(1) ) );

	case UI_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );

	case UI_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );

	case UI_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );

	case UI_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );

	case UI_PARSE_ADD_GLOBAL_DEFINE:
		return Parse_AddGlobalDefine( VMA(1) );
	case UI_PARSE_LOAD_SOURCE:
		return Parse_LoadSourceHandle( VMA(1) );
	case UI_PARSE_FREE_SOURCE:
		return Parse_FreeSourceHandle( args[1] );
	case UI_PARSE_READ_TOKEN:
		return Parse_ReadTokenHandle( args[1], VMA(2) );
	case UI_PARSE_SOURCE_FILE_AND_LINE:
		return Parse_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case UI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case UI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2));
		return 0;

	case UI_REAL_TIME:
		return Com_RealTime( VMA(1) );

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );

	}

	return 0;
}
Beispiel #4
0
/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
intptr_t CL_UISystemCalls(intptr_t * args) {
	switch (args[0]) {
		case UI_ERROR:
			Com_Error(ERR_DROP, "%s", (char *)VMA(1));
			return 0;
		case UI_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case UI_MILLISECONDS:
			return Sys_Milliseconds();
		case UI_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case UI_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)VMA(1));
			return 0;
		case UI_CVAR_SET:
			Cvar_Set((char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_CVAR_VARIABLEVALUE:
			return FloatAsInt(Cvar_VariableValue((char*)VMA(1)));
		case UI_CVAR_VARIABLESTRINGBUFFER:
			Cvar_VariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char*)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case UI_CVAR_SETVALUE:
			Cvar_SetValue((char*)VMA(1), VMF(2));
			return 0;
		case UI_CVAR_RESET:
			Cvar_Reset((char*)VMA(1));
			return 0;
		case UI_CVAR_CREATE:
			Cvar_Get((char*)VMA(1), (char*)VMA(2), args[3], (char*)VMA(4));
			return 0;
		case UI_CVAR_INFOSTRINGBUFFER:
			Cvar_InfoStringBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_ARGC:
			return Cmd_Argc();
		case UI_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_CMD_EXECUTETEXT:
			Cbuf_ExecuteText(args[1], (char*)VMA(2));
			return 0;
		case UI_ADDCOMMAND:
			Cmd_AddCommand((char*)VMA(1), NULL, (char*)VMA(3));
			return 0;
		case UI_FS_FOPENFILE:
			return FS_FOpenFileByMode((char*)VMA(1), (fileHandle_t*)VMA( 2 ), (fsMode_t)args[3] );
		case UI_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case UI_FS_WRITE:
			FS_Write(VMA(1), args[2], args[3]);
			return 0;
		case UI_FS_FCLOSEFILE:
			FS_FCloseFile(args[1]);
			return 0;
		case UI_FS_DELETEFILE:
			return FS_Delete((char*)VMA(1));
		case UI_FS_GETFILELIST:
			return FS_GetFileList((char*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
		case UI_FS_SEEK:
			return FS_Seek( args[1], args[2], args[3] );
		case UI_R_REGISTERMODEL:
			return re.RegisterModel((char*)VMA(1));
		case UI_R_REGISTERSKIN:
			return re.RegisterSkin((char*)VMA(1));
		case UI_R_REGISTERSHADERNOMIP:
			return re.RegisterShaderNoMip((char*)VMA(1));
		case UI_R_CLEARSCENE:
			re.ClearScene();
			return 0;
		case UI_R_ADDREFENTITYTOSCENE:
			re.AddRefEntityToScene((refEntity_t*)VMA(1));
			return 0;
		case UI_R_ADDPOLYTOSCENE:
			re.AddPolyToScene(args[1], args[2], (polyVert_t*)VMA(3));
			return 0;
		case UI_R_ADDPOLYSTOSCENE:
			re.AddPolysToScene(args[1], args[2], (polyVert_t*)VMA(3), args[4]);
			return 0;
		case UI_R_ADDLIGHTTOSCENE:
			re.AddLightToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);
			return 0;
		case UI_R_ADDCORONATOSCENE:
			re.AddCoronaToScene((vec_t*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], (bool)args[7]);
			return 0;
		case UI_R_RENDERSCENE:
			re.RenderScene((refdef_t*)VMA(1));
			return 0;
		case UI_R_SETCOLOR:
			re.SetColor((float*)VMA(1));
			return 0;
		case UI_R_SETCLIPREGION:
			re.SetClipRegion( (float*)VMA(1) );
			return 0;
		case UI_R_DRAW2DPOLYS:
			re.Add2dPolys((polyVert_t*)VMA(1), args[2], args[3]);
			return 0;
		case UI_R_DRAWSTRETCHPIC:
			re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]);
			return 0;
		case UI_R_DRAWROTATEDPIC:
			re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10));
			return 0;
		case UI_R_MODELBOUNDS:
			re.ModelBounds(args[1], (float*)VMA(2), (float*)VMA(3));
			return 0;
		case UI_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;
		case UI_CM_LERPTAG:
			return re.LerpTag((orientation_t*)VMA(1), (refEntity_t*)VMA(2), (char*)VMA(3), args[4]);
		case UI_S_REGISTERSOUND:
			return S_RegisterSound((char*)VMA(1), (bool)args[2]);
		case UI_S_STARTLOCALSOUND:
			//S_StartLocalSound(args[1], args[2], args[3]);
			S_StartLocalSound( args[1], args[2] );
			return 0;
		case UI_S_FADESTREAMINGSOUND:
			// Dushan - FIX ME
			//S_FadeStreamingSound(VMF(1), args[2], args[3]);
			return 0;
		case UI_S_FADEALLSOUNDS:
			// Dushan - FIX ME
			//S_FadeAllSounds(VMF(1), args[2], args[3]);
			return 0;
		case UI_KEY_KEYNUMTOSTRINGBUF:
			idKeyInput::KeynumToStringBuf(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_KEY_GETBINDINGBUF:
			idKeyInput::GetBindingBuf(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_KEY_SETBINDING:
			idKeyInput::SetBinding(args[1], (char*)VMA(2));
			return 0;
		case UI_KEY_BINDINGTOKEYS:
			idKeyInput::GetBindingByString((char*)VMA(1), (int*)VMA(2), (int*)VMA(3));
			return 0;
		case UI_KEY_ISDOWN:
			return idKeyInput::IsDown(args[1]);
		case UI_KEY_GETOVERSTRIKEMODE:
			return idKeyInput::GetOverstrikeMode();
		case UI_KEY_SETOVERSTRIKEMODE:
			idKeyInput::SetOverstrikeMode((bool)args[1]);
			return 0;
		case UI_KEY_CLEARSTATES:
			idKeyInput::ClearStates();
			return 0;
		case UI_KEY_GETCATCHER:
			return idKeyInput::GetCatcher();
		case UI_KEY_SETCATCHER:
			idKeyInput::SetCatcher(args[1]);
			return 0;
		case UI_GETCLIPBOARDDATA:
			GetClipboardData((char*)VMA(1), args[2]);
			return 0;
		case UI_GETCLIENTSTATE:
			GetClientState((uiClientState_t*)VMA(1));
			return 0;
		case UI_GETGLCONFIG:
			CL_GetGlconfig((glconfig_t*)VMA(1));
			return 0;
		case UI_GETCONFIGSTRING:
			return GetConfigString(args[1], (char*)VMA(2), args[3]);
		case UI_LAN_LOADCACHEDSERVERS:
			LAN_LoadCachedServers();
			return 0;
		case UI_LAN_SAVECACHEDSERVERS:
			LAN_SaveServersToCache();
			return 0;
		case UI_LAN_ADDSERVER:
			return LAN_AddServer(args[1], (char*)VMA(2), (char*)VMA(3));
		case UI_LAN_REMOVESERVER:
			LAN_RemoveServer(args[1], (char*)VMA(2));
			return 0;
		case UI_LAN_GETPINGQUEUECOUNT:
			return LAN_GetPingQueueCount();
		case UI_LAN_CLEARPING:
			LAN_ClearPing(args[1]);
			return 0;
		case UI_LAN_GETPING:
			LAN_GetPing(args[1], (char*)VMA(2), args[3], (int*)VMA(4));
			return 0;
		case UI_LAN_GETPINGINFO:
			LAN_GetPingInfo(args[1], (char*)VMA(2), args[3]);
			return 0;
		case UI_LAN_GETSERVERCOUNT:
			return LAN_GetServerCount(args[1]);
		case UI_LAN_GETSERVERADDRESSSTRING:
			LAN_GetServerAddressString(args[1], args[2], (char*)VMA(3), args[4]);
			return 0;
		case UI_LAN_GETSERVERINFO:
			LAN_GetServerInfo(args[1], args[2], (char*)VMA(3), args[4]);
			return 0;
		case UI_LAN_GETSERVERPING:
			return LAN_GetServerPing(args[1], args[2]);
		case UI_LAN_MARKSERVERVISIBLE:
			LAN_MarkServerVisible(args[1], args[2], (bool)args[3]);
			return 0;
		case UI_LAN_SERVERISVISIBLE:
			return LAN_ServerIsVisible(args[1], args[2]);
		case UI_LAN_UPDATEVISIBLEPINGS:
			return LAN_UpdateVisiblePings(args[1]);
		case UI_LAN_RESETPINGS:
			LAN_ResetPings(args[1]);
			return 0;
		case UI_LAN_SERVERSTATUS:
			return LAN_GetServerStatus((char*)VMA(1), (char*)VMA(2), args[3]);
		case UI_LAN_SERVERISINFAVORITELIST:
			return LAN_ServerIsInFavoriteList(args[1], args[2]);
		case UI_GETNEWS:
			return GetNews((bool)args[1]);
		case UI_LAN_COMPARESERVERS:
			return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]);
		case UI_MEMORY_REMAINING:
			return Hunk_MemoryRemaining();
		case UI_GET_CDKEY:
			CLUI_GetCDKey((char*)VMA(1), args[2]);
			return 0;
		case UI_SET_CDKEY:
			CLUI_SetCDKey((char*)VMA(1));
			return 0;
		case UI_R_REGISTERFONT:
			re.RegisterFont((char*)VMA(1), args[2], (fontInfo_t*)VMA(3));
			return 0;
		case UI_MEMSET:
			return (intptr_t)memset( VMA( 1 ), args[2], args[3] );
		case UI_MEMCPY:
			return (intptr_t)memcpy( VMA( 1 ), VMA( 2 ), args[3] );
		case UI_STRNCPY:
			return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)VMA( 2 ), args[3] );
		case UI_SIN:
			return FloatAsInt(sin(VMF(1)));
		case UI_COS:
			return FloatAsInt(cos(VMF(1)));
		case UI_ATAN2:
			return FloatAsInt(atan2(VMF(1), VMF(2)));
		case UI_SQRT:
			return FloatAsInt(sqrt(VMF(1)));
		case UI_FLOOR:
			return FloatAsInt(floor(VMF(1)));
		case UI_CEIL:
			return FloatAsInt(ceil(VMF(1)));
		case UI_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case UI_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( (char*)VMA(1) );
		case UI_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[1] );
		case UI_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case UI_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case UI_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine((char*)VMA(1));
		case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:
			Parse_RemoveAllGlobalDefines();
			return 0;
		case UI_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		case UI_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case UI_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case UI_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case UI_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case UI_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;
		case UI_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);	//----(SA) added fadeup time
			S_StartBackgroundTrack( (char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_REAL_TIME:
			return Com_RealTime((qtime_t*)VMA(1));
		case UI_CIN_PLAYCINEMATIC:
			Com_DPrintf("UI_CIN_PlayCinematic\n");
			return CIN_PlayCinematic((char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);
		case UI_CIN_STOPCINEMATIC:
			return CIN_StopCinematic(args[1]);
		case UI_CIN_RUNCINEMATIC:
			return CIN_RunCinematic(args[1]);
		case UI_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic(args[1]);
			return 0;
		case UI_CIN_SETEXTENTS:
			CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
			return 0;
		case UI_R_REMAP_SHADER:
			re.RemapShader((char*)VMA(1), (char*)VMA(2), (char*)VMA(3));
			return 0;
		case UI_CL_GETLIMBOSTRING:
			return CL_GetLimboString(args[1], (char*)VMA(2));
		case UI_CL_TRANSLATE_STRING:
			CL_TranslateString((char*)VMA(1), (char*)VMA(2));
			return 0;
		case UI_CHECKAUTOUPDATE:
#if !defined(UPDATE_SERVER)
			CL_CheckAutoUpdate();
#endif
			return 0;
		case UI_GET_AUTOUPDATE:
#if !defined(UPDATE_SERVER)
			CL_GetAutoUpdate();
#endif
			return 0;
		case UI_OPENURL:
			CL_OpenURL((char *)VMA(1));
			return 0;
		case UI_GETHUNKDATA:
			Com_GetHunkInfo((int*)VMA(1), (int*)VMA(2));
			return 0;
#if defined(USE_REFENTITY_ANIMATIONSYSTEM)
		case UI_R_REGISTERANIMATION:
			return re.RegisterAnimation((char *)VMA(1));
		case UI_R_BUILDSKELETON:
			return re.BuildSkeleton((refSkeleton_t*)VMA(1), args[2], args[3], args[4], VMF(5), (bool)args[6]);
		case UI_R_BLENDSKELETON:
			return re.BlendSkeleton((refSkeleton_t*)VMA(1), (refSkeleton_t*)VMA(2), VMF(3));
		case UI_R_BONEINDEX:
			return re.BoneIndex(args[1], (char *)VMA(2));
		case UI_R_ANIMNUMFRAMES:
			return re.AnimNumFrames(args[1]);
		case UI_R_ANIMFRAMERATE:
			return re.AnimFrameRate(args[1]);
#endif
		case UI_GETGLCONFIG2:
			CL_GetGlconfig2((glconfig2_t*)VMA(1));
			return 0;
		case UI_CON_GETTEXT:
			UI_Con_GetText( (char *)VMA( 1 ), args[2], args[3] );
			return 0;
		case UI_CVAR_VARIABLEINT:
			return Cvar_VariableIntegerValue( (char *)VMA(1) );
		case UI_R_DRAWSPRITE: {
				float * uv = (float*)VMA(5);
				re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), uv[0], uv[1], uv[2], uv[3], args[6]);
			} return 0;
		default:
			Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );

	}

	return 0;
}
Beispiel #5
0
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	switch ( args[ 0 ] )
	{
		case CG_PRINT:
			Com_Printf( "%s", ( char * ) VMA( 1 ) );
			return 0;

		case CG_ERROR:
			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );

		case CG_MILLISECONDS:
			return Sys_Milliseconds();

		case CG_CVAR_REGISTER:
			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_CVAR_UPDATE:
			Cvar_Update( VMA( 1 ) );
			return 0;

		case CG_CVAR_SET:
			Cvar_Set( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_CVAR_VARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARVSB" );
			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARLVSB" );
			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGC:
			return Cmd_Argc();

		case CG_ARGV:
			VM_CheckBlock( args[2], args[3], "ARGV" );
			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGS:
			VM_CheckBlock( args[1], args[2], "ARGS" );
			Cmd_ArgsBuffer( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_LITERAL_ARGS:
			// FIXME
			VM_CheckBlock( args[1], args[2], "LARGS" );
			Cmd_LiteralArgsBuffer( VMA( 1 ), args[ 2 ] );
//                      Cmd_ArgsBuffer(VMA(1), args[2]);
			return 0;

		case CG_GETDEMOSTATE:
			return CL_DemoState();

		case CG_GETDEMOPOS:
			return CL_DemoPos();

		case CG_FS_FOPENFILE:
			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case CG_FS_READ:
			VM_CheckBlock( args[1], args[2], "FSREAD" );
			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case CG_FS_WRITE:
			VM_CheckBlock( args[1], args[2], "FSWRITE" );
			return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );

		case CG_FS_FCLOSEFILE:
			FS_FCloseFile( args[ 1 ] );
			return 0;

		case CG_FS_GETFILELIST:
			VM_CheckBlock( args[3], args[4], "FSGFL" );
			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case CG_SENDCONSOLECOMMAND:
			Cbuf_AddText( VMA( 1 ) );
			return 0;

		case CG_ADDCOMMAND:
			CL_AddCgameCommand( VMA( 1 ) );
			return 0;

		case CG_REMOVECOMMAND:
			Cmd_RemoveCommand( VMA( 1 ) );
			return 0;

		case CG_COMPLETE_CALLBACK:
			if ( completer )
			{
				completer( VMA( 1 ) );
			}

			return 0;

		case CG_SENDCLIENTCOMMAND:
			CL_AddReliableCommand( VMA( 1 ) );
			return 0;

		case CG_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;

		case CG_CM_LOADMAP:
			CL_CM_LoadMap( VMA( 1 ) );
			return 0;

		case CG_CM_NUMINLINEMODELS:
			return CM_NumInlineModels();

		case CG_CM_INLINEMODEL:
			return CM_InlineModel( args[ 1 ] );

		case CG_CM_TEMPBOXMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );

		case CG_CM_TEMPCAPSULEMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );

		case CG_CM_POINTCONTENTS:
			return CM_PointContents( VMA( 1 ), args[ 2 ] );

		case CG_CM_TRANSFORMEDPOINTCONTENTS:
			return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) );

		case CG_CM_BOXTRACE:
			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB );
			return 0;

		case CG_CM_TRANSFORMEDBOXTRACE:
			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB );
			return 0;

		case CG_CM_CAPSULETRACE:
			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_CAPSULE );
			return 0;

		case CG_CM_TRANSFORMEDCAPSULETRACE:
			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_CAPSULE );
			return 0;

		case CG_CM_BISPHERETRACE:
			CM_BiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_CM_TRANSFORMEDBISPHERETRACE:
			CM_TransformedBiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ) );
			return 0;

		case CG_CM_MARKFRAGMENTS:
			return re.MarkFragments( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ], VMA( 5 ), args[ 6 ], VMA( 7 ) );

		case CG_R_PROJECTDECAL:
			re.ProjectDecal( args[ 1 ], args[ 2 ], VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_R_CLEARDECALS:
			re.ClearDecals();
			return 0;

		case CG_S_STARTSOUND:
			S_StartSound( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] );
			return 0;

		case CG_S_STARTSOUNDEX:
			S_StartSoundEx( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] );
			return 0;

		case CG_S_STARTLOCALSOUND:
			S_StartLocalSound( args[ 1 ], args[ 2 ] );
			return 0;

		case CG_S_CLEARLOOPINGSOUNDS:
			S_ClearLoopingSounds( args[ 1 ] );
			return 0;

		case CG_S_CLEARSOUNDS:

			/*if(args[1] == 0)
			{
			        S_ClearSounds(qtrue, qfalse);
			}
			else if(args[1] == 1)
			{
			        S_ClearSounds(qtrue, qtrue);
			}*/
			return 0;

		case CG_S_ADDLOOPINGSOUND:
			S_AddLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_ADDREALLOOPINGSOUND:
			S_AddRealLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_STOPLOOPINGSOUND:
			S_StopLoopingSound( args[ 1 ] );
			return 0;

		case CG_S_STOPSTREAMINGSOUND:
			// FIXME
			//S_StopEntStreamingSound(args[1]);
			return 0;

		case CG_S_UPDATEENTITYPOSITION:
			S_UpdateEntityPosition( args[ 1 ], VMA( 2 ) );
			return 0;

		case CG_S_GETVOICEAMPLITUDE:
			return S_GetVoiceAmplitude( args[ 1 ] );

		case CG_S_GETSOUNDLENGTH:
			return S_GetSoundLength( args[ 1 ] );

			// ydnar: for looped sound starts
		case CG_S_GETCURRENTSOUNDTIME:
			return S_GetCurrentSoundTime();

		case CG_S_RESPATIALIZE:
			S_Respatialize( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_REGISTERSOUND:
#ifdef DOOMSOUND ///// (SA) DOOMSOUND
			return S_RegisterSound( VMA( 1 ) );
#else
			return S_RegisterSound( VMA( 1 ), args[ 2 ] );
#endif ///// (SA) DOOMSOUND

		case CG_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);  //----(SA)  added fadeup time
			S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_S_FADESTREAMINGSOUND:
			// FIXME
			//S_FadeStreamingSound(VMF(1), args[2], args[3]); //----(SA)  added music/all-streaming options
			return 0;

		case CG_S_STARTSTREAMINGSOUND:
			// FIXME
			//return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]);
			return 0;

		case CG_R_LOADWORLDMAP:
			re.LoadWorld( VMA( 1 ) );
			return 0;

		case CG_R_REGISTERMODEL:
#ifdef IPHONE
			GLimp_AcquireGL();
			return re.RegisterModel( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterModel( VMA( 1 ) );
#endif // IPHONE

		case CG_R_REGISTERSKIN:
			return re.RegisterSkin( VMA( 1 ) );

			//----(SA)  added
		case CG_R_GETSKINMODEL:
			return re.GetSkinModel( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case CG_R_GETMODELSHADER:
			return re.GetShaderFromModel( args[ 1 ], args[ 2 ], args[ 3 ] );
			//----(SA)  end

		case CG_R_REGISTERSHADER:
#ifdef IPHONE_NOTYET
			GLimp_AcquireGL();
			return re.RegisterShader( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterShader( VMA( 1 ) );
#endif // IPHONE

		case CG_R_REGISTERFONT:
			re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) );
			return 0;

		case CG_R_REGISTERSHADERNOMIP:
#ifdef IPHONE_NOTYET
			GLimp_AcquireGL();
			return re.RegisterShaderNoMip( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterShaderNoMip( VMA( 1 ) );
#endif // IPHONE
#if defined( USE_REFLIGHT )

		case CG_R_REGISTERSHADERLIGHTATTENUATION:
			return re.RegisterShaderLightAttenuation( VMA( 1 ) );
#endif

		case CG_R_CLEARSCENE:
			re.ClearScene();
			return 0;

		case CG_R_ADDREFENTITYTOSCENE:
			re.AddRefEntityToScene( VMA( 1 ) );
			return 0;
#if defined( USE_REFLIGHT )

		case CG_R_ADDREFLIGHTSTOSCENE:
			re.AddRefLightToScene( VMA( 1 ) );
			return 0;
#endif

		case CG_R_ADDPOLYTOSCENE:
			re.AddPolyToScene( args[ 1 ], args[ 2 ], VMA( 3 ) );
			return 0;

		case CG_R_ADDPOLYSTOSCENE:
			re.AddPolysToScene( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_R_ADDPOLYBUFFERTOSCENE:
			re.AddPolyBufferToScene( VMA( 1 ) );
			return 0;

		case CG_R_ADDLIGHTTOSCENE:
			re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[ 7 ], args[ 8 ] );
			return 0;

		case CG_R_ADDADDITIVELIGHTTOSCENE:
			re.AddAdditiveLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ) );
			return 0;

		case CG_FS_SEEK:
			return FS_Seek( args[ 1 ], args[ 2 ], args[ 3 ] );

		case CG_R_ADDCORONATOSCENE:
			re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_R_SETFOG:
			re.SetFog( args[ 1 ], args[ 2 ], args[ 3 ], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );
			return 0;

		case CG_R_SETGLOBALFOG:
			re.SetGlobalFog( args[ 1 ], args[ 2 ], VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ) );
			return 0;

		case CG_R_RENDERSCENE:
			re.RenderScene( VMA( 1 ) );
			return 0;

		case CG_R_SAVEVIEWPARMS:
			re.SaveViewParms();
			return 0;

		case CG_R_RESTOREVIEWPARMS:
			re.RestoreViewParms();
			return 0;

		case CG_R_SETCOLOR:
			re.SetColor( VMA( 1 ) );
			return 0;

			// Tremulous
		case CG_R_SETCLIPREGION:
			re.SetClipRegion( VMA( 1 ) );
			return 0;

		case CG_R_DRAWSTRETCHPIC:
			re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] );
			return 0;

		case CG_R_DRAWROTATEDPIC:
			re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );
			return 0;

		case CG_R_DRAWSTRETCHPIC_GRADIENT:
			re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMA( 10 ), args[ 11 ] );
			return 0;

		case CG_R_DRAW2DPOLYS:
			re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case CG_R_MODELBOUNDS:
			re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_R_LERPTAG:
			return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_GETGLCONFIG:
			CL_GetGlconfig( VMA( 1 ) );
			return 0;

		case CG_GETGAMESTATE:
			CL_GetGameState( VMA( 1 ) );
			return 0;

		case CG_GETCURRENTSNAPSHOTNUMBER:
			CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_GETSNAPSHOT:
			return CL_GetSnapshot( args[ 1 ], VMA( 2 ) );

		case CG_GETSERVERCOMMAND:
			return CL_GetServerCommand( args[ 1 ] );

		case CG_GETCURRENTCMDNUMBER:
			return CL_GetCurrentCmdNumber();

		case CG_GETUSERCMD:
			return CL_GetUserCmd( args[ 1 ], VMA( 2 ) );

		case CG_SETUSERCMDVALUE:
			CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );
			return 0;

		case CG_SETCLIENTLERPORIGIN:
			CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );
			return 0;

		case CG_MEMORY_REMAINING:
			return Hunk_MemoryRemaining();

		case CG_KEY_ISDOWN:
			return Key_IsDown( args[ 1 ] );

		case CG_KEY_GETCATCHER:
			return Key_GetCatcher();

		case CG_KEY_SETCATCHER:
			Key_SetCatcher( args[ 1 ] );
			return 0;

		case CG_KEY_GETKEY:
			return Key_GetKey( VMA( 1 ) );

		case CG_KEY_GETOVERSTRIKEMODE:
			return Key_GetOverstrikeMode();

		case CG_KEY_SETOVERSTRIKEMODE:
			Key_SetOverstrikeMode( args[ 1 ] );
			return 0;

		case CG_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;

		case CG_REAL_TIME:
			return Com_RealTime( VMA( 1 ) );

		case CG_SNAPVECTOR:
			Q_SnapVector( VMA( 1 ) );
			return 0;

		case CG_CIN_PLAYCINEMATIC:
			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );

		case CG_CIN_STOPCINEMATIC:
			return CIN_StopCinematic( args[ 1 ] );

		case CG_CIN_RUNCINEMATIC:
			return CIN_RunCinematic( args[ 1 ] );

		case CG_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic( args[ 1 ] );
			return 0;

		case CG_CIN_SETEXTENTS:
			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

		case CG_R_REMAP_SHADER:
			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_LOADCAMERA:
			//return loadCamera(args[1], VMA(2));
			return 0;

		case CG_STARTCAMERA:
			//if(args[1] == 0)
			//{         // CAM_PRIMARY
			//  cl.cameraMode = qtrue;
			//}
			//startCamera(args[1], args[2]);
			return 0;

		case CG_STOPCAMERA:
			//if(args[1] == 0)
			//{         // CAM_PRIMARY
			//  cl.cameraMode = qfalse;
			//}
			return 0;

		case CG_GETCAMERAINFO:
			//return getCameraInfo(args[1], args[2], VMA(3), VMA(4), VMA(5));
			return 0;

		case CG_GET_ENTITY_TOKEN:
			VM_CheckBlock( args[1], args[2], "GETET" );
			return re.GetEntityToken( VMA( 1 ), args[ 2 ] );

		case CG_INGAME_POPUP:
			if ( cls.state == CA_ACTIVE && !clc.demoplaying )
			{
				if ( uivm )
				{
					// Gordon: can be called as the system is shutting down
					VM_Call( uivm, UI_SET_ACTIVE_MENU, args[ 1 ] );
				}
			}

			return 0;

		case CG_INGAME_CLOSEPOPUP:
			return 0;

		case CG_KEY_GETBINDINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYGBB" );
			Key_GetBindingBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_KEY_SETBINDING:
			Key_SetBinding( args[ 1 ], VMA( 2 ) );
			return 0;

		case CG_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( VMA( 1 ) );

		case CG_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( VMA( 1 ) );

		case CG_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[ 1 ] );

		case CG_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) );

		case CG_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case CG_KEY_KEYNUMTOSTRINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYNTSB" );
			Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_KEY_BINDINGTOKEYS:
			Key_GetBindingByString( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_S_FADEALLSOUNDS:
			// FIXME
			//S_FadeAllSounds(VMF(1), args[2], args[3]);
			return 0;

		case CG_R_INPVS:
			return re.inPVS( VMA( 1 ), VMA( 2 ) );

		case CG_GETHUNKDATA:
			Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_PUMPEVENTLOOP:
//      Com_EventLoop();
//      CL_WritePacket();
			return 0;

			//zinx - binary channel
		case CG_SENDMESSAGE:
			VM_CheckBlock( args[1], args[2], "SENDM" );
 			CL_SendBinaryMessage( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_MESSAGESTATUS:
			return CL_BinaryMessageStatus();

			//bani - dynamic shaders
		case CG_R_LOADDYNAMICSHADER:
			return re.LoadDynamicShader( VMA( 1 ), VMA( 2 ) );

			// fretn - render to texture
		case CG_R_RENDERTOTEXTURE:
			re.RenderToTexture( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

			//bani
		case CG_R_GETTEXTUREID:
			return re.GetTextureId( VMA( 1 ) );

			//bani - flush gl rendering buffers
		case CG_R_FINISH:
			re.Finish();
			return 0;

		case CG_GETDEMONAME:
			VM_CheckBlock( args[1], args[2], "GETDM" );
			CL_DemoName( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_R_LIGHTFORPOINT:
			return re.LightForPoint( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ) );

		case CG_S_SOUNDDURATION:
			return S_SoundDuration( args[ 1 ] );
#if defined( USE_REFENTITY_ANIMATIONSYSTEM )

		case CG_R_REGISTERANIMATION:
			return re.RegisterAnimation( VMA( 1 ) );

		case CG_R_CHECKSKELETON:
			return re.CheckSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ] );

		case CG_R_BUILDSKELETON:
			return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] );

		case CG_R_BLENDSKELETON:
			return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) );

		case CG_R_BONEINDEX:
			return re.BoneIndex( args[ 1 ], VMA( 2 ) );

		case CG_R_ANIMNUMFRAMES:
			return re.AnimNumFrames( args[ 1 ] );

		case CG_R_ANIMFRAMERATE:
			return re.AnimFrameRate( args[ 1 ] );
#endif

		case CG_REGISTER_BUTTON_COMMANDS:
			CL_RegisterButtonCommands( VMA( 1 ) );
			return 0;

		case CG_GETCLIPBOARDDATA:
			VM_CheckBlock( args[1], args[2], "GETCLIP" );

			if ( cl_allowPaste->integer )
			{
				CL_GetClipboardData( VMA(1), args[2], args[3] );
			}
			else
			{
				( (char *) VMA( 1 ) )[0] = '\0';
			}
			return 0;

		case CG_QUOTESTRING:
			Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_GETTEXT:
			strncpy( VMA(1), __(VMA(2)), args[3] );
			return 0;

		case CG_R_GLYPH:
			re.GlyphVM( args[1], VMA(2), VMA(3) );
			return 0;

		case CG_R_GLYPHCHAR:
			re.GlyphCharVM( args[1], args[2], VMA(3) );
			return 0;

		case CG_R_UREGISTERFONT:
			re.UnregisterFontVM( args[1] );
			return 0;

		default:
			Com_Error( ERR_DROP, "Bad cgame system trap: %ld", ( long int ) args[ 0 ] );
	}

	return 0;
}
Beispiel #6
0
/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
intptr_t CL_UISystemCalls( intptr_t *args )
{
	switch ( args[ 0 ] )
	{
		case UI_ERROR:
			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );

		case UI_PRINT:
			Com_Printf( "%s", ( char * ) VMA( 1 ) );
			return 0;

		case UI_MILLISECONDS:
			return Sys_Milliseconds();

		case UI_CVAR_REGISTER:
			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case UI_CVAR_UPDATE:
			Cvar_Update( VMA( 1 ) );
			return 0;

		case UI_CVAR_SET:
			Cvar_Set( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_CVAR_VARIABLEVALUE:
			return FloatAsInt( Cvar_VariableValue( VMA( 1 ) ) );

		case UI_CVAR_VARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARVSB" );
			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARLVSB" );
			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_SETVALUE:
			Cvar_SetValue( VMA( 1 ), VMF( 2 ) );
			return 0;

		case UI_CVAR_RESET:
			Cvar_Reset( VMA( 1 ) );
			return 0;

		case UI_CVAR_CREATE:
			Cvar_Get( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CVAR_INFOSTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARISB" );
			Cvar_InfoStringBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_ARGC:
			return Cmd_Argc();

		case UI_ARGV:
			VM_CheckBlock( args[2], args[3], "ARGV" );
			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_CMD_EXECUTETEXT:
			Cbuf_ExecuteText( args[ 1 ], VMA( 2 ) );
			return 0;

		case UI_ADDCOMMAND:
			Cmd_AddCommand( VMA( 1 ), NULL );
			return 0;

		case UI_FS_FOPENFILE:
			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case UI_FS_READ:
			VM_CheckBlock( args[1], args[2], "FSREAD" );
			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_FS_WRITE:
			VM_CheckBlock( args[1], args[2], "FSWRITE" );
			FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_FS_FCLOSEFILE:
			FS_FCloseFile( args[ 1 ] );
			return 0;

		case UI_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case UI_FS_GETFILELIST:
			VM_CheckBlock( args[3], args[4], "FSGFL" );
			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case UI_FS_SEEK:
			return FS_Seek( args[ 1 ], args[ 2 ], args[ 3 ] );

		case UI_R_REGISTERMODEL:
			return re.RegisterModel( VMA( 1 ) );

		case UI_R_REGISTERSKIN:
			return re.RegisterSkin( VMA( 1 ) );

		case UI_R_REGISTERSHADERNOMIP:
			return re.RegisterShaderNoMip( VMA( 1 ) );

		case UI_R_CLEARSCENE:
			re.ClearScene();
			return 0;

		case UI_R_ADDREFENTITYTOSCENE:
			re.AddRefEntityToScene( VMA( 1 ) );
			return 0;

		case UI_R_ADDPOLYTOSCENE:
			re.AddPolyToScene( args[ 1 ], args[ 2 ], VMA( 3 ) );
			return 0;

			// Ridah
		case UI_R_ADDPOLYSTOSCENE:
			re.AddPolysToScene( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] );
			return 0;
			// done.

		case UI_R_ADDLIGHTTOSCENE:
			// ydnar: new dlight code
			//% re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6] );
			re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[ 7 ], args[ 8 ] );
			return 0;

		case UI_R_ADDCORONATOSCENE:
			re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case UI_R_RENDERSCENE:
			re.RenderScene( VMA( 1 ) );
			return 0;

		case UI_R_SETCOLOR:
			re.SetColor( VMA( 1 ) );
			return 0;

			// Tremulous
		case UI_R_SETCLIPREGION:
			re.SetClipRegion( VMA( 1 ) );
			return 0;

		case UI_R_DRAW2DPOLYS:
			re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_R_DRAWSTRETCHPIC:
			re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] );
			return 0;

		case UI_R_DRAWROTATEDPIC:
			re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );
			return 0;

		case UI_R_MODELBOUNDS:
			re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );
			return 0;

		case UI_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;

		case UI_CM_LERPTAG:
			return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case UI_S_REGISTERSOUND:
#ifdef DOOMSOUND ///// (SA) DOOMSOUND
			return S_RegisterSound( VMA( 1 ) );
#else
			return S_RegisterSound( VMA( 1 ), args[ 2 ] );
#endif ///// (SA) DOOMSOUND

		case UI_S_STARTLOCALSOUND:
			//S_StartLocalSound(args[1], args[2], args[3]);
			S_StartLocalSound( args[ 1 ], args[ 2 ] );
			return 0;

		case UI_S_FADESTREAMINGSOUND:
			// FIXME
			//S_FadeStreamingSound(VMF(1), args[2], args[3]);
			return 0;

		case UI_S_FADEALLSOUNDS:
			// FIXME
			//S_FadeAllSounds(VMF(1), args[2], args[3]);
			return 0;

		case UI_KEY_KEYNUMTOSTRINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYNTSB" );
			Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_KEY_GETBINDINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYGBB" );
			Key_GetBindingBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_KEY_SETBINDING:
			Key_SetBinding( args[ 1 ], VMA( 2 ) );
			return 0;

		case UI_KEY_BINDINGTOKEYS:
			Key_GetBindingByString( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case UI_KEY_ISDOWN:
			return Key_IsDown( args[ 1 ] );

		case UI_KEY_GETOVERSTRIKEMODE:
			return Key_GetOverstrikeMode();

		case UI_KEY_SETOVERSTRIKEMODE:
			Key_SetOverstrikeMode( args[ 1 ] );
			return 0;

		case UI_KEY_CLEARSTATES:
			Key_ClearStates();
			return 0;

		case UI_KEY_GETCATCHER:
			return Key_GetCatcher();

		case UI_KEY_SETCATCHER:
			Key_SetCatcher( args[ 1 ] );
			return 0;

		case UI_GETCLIPBOARDDATA:
			VM_CheckBlock( args[1], args[2], "UIGCD" );

			if ( cl_allowPaste->integer )
			{
				CL_GetClipboardData( VMA( 1 ), args[ 2 ], args[ 3 ] );
			}
			else
			{
				( (char *) VMA( 1 ) )[0] = '\0';
			}
			return 0;

		case UI_GETCLIENTSTATE:
			GetClientState( VMA( 1 ) );
			return 0;

		case UI_GETGLCONFIG:
			CL_GetGlconfig( VMA( 1 ) );
			return 0;

		case UI_GETCONFIGSTRING:
			VM_CheckBlock( args[2], args[3], "UIGCS" );
			return GetConfigString( args[ 1 ], VMA( 2 ), args[ 3 ] );

		case UI_LAN_LOADCACHEDSERVERS:
			LAN_LoadCachedServers();
			return 0;

		case UI_LAN_SAVECACHEDSERVERS:
			LAN_SaveServersToCache();
			return 0;

		case UI_LAN_ADDSERVER:
			return LAN_AddServer( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case UI_LAN_REMOVESERVER:
			LAN_RemoveServer( args[ 1 ], VMA( 2 ) );
			return 0;

		case UI_LAN_GETPINGQUEUECOUNT:
			return LAN_GetPingQueueCount();

		case UI_LAN_CLEARPING:
			LAN_ClearPing( args[ 1 ] );
			return 0;

		case UI_LAN_GETPING:
			VM_CheckBlock( args[2], args[3], "UILANGP" );
			LAN_GetPing( args[ 1 ], VMA( 2 ), args[ 3 ], VMA( 4 ) );
			return 0;

		case UI_LAN_GETPINGINFO:
			VM_CheckBlock( args[2], args[3], "UILANGPI" );
			LAN_GetPingInfo( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case UI_LAN_GETSERVERCOUNT:
			return LAN_GetServerCount( args[ 1 ] );

		case UI_LAN_GETSERVERADDRESSSTRING:
			VM_CheckBlock( args[3], args[4], "UILANGSAS" );
			LAN_GetServerAddressString( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] );
			return 0;

		case UI_LAN_GETSERVERINFO:
			VM_CheckBlock( args[3], args[4], "UILANGSI" );
			LAN_GetServerInfo( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] );
			return 0;

		case UI_LAN_GETSERVERPING:
			return LAN_GetServerPing( args[ 1 ], args[ 2 ] );

		case UI_LAN_MARKSERVERVISIBLE:
			LAN_MarkServerVisible( args[ 1 ], args[ 2 ], args[ 3 ] );
			return 0;

		case UI_LAN_SERVERISVISIBLE:
			return LAN_ServerIsVisible( args[ 1 ], args[ 2 ] );

		case UI_LAN_UPDATEVISIBLEPINGS:
			return LAN_UpdateVisiblePings( args[ 1 ] );

		case UI_LAN_RESETPINGS:
			LAN_ResetPings( args[ 1 ] );
			return 0;

		case UI_LAN_SERVERSTATUS:
			VM_CheckBlock( args[2], args[3], "UILANGSS" );
			return LAN_GetServerStatus( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case UI_LAN_SERVERISINFAVORITELIST:
			return LAN_ServerIsInFavoriteList( args[ 1 ], args[ 2 ] );

		case UI_GETNEWS:
			return GetNews( args[ 1 ] );

		case UI_LAN_COMPARESERVERS:
			return LAN_CompareServers( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );

		case UI_MEMORY_REMAINING:
			return Hunk_MemoryRemaining();

		case UI_R_REGISTERFONT:
			re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) );
			return 0;

		case UI_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( VMA( 1 ) );

		case UI_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( VMA( 1 ) );

		case UI_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[ 1 ] );

		case UI_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) );

		case UI_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case UI_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;

		case UI_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);  //----(SA) added fadeup time
			S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_REAL_TIME:
			return Com_RealTime( VMA( 1 ) );

		case UI_CIN_PLAYCINEMATIC:
			Com_DPrintf( "UI_CIN_PlayCinematic\n" );
			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );

		case UI_CIN_STOPCINEMATIC:
			return CIN_StopCinematic( args[ 1 ] );

		case UI_CIN_RUNCINEMATIC:
			return CIN_RunCinematic( args[ 1 ] );

		case UI_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic( args[ 1 ] );
			return 0;

		case UI_CIN_SETEXTENTS:
			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

		case UI_R_REMAP_SHADER:
			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case UI_GETHUNKDATA:
			Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) );
			return 0;

		case UI_QUOTESTRING:
			Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

#if defined( USE_REFENTITY_ANIMATIONSYSTEM )

		case UI_R_REGISTERANIMATION:
			return re.RegisterAnimation( VMA( 1 ) );

		case UI_R_BUILDSKELETON:
			return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] );

		case UI_R_BLENDSKELETON:
			return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) );

		case UI_R_BONEINDEX:
			return re.BoneIndex( args[ 1 ], VMA( 2 ) );

		case UI_R_ANIMNUMFRAMES:
			return re.AnimNumFrames( args[ 1 ] );

		case UI_R_ANIMFRAMERATE:
			return re.AnimFrameRate( args[ 1 ] );
#endif
		case UI_GETTEXT:
			VM_CheckBlock( args[1], args[3], "UIGETTEXT" );
			Q_strncpyz( VMA(1), __(VMA(2)), args[3] );
			return 0;

		case UI_R_GLYPH:
			re.GlyphVM( args[1], VMA(2), VMA(3) );
			return 0;

		case UI_R_GLYPHCHAR:
			re.GlyphCharVM( args[1], args[2], VMA(3) );
			return 0;

		case UI_R_UREGISTERFONT:
			re.UnregisterFontVM( args[1] );
			return 0;

		case UI_PGETTEXT:
			VM_CheckBlock( args[ 1 ], args[ 4 ], "UIPGETTEXT" );
			Q_strncpyz( VMA( 1 ), C__( VMA( 2 ), VMA( 3 ) ), args[ 4 ] );
			return 0;

		default:
			Com_Error( ERR_DROP, "Bad UI system trap: %ld", ( long int ) args[ 0 ] );
	}

	return 0;
}