/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ int CL_UISystemCalls( int *args ) { switch( args[0] ) { //rww - alright, DO NOT EVER add a GAME/CGAME/UI generic call without adding a trap to match, and //all of these traps must be shared and have cases in sv_game, cl_cgame, and cl_ui. They must also //all be in the same order, and start at 100. case TRAP_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case TRAP_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case TRAP_STRNCPY: return (int)strncpy( (char *)VMA(1), (const 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: MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) ); return 0; case TRAP_ANGLEVECTORS: AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); return 0; case TRAP_PERPENDICULARVECTOR: PerpendicularVector( (float *)VMA(1), (const float *)VMA(2) ); return 0; case TRAP_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case TRAP_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case TRAP_TESTPRINTINT: return 0; case TRAP_TESTPRINTFLOAT: return 0; case TRAP_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case TRAP_ASIN: return FloatAsInt( Q_asin( VMF(1) ) ); case UI_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case UI_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const 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( (const char *)VMA(1), (const char *)VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( (const char *)VMA(1), VMF(2) ); return 0; case UI_CVAR_RESET: Cvar_Reset( (const char *)VMA(1) ); return 0; case UI_CVAR_CREATE: Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] ); 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], (const char *)VMA(2) ); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *)VMA(1), (int *)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_GETFILELIST: return FS_GetFileList( (const char *)VMA(1), (const char *)VMA(2), (char *)VMA(3), args[4] ); case UI_R_REGISTERMODEL: return re.RegisterModel( (const char *)VMA(1) ); case UI_R_REGISTERSKIN: return re.RegisterSkin( (const char *)VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char *)VMA(1) ); case UI_R_SHADERNAMEFROMINDEX: { char *gameMem = (char *)VMA(1); const char *retMem = re.ShaderNameFromIndex(args[2]); if (retMem) { strcpy(gameMem, retMem); } else { gameMem[0] = 0; } } return 0; case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t *)VMA(1) ); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], (const polyVert_t *)VMA(3), 1 ); return 0; case UI_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re.AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case UI_R_RENDERSCENE: re.RenderScene( (const refdef_t *)VMA(1) ); return 0; case UI_R_SETCOLOR: re.SetColor( (const float *)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], (float *)VMA(2), (float *)VMA(3) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: re.LerpTag( (orientation_t *)VMA(1), args[2], args[3], args[4], VMF(5), (const char *)VMA(6) ); return 0; case UI_S_REGISTERSOUND: return S_RegisterSound( (const char *)VMA(1) ); case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char *)VMA(2), args[3] ); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char *)VMA(2), args[3] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], (const char *)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( (qboolean)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: 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], (const char *)VMA(2), (const char *)VMA(3)); case UI_LAN_REMOVESERVER: LAN_RemoveServer(args[1], (const 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], (qboolean)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_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); #ifdef USE_CD_KEY case UI_GET_CDKEY: CLUI_GetCDKey( (char *)VMA(1), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( (char *)VMA(1) ); return 0; #endif // USE_CD_KEY case UI_R_REGISTERFONT: return re.RegisterFont( (const char *)VMA(1) ); case UI_R_FONT_STRLENPIXELS: return re.Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) ); case UI_R_FONT_STRLENCHARS: return re.Font_StrLenChars( (const char *)VMA(1) ); case UI_R_FONT_STRHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case UI_R_FONT_DRAWSTRING: re.Font_DrawString( args[1], args[2], (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) ); return 0; case UI_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case UI_LANGUAGE_USESSPACES: return re.Language_UsesSpaces(); case UI_ANYLANGUAGE_READCHARFROMSTRING: return re.AnyLanguage_ReadCharFromString( (const char *)VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) ); case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) ); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) ); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) ); case UI_PC_LOAD_GLOBAL_DEFINES: return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) ); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines ( ); return 0; case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse); return 0; case UI_REAL_TIME: return Com_RealTime( (struct qtime_s *)VMA(1) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic((const 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( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) ); return 0; #ifdef USE_CD_KEY case UI_VERIFY_CDKEY: return CL_CDKeyValidate((const char *)VMA(1), (const char *)VMA(2)); #endif // USE_CD_KEY case UI_SP_GETNUMLANGUAGES: return SE_GetNumLanguages(); case UI_SP_GETLANGUAGENAME: char *languageName,*holdName; holdName = ((char *)VMA(2)); languageName = (char *) SE_GetLanguageName((const int)VMA(1)); Q_strncpyz( holdName, languageName,128 ); return 0; case UI_SP_GETSTRINGTEXTSTRING: const char* text; assert(VMA(1)); assert(VMA(2)); text = SE_GetString((const char *) VMA(1)); Q_strncpyz( (char *) VMA(2), text, args[3] ); return qtrue; /* Ghoul2 Insert Start */ /* Ghoul2 Insert Start */ case UI_G2_LISTSURFACES: G2API_ListSurfaces( (CGhoul2Info *) args[1] ); return 0; case UI_G2_LISTBONES: G2API_ListBones( (CGhoul2Info *) args[1], args[2]); return 0; case UI_G2_HAVEWEGHOULMODELS: return G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)args[1]) ); case UI_G2_SETMODELS: G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)args[1]),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; case UI_G2_GETBOLT: return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_GETBOLT_NOREC: gG2_GBMNoReconstruct = qtrue; return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_GETBOLT_NOREC_NOROT: gG2_GBMNoReconstruct = qtrue; gG2_GBMUseSPMethod = qtrue; return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_INITGHOUL2MODEL: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif return G2API_InitGhoul2Model((CGhoul2Info_v **)VMA(1), (const char *)VMA(2), args[3], (qhandle_t) args[4], (qhandle_t) args[5], args[6], args[7]); case UI_G2_COLLISIONDETECT: case UI_G2_COLLISIONDETECTCACHE: return 0; //not supported for ui case UI_G2_ANGLEOVERRIDE: return G2API_SetBoneAngles(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), (float *)VMA(4), args[5], (const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8], (qhandle_t *)VMA(9), args[10], args[11] ); case UI_G2_CLEANMODELS: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif G2API_CleanGhoul2Models((CGhoul2Info_v **)VMA(1)); // G2API_CleanGhoul2Models((CGhoul2Info_v **)args[1]); return 0; case UI_G2_PLAYANIM: return G2API_SetBoneAnim(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], args[5], args[6], VMF(7), args[8], VMF(9), args[10]); case UI_G2_GETBONEANIM: { CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[10]; return G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5), (int *)VMA(6), (int *)VMA(7), (float *)VMA(8), (int *)VMA(9)); } case UI_G2_GETBONEFRAME: { //rwwFIXMEFIXME: Just make a G2API_GetBoneFrame func too. This is dirty. CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[6]; int iDontCare1 = 0, iDontCare2 = 0, iDontCare3 = 0; float fDontCare1 = 0; return G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), &iDontCare1, &iDontCare2, &iDontCare3, &fDontCare1, (int *)VMA(5)); } case UI_G2_GETGLANAME: // return (int)G2API_GetGLAName(*((CGhoul2Info_v *)VMA(1)), args[2]); { char *point = ((char *)VMA(3)); char *local; local = G2API_GetGLAName(*((CGhoul2Info_v *)args[1]), args[2]); if (local) { strcpy(point, local); } } return 0; case UI_G2_COPYGHOUL2INSTANCE: return (int)G2API_CopyGhoul2Instance(*((CGhoul2Info_v *)args[1]), *((CGhoul2Info_v *)args[2]), args[3]); case UI_G2_COPYSPECIFICGHOUL2MODEL: G2API_CopySpecificG2Model(*((CGhoul2Info_v *)args[1]), args[2], *((CGhoul2Info_v *)args[3]), args[4]); return 0; case UI_G2_DUPLICATEGHOUL2INSTANCE: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif G2API_DuplicateGhoul2Instance(*((CGhoul2Info_v *)args[1]), (CGhoul2Info_v **)VMA(2)); return 0; case UI_G2_HASGHOUL2MODELONINDEX: return (int)G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)VMA(1), args[2]); //return (int)G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)args[1], args[2]); case UI_G2_REMOVEGHOUL2MODEL: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)VMA(1), args[2]); //return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)args[1], args[2]); case UI_G2_ADDBOLT: return G2API_AddBolt(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3)); // case UI_G2_REMOVEBOLT: // return G2API_RemoveBolt(*((CGhoul2Info_v *)VMA(1)), args[2]); case UI_G2_SETBOLTON: G2API_SetBoltInfo(*((CGhoul2Info_v *)args[1]), args[2], args[3]); return 0; #ifdef _SOF2 case UI_G2_ADDSKINGORE: G2API_AddSkinGore(*((CGhoul2Info_v *)args[1]),*(SSkinGoreData *)VMA(2)); return 0; #endif // _SOF2 /* Ghoul2 Insert End */ case UI_G2_SETROOTSURFACE: return G2API_SetRootSurface(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3)); case UI_G2_SETSURFACEONOFF: return G2API_SetSurfaceOnOff(*((CGhoul2Info_v *)args[1]), (const char *)VMA(2), /*(const int)VMA(3)*/args[3]); case UI_G2_SETNEWORIGIN: return G2API_SetNewOrigin(*((CGhoul2Info_v *)args[1]), /*(const int)VMA(2)*/args[2]); case UI_G2_GETTIME: return G2API_GetTime(0); case UI_G2_SETTIME: G2API_SetTime(args[1], args[2]); return 0; case UI_G2_SETRAGDOLL: return 0; //not supported for ui break; case UI_G2_ANIMATEG2MODELS: return 0; //not supported for ui break; case UI_G2_SETBONEIKSTATE: return G2API_SetBoneIKState(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], (sharedSetBoneIKStateParams_t *)VMA(5)); case UI_G2_IKMOVE: return G2API_IKMove(*((CGhoul2Info_v *)args[1]), args[2], (sharedIKMoveParams_t *)VMA(3)); case UI_G2_GETSURFACENAME: { //Since returning a pointer in such a way to a VM seems to cause MASSIVE FAILURE<tm>, we will shove data into the pointer the vm passes instead char *point = ((char *)VMA(4)); char *local; int modelindex = args[3]; CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); local = G2API_GetSurfaceName(&g2[modelindex], args[2]); if (local) { strcpy(point, local); } } return 0; case UI_G2_SETSKIN: { CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[2]; return G2API_SetSkin(&g2[modelIndex], args[3], args[4]); } case UI_G2_ATTACHG2MODEL: { CGhoul2Info_v *g2From = ((CGhoul2Info_v *)args[1]); CGhoul2Info_v *g2To = ((CGhoul2Info_v *)args[3]); return G2API_AttachG2Model(g2From[0], args[2], g2To[0], args[4], args[5]); } /* Ghoul2 Insert End */ default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }
int CL_CgameSystemCalls( int *args ) { #ifndef __NO_JK2 if( Cvar_VariableIntegerValue("com_jk2") ) { args[0] = (int)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]); } #endif switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char *) VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] ); case CG_FS_READ: FS_Read( 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_SENDCONSOLECOMMAND: Cbuf_AddText( (const char *) VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char *) VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( (const char *) 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! SCR_UpdateScreen(); return 0; #ifdef _XBOX case CG_RMG_INIT: case CG_CM_REGISTER_TERRAIN: case CG_RE_INIT_RENDERER_TERRAIN: Com_Error( ERR_FATAL, "ERROR: Terrain unsupported on Xbox.\n" ); #else case CG_RMG_INIT: /* if (!com_sv_running->integer) { // don't do this if we are connected locally if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] ); TheRandomMissionManager->LoadMission(qfalse); TheRandomMissionManager->SpawnMission(qfalse); cmg.landScapes[args[1]]->UpdatePatches(); } */ //this is SP.. I guess we're always the client and server. // cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed(); RM_CreateRandomModels(args[1], (const char *)VMA(2)); //cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart cmg.landScape->rand_seed(cmg.landScape->get_rand_seed()); // TheRandomMissionManager->CreateMap(); return 0; case CG_CM_REGISTER_TERRAIN: return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId(); case CG_RE_INIT_RENDERER_TERRAIN: RE_InitRendererTerrain((const char *)VMA(1)); return 0; #endif // _XBOX case CG_CM_LOADMAP: #ifdef _XBOX CL_CM_LoadMap( (const char *) VMA(1) ); #else CL_CM_LoadMap( (const char *) VMA(1), args[2] ); #endif 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( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) ); case CG_CM_POINTCONTENTS: return CM_PointContents( (float *)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7], (const float *) VMA(8), (const float *) VMA(9) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6], (markFragment_t *) VMA(7) ); case CG_CM_SNAPPVS: CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2)); return 0; case CG_S_STOPSOUNDS: S_StopSounds( ); return 0; case CG_S_STARTSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted) { return 0; } S_StartSound( (float *) VMA(1), args[2], (soundChannel_t)args[3], args[4] ); return 0; case CG_S_UPDATEAMBIENTSET: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted) { return 0; } S_UpdateAmbientSet( (const char *) VMA(1), (float *) VMA(2) ); return 0; case CG_S_ADDLOCALSET: return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] ); case CG_AS_PARSESETS: AS_ParseSets(); return 0; case CG_AS_ADDENTRY: AS_AddPrecacheEntry( (const char *) VMA(1) ); return 0; case CG_AS_GETBMODELSOUND: return AS_GetBModelSound( (const char *) VMA(1), args[2] ); case CG_S_STARTLOCALSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted) { return 0; } S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); return 0; case CG_S_ADDLOOPINGSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted) { return 0; } S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float *) VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( (const char *) VMA(1) ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]); return 0; case CG_S_GETSAMPLELENGTH: return S_GetSampleLengthInMilliSeconds( args[1]); case CG_R_LOADWORLDMAP: re.LoadWorld( (const char *) VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char *) VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char *) VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char *) VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char *) VMA(1) ); case CG_R_REGISTERFONT: return re.RegisterFont( (const char *) VMA(1) ); case CG_R_FONTSTRLENPIXELS: return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) ); case CG_R_FONTSTRLENCHARS: return re.Font_StrLenChars( (const char *) VMA(1) ); case CG_R_FONTHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case CG_R_FONTDRAWSTRING: re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7)); return 0; case CG_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case CG_LANGUAGE_USESSPACES: return re.Language_UsesSpaces(); case CG_ANYLANGUAGE_READFROMSTRING: return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case CG_ANYLANGUAGE_READFROMSTRING2: return re.AnyLanguage_ReadCharFromString2( (char **) VMA(1), (qboolean *) VMA(3) ); case CG_R_SETREFRACTIONPROP: tr_distortionAlpha = VMF(1); tr_distortionStretch = VMF(2); tr_distortionPrePost = (qboolean)args[3]; tr_distortionNegate = (qboolean)args[4]; return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t *) VMA(1) ); return 0; case CG_R_INPVS: return R_inPVS((float *) VMA(1), (float *) VMA(2)); case CG_R_GETLIGHTING: return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(4) ); case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], (const polyVert_t *) VMA(3) ); return 0; case CG_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene ( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t *) VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float *) 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; // The below was commented out for whatever reason... /me shrugs --eez case CG_R_DRAWSCREENSHOT: re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(0), 0, qtrue); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) ); return 0; case CG_R_LERPTAG: re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) ); return 0; case CG_R_DRAWROTATEPIC: re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_DRAWROTATEPIC2: re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_SETRANGEFOG: if (tr.rangedFog <= 0.0f) { g_oldRangedFog = tr.rangedFog; } tr.rangedFog = VMF(1); if (tr.rangedFog == 0.0f && g_oldRangedFog) { //restore to previous state if applicable tr.rangedFog = g_oldRangedFog; } return 0; case CG_R_LA_GOGGLES: re.LAGoggles(); return 0; case CG_R_SCISSOR: re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4)); return 0; case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t *) VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t *) VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) ); case CG_GETDEFAULTSTATE: return CL_GetDefaultState(args[1], (entityState_t *)VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) ); return 0; case CG_SETUSERCMDANGLES: CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) ); return 0; case COM_SETORGANGLES: Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2)); return 0; /* Ghoul2 Insert Start */ case CG_G2_LISTSURFACES: G2API_ListSurfaces( (CGhoul2Info *) VMA(1) ); return 0; case CG_G2_LISTBONES: G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]); return 0; case CG_G2_HAVEWEGHOULMODELS: return G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) ); case CG_G2_SETMODELS: G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; /* Ghoul2 Insert End */ case CG_R_GET_LIGHT_STYLE: re.GetLightStyle(args[1], (byte*) VMA(2) ); return 0; case CG_R_SET_LIGHT_STYLE: re.SetLightStyle(args[1], args[2] ); return 0; case CG_R_GET_BMODEL_VERTS: re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) ); return 0; case CG_R_WORLD_EFFECT_COMMAND: re.WorldEffectCommand( (const char *) VMA(1) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7)); 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_Z_MALLOC: return (int)Z_Malloc(args[1], (memtag_t) args[2], qfalse); case CG_Z_FREE: Z_Free((void *) VMA(1)); return 0; case CG_UI_SETACTIVE_MENU: UI_SetActiveMenu((const char *) VMA(1),NULL); return 0; case CG_UI_MENU_OPENBYNAME: Menus_OpenByName((const char *) VMA(1)); return 0; case CG_UI_MENU_RESET: Menu_Reset(); return 0; case CG_UI_MENU_NEW: Menu_New((char *) VMA(1)); return 0; case CG_UI_PARSE_INT: PC_ParseInt((int *) VMA(1)); return 0; case CG_UI_PARSE_STRING: PC_ParseString((const char **) VMA(1)); return 0; case CG_UI_PARSE_FLOAT: PC_ParseFloat((float *) VMA(1)); return 0; case CG_UI_STARTPARSESESSION: return(PC_StartParseSession((char *) VMA(1),(char **) VMA(2))); case CG_UI_ENDPARSESESSION: PC_EndParseSession((char *) VMA(1)); return 0; case CG_UI_PARSEEXT: char **holdPtr; holdPtr = (char **) VMA(1); if(!holdPtr) { Com_Error(ERR_FATAL, "CG_UI_PARSEEXT: NULL holdPtr"); } *holdPtr = PC_ParseExt(); return 0; case CG_UI_MENUCLOSE_ALL: Menus_CloseAll(); return 0; case CG_UI_MENUPAINT_ALL: Menu_PaintAll(); return 0; case CG_UI_STRING_INIT: String_Init(); return 0; case CG_UI_GETMENUINFO: menuDef_t *menu; int *xPos,*yPos,*w,*h,result; #ifndef __NO_JK2 if(!Cvar_VariableIntegerValue("com_jk2")) { #endif menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; w = (int *) VMA(4); *w = (int) menu->window.rect.w; h = (int *) VMA(5); *h = (int) menu->window.rect.h; result = qtrue; } else { result = qfalse; } return result; #ifndef __NO_JK2 } else { menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; result = qtrue; } else { result = qfalse; } return result; } #endif break; case CG_UI_GETITEMTEXT: itemDef_t *item; menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { Q_strncpyz( (char *) VMA(3), item->text, 256 ); result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_UI_GETITEMINFO: menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { qhandle_t *background; item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { xPos = (int *) VMA(3); *xPos = (int) item->window.rect.x; yPos = (int *) VMA(4); *yPos = (int) item->window.rect.y; w = (int *) VMA(5); *w = (int) item->window.rect.w; h = (int *) VMA(6); *h = (int) item->window.rect.h; vec4_t *color; color = (vec4_t *) VMA(7); if (!color) { return qfalse; } (*color)[0] = (float) item->window.foreColor[0]; (*color)[1] = (float) item->window.foreColor[1]; (*color)[2] = (float) item->window.foreColor[2]; (*color)[3] = (float) item->window.foreColor[3]; background = (qhandle_t *) VMA(8); if (!background) { return qfalse; } *background = item->window.background; result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_SP_GETSTRINGTEXTSTRING: #ifndef __NO_JK2 case CG_SP_GETSTRINGTEXT: if(Cvar_VariableIntegerValue("com_jk2")) { const char* text; assert(VMA(1)); // assert(VMA(2)); // can now pass in NULL to just query the size if (args[0] == CG_SP_GETSTRINGTEXT) { text = JK2SP_GetStringText( args[1] ); } else { text = JK2SP_GetStringTextString( (const char *) VMA(1) ); } if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Q_strncpyz( (char *) VMA(2), "??", args[3] ); } } return strlen(text); } else { #endif const char* text; assert(VMA(1)); text = SE_GetString( (const char *) VMA(1) ); if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Com_sprintf( (char *) VMA(2), args[3], "??%s", VMA(1) ); } } return strlen(text); #ifndef __NO_JK2 } //break; case CG_SP_REGISTER: return JK2SP_Register( (const char *) VMA(1), args[2]?(SP_REGISTER_MENU|SP_REGISTER_REQUIRED):SP_REGISTER_CLIENT ); #endif default: Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 0; }