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)); 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_SetSafe(VMA(1), VMA(2)); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(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_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case CG_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case CG_FS_WRITE: return FS_Write(VMA(1), args[2], args[3]); case CG_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case CG_FS_GETFILELIST: 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_RemoveCommandSafe(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], /*int capsule*/ qfalse); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue); 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), /*int capsule*/ qfalse); 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), /*int capsule*/ qtrue); 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], args[5]); return 0; case CG_S_STARTSOUNDEX: S_StartSoundEx(VMA(1), args[2], args[3], args[4], args[5], args[6]); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2], args[3]); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); 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: // FIXME handling of looping sounds changed S_AddLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]); return 0; case CG_S_STOPSTREAMINGSOUND: S_StopEntStreamingSound(args[1]); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition(args[1], VMA(2)); return 0; // talking animations case CG_S_GETVOICEAMPLITUDE: return S_GetVoiceAmplitude(args[1]); case CG_S_GETSOUNDLENGTH: return S_GetSoundLength(args[1]); // 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: return S_RegisterSound(VMA(1), args[2]); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time return 0; case CG_S_FADESTREAMINGSOUND: S_FadeStreamingSound(VMF(1), args[2], args[3]); // added music/all-streaming options return 0; case CG_S_STARTSTREAMINGSOUND: return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]); 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_GETSKINMODEL: return re.GetSkinModel(args[1], VMA(2), VMA(3)); case CG_R_GETMODELSHADER: return re.GetShaderFromModel(args[1], args[2], args[3]); 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)); return 0; 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)); 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_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; 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: // 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_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode(args[1]); return 0; case CG_MEMSET: return (intptr_t)memset(VMA(1), args[2], args[3]); case CG_MEMCPY: return (intptr_t)memcpy(VMA(1), VMA(2), args[3]); case CG_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); 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_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2)); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case CG_PC_UNREAD_TOKEN: botlib_export->PC_UnreadLastTokenHandle(args[1]); return 0; 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_TESTPRINTINT: Com_Printf("%s%li\n", (char *)VMA(1), (long)args[2]); return 0; case CG_TESTPRINTFLOAT: Com_Printf("%s%f\n", (char *)VMA(1), VMF(2)); return 0; case CG_GET_ENTITY_TOKEN: return re.GetEntityToken(VMA(1), args[2]); case CG_INGAME_POPUP: if (cls.state == CA_ACTIVE && !clc.demoplaying) { if (uivm) // can be called as the system is shutting down { VM_Call(uivm, UI_SET_ACTIVE_MENU, args[1]); } } 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_KEY_KEYNUMTOSTRINGBUF: 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_TRANSLATE_STRING: CL_TranslateString(VMA(1), VMA(2)); return 0; case CG_S_FADEALLSOUNDS: 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; // binary channel case CG_SENDMESSAGE: CL_SendBinaryMessage(VMA(1), args[2]); return 0; case CG_MESSAGESTATUS: return CL_BinaryMessageStatus(); case CG_R_LOADDYNAMICSHADER: return re.LoadDynamicShader(VMA(1), VMA(2)); case CG_R_RENDERTOTEXTURE: re.RenderToTexture(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_GETTEXTUREID: return re.GetTextureId(VMA(1)); // flush gl rendering buffers case CG_R_FINISH: re.Finish(); return 0; case CG_LOADCAMERA: case CG_STARTCAMERA: case CG_STOPCAMERA: case CG_GETCAMERAINFO: case CG_PUMPEVENTLOOP: case CG_INGAME_CLOSEPOPUP: case CG_R_LIGHTFORPOINT: // re-added to avoid a crash when called - still in enum of cgameImport_t // This shows (developer 1) when the vanilla mod code is loaded or mods using obsolete system calls - see cases. Com_DPrintf("Obsolete cgame system trap: %ld\n", (long int) args[0]); return 0; default: Com_Error(ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0]); break; } return 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_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_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], /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); 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), /*int capsule*/ qfalse ); 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), /*int capsule*/ qtrue ); 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_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_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_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA(1) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); 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; }
/* ==================== 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; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ int CL_UISystemCalls( int *args ) { switch( args[0] ) { 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( 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: Cvar_VariableStringBuffer( 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: 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: 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: #ifdef IOS_NOTYET GLimp_AcquireGL(); return re.RegisterModel( VMA(1) ); GLimp_ReleaseGL(); #else return re.RegisterModel( VMA(1) ); #endif // IOS case UI_R_REGISTERSKIN: #ifdef IOS_NOTYET GLimp_AcquireGL(); return re.RegisterSkin( VMA(1) ); GLimp_ReleaseGL(); #else return re.RegisterSkin( VMA(1) ); #endif // IOS case UI_R_REGISTERSHADERNOMIP: #ifdef IOS_NOTYET GLimp_AcquireGL(); return re.RegisterShaderNoMip( VMA(1) ); GLimp_ReleaseGL(); #else return re.RegisterShaderNoMip( VMA(1) ); #endif // IOS 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: Key_SetCatcher( args[1] ); return 0; case UI_GETCLIPBOARDDATA: 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_GET_CDKEY: CLUI_GetCDKey( VMA(1), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( VMA(1) ); return 0; case UI_SET_PBCLSTATUS: return 0; 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: return (int)strncpy( VMA(1), 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_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( 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], VMA(2) ); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_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; case UI_VERIFY_CDKEY: return CL_CDKeyValidate(VMA(1), VMA(2)); default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ int CL_UISystemCalls( int *args ) { switch( args[0] ) { 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_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: re.AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); 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_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: return (int)strncpy( (char *)VMA(1), (const 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_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_REGISTER: return !!SP_Register((const char *)VMA(1),SP_REGISTER_MENU); case UI_SP_GETSTRINGTEXTSTRING: const char* text; assert(VMA(1)); assert(VMA(2)); text = SP_GetStringTextString((const char *) VMA(1)); Q_strncpyz( (char *) VMA(2), text, args[3] ); return qtrue; /* Ghoul2 Insert Start */ case UI_G2_ANGLEOVERRIDE: return G2API_SetBoneAngles(*((CGhoul2Info_v *)VMA(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] ); /* Ghoul2 Insert End */ default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 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; }
/** * @brief The ui module is making a system call * @param[in] args * @return */ 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_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_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(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_Register(NULL, 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] == EXEC_NOW && (!strncmp(VMA(2), "snd_restart", 11) || !strncmp(VMA(2), "vid_restart", 11) || !strncmp(VMA(2), "quit", 5))) { Com_Printf(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_ADDCOMMAND: Cmd_AddCommand(VMA(1)); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), (fsMode_t)args[3]); case UI_FS_READ: FS_Read(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(VMA(1)); case UI_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); 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; case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene(args[1], args[2], VMA(3), args[4]); return 0; case UI_R_ADDLIGHTTOSCENE: // new dlight code 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], (qboolean)args[7]); 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_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: return S_RegisterSound(VMA(1), (qboolean)args[2]); case UI_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2], args[3]); return 0; case UI_S_FADESTREAMINGSOUND: S_FadeStreamingSound(VMF(1), args[2], args[3]); return 0; case UI_S_FADEALLSOUNDS: S_FadeAllSounds(VMF(1), args[2], (qboolean)args[3]); 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_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((qboolean)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: 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_SaveServersToFile(); // now done on add/remove fav server so we no longer save LAN favs on shutdown & restart 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], (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(VMA(1), VMA(2), args[3]); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList(args[1], args[2]); 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.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue)); 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(VMA(1), 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_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines(); return 0; case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(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], VMA(2)); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case UI_PC_UNREAD_TOKEN: botlib_export->PC_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]); // added fadeup time 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_CL_GETLIMBOSTRING: return CL_GetLimboString(args[1], VMA(2)); case UI_CL_TRANSLATE_STRING: CL_TranslateStringMod(VMA(1), VMA(2)); return 0; case UI_CHECKAUTOUPDATE: CL_RequestMasterData(qfalse); return 0; case UI_GET_AUTOUPDATE: Com_GetAutoUpdate(); return 0; case UI_OPENURL: CL_OpenURL((const char *)VMA(1)); return 0; case UI_GETHUNKDATA: Com_GetHunkInfo(VMA(1), VMA(2)); return 0; // obsolete case UI_SET_PBCLSTATUS: case UI_SET_PBSVSTATUS: return 0; default: Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[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; }
intptr_t CL_CgameSystemCalls( intptr_t *args ) { if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET ) { if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 ) args[0] += 1; else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 ) args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1; else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 ) args[0] -= 4; else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION ) args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ; } switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case CG_ERROR: if( probingCG ) { cls.cgInterface = 2; // this is a 1.1.0 cgame return 0; } Com_Error( ERR_DROP, "%s", (const char*)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_SetSafe( (const char*)VMA(1), (const char*)VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] ); 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_LITERAL_ARGS: Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)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_FS_SEEK: return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] ); case CG_FS_GETFILELIST: return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char*)VMA(1) ); return 0; case CG_ADDCOMMAND: Cmd_AddCommand( (const char*)VMA(1), NULL ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( (const char*)VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand((const char*)VMA(1), false); 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( (const char*)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( (const float*)VMA(1), (const float*)VMA(2), false ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true ); case CG_CM_POINTCONTENTS: return CM_PointContents( (const float*)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)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), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_AABB ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) ); return 0; case CG_CM_MARKFRAGMENTS: { float (&arg2)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(2)); return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) ); } case CG_S_STARTSOUND: S_StartSound( (float*)VMA(1), args[2], args[3], (sfxHandle_t)args[4] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( (sfxHandle_t)args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds( (bool)args[1] ); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float*)VMA(2) ); return 0; case CG_S_RESPATIALIZE: { float (&arg3)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(3)); S_Respatialize( args[1], (const float*)VMA(2), arg3, args[4] ); return 0; } case CG_S_REGISTERSOUND: return S_RegisterSound( (const char*)VMA(1), (bool)args[2] ); case CG_S_SOUNDDURATION: return S_SoundDuration( args[1] ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char*)VMA(1), (const char*)VMA(2) ); return 0; 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: re.RegisterFont( (const char*)VMA(1), args[2], (fontInfo_t*)VMA(3)); 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_ADDPOLYTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] ); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); 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_SETCLIPREGION: re.SetClipRegion( (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), (qhandle_t)args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) ); 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_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_t*)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 toggle the console Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( (const char*)VMA(1) ); case CG_GETDEMOSTATE: return CL_DemoState( ); case CG_GETDEMOPOS: return CL_DemoPos( ); case CG_GETDEMONAME: CL_DemoName( (char*)VMA(1), args[2] ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], (const char*)VMA(2) ); return 0; case CG_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case CG_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( (const char*)VMA(1) ); case CG_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[1] ); case CG_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) ); case CG_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) ); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( (bool)args[1] ); return 0; case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode( ); case CG_FIELD_COMPLETELIST: Field_CompleteList( (char*)VMA(1) ); return 0; case CG_MEMSET: ::memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: ::memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: safe_strncpy( (char*)VMA(1), (const char*)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( (qtime_t*)VMA(1) ); case CG_SNAPVECTOR: Q_SnapVector((float*)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]); 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( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) ); return 0; case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( (char*)VMA(1), args[2] ); case CG_R_INPVS: return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) ); default: assert(0); Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; }
void trap_GetGlconfig( glconfig_t *glconfig ) { // syscall( UI_GETGLCONFIG, glconfig ); CL_GetGlconfig( glconfig ); }
intptr_t CL_CgameSystemCalls( intptr_t *args ) { #ifndef __NO_JK2 if( com_jk2 && com_jk2->integer ) { args[0] = (intptr_t)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; 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; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char *) VMA(1), args[2] ); 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: *(re.tr_distortionAlpha()) = VMF(1); *(re.tr_distortionStretch()) = VMF(2); *(re.tr_distortionPrePost()) = (qboolean)args[3]; *(re.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 re.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: // FIXME: Figure out if this is how it's done in MP :S --eez /*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; }*/ re.SetRangedFog( VMF( 1 ) ); 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: re.G2API_ListSurfaces( (CGhoul2Info *) VMA(1) ); return 0; case CG_G2_LISTBONES: re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]); return 0; case CG_G2_HAVEWEGHOULMODELS: return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) ); case CG_G2_SETMODELS: re.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 (intptr_t)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_OPENJK_MENU_PAINT: Menu_Paint( (menuDef_t *)VMA(1), (intptr_t)VMA(2) ); return 0; case CG_OPENJK_GETMENU_BYNAME: return (intptr_t)Menus_FindByName( (const char *)VMA(1) ); 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(com_jk2 && !com_jk2->integer) { #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(com_jk2 && com_jk2->integer) { 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: %ld", (long int) args[0] ); } return 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] == EXEC_NOW && (!strncmp(VMA(2), "snd_restart", 11) || !strncmp(VMA(2), "vid_restart", 11) || !strncmp(VMA(2), "quit", 5))) { Com_Printf (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_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_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_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; }
/* ==================== 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", VMA(1) ); return 0; case CG_FATAL_ERROR: Com_Error( ERR_DROP, "%s", 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_ARGVI: return atoi( Cmd_Argv( args[1] ) ); case CG_ARGS: Cmd_ArgsBuffer( VMA(1), args[2] ); return 0; case CG_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], VMA(2) ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), 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( VMA(1) ); return 0; case CG_FORWARDCOMMAND: VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime ); 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], /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); 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), /*int capsule*/ qfalse ); 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), /*int capsule*/ qtrue ); 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_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA(1), VMA(2) ); return 0; case CG_R_LOADWORLDMAP: CL_R_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: return re.RegisterFont( VMA(1) ); case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_BUILDPOSE: { animGroupTransition_t trans; trans.animGroup = 0; trans.interp = 0; return re.BuildPose( args[1], VMA( 2 ), args[3], VMA( 4 ), args[5], NULL, 0, NULL, 0, &trans, 1 ); } case CG_R_BUILDPOSE2: return re.BuildPose( args[1], VMA( 2 ), 2, VMA( 3 ), 2, VMA( 4 ), 2, VMA( 5 ), 2, VMA( 6 ), 2 ); case CG_R_BUILDPOSE3: return re.BuildPose( args[1], VMA( 2 ), 1, 0, 0, VMA( 3 ), 1, 0, 0, VMA( 4 ), 1 ); case CG_R_LERPTAGFROMPOSE: return re.LerpTagFromPose( VMA( 1 ), args[2], args[3], VMA( 4 ) ); 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_MENUBEGINSURF: re.MenuBeginSurf( args[1] ); return 0; case CG_R_MENUENDSURF: re.MenuEndSurf(); 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), NULL, VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case CG_R_SHAPECREATE: { curve_t * c = VMA(1); int n = args[3]; int i; for ( i=0; i<n; i++ ) { c->pts = (vec2_t*)VM_ArgPtr((intptr_t)c->pts); c->uvs = (vec2_t*)VM_ArgPtr((intptr_t)c->uvs); c->colors = (vec4_t*)VM_ArgPtr((intptr_t)c->colors); c->indices = (short*)VM_ArgPtr((intptr_t)c->indices ); } return re.ShapeCreate( c, VMA( 2 ), n ); } case CG_R_SHAPEDRAW: re.ShapeDraw( args[1], args[2], VMA( 3 ) ); return 0; case CG_R_RENDERTEXT: CL_RenderText( VMA(1), VMF(2), VMA(3), VMA(4), args[5], (args[6])>>16, args[6]&0xFFFF, args[7], args[8], 0, args[9], VMA(10) ); return 0; case CG_R_GETFONT: memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) ); return 0; case CG_R_ROUNDRECT: SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] ); 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: Key_SetCatcher( args[1] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA(1) ); 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_FMOD: return FloatAsInt( fmod( VMF(1),VMF(2) ) ); case CG_POW: return FloatAsInt( pow( VMF(1),VMF(2) ) ); case CG_ATAN: return FloatAsInt( atan( VMF(1) ) ); case CG_TAN: return FloatAsInt( tan( VMF(1)) ); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA(1) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); 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_UPDATEGAMESTATE: return CL_UpdateGameState( VMA(1) ); 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: //ToDo: remove this trap 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) ); case CG_Q_rand: return Rand_NextUInt32( &cl.db.rand ); case CG_SQL_LOADDB: { char * buffer; int length; length = FS_ReadFile( VMA(1), &buffer ); if ( length > 0 ) { sql_exec( &cl.db, buffer ); FS_FreeFile(buffer); } return 0; } break; case CG_SQL_EXEC: return sql_exec( &cl.db, VMA(1) ); case CG_SQL_PREPARE: return sql_prepare( &cl.db, VMA(1) ) != 0; case CG_SQL_BIND: return sql_bind( &cl.db, args ); case CG_SQL_BINDTEXT: return sql_bindtext( &cl.db, args[1], VMA(2) ); case CG_SQL_BINDINT: return sql_bindint( &cl.db, args[1], args[2] ); case CG_SQL_BINDARGS: { int i,n = Cmd_Argc(); for ( i=1; i<n; i++ ) { if ( !sql_bindtext( &cl.db, i, Cmd_Argv( i ) ) ) return 0; } } return 1; case CG_SQL_STEP: return sql_step( &cl.db ); case CG_SQL_COLUMNCOUNT: return sql_columncount( &cl.db ); case CG_SQL_COLUMNASTEXT: Q_strncpyz( VMA(1), sql_columnastext( &cl.db, args[3] ), args[2] ); break; case CG_SQL_COLUMNASINT: return sql_columnasint( &cl.db, args[1] ); case CG_SQL_COLUMNNAME: Q_strncpyz( VMA(1), sql_columnname( &cl.db, args[3] ), args[2] ); break; case CG_SQL_DONE: return sql_done( &cl.db ); case CG_SQL_COMPILE: return sql_compile( &cl.db, VMA(1) ); case CG_SQL_RUN: { char * buffer = VMA(1); int size = args[2]; int id = args[3]; int i; formatInfo_t * stmt = (formatInfo_t*)cl.db.stmts_byindex[ id ]; if ( stmt ) { sqlData_t params[ 3 ]; const char * r; for ( i=0; i<3; i++ ) { params[ i ].format = INTEGER; params[ i ].payload.integer = args[ 4+i ]; } r = sql_eval( &cl.db, stmt->print, 0, 0, 0, 0, params, 0 ).string; Q_strncpyz( buffer, r, size ); } else { buffer[ 0 ] = '\0'; } } break; default: assert(0); // bk010102 Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 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", VMA(1) ); return 0; 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_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( (const char *) VMA(1), VMF(2) ); return 0; case UI_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case UI_R_REGISTERMODEL: return re.RegisterModel((const char *) VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip((const char *) VMA(1) ); case UI_GETGLCONFIG: CL_GetGlconfig( ( glconfig_t *) VMA(1) ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], (const char *) VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) ); case UI_FS_GETFILELIST: return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] ); case UI_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); 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_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) ); return 0; case UI_R_CLEARSCENE: re.ClearScene(); return 0; // case UI_KEY_GETOVERSTRIKEMODE: // return Key_GetOverstrikeMode(); // return 0; // case UI_PC_READ_TOKEN: // return PC_ReadTokenHandle( args[1], VMA(2) ); // case UI_PC_SOURCE_FILE_AND_LINE: // return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_MILLISECONDS: return Sys_Milliseconds(); 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_R_REGISTERFONT: // re.RegisterFont( VMA(1), args[2], VMA(3)); // return 0; 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], (const char *)VMA(7)); 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_KEY_SETBINDING: Key_SetBinding( args[1], (const char *) VMA(2) ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] ); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 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_SetSafe( 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_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] ); case CG_FS_READ: FS_Read( VMA( 1 ), args[2], args[3] ); return 0; case CG_FS_WRITE: return FS_Write( VMA( 1 ), args[2], args[3] ); case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA( 1 ) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA( 1 ) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand(VMA(1), qfalse); 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 ), 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], /*int capsule*/ qfalse ); 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 ), /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue ); 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 ), /*int capsule*/ qtrue ); 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; //----(SA) added case CG_S_STARTSOUNDEX: S_StartSoundEx( VMA( 1 ), args[2], args[3], args[4], args[5] ); return 0; //----(SA) end case CG_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds( args[1] ); // (SA) modified so no_pvs sounds can function return 0; case CG_S_ADDLOOPINGSOUND: // FIXME MrE: handling of looping sounds changed S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] ); //S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5] ); return 0; case CG_S_STOPLOOPINGSOUND: // RF, not functional anymore, since we reverted to old looping code //S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], VMA( 2 ) ); return 0; // Ridah, talking animations case CG_S_GETVOICEAMPLITUDE: return S_GetVoiceAmplitude( args[1] ); // done. 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 ), qfalse ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case CG_S_STARTSTREAMINGSOUND: 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: return re.RegisterModel( VMA( 1 ) ); 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: return re.RegisterShader( VMA( 1 ) ); case CG_R_REGISTERFONT: re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) ); return 0; case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA( 1 ) ); 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 ) ); return 0; // Ridah case CG_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] ); return 0; // done. // 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 ), args[6] ); return 0; // case CG_R_ADDADDITIVELIGHTTOSCENE: // re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); // return 0; 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_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_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_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], args[5] ); 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: // 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_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return args[1]; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return args[1]; 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_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA( 1 ) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA( 1 ) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) ); 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_SENDMOVESPEEDSTOGAME: SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) ); 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_TESTPRINTINT: // Com_Printf( "%s%i\n", (const char*)VMA( 1 ), args[2] ); return 0; case CG_TESTPRINTFLOAT: // Com_Printf( "%s%f\n", (const char*)VMA( 1 ), VMF( 2 ) ); return 0; case CG_LOADCAMERA: return loadCamera( args[1], VMA( 2 ) ); case CG_STARTCAMERA: startCamera( args[1], args[2] ); return 0; case CG_GETCAMERAINFO: return getCameraInfo( args[1], args[2], VMA( 3 ), VMA( 4 ), VMA( 5 ) ); case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( VMA( 1 ), args[2] ); case CG_INGAME_POPUP: if ( clc.state == CA_ACTIVE && !clc.demoplaying ) { // NERVE - SMF if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKTEAM" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKTEAM ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKPLAYER" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKPLAYER ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGE" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGE ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGEALT" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGEALT ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_LIMBO ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_AUTOUPDATE" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_AUTOUPDATE ); } // -NERVE - SMF else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook1" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK1 ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook2" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK2 ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook3" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK3 ); } else { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD ); } } return 0; // NERVE - SMF case CG_INGAME_CLOSEPOPUP: // if popup menu is up, then close it if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) { if ( VM_Call( uivm, UI_GET_ACTIVE_MENU ) == UIMENU_WM_LIMBO ) { VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue ); VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue ); } } return 0; case CG_LIMBOCHAT: if ( VMA( 1 ) ) { CL_AddToLimboChat( VMA( 1 ) ); } 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_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], VMA( 2 ), args[3] ); return 0; case CG_TRANSLATE_STRING: CL_TranslateString( VMA( 1 ), VMA( 2 ) ); return 0; // - NERVE - SMF default: Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls(intptr_t *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 (intptr_t)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: // Don't allow the ui module to close the console Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ); 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(); 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: #ifdef __ANDROID__ re.Font_DrawString( VMF(1), VMF(2), (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) ); #else {float ox, oy; if (cls.mmeState >= MME_STATE_DEFAULT) { ox = VMF(1); oy = VMF(2); } else { ox = args[1]; oy = args[2]; } re.Font_DrawString( ox, oy, (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) );} return 0; #endif 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; case UI_SP_GETNUMLANGUAGES: return SE_GetNumLanguages(); case UI_SP_GETLANGUAGENAME: char *languageName,*holdName; holdName = ((char *)VMA(2)); languageName = (char *) SE_GetLanguageName((const intptr_t)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: re.G2API_ListSurfaces( (CGhoul2Info *) args[1] ); return 0; case UI_G2_LISTBONES: re.G2API_ListBones( (CGhoul2Info *) args[1], args[2]); return 0; case UI_G2_HAVEWEGHOULMODELS: return re.G2API_HaveWeGhoul2Models(((CGhoul2Info_v *)args[1]) ); case UI_G2_SETMODELS: re.G2API_SetGhoul2ModelIndexes(((CGhoul2Info_v *)args[1]),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; case UI_G2_GETBOLT: return re.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: re.G2API_BoltMatrixReconstruction( qfalse );//gG2_GBMNoReconstruct = qtrue; return re.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: //RAZFIXME: cgame reconstructs bolt matrix, why is this different? re.G2API_BoltMatrixReconstruction( qfalse );//gG2_GBMNoReconstruct = qtrue; re.G2API_BoltMatrixSPMethod( qtrue );//gG2_GBMUseSPMethod = qtrue; return re.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 re.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 re.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 re.G2API_CleanGhoul2Models((CGhoul2Info_v **)VMA(1)); // re.G2API_CleanGhoul2Models((CGhoul2Info_v **)args[1]); return 0; case UI_G2_PLAYANIM: return re.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 re.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 re.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 = re.G2API_GetGLAName(((CGhoul2Info_v *)args[1]), args[2]); if (local) { strcpy(point, local); } } return 0; case UI_G2_COPYGHOUL2INSTANCE: return (int)re.G2API_CopyGhoul2Instance(((CGhoul2Info_v *)args[1]), ((CGhoul2Info_v *)args[2]), args[3]); case UI_G2_COPYSPECIFICGHOUL2MODEL: re.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 re.G2API_DuplicateGhoul2Instance(((CGhoul2Info_v *)args[1]), (CGhoul2Info_v **)VMA(2)); return 0; case UI_G2_HASGHOUL2MODELONINDEX: return (int)re.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)re.G2API_RemoveGhoul2Model((CGhoul2Info_v **)VMA(1), args[2]); //return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)args[1], args[2]); case UI_G2_ADDBOLT: return re.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: re.G2API_SetBoltInfo(((CGhoul2Info_v *)args[1]), args[2], args[3]); return 0; #ifdef _SOF2 case UI_G2_ADDSKINGORE: re.G2API_AddSkinGore(*((CGhoul2Info_v *)args[1]),*(SSkinGoreData *)VMA(2)); return 0; #endif // _SOF2 /* Ghoul2 Insert End */ case UI_G2_SETROOTSURFACE: return re.G2API_SetRootSurface(((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3)); case UI_G2_SETSURFACEONOFF: return re.G2API_SetSurfaceOnOff(((CGhoul2Info_v *)args[1]), (const char *)VMA(2), /*(const int)VMA(3)*/args[3]); case UI_G2_SETNEWORIGIN: return re.G2API_SetNewOrigin(((CGhoul2Info_v *)args[1]), /*(const int)VMA(2)*/args[2]); case UI_G2_GETTIME: return re.G2API_GetTime(0); case UI_G2_SETTIME: re.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 re.G2API_SetBoneIKState(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], (sharedSetBoneIKStateParams_t *)VMA(5)); case UI_G2_IKMOVE: return re.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 = re.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 re.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 re.G2API_AttachG2Model(g2From, args[2], g2To, args[4], args[5]); } /* Ghoul2 Insert End */ case UI_MME_FONTRATIOFIX: re.FontRatioFix(VMF(1)); return 0; case UI_MME_EDITINGFIELD: cls.uiEditingField = (qboolean)args[1]; return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] ); } return 0; }
//BBi //int CL_UISystemCalls( int *args ) { intptr_t CL_UISystemCalls ( intptr_t* args) { //BBi switch ( args[0] ) { case UI_ERROR: #if !defined RTCW_ET Com_Error( ERR_DROP, "%s", VMA( 1 ) ); #else Com_Error( ERR_DROP, "%s", (char *)VMA( 1 ) ); #endif // RTCW_XX return 0; case UI_PRINT: #if !defined RTCW_ET Com_Printf( "%s", VMA( 1 ) ); #else Com_Printf( "%s", (char *)VMA( 1 ) ); #endif // RTCW_XX return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( static_cast<vmCvar_t*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )), args[4] ); return 0; case UI_CVAR_UPDATE: Cvar_Update( static_cast<vmCvar_t*> (VMA( 1 )) ); return 0; case UI_CVAR_SET: Cvar_Set( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( static_cast<const char*> (VMA( 1 )) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] ); return 0; #if defined RTCW_ET case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] ); return 0; #endif // RTCW_XX case UI_CVAR_SETVALUE: Cvar_SetValue( static_cast<const char*> (VMA( 1 )), VMF( 2 ) ); return 0; case UI_CVAR_RESET: Cvar_Reset( static_cast<const char*> (VMA( 1 )) ); return 0; case UI_CVAR_CREATE: Cvar_Get( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] ); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer( args[1], static_cast<char*> (VMA( 2 )), args[3] ); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer( args[1], static_cast<char*> (VMA( 2 )), args[3] ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], static_cast<const char*> (VMA( 2 )) ); return 0; #if defined RTCW_ET case UI_ADDCOMMAND: Cmd_AddCommand( static_cast<const char*> (VMA( 1 )), NULL ); return 0; #endif // RTCW_XX case UI_FS_FOPENFILE: return FS_FOpenFileByMode( static_cast<const char*> (VMA( 1 )), static_cast<fileHandle_t*> (VMA( 2 )), fsMode_t (args[3]) ); case UI_FS_READ: FS_Read( VMA( 1 ), args[2], args[3] ); return 0; #if defined RTCW_SP //----(SA) added case UI_FS_SEEK: FS_Seek( args[1], args[2], args[3] ); return 0; //----(SA) end #endif // RTCW_XX 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( static_cast<char*> (VMA( 1 )) ); case UI_FS_GETFILELIST: return FS_GetFileList( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), static_cast<char*> (VMA( 3 )), args[4] ); case UI_R_REGISTERMODEL: return re.RegisterModel( static_cast<const char*> (VMA( 1 )) ); case UI_R_REGISTERSKIN: return re.RegisterSkin( static_cast<const char*> (VMA( 1 )) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( static_cast<const char*> (VMA( 1 )) ); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( static_cast<const refEntity_t*> (VMA( 1 )) ); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], static_cast<const polyVert_t*> (VMA( 3 )) ); return 0; // Ridah case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[1], args[2], static_cast<const polyVert_t*> (VMA( 3 )), args[4] ); return 0; // done. case UI_R_ADDLIGHTTOSCENE: #if !defined RTCW_ET re.AddLightToScene( static_cast<const vec_t*> (VMA( 1 )), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); #else // ydnar: new dlight code //% re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6] ); re.AddLightToScene( static_cast<const vec_t*> (VMA( 1 )), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[7], args[8] ); #endif // RTCW_XX return 0; case UI_R_ADDCORONATOSCENE: re.AddCoronaToScene( static_cast<const vec_t*> (VMA( 1 )), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); return 0; case UI_R_RENDERSCENE: re.RenderScene( static_cast<const refdef_t*> (VMA( 1 )) ); return 0; case UI_R_SETCOLOR: re.SetColor( static_cast<const float*> (VMA( 1 )) ); return 0; #if defined RTCW_ET case UI_R_DRAW2DPOLYS: re.Add2dPolys( static_cast<polyVert_t*> (VMA( 1 )), args[2], args[3] ); return 0; #endif // RTCW_XX 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; #if defined RTCW_ET 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; #endif // RTCW_XX case UI_R_MODELBOUNDS: re.ModelBounds( args[1], static_cast<vec_t*> (VMA( 2 )), static_cast<vec_t*> (VMA( 3 )) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: return re.LerpTag( static_cast<orientation_t*> (VMA( 1 )), static_cast<refEntity_t*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )), args[4] ); case UI_S_REGISTERSOUND: #ifdef DOOMSOUND ///// (SA) DOOMSOUND return S_RegisterSound( VMA( 1 ) ); #else #if !defined RTCW_ET return S_RegisterSound( static_cast<const char*> (VMA( 1 )), qfalse ); #else return S_RegisterSound( static_cast<const char*> (VMA( 1 )), args[2] ); #endif // RTCW_XX #endif ///// (SA) DOOMSOUND case UI_S_STARTLOCALSOUND: #if !defined RTCW_ET S_StartLocalSound( args[1], args[2] ); #else S_StartLocalSound( args[1], args[2], args[3] ); #endif // RTCW_XX return 0; #if !defined RTCW_MP //----(SA) added case UI_S_FADESTREAMINGSOUND: S_FadeStreamingSound( VMF( 1 ), args[2], args[3] ); return 0; case UI_S_FADEALLSOUNDS: #if !defined RTCW_ET S_FadeAllSounds( VMF( 1 ), args[2] ); #else S_FadeAllSounds( VMF( 1 ), args[2], args[3] ); #endif // RTCW_XX return 0; //----(SA) end #endif // RTCW_XX case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], static_cast<char*> (VMA( 2 )), args[3] ); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], static_cast<char*> (VMA( 2 )), args[3] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], static_cast<const char*> (VMA( 2 )) ); return 0; #if defined RTCW_ET case UI_KEY_BINDINGTOKEYS: Key_GetBindingByString( static_cast<const char*> (VMA( 1 )), static_cast<int*> (VMA( 2 )), static_cast<int*> (VMA( 3 )) ); return 0; #endif // RTCW_XX 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: GetClipboardData( static_cast<char*> (VMA( 1 )), args[2] ); return 0; case UI_GETCLIENTSTATE: GetClientState( static_cast<uiClientState_t*> (VMA( 1 )) ); return 0; case UI_GETGLCONFIG: CL_GetGlconfig( static_cast<glconfig_t*> (VMA( 1 )) ); return 0; case UI_GETCONFIGSTRING: return GetConfigString( args[1], static_cast<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], static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )) ); case UI_LAN_REMOVESERVER: LAN_RemoveServer( args[1], static_cast<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], static_cast<char*> (VMA( 2 )), args[3], static_cast<int*> (VMA( 4 )) ); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo( args[1], static_cast<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], static_cast<char*> (VMA( 3 )), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], static_cast<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], 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( static_cast<char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )), args[3] ); #if defined RTCW_ET case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList( args[1], args[2] ); #endif // RTCW_XX #if !defined RTCW_SP case UI_SET_PBCLSTATUS: return 0; case UI_SET_PBSVSTATUS: return 0; #endif // RTCW_XX 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( static_cast<char*> (VMA( 1 )), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( static_cast<char*> (VMA( 1 )) ); return 0; case UI_R_REGISTERFONT: re.RegisterFont( static_cast<const char*> (VMA( 1 )), args[2], static_cast<fontInfo_t*> (VMA( 3 )) ); return 0; case UI_MEMSET: return (int)memset( VMA( 1 ), args[2], args[3] ); case UI_MEMCPY: return (int)memcpy( VMA( 1 ), VMA( 2 ), args[3] ); case UI_STRNCPY: return (int)strncpy( static_cast<char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), args[3] ); case UI_SIN: return FloatAsInt( c::sin( VMF( 1 ) ) ); case UI_COS: return FloatAsInt( c::cos( VMF( 1 ) ) ); case UI_ATAN2: return FloatAsInt( c::atan2( VMF( 1 ), VMF( 2 ) ) ); case UI_SQRT: return FloatAsInt( c::sqrt( VMF( 1 ) ) ); case UI_FLOOR: return FloatAsInt( c::floor( VMF( 1 ) ) ); case UI_CEIL: return FloatAsInt( c::ceil( VMF( 1 ) ) ); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( static_cast<char*> (VMA( 1 )) ); #if defined RTCW_ET case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines(); return 0; #endif // RTCW_XX case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( static_cast<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], static_cast<pc_token_t*> (VMA( 2 )) ); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], static_cast<char*> (VMA( 2 )), static_cast<int*> (VMA( 3 )) ); #if defined RTCW_ET case UI_PC_UNREAD_TOKEN: botlib_export->PC_UnreadLastTokenHandle( args[1] ); return 0; #endif // RTCW_XX case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: #if !defined RTCW_MP S_StartBackgroundTrack( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), args[3] ); //----(SA) added fadeup time #else S_StartBackgroundTrack( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )) ); #endif // RTCW_XX return 0; case UI_REAL_TIME: return Com_RealTime( static_cast<qtime_t*> (VMA( 1 )) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf( "UI_CIN_PlayCinematic\n" ); return CIN_PlayCinematic( static_cast<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( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )) ); return 0; case UI_VERIFY_CDKEY: return CL_CDKeyValidate( static_cast<const char*> (VMA( 1 )), static_cast<const char*> (VMA( 2 )) ); // NERVE - SMF case UI_CL_GETLIMBOSTRING: return CL_GetLimboString( args[1], static_cast<char*> (VMA( 2 )) ); #if defined RTCW_SP // -NERVE - SMF #endif // RTCW_XX #if !defined RTCW_SP case UI_CL_TRANSLATE_STRING: CL_TranslateString( static_cast<const char*> (VMA( 1 )), static_cast<char*> (VMA( 2 )) ); return 0; // -NERVE - SMF // DHM - Nerve case UI_CHECKAUTOUPDATE: CL_CheckAutoUpdate(); return 0; case UI_GET_AUTOUPDATE: CL_GetAutoUpdate(); return 0; // DHM - Nerve case UI_OPENURL: CL_OpenURL( (const char *)VMA( 1 ) ); return 0; #endif // RTCW_XX #if defined RTCW_ET case UI_GETHUNKDATA: Com_GetHunkInfo( static_cast<int*> (VMA( 1 )), static_cast<int*> (VMA( 2 )) ); return 0; #endif // RTCW_XX default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }