int SV_PointContents(const CVec3 &p) { guard(SV_PointContents); // get base contents from world unsigned contents = CM_PointContents(p, 0); contents |= CM_PointModelContents(p); edict_t *list[MAX_EDICTS]; int num = SV_AreaEdicts(p, p, ARRAY_ARG(list), AREA_SOLID); for (int i = 0; i < num; i++) { edict_t *edict = list[i]; entityHull_t &ent = ents[NUM_FOR_EDICT(edict)]; if (ent.model) contents |= CM_TransformedPointContents(p, ent.model->headnode, edict->s.origin, ent.axis); else contents |= CM_TransformedPointContents(p, CM_HeadnodeForBox(ent.bounds), edict->s.origin, nullVec3); } return contents; unguard; }
/* ============= SV_PointContents ============= */ int SV_PointContents (vec3_t p) { edict_t *touch[MAX_EDICTS], *hit; int i, num; int contents, c2; int headnode; float *angles; // get base contents from world contents = CM_PointContents (p, sv.models[1]->headnode); // or in contents from all the other entities num = SV_AreaEdicts (p, p, touch, MAX_EDICTS, AREA_SOLID); for (i=0 ; i<num ; i++) { hit = touch[i]; // might intersect, so do an exact clip headnode = SV_HullForEntity (hit); angles = hit->s.angles; if (hit->solid != SOLID_BSP) angles = vec3_origin; // boxes don't rotate c2 = CM_TransformedPointContents (p, headnode, hit->s.origin, hit->s.angles); contents |= c2; } return contents; }
/* ============= SV_PointContents ============= */ int SV_PointContents(vec3_t p) { edict_t *touch[MAX_EDICTS], *hit; int i, num; int contents; if (!sv.cm.cache) { Com_Error(ERR_DROP, "%s: no map loaded", __func__); } // get base contents from world contents = CM_PointContents(p, sv.cm.cache->nodes); // or in contents from all the other entities num = SV_AreaEdicts(p, p, touch, MAX_EDICTS, AREA_SOLID); for (i = 0; i < num; i++) { hit = touch[i]; // might intersect, so do an exact clip contents |= CM_TransformedPointContents(p, SV_HullForEntity(hit), hit->s.origin, hit->s.angles); } return contents; }
/* ======================================================================================================================================= SV_PointContents ======================================================================================================================================= */ int SV_PointContents(const vec3_t p, int passEntityNum) { int touch[MAX_GENTITIES]; sharedEntity_t *hit; int i, num; int contents, c2; clipHandle_t clipHandle; // get base contents from world contents = CM_PointContents(p, 0); // or in contents from all the other entities num = SV_AreaEntities(p, p, touch, MAX_GENTITIES); for (i = 0; i < num; i++) { if (touch[i] == passEntityNum) { continue; } hit = SV_GentityNum(touch[i]); // might intersect, so do an exact clip clipHandle = SV_ClipHandleForEntity(hit); // non - worldspawn entities must not use world as clip model! if (clipHandle == 0) { continue; } c2 = CM_TransformedPointContents(p, clipHandle, hit->r.currentOrigin, hit->r.currentAngles); // s.origin/angles is base origin/angles, need to use the current origin/angles for moving entity based water, or water locks in movement start position. //c2 = CM_TransformedPointContents(p, clipHandle, hit->s.origin, hit->s.angles); contents |= c2; } return contents; }
/* ============= SV_PointContents ============= */ int SV_PointContents( const vec3_t p, int passEntityNum ) { int touch[MAX_GENTITIES]; sharedEntity_t *hit; int i, num; int contents, c2; clipHandle_t clipHandle; float *angles; // get base contents from world contents = CM_PointContents( p, 0 ); // or in contents from all the other entities num = SV_AreaEntities( p, p, touch, MAX_GENTITIES ); for ( i=0 ; i<num ; i++ ) { if ( touch[i] == passEntityNum ) { continue; } hit = SV_GentityNum( touch[i] ); // might intersect, so do an exact clip clipHandle = SV_ClipHandleForEntity( hit ); angles = hit->r.currentAngles; if ( !hit->r.bmodel ) { angles = vec3_origin; // boxes don't rotate } c2 = CM_TransformedPointContents (p, clipHandle, hit->r.currentOrigin, angles); contents |= c2; } return contents; }
static void FixWaterVis() { CVec3 p; // point bool w, w1; // "in water" flag if (cl.refdef.rdflags & RDF_THIRD_PERSON) w1 = (CM_PointContents(cl.refdef.vieworg, 0) & MASK_WATER) != 0; // need to recompute UNDERWATER flag else w1 = (cl.refdef.rdflags & RDF_UNDERWATER) != 0; p[0] = cl.refdef.vieworg[0]; p[1] = cl.refdef.vieworg[1]; // check point below p[2] = cl.refdef.vieworg[2] - MIN_WATER_DISTANCE; unsigned cont = CM_PointContents(p, 0); w = (cont & MASK_WATER) != 0; if (w1 == w || cont & MASK_SOLID) { // check point above p[2] += 2 * MIN_WATER_DISTANCE; cont = CM_PointContents(p, 0); w = (cont & MASK_WATER) != 0; } // do not require to fix position if (w1 == w || cont & MASK_SOLID) return; //?? improve by disabling this trick for correct maps // trace from air to water trace_t trace; if (!w1) CM_BoxTrace(trace, cl.refdef.vieworg, p, nullBox, 0, MASK_WATER); else CM_BoxTrace(trace, p, cl.refdef.vieworg, nullBox, 0, MASK_WATER); if (trace.fraction < 1.0f && !(trace.surface->flags & (SURF_TRANS33|SURF_TRANS66))) { // RE_DrawTextLeft("WATER FIX!", 1, 1, 1); if (cl.refdef.vieworg[2] < trace.endpos[2]) cl.refdef.vieworg[2] = trace.endpos[2] - MIN_WATER_DISTANCE; else cl.refdef.vieworg[2] = trace.endpos[2] + MIN_WATER_DISTANCE; } }
/* ======================================================================================================================================= CM_TransformedPointContents Handles offseting and rotation of the end points for moving and rotating entities. ======================================================================================================================================= */ int CM_TransformedPointContents(const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles) { vec3_t p_l; // subtract origin offset VectorSubtract(p, origin, p_l); // rotate start and end into the models frame of reference if (model != BOX_MODEL_HANDLE && (angles[0] != 0.f || angles[1] != 0.f || angles[2] != 0.f)) { vec3_t temp, forward, right, up; angles_vectors(angles, forward, right, up); VectorCopy(p_l, temp); p_l[0] = DotProduct(temp, forward); p_l[1] = -DotProduct(temp, right); p_l[2] = DotProduct(temp, up); } return CM_PointContents(p_l, model); }
/* * SV_PointContents */ int SV_PointContents(const Vec3 p, int passEntityNum) { int touch[MAX_GENTITIES]; Sharedent *hit; int i, num; int contents, c2; Cliphandle clipHandle; float *angles; /* get base contents from world */ contents = CM_PointContents(p, 0); /* or in contents from all the other entities */ num = SV_AreaEntities(p, p, touch, MAX_GENTITIES); for(i=0; i<num; i++){ if(touch[i] == passEntityNum) continue; hit = SV_GentityNum(touch[i]); /* might intersect, so do an exact clip */ clipHandle = SV_ClipHandleForEntity(hit); angles = hit->r.currentAngles; if(!hit->r.bmodel) angles = vec3_origin; /* boxes don't rotate */ c2 = CM_TransformedPointContents (p, clipHandle, hit->r.currentOrigin, angles); contents |= c2; } return contents; }
//----------------------------------------------------------------------------- // Returns the contents mask at a particular world-space position //----------------------------------------------------------------------------- int CEngineTrace::GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity ) { // First check the collision model int nContents = CM_PointContents( vecAbsPosition, 0 ); if ( nContents & MASK_CURRENT ) { nContents = CONTENTS_WATER; } if ( nContents != CONTENTS_SOLID ) { CPointContentsEnum contentsEnum(this, vecAbsPosition); SpatialPartition()->EnumerateElementsAtPoint( SpatialPartitionMask(), vecAbsPosition, false, &contentsEnum ); int nEntityContents = contentsEnum.m_Contents; if ( nEntityContents & MASK_CURRENT ) nContents = CONTENTS_WATER; if ( nEntityContents != CONTENTS_EMPTY ) { if (ppEntity) { *ppEntity = contentsEnum.m_pCollide->GetEntityHandle(); } return nEntityContents; } } if (ppEntity) { *ppEntity = GetWorldCollideable()->GetEntityHandle(); } return nContents; }
/* =============== CL_AddParticles =============== */ void CL_AddParticles (void) { cparticle_t *p, *next; float alpha; float time, time2; vec3_t org; int color; cparticle_t *active, *tail; int contents; float grav; active = NULL; tail = NULL; if (!cl_drawParticles->integer) return; // allow gravity tweaks by the server grav = Cvar_VariableValue("sv_gravity"); if (!grav) grav = 1; else grav /= 800; for (p = active_particles; p; p = next) { next = p->next; // set alpha // PMM - added INSTANT_PARTICLE handling if (p->alphavel != INSTANT_PARTICLE) { time = (cl.time - p->time) * 0.001; alpha = p->alpha + time * p->alphavel; if (alpha <= 0) { // faded out CL_FreeParticle (p); continue; } else if (alpha <= 0.3f && p->color == 240) // this is HACK central... { // do blood decals if (rand() & 4) { trace_t tr; time2 = time * time; org[0] = p->org[0] + p->vel[0] * time + p->accel[0] * time2; org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2; org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2; tr = CL_Trace(p->org, org, 0, MASK_SOLID); if (tr.fraction != 1.0f) { if (!VectorCompare(tr.plane.normal, vec3_origin) && !(CM_PointContents(p->org, 0) & MASK_WATER)) // no blood splatters underwater... { vec4_t color; Vector4Set(color, 1.0, 0.0, 0.0, 1.0f); RE_AddDecal(tr.endpos, tr.plane.normal, color, 16 + ((rand() % 21 * 0.05f) - 0.5f), DECAL_BLOOD + (rand() & 4), 0, frand() * 360); } } } } } else { alpha = p->alpha; } if (alpha > 1.0) alpha = 1; // set color color = p->color; // backup old position VectorCopy (p->org, p->oldOrg); // calculate new position time2 = time * time; org[0] = p->org[0] + p->vel[0] * time + p->accel[0] * time2; org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2; org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2; // gravity modulation //if (!p->ignoreGrav) // org[2] += time2 * -PARTICLE_GRAVITY; // collision test if (cl_particleCollision->integer) { if (p->bounceFactor) { trace_t trace; vec3_t vel; int hitTime; float time; trace = CL_Trace(p->oldOrg, org, 0, CONTENTS_SOLID); if (trace.fraction > 0 && trace.fraction < 1) { // reflect the velocity on the trace plane hitTime = cl.time - cls.rframetime + cls.rframetime * trace.fraction; time = ((float)hitTime - p->time) * 0.001; Vector3Set (vel, p->vel[0], p->vel[1], p->vel[2] + p->accel[2] * time * grav); VectorReflect (vel, trace.plane.normal, p->vel); VectorScale (p->vel, p->bounceFactor, p->vel); // check for stop, making sure that even on low FPS systems it doesn't bobble if (trace.allsolid || (trace.plane.normal[2] > 0 && (p->vel[2] < 40 || p->vel[2] < -cls.rframetime * p->vel[2]))) { VectorClear(p->vel); VectorClear(p->accel); p->bounceFactor = 0.0f; } VectorCopy (trace.endpos, org); // reset particle p->time = cl.time; VectorCopy (org, p->org); } } } // kill all particles in solid contents = CM_PointContents (org, 0); if (contents & MASK_SOLID) { CL_FreeParticle (p); continue; } // have this always below CL_FreeParticle(p); ! p->next = NULL; if (!tail) { active = tail = p; } else { tail->next = p; tail = p; } // add to scene V_AddParticle (org, color, alpha); // PMM if (p->alphavel == INSTANT_PARTICLE) { p->alphavel = 0.0; p->alpha = 0.0; } } active_particles = active; }
//=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== int BotImport_PointContents( vec3_t p ) { return CM_PointContents( p, worldmodel ); } //end of the function BotImport_PointContents
/* ==================== 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; }
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; }
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_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; }
/* ==================== 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_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; }
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; }