/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // cg_syscalls.c -- this file is only included when building a dll // cg_syscalls.asm is included instead when building a qvm #ifdef Q3_VM #error "Do not use in VM build" #endif #include "cg_local.h" static int (QDECL * syscall) (int arg, ...) = (int (QDECL *) (int,...))-1; void dllEntry(int (QDECL * syscallptr) (int arg, ...)) { syscall = syscallptr; } int PASSFLOAT(float x) { float floatTemp; floatTemp = x; return *(int *)&floatTemp; } void trap_Print(const char *fmt) { syscall(CG_PRINT, fmt); } void trap_Error(const char *fmt) { syscall(CG_ERROR, fmt); } int trap_Milliseconds(void) { return syscall(CG_MILLISECONDS); } void trap_Cvar_Register(vmCvar_t * vmCvar, const char *varName, const char *defaultValue, int flags) { syscall(CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags); } void trap_Cvar_Update(vmCvar_t * vmCvar) { syscall(CG_CVAR_UPDATE, vmCvar); } void trap_Cvar_Set(const char *var_name, const char *value) { syscall(CG_CVAR_SET, var_name, value); } void trap_Cvar_VariableStringBuffer(const char *var_name, char *buffer, int bufsize) { syscall(CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize); } int trap_Argc(void) { return syscall(CG_ARGC); } void trap_Argv(int n, char *buffer, int bufferLength) { syscall(CG_ARGV, n, buffer, bufferLength); } void trap_Args(char *buffer, int bufferLength) { syscall(CG_ARGS, buffer, bufferLength); } int trap_FS_FOpenFile(const char *qpath, fileHandle_t * f, fsMode_t mode) { return syscall(CG_FS_FOPENFILE, qpath, f, mode); } void trap_FS_Read(void *buffer, int len, fileHandle_t f) { syscall(CG_FS_READ, buffer, len, f); } void trap_FS_Write(const void *buffer, int len, fileHandle_t f) { syscall(CG_FS_WRITE, buffer, len, f); } void trap_FS_FCloseFile(fileHandle_t f) { syscall(CG_FS_FCLOSEFILE, f); } int trap_FS_Seek(fileHandle_t f, long offset, int origin) { return syscall(CG_FS_SEEK, f, offset, origin); } void trap_SendConsoleCommand(const char *text) { syscall(CG_SENDCONSOLECOMMAND, text); } void trap_AddCommand(const char *cmdName) { syscall(CG_ADDCOMMAND, cmdName); } void trap_RemoveCommand(const char *cmdName) { syscall(CG_REMOVECOMMAND, cmdName); } void trap_SendClientCommand(const char *s) { syscall(CG_SENDCLIENTCOMMAND, s); } void trap_UpdateScreen(void) { syscall(CG_UPDATESCREEN); } void trap_CM_LoadMap(const char *mapname) { syscall(CG_CM_LOADMAP, mapname); } int trap_CM_NumInlineModels(void) { return syscall(CG_CM_NUMINLINEMODELS); } clipHandle_t trap_CM_InlineModel(int index) { return syscall(CG_CM_INLINEMODEL, index); } clipHandle_t trap_CM_TempBoxModel(const vec3_t mins, const vec3_t maxs) { return syscall(CG_CM_TEMPBOXMODEL, mins, maxs); } clipHandle_t trap_CM_TempCapsuleModel(const vec3_t mins, const vec3_t maxs) { return syscall(CG_CM_TEMPCAPSULEMODEL, mins, maxs); } int trap_CM_PointContents(const vec3_t p, clipHandle_t model) { return syscall(CG_CM_POINTCONTENTS, p, model); } int trap_CM_TransformedPointContents(const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles) { return syscall(CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles); } void trap_CM_BoxTrace(trace_t * results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask) { syscall(CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask); } void trap_CM_CapsuleTrace(trace_t * results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask) { syscall(CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask); } void trap_CM_TransformedBoxTrace(trace_t * results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles) { syscall(CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles); } void trap_CM_TransformedCapsuleTrace(trace_t * results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles) { syscall(CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles); } int trap_CM_MarkFragments(int numPoints, const vec3_t * points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t * fragmentBuffer) { return syscall(CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer); } void trap_S_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx) { syscall(CG_S_STARTSOUND, origin, entityNum, entchannel, sfx); } void trap_S_StartLocalSound(sfxHandle_t sfx, int channelNum) { syscall(CG_S_STARTLOCALSOUND, sfx, channelNum); } void trap_S_ClearLoopingSounds(qboolean killall) { syscall(CG_S_CLEARLOOPINGSOUNDS, killall); } void trap_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx) { syscall(CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx); } void trap_S_AddRealLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx) { syscall(CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx); } void trap_S_StopLoopingSound(int entityNum) { syscall(CG_S_STOPLOOPINGSOUND, entityNum); } void trap_S_UpdateEntityPosition(int entityNum, const vec3_t origin) { syscall(CG_S_UPDATEENTITYPOSITION, entityNum, origin); } void trap_S_Respatialize(int entityNum, const vec3_t origin, vec3_t axis[3], int inwater) { syscall(CG_S_RESPATIALIZE, entityNum, origin, axis, inwater); } sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed) { return syscall(CG_S_REGISTERSOUND, sample, compressed); } void trap_S_StartBackgroundTrack(const char *intro, const char *loop) { syscall(CG_S_STARTBACKGROUNDTRACK, intro, loop); } void trap_R_LoadWorldMap(const char *mapname) { syscall(CG_R_LOADWORLDMAP, mapname); } qhandle_t trap_R_RegisterModel(const char *name) { return syscall(CG_R_REGISTERMODEL, name); } qhandle_t trap_R_RegisterAnimation(const char *name) { return syscall(CG_R_REGISTERANIMATION, name); } qhandle_t trap_R_RegisterSkin(const char *name) { return syscall(CG_R_REGISTERSKIN, name); } qhandle_t trap_R_RegisterShader(const char *name) { return syscall(CG_R_REGISTERSHADER, name); } qhandle_t trap_R_RegisterShaderNoMip(const char *name) { return syscall(CG_R_REGISTERSHADERNOMIP, name); } qhandle_t trap_R_RegisterShaderLightAttenuation(const char *name) { return syscall(CG_R_REGISTERSHADERLIGHTATTENUATION, name); } void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t * font) { syscall(CG_R_REGISTERFONT, fontName, pointSize, font); } void trap_R_ClearScene(void) { syscall(CG_R_CLEARSCENE); } void trap_R_AddRefEntityToScene(const refEntity_t * ent) { syscall(CG_R_ADDREFENTITYTOSCENE, ent); } void trap_R_AddRefExtendedEntityToScene(const refExtEntity_t * ent) { syscall(CG_R_ADDREFEXTENDEDENTITYTOSCENE, ent); } void trap_R_AddRefDlightToScene(const refDlight_t * light) { syscall(CG_R_ADDREFDLIGHTTOSCENE, light); } void trap_R_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts) { syscall(CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts); } void trap_R_AddPolysToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts, int num) { syscall(CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num); } int trap_R_LightForPoint(vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir) { return syscall(CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir); } void trap_R_AddLightToScene(const vec3_t org, float intensity, float r, float g, float b) { syscall(CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b)); } void trap_R_AddAdditiveLightToScene(const vec3_t org, float intensity, float r, float g, float b) { syscall(CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b)); } void trap_R_RenderScene(const refdef_t * fd) { syscall(CG_R_RENDERSCENE, fd); } void trap_R_SetColor(const float *rgba) { syscall(CG_R_SETCOLOR, rgba); } void trap_R_DrawStretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader) { syscall(CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader); } void trap_R_ModelBounds(clipHandle_t model, vec3_t mins, vec3_t maxs) { syscall(CG_R_MODELBOUNDS, model, mins, maxs); } int trap_R_LerpTag(orientation_t * tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName) { return syscall(CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName); } int trap_R_ResetSkeleton(refSkeleton_t * skel, qhandle_t model) { return syscall(CG_R_RESETSKELETON, skel, model); } int trap_R_SetAnimation(refSkeleton_t * skel, qhandle_t anim, int startFrame, int endFrame, float frac, qboolean blend) { return syscall(CG_R_SETANIMATION, skel, anim, startFrame, endFrame, PASSFLOAT(frac), blend); } void trap_R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset) { syscall(CG_R_REMAP_SHADER, oldShader, newShader, timeOffset); } void trap_GetGlconfig(glconfig_t * glconfig) { syscall(CG_GETGLCONFIG, glconfig); } void trap_GetGameState(gameState_t * gamestate) { syscall(CG_GETGAMESTATE, gamestate); } void trap_GetCurrentSnapshotNumber(int *snapshotNumber, int *serverTime) { syscall(CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime); } qboolean trap_GetSnapshot(int snapshotNumber, snapshot_t * snapshot) { return syscall(CG_GETSNAPSHOT, snapshotNumber, snapshot); } qboolean trap_GetServerCommand(int serverCommandNumber) { return syscall(CG_GETSERVERCOMMAND, serverCommandNumber); } int trap_GetCurrentCmdNumber(void) { return syscall(CG_GETCURRENTCMDNUMBER); } qboolean trap_GetUserCmd(int cmdNumber, usercmd_t * ucmd) { return syscall(CG_GETUSERCMD, cmdNumber, ucmd); } void trap_SetUserCmdValue(int stateValue, float sensitivityScale) { syscall(CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale)); } void testPrintInt(char *string, int i) { syscall(CG_TESTPRINTINT, string, i); } void testPrintFloat(char *string, float f) { syscall(CG_TESTPRINTFLOAT, string, PASSFLOAT(f)); } int trap_MemoryRemaining(void) { return syscall(CG_MEMORY_REMAINING); } qboolean trap_Key_IsDown(int keynum) { return syscall(CG_KEY_ISDOWN, keynum); } int trap_Key_GetCatcher(void) { return syscall(CG_KEY_GETCATCHER); } void trap_Key_SetCatcher(int catcher) { syscall(CG_KEY_SETCATCHER, catcher); } int trap_Key_GetKey(const char *binding) { return syscall(CG_KEY_GETKEY, binding); } int trap_PC_AddGlobalDefine(char *define) { return syscall(CG_PC_ADD_GLOBAL_DEFINE, define); } int trap_PC_LoadSource(const char *filename) { return syscall(CG_PC_LOAD_SOURCE, filename); } int trap_PC_FreeSource(int handle) { return syscall(CG_PC_FREE_SOURCE, handle); } int trap_PC_ReadToken(int handle, pc_token_t * pc_token) { return syscall(CG_PC_READ_TOKEN, handle, pc_token); } int trap_PC_SourceFileAndLine(int handle, char *filename, int *line) { return syscall(CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line); } void trap_S_StopBackgroundTrack(void) { syscall(CG_S_STOPBACKGROUNDTRACK); } int trap_RealTime(qtime_t * qtime) { return syscall(CG_REAL_TIME, qtime); } void trap_SnapVector(float *v) { syscall(CG_SNAPVECTOR, v); } // this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) int trap_CIN_PlayCinematic(const char *arg0, int xpos, int ypos, int width, int height, int bits) { return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); } // stops playing the cinematic and ends it. should always return FMV_EOF // cinematics must be stopped in reverse order of when they are started e_status trap_CIN_StopCinematic(int handle) { return syscall(CG_CIN_STOPCINEMATIC, handle); } // will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. e_status trap_CIN_RunCinematic(int handle) { return syscall(CG_CIN_RUNCINEMATIC, handle); } // draws the current frame void trap_CIN_DrawCinematic(int handle) { syscall(CG_CIN_DRAWCINEMATIC, handle); } // allows you to resize the animation dynamically void trap_CIN_SetExtents(int handle, int x, int y, int w, int h) { syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); } /* qboolean trap_loadCamera( const char *name ) { return syscall( CG_LOADCAMERA, name ); } void trap_startCamera(int time) { syscall(CG_STARTCAMERA, time); } qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles) { return syscall( CG_GETCAMERAINFO, time, origin, angles ); } */ qboolean trap_GetEntityToken(char *buffer, int bufferSize) { return syscall(CG_GET_ENTITY_TOKEN, buffer, bufferSize); } qboolean trap_R_inPVS(const vec3_t p1, const vec3_t p2) { return syscall(CG_R_INPVS, p1, p2); }