ref: 84cdb4e2e9e1712fc913c05c38f3cf94ca100e5d
dir: /code/cgame/cg_syscalls.c/
/* =========================================================================== 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_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 ); } 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 *re ) { syscall( CG_R_ADDREFENTITYTOSCENE, re ); } 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 ); } 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 ); }