Files
Jedi-Academy/codemp/client/cl_ui.cpp
2013-04-04 14:32:05 -07:00

883 lines
21 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "client.h"
#include "../game/botlib.h"
#include "../qcommon/stringed_ingame.h"
/*
Ghoul2 Insert Start
*/
#if !defined(G2_H_INC)
#include "../ghoul2/G2_local.h"
#endif
/*
Ghoul2 Insert End
*/
#ifdef _XBOX
#include "../cgame/cg_local.h"
#include "../client/cl_data.h"
#include "../renderer/modelmem.h"
#endif
extern botlib_export_t *botlib_export;
void SP_Register(const char *Package);
vm_t *uivm;
#ifdef USE_CD_KEY
extern char cl_cdkey[34];
#endif // USE_CD_KEY
/*
====================
GetClientState
====================
*/
static void GetClientState( uiClientState_t *state ) {
state->connectPacketCount = clc->connectPacketCount;
#ifdef _XBOX
// if(ClientManager::splitScreenMode == qtrue)
// cls.state = ClientManager::ActiveClient().state;
#endif
state->connState = cls.state;
Q_strncpyz( state->servername, cls.servername, sizeof( state->servername ) );
Q_strncpyz( state->messageString, clc->serverMessage, sizeof( state->messageString ) );
state->clientNum = cl->snap.ps.clientNum;
}
/*
====================
CL_GetGlConfig
====================
*/
static void CL_GetGlconfig( glconfig_t *config ) {
*config = cls.glconfig;
}
/*
====================
GetClipboardData
====================
*/
static void GetClipboardData( char *buf, int buflen ) {
char *cbd;
cbd = Sys_GetClipboardData();
if ( !cbd ) {
*buf = 0;
return;
}
Q_strncpyz( buf, cbd, buflen );
Z_Free( cbd );
}
/*
====================
Key_KeynumToStringBuf
====================
*/
// only ever called by binding-display code, therefore returns non-technical "friendly" names
// in any language that don't necessarily match those in the config file...
//
void Key_KeynumToStringBuf( int keynum, char *buf, int buflen )
{
const char *psKeyName = Key_KeynumToString( keynum/*, qtrue */);
// see if there's a more friendly (or localised) name...
//
const char *psKeyNameFriendly = SE_GetString( va("KEYNAMES_KEYNAME_%s",psKeyName) );
Q_strncpyz( buf, (psKeyNameFriendly && psKeyNameFriendly[0]) ? psKeyNameFriendly : psKeyName, buflen );
}
/*
====================
Key_GetBindingBuf
====================
*/
static void Key_GetBindingBuf( int keynum, char *buf, int buflen ) {
char *value;
value = Key_GetBinding( keynum );
if ( value ) {
Q_strncpyz( buf, value, buflen );
}
else {
*buf = 0;
}
}
/*
====================
Key_GetCatcher
====================
*/
int Key_GetCatcher( void ) {
return cls.keyCatchers;
}
/*
====================
Ket_SetCatcher
====================
*/
void Key_SetCatcher( int catcher ) {
cls.keyCatchers = catcher;
#ifdef _XBOX
if(catcher == KEYCATCH_UI)
{
// ModelMem.EnterUI();
int i;
for(i=0; i<ClientManager::NumClients(); i++) {
ClientManager::GetClient(i).swapMan1.SetUp();
ClientManager::GetClient(i).swapMan2.SetUp();
}
}
else
{
// ModelMem.ExitUI();
//Horrible hack to make split screen work if force menus are skipped.
extern int uiclientInputClosed;
uiclientInputClosed = 0;
}
#endif
}
#ifdef USE_CD_KEY
/*
====================
CLUI_GetCDKey
====================
*/
static void CLUI_GetCDKey( char *buf, int buflen ) {
cvar_t *fs;
fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
Com_Memcpy( buf, &cl_cdkey[16], 16);
buf[16] = 0;
} else {
Com_Memcpy( buf, cl_cdkey, 16);
buf[16] = 0;
}
}
/*
====================
CLUI_SetCDKey
====================
*/
static void CLUI_SetCDKey( char *buf ) {
cvar_t *fs;
fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
Com_Memcpy( &cl_cdkey[16], buf, 16 );
cl_cdkey[32] = 0;
// set the flag so the fle will be written at the next opportunity
cvar_modifiedFlags |= CVAR_ARCHIVE;
} else {
Com_Memcpy( cl_cdkey, buf, 16 );
// set the flag so the fle will be written at the next opportunity
cvar_modifiedFlags |= CVAR_ARCHIVE;
}
}
#endif // USE_CD_KEY
/*
====================
GetConfigString
====================
*/
static int GetConfigString(int index, char *buf, int size)
{
int offset;
if (index < 0 || index >= MAX_CONFIGSTRINGS)
return qfalse;
offset = cl->gameState.stringOffsets[index];
if (!offset) {
if( size ) {
buf[0] = 0;
}
return qfalse;
}
Q_strncpyz( buf, cl->gameState.stringData+offset, size);
return qtrue;
}
/*
====================
FloatAsInt
====================
*/
static int FloatAsInt( float f ) {
int temp;
*(float *)&temp = f;
return temp;
}
void *VM_ArgPtr( int intValue );
#define VMA(x) VM_ArgPtr(args[x])
#define VMF(x) ((float *)args)[x]
/*
====================
CL_UISystemCalls
The ui module is making a system call
====================
*/
int CL_UISystemCalls( int *args ) {
switch( args[0] ) {
//rww - alright, DO NOT EVER add a GAME/CGAME/UI generic call without adding a trap to match, and
//all of these traps must be shared and have cases in sv_game, cl_cgame, and cl_ui. They must also
//all be in the same order, and start at 100.
case TRAP_MEMSET:
Com_Memset( VMA(1), args[2], args[3] );
return 0;
case TRAP_MEMCPY:
Com_Memcpy( VMA(1), VMA(2), args[3] );
return 0;
case TRAP_STRNCPY:
return (int)strncpy( (char *)VMA(1), (const char *)VMA(2), args[3] );
case TRAP_SIN:
return FloatAsInt( sin( VMF(1) ) );
case TRAP_COS:
return FloatAsInt( cos( VMF(1) ) );
case TRAP_ATAN2:
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
case TRAP_SQRT:
return FloatAsInt( sqrt( VMF(1) ) );
case TRAP_MATRIXMULTIPLY:
MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) );
return 0;
case TRAP_ANGLEVECTORS:
AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) );
return 0;
case TRAP_PERPENDICULARVECTOR:
PerpendicularVector( (float *)VMA(1), (const float *)VMA(2) );
return 0;
case TRAP_FLOOR:
return FloatAsInt( floor( VMF(1) ) );
case TRAP_CEIL:
return FloatAsInt( ceil( VMF(1) ) );
case TRAP_TESTPRINTINT:
return 0;
case TRAP_TESTPRINTFLOAT:
return 0;
case TRAP_ACOS:
return FloatAsInt( Q_acos( VMF(1) ) );
case TRAP_ASIN:
return FloatAsInt( Q_asin( VMF(1) ) );
case UI_ERROR:
Com_Error( ERR_DROP, "%s", VMA(1) );
return 0;
case UI_PRINT:
Com_Printf( "%s", VMA(1) );
return 0;
case UI_MILLISECONDS:
return Sys_Milliseconds();
case UI_CVAR_REGISTER:
Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const char *)VMA(3), args[4] );
return 0;
case UI_CVAR_UPDATE:
Cvar_Update( (vmCvar_t *)VMA(1) );
return 0;
case UI_CVAR_SET:
Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );
return 0;
case UI_CVAR_VARIABLEVALUE:
return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) );
case UI_CVAR_VARIABLESTRINGBUFFER:
Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] );
return 0;
case UI_CVAR_SETVALUE:
Cvar_SetValue( (const char *)VMA(1), VMF(2) );
return 0;
case UI_CVAR_RESET:
Cvar_Reset( (const char *)VMA(1) );
return 0;
case UI_CVAR_CREATE:
Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] );
return 0;
case UI_CVAR_INFOSTRINGBUFFER:
Cvar_InfoStringBuffer( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_ARGC:
return Cmd_Argc();
case UI_ARGV:
Cmd_ArgvBuffer( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_CMD_EXECUTETEXT:
Cbuf_ExecuteText( args[1], (const char *)VMA(2) );
return 0;
case UI_FS_FOPENFILE:
return FS_FOpenFileByMode( (const char *)VMA(1), (int *)VMA(2), (fsMode_t)args[3] );
case UI_FS_READ:
FS_Read2( VMA(1), args[2], args[3] );
return 0;
case UI_FS_WRITE:
FS_Write( VMA(1), args[2], args[3] );
return 0;
case UI_FS_FCLOSEFILE:
FS_FCloseFile( args[1] );
return 0;
case UI_FS_GETFILELIST:
return FS_GetFileList( (const char *)VMA(1), (const char *)VMA(2), (char *)VMA(3), args[4] );
case UI_R_REGISTERMODEL:
return re.RegisterModel( (const char *)VMA(1) );
case UI_R_REGISTERSKIN:
return re.RegisterSkin( (const char *)VMA(1) );
case UI_R_REGISTERSHADERNOMIP:
return re.RegisterShaderNoMip( (const char *)VMA(1) );
case UI_R_SHADERNAMEFROMINDEX:
{
char *gameMem = (char *)VMA(1);
const char *retMem = re.ShaderNameFromIndex(args[2]);
if (retMem)
{
strcpy(gameMem, retMem);
}
else
{
gameMem[0] = 0;
}
}
return 0;
case UI_R_CLEARSCENE:
re.ClearScene();
return 0;
case UI_R_ADDREFENTITYTOSCENE:
re.AddRefEntityToScene( (const refEntity_t *)VMA(1) );
return 0;
case UI_R_ADDPOLYTOSCENE:
re.AddPolyToScene( args[1], args[2], (const polyVert_t *)VMA(3), 1 );
return 0;
case UI_R_ADDLIGHTTOSCENE:
re.AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
return 0;
case UI_R_RENDERSCENE:
re.RenderScene( (const refdef_t *)VMA(1) );
return 0;
case UI_R_SETCOLOR:
re.SetColor( (const float *)VMA(1) );
return 0;
case UI_R_DRAWSTRETCHPIC:
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
return 0;
case UI_R_MODELBOUNDS:
re.ModelBounds( args[1], (float *)VMA(2), (float *)VMA(3) );
return 0;
case UI_UPDATESCREEN:
SCR_UpdateScreen();
return 0;
case UI_CM_LERPTAG:
re.LerpTag( (orientation_t *)VMA(1), args[2], args[3], args[4], VMF(5), (const char *)VMA(6) );
return 0;
case UI_S_REGISTERSOUND:
return S_RegisterSound( (const char *)VMA(1) );
case UI_S_STARTLOCALSOUND:
S_StartLocalSound( args[1], args[2] );
return 0;
case UI_KEY_KEYNUMTOSTRINGBUF:
Key_KeynumToStringBuf( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_KEY_GETBINDINGBUF:
Key_GetBindingBuf( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_KEY_SETBINDING:
Key_SetBinding( args[1], (const char *)VMA(2) );
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown( args[1] );
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( (qboolean)args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData( (char *)VMA(1), args[2] );
return 0;
case UI_GETCLIENTSTATE:
GetClientState( (uiClientState_t *)VMA(1) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t *)VMA(1) );
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString( args[1], (char *)VMA(2), args[3] );
case UI_MEMORY_REMAINING:
return Hunk_MemoryRemaining();
#ifdef USE_CD_KEY
case UI_GET_CDKEY:
CLUI_GetCDKey( (char *)VMA(1), args[2] );
return 0;
case UI_SET_CDKEY:
CLUI_SetCDKey( (char *)VMA(1) );
return 0;
#endif // USE_CD_KEY
case UI_R_REGISTERFONT:
return re.RegisterFont( (const char *)VMA(1) );
case UI_R_FONT_STRLENPIXELS:
return re.Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) );
case UI_R_FONT_STRLENCHARS:
return re.Font_StrLenChars( (const char *)VMA(1) );
case UI_R_FONT_STRHEIGHTPIXELS:
return re.Font_HeightPixels( args[1], VMF(2) );
case UI_R_FONT_DRAWSTRING:
re.Font_DrawString( args[1], args[2], (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) );
return 0;
case UI_LANGUAGE_ISASIAN:
return re.Language_IsAsian();
case UI_LANGUAGE_USESSPACES:
return re.Language_UsesSpaces();
case UI_ANYLANGUAGE_READCHARFROMSTRING:
return re.AnyLanguage_ReadCharFromString( (const char *)VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );
case UI_PC_ADD_GLOBAL_DEFINE:
return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );
case UI_PC_LOAD_SOURCE:
return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) );
case UI_PC_FREE_SOURCE:
return botlib_export->PC_FreeSourceHandle( args[1] );
case UI_PC_READ_TOKEN:
return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) );
case UI_PC_SOURCE_FILE_AND_LINE:
return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );
case UI_PC_LOAD_GLOBAL_DEFINES:
return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );
case UI_PC_REMOVE_ALL_GLOBAL_DEFINES:
botlib_export->PC_RemoveAllGlobalDefines ( );
return 0;
case UI_S_STOPBACKGROUNDTRACK:
S_StopBackgroundTrack();
return 0;
case UI_S_STARTBACKGROUNDTRACK:
S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse);
return 0;
case UI_REAL_TIME:
return Com_RealTime( (struct qtime_s *)VMA(1) );
case UI_R_REMAP_SHADER:
re.RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) );
return 0;
#ifdef USE_CD_KEY
case UI_VERIFY_CDKEY:
return CL_CDKeyValidate((const char *)VMA(1), (const char *)VMA(2));
#endif // USE_CD_KEY
case UI_SP_GETNUMLANGUAGES:
assert( 0 );
return 0;
// return SE_GetNumLanguages();
case UI_SP_GETLANGUAGENAME:
assert( 0 );
return 0;
case UI_SP_GETSTRINGTEXTSTRING:
const char* text;
assert(VMA(1));
assert(VMA(2));
text = SE_GetString((const char *) VMA(1));
Q_strncpyz( (char *) VMA(2), text, args[3] );
return qtrue;
/*
Ghoul2 Insert Start
*/
/*
Ghoul2 Insert Start
*/
case UI_G2_LISTSURFACES:
G2API_ListSurfaces( (CGhoul2Info *) args[1] );
return 0;
case UI_G2_LISTBONES:
G2API_ListBones( (CGhoul2Info *) args[1], args[2]);
return 0;
case UI_G2_HAVEWEGHOULMODELS:
return G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)args[1]) );
case UI_G2_SETMODELS:
G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)args[1]),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3));
return 0;
case UI_G2_GETBOLT:
return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9));
case UI_G2_GETBOLT_NOREC:
gG2_GBMNoReconstruct = qtrue;
return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9));
case UI_G2_GETBOLT_NOREC_NOROT:
gG2_GBMNoReconstruct = qtrue;
gG2_GBMUseSPMethod = qtrue;
return G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9));
case UI_G2_INITGHOUL2MODEL:
#ifdef _FULL_G2_LEAK_CHECKING
g_G2AllocServer = 0;
#endif
return G2API_InitGhoul2Model((CGhoul2Info_v **)VMA(1), (const char *)VMA(2), args[3], (qhandle_t) args[4],
(qhandle_t) args[5], args[6], args[7]);
case UI_G2_COLLISIONDETECT:
return 0; //not supported for ui
case UI_G2_ANGLEOVERRIDE:
return G2API_SetBoneAngles(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), (float *)VMA(4), args[5],
(const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8],
(qhandle_t *)VMA(9), args[10], args[11] );
case UI_G2_CLEANMODELS:
#ifdef _FULL_G2_LEAK_CHECKING
g_G2AllocServer = 0;
#endif
G2API_CleanGhoul2Models((CGhoul2Info_v **)VMA(1));
// G2API_CleanGhoul2Models((CGhoul2Info_v **)args[1]);
return 0;
case UI_G2_PLAYANIM:
return G2API_SetBoneAnim(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], args[5],
args[6], VMF(7), args[8], VMF(9), args[10]);
case UI_G2_GETBONEANIM:
{
CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]);
int modelIndex = args[10];
return G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5),
(int *)VMA(6), (int *)VMA(7), (float *)VMA(8), (int *)VMA(9));
}
case UI_G2_GETBONEFRAME:
{ //rwwFIXMEFIXME: Just make a G2API_GetBoneFrame func too. This is dirty.
CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]);
int modelIndex = args[6];
int iDontCare1 = 0, iDontCare2 = 0, iDontCare3 = 0;
float fDontCare1 = 0;
return G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), &iDontCare1,
&iDontCare2, &iDontCare3, &fDontCare1, (int *)VMA(5));
}
case UI_G2_GETGLANAME:
// return (int)G2API_GetGLAName(*((CGhoul2Info_v *)VMA(1)), args[2]);
{
char *point = ((char *)VMA(3));
char *local;
local = G2API_GetGLAName(*((CGhoul2Info_v *)args[1]), args[2]);
if (local)
{
strcpy(point, local);
}
}
return 0;
case UI_G2_COPYGHOUL2INSTANCE:
return (int)G2API_CopyGhoul2Instance(*((CGhoul2Info_v *)args[1]), *((CGhoul2Info_v *)args[2]), args[3]);
case UI_G2_COPYSPECIFICGHOUL2MODEL:
G2API_CopySpecificG2Model(*((CGhoul2Info_v *)args[1]), args[2], *((CGhoul2Info_v *)args[3]), args[4]);
return 0;
case UI_G2_DUPLICATEGHOUL2INSTANCE:
#ifdef _FULL_G2_LEAK_CHECKING
g_G2AllocServer = 0;
#endif
G2API_DuplicateGhoul2Instance(*((CGhoul2Info_v *)args[1]), (CGhoul2Info_v **)VMA(2));
return 0;
case UI_G2_HASGHOUL2MODELONINDEX:
return (int)G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)VMA(1), args[2]);
//return (int)G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)args[1], args[2]);
case UI_G2_REMOVEGHOUL2MODEL:
#ifdef _FULL_G2_LEAK_CHECKING
g_G2AllocServer = 0;
#endif
return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)VMA(1), args[2]);
//return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)args[1], args[2]);
case UI_G2_ADDBOLT:
return G2API_AddBolt(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3));
// case UI_G2_REMOVEBOLT:
// return G2API_RemoveBolt(*((CGhoul2Info_v *)VMA(1)), args[2]);
case UI_G2_SETBOLTON:
G2API_SetBoltInfo(*((CGhoul2Info_v *)args[1]), args[2], args[3]);
return 0;
#ifdef _SOF2
case UI_G2_ADDSKINGORE:
G2API_AddSkinGore(*((CGhoul2Info_v *)args[1]),*(SSkinGoreData *)VMA(2));
return 0;
#endif // _SOF2
/*
Ghoul2 Insert End
*/
case UI_G2_SETROOTSURFACE:
return G2API_SetRootSurface(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3));
case UI_G2_SETSURFACEONOFF:
return G2API_SetSurfaceOnOff(*((CGhoul2Info_v *)args[1]), (const char *)VMA(2), /*(const int)VMA(3)*/args[3]);
case UI_G2_SETNEWORIGIN:
return G2API_SetNewOrigin(*((CGhoul2Info_v *)args[1]), /*(const int)VMA(2)*/args[2]);
case UI_G2_GETTIME:
return G2API_GetTime(0);
case UI_G2_SETTIME:
G2API_SetTime(args[1], args[2]);
return 0;
case UI_G2_SETRAGDOLL:
return 0; //not supported for ui
break;
case UI_G2_ANIMATEG2MODELS:
return 0; //not supported for ui
break;
case UI_G2_SETBONEIKSTATE:
return G2API_SetBoneIKState(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], (sharedSetBoneIKStateParams_t *)VMA(5));
case UI_G2_IKMOVE:
return G2API_IKMove(*((CGhoul2Info_v *)args[1]), args[2], (sharedIKMoveParams_t *)VMA(3));
case UI_G2_GETSURFACENAME:
{ //Since returning a pointer in such a way to a VM seems to cause MASSIVE FAILURE<tm>, we will shove data into the pointer the vm passes instead
char *point = ((char *)VMA(4));
char *local;
int modelindex = args[3];
CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]);
local = G2API_GetSurfaceName(&g2[modelindex], args[2]);
if (local)
{
strcpy(point, local);
}
}
return 0;
case UI_G2_SETSKIN:
{
CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]);
int modelIndex = args[2];
return G2API_SetSkin(&g2[modelIndex], args[3], args[4]);
}
case UI_G2_ATTACHG2MODEL:
{
CGhoul2Info_v *g2From = ((CGhoul2Info_v *)args[1]);
CGhoul2Info_v *g2To = ((CGhoul2Info_v *)args[3]);
return G2API_AttachG2Model(g2From[0], args[2], g2To[0], args[4], args[5]);
}
/*
Ghoul2 Insert End
*/
default:
Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );
}
return 0;
}
/*
====================
CL_ShutdownUI
====================
*/
void CL_ShutdownUI( void ) {
cls.keyCatchers &= ~KEYCATCH_UI;
cls.uiStarted = qfalse;
if ( !uivm ) {
return;
}
VM_Call( uivm, UI_SHUTDOWN );
VM_Call( uivm, UI_MENU_RESET );
VM_Free( uivm );
uivm = NULL;
}
/*
====================
CL_InitUI
====================
*/
void CL_InitUI( void ) {
int v;
vmInterpret_t interpret;
// load the dll or bytecode
if ( cl_connectedToPureServer != 0 ) {
#if 0
// if sv_pure is set we only allow qvms to be loaded
interpret = VMI_COMPILED;
#else //load the module type based on what the server is doing -rww
interpret = (vmInterpret_t)cl_connectedUI;
#endif
}
else {
interpret = (vmInterpret_t)(int)Cvar_VariableValue( "vm_ui" );
}
uivm = VM_Create( "ui", CL_UISystemCalls, interpret );
if ( !uivm ) {
Com_Error( ERR_FATAL, "VM_Create on UI failed" );
}
// sanity check
v = VM_Call( uivm, UI_GETAPIVERSION );
if (v != UI_API_VERSION) {
Com_Error( ERR_DROP, "User Interface is version %d, expected %d", v, UI_API_VERSION );
cls.uiStarted = qfalse;
}
else {
// init for this gamestate
//rww - changed to <= CA_ACTIVE, because that is the state when we did a vid_restart
//ingame (was just < CA_ACTIVE before, resulting in ingame menus getting wiped and
//not reloaded on vid restart from ingame menu)
#ifdef _XBOX
// if(ClientManager::splitScreenMode == qtrue)
// cls.state = ClientManager::ActiveClient().state;
#endif
#ifdef _XBOX
// This is kinda a hack to get the UI models that are ALWAYS loaded
// forced into the UI model memory slot
// ModelMem.EnterUI();
#endif
VM_Call( uivm, UI_INIT, (cls.state >= CA_AUTHORIZING && cls.state <= CA_ACTIVE) );
#ifdef _XBOX
// ModelMem.ExitUI();
#endif
}
}
qboolean UI_usesUniqueCDKey() {
if (uivm) {
return (qboolean)(VM_Call( uivm, UI_HASUNIQUECDKEY) == qtrue);
} else {
return qfalse;
}
}
/*
====================
UI_GameCommand
See if the current console command is claimed by the ui
====================
*/
qboolean UI_GameCommand( void ) {
if ( !uivm ) {
return qfalse;
}
return (qboolean)VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );
}