#include "cg_local.h"

// this file is only included when building a dll
// syscalls.asm is included instead when building a qvm

static int (*syscall)( int arg, ... ) = ( int ( * )( int, ... )) - 1;


void dllEntry( int ( *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 );
}

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 );
}

void trap_SendConsoleCommand( const char *text )
{
	syscall( CG_SENDCONSOLECOMMAND, text );
}

void trap_AddCommand( const char *cmdName )
{
	syscall( CG_ADDCOMMAND, 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 );
}

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_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 );
}

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, float volume, float min_dist )
{
	syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx, volume, min_dist );
}

void trap_S_StartLocalSound( sfxHandle_t sfx )
{
	syscall( CG_S_STARTLOCALSOUND, sfx );
}

void trap_S_ClearLoopingSounds( void )
{
	syscall( CG_S_CLEARLOOPINGSOUNDS );
}

void trap_S_AddLoopingSound( const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, float volume, float min_dist )
{
	syscall( CG_S_ADDLOOPINGSOUND, origin, velocity, sfx, volume, min_dist );
}

void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin )
{
	syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin );
}

void trap_S_UpdateEntityVelocity( int entityNum, const vec3_t vel )
{
	syscall( CG_S_UPDATEENTITYVELOCITY, entityNum, vel );
}

void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3] )
{
	syscall( CG_S_RESPATIALIZE, entityNum, origin, axis );
}

sfxHandle_t trap_S_RegisterSound( const char *sample )
{
	return syscall( CG_S_REGISTERSOUND, sample );
}

/* void	trap_S_StartBackgroundTrack( const char *name ) {
	syscall( CG_S_STARTBACKGROUNDTRACK, name );
} */

/*qboolean trap_S_ChannelInUse( soundChannel_t entchannel ) {
	return syscall( CG_S_CHANNELINUSE, entchannel );
} */

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 );
}

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_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_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 );
}

void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName )
{
	syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT( frac ), tagName );
}

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 ));
}
