#ifndef _VM_H #define _VM_H #ifdef _WIN32 #define EXPORT_FN __cdecl #else #define EXPORT_FN #endif typedef int (EXPORT_FN *sys_call_t) (int arg, ...); typedef long (*sys_callex_t) (void *offset, unsigned int mask, int fn, const long *arg); typedef struct vm_s vm_t; // for syscall users #define VM_LONG(x) (*(long*)&(x)) #define VM_FLOAT(x) (*(float*)&(x)) #define VM_POINTER(x) ((x)?(void*)((char *)offset+((x)%mask)):NULL) // ------------------------- * interface * ------------------------- void VM_PrintInfo(vm_t *vm); vm_t *VM_Create(vm_t *vm, const char *name, sys_call_t syscall, sys_callex_t syscallex); void VM_Destroy(vm_t *vm); qboolean VM_Restart(vm_t *vm); int VARGS VM_Call(vm_t *vm, int instruction, ...); //these things are specific to FTE QuakeWorld void UI_Init (void); void UI_Stop (void); qboolean UI_Q2LayoutChanged(void); void UI_StringChanged(int num); void UI_MousePosition(int xpos, int ypos); int UI_MenuState(void); qboolean UI_KeyPress(int key, qboolean down); void UI_Reset(void); void UI_DrawMenu(void); qboolean UI_DrawStatusBar(int scores); qboolean UI_DrawIntermission(void); qboolean UI_DrawFinale(void); int UI_MenuState(void); #ifdef VM_CG void CG_Stop (void); void CG_Start (void); int CG_Refresh(void); #endif #endif