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//! Code for the `qagame` Quake 3 module
//!
//! The `qagame` module contains the server-side logic of Quake 3, e.g.:
//!
//! * player physics
//! * game types
//! * weapons
//! * bot A.I.
//!
//! Unlike the other modules, it does not have to be present on the game client,
//! i.e. players do not have to download it.
use crate::{ffi, Syscall};
use std::ffi::CString;
/// System traps provided by the engine
///
/// See `gameImport_t` in [ioquake3's `game/g_public.h`](https://github.com/ioquake/ioq3/blob/master/code/game/g_public.h).
#[repr(C)]
// TODO: Should these be shortened and renamed, e.g. `Print` and `Error` instead of `G_PRINT` and `G_ERROR`?
#[allow(non_camel_case_types)]
pub enum Imports {
/// Print a message to qconsole
G_PRINT = 0,
/// Shutdown the game with an error message
G_ERROR = 1,
}
impl From<Imports> for isize {
fn from(import: Imports) -> Self {
match import {
Imports::G_PRINT => 0,
Imports::G_ERROR => 1,
}
}
}
/// Functions exported by the module
///
/// See `gameExport_t` in [ioquake3's `game/g_public.h`](https://github.com/ioquake/ioq3/blob/master/code/game/g_public.h).
#[repr(C)]
#[derive(Debug)]
// TODO: Should these be shortened and renamed, e.g. `Init` and `Shutdown` instead of `GAME_INIT` and `GAME_SHUTDOWN`?
#[allow(non_camel_case_types)]
pub enum Exports {
/// Initialize module upon loading a level
GAME_INIT = 0,
/// Shutdown module upon loading another level, mod etc.
GAME_SHUTDOWN = 1,
/// Connect or reject a client
GAME_CLIENT_CONNECT = 2,
/// Client finished connecting
GAME_CLIENT_BEGIN = 3,
/// Userinfo data for client changed
GAME_CLIENT_USERINFO_CHANGED = 4,
/// Disconnect a client
GAME_CLIENT_DISCONNECT = 5,
/// Client text command
GAME_CLIENT_COMMAND = 6,
/// Run client frame
GAME_CLIENT_THINK = 7,
/// Run server frame
GAME_RUN_FRAME = 8,
/// Server console text command
GAME_CONSOLE_COMMAND = 9,
/// Run bot frame
BOTAI_START_FRAME = 10,
}
impl std::convert::TryFrom<ffi::c_int> for Exports {
type Error = &'static str;
fn try_from(cmd: ffi::c_int) -> Result<Self, Self::Error> {
match cmd {
0 => Ok(Self::GAME_INIT),
1 => Ok(Self::GAME_SHUTDOWN),
_ => Err("Unknown command"),
}
}
}
/// `qagame` specific wrapper around generic [`Syscall`](Syscall)
///
/// See [ioquake3's `game/g_syscalls.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_syscalls.c).
pub struct Syscalls {
syscall: Syscall,
}
impl Syscalls {
/// See `dllEntry` in [ioquake3's `game/g_syscalls.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_syscalls.c).
pub fn new(syscall: Syscall) -> Self {
Self { syscall }
}
/// See `trap_Error` in [ioquake3's `game/g_syscalls.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_syscalls.c).
pub fn error<T: Into<Vec<u8>>>(&self, text: T) {
let msg = CString::new(text).unwrap();
(self.syscall)(Imports::G_ERROR.into(), msg.as_ptr());
}
}
/// See `vmMain` in [ioquake3's `game/g_main.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_main.c).
pub trait Module: 'static + Sync + Send {
/// See `dllEntry` in [ioquake3's `game/g_syscalls.`](https://github.com/ioquake/ioq3/blob/master/code/game/g_syscalls.c)
fn dll_entry(syscalls: Syscalls) -> Box<Self>
where
Self: Sized;
/// See `G_InitGame` in [ioquake3's `game/g_main.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_main.c).
fn init(&self, level_time: ffi::c_int, random_seed: ffi::c_int, restart: bool);
/// See `G_ShutdownGame` in [ioquake3's `game/g_main.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_main.c).
fn shutdown(&self, restart: bool);
/// See `ClientConnect` in [ioquake3's `game/g_client.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_client.c).
fn client_connect(
&self,
client_number: ffi::c_int,
first_time: bool,
is_bot: bool,
) -> ffi::intptr_t;
/// See `ClientThink` in [ioquake3's `game/g_active.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_active.c).
fn client_think(&self, client_number: ffi::c_int);
/// See `ClientUserinfoChanged` in [ioquake3's `game/g_client.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_client.c).
fn client_userinfo_changed(&self, client_number: ffi::c_int);
/// See `ClientDisconnect` in [ioquake3's `game/g_client.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_client.c).
fn client_disconnect(&self, client_number: ffi::c_int);
/// See `ClientBegin` in [ioquake3's `game/g_client.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_client.c).
fn client_begin(&self, client_number: ffi::c_int);
/// See `ClientCommand` in [ioquake3's `game/g_cmds.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_cmds.c).
fn client_command(&self, client_number: ffi::c_int);
/// See `G_RunFrame` in [ioquake3's `game/g_main.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_main.c).
fn run_frame(&self, level_time: ffi::c_int);
/// See `ConsoleCommand` in [ioquake3's `game/g_svcmds.c`](https://github.com/ioquake/ioq3/blob/master/code/game/g_svcmds.c).
fn console_command(&self) -> bool;
/// See `BotAIStartFrame` in [ioquake3's `game/ai_main.c`](https://github.com/ioquake/ioq3/blob/master/code/game/ai_main.c).
fn botai_start_frame(&self, level_time: ffi::c_int) -> bool;
}
/// Create a [NativeVM](::NativeVM) impl for the id Quake 3 `qagame` module
#[macro_export]
macro_rules! game_module {
($ty:ident) => {
struct ModuleWrapper {
module: Box<dyn $crate::qagame::Module>,
}
use $crate::NativeVM;
impl $crate::NativeVM for ModuleWrapper {
fn dll_entry(syscall: $crate::Syscall) -> Box<Self> {
Box::new(ModuleWrapper {
module: $ty::dll_entry($crate::qagame::Syscalls::new(syscall)),
})
}
fn vm_main(
&self,
command: $crate::ffi::c_int,
arg0: $crate::ffi::c_int,
arg1: $crate::ffi::c_int,
arg2: $crate::ffi::c_int,
_arg3: $crate::ffi::c_int,
_arg4: $crate::ffi::c_int,
_arg5: $crate::ffi::c_int,
_arg6: $crate::ffi::c_int,
_arg7: $crate::ffi::c_int,
_arg8: $crate::ffi::c_int,
_arg9: $crate::ffi::c_int,
_arg10: $crate::ffi::c_int,
_arg11: $crate::ffi::c_int,
) -> $crate::ffi::intptr_t {
use std::convert::TryFrom;
match $crate::qagame::Exports::try_from(command) {
Ok($crate::qagame::Exports::GAME_INIT) => {
self.module.init(arg0, arg1, arg2 != 0);
0
}
Ok($crate::qagame::Exports::GAME_SHUTDOWN) => {
self.module.shutdown(arg0 != 0);
0
}
Ok($crate::qagame::Exports::GAME_CLIENT_CONNECT) => {
self.module.client_connect(arg0, arg1 != 0, arg2 != 0)
}
Ok($crate::qagame::Exports::GAME_CLIENT_THINK) => {
self.module.client_think(arg0);
0
}
Ok($crate::qagame::Exports::GAME_CLIENT_USERINFO_CHANGED) => {
self.module.client_userinfo_changed(arg0);
0
}
Ok($crate::qagame::Exports::GAME_CLIENT_DISCONNECT) => {
self.module.client_disconnect(arg0);
0
}
Ok($crate::qagame::Exports::GAME_CLIENT_BEGIN) => {
self.module.client_begin(arg0);
0
}
Ok($crate::qagame::Exports::GAME_CLIENT_COMMAND) => {
self.module.client_command(arg0);
0
}
Ok($crate::qagame::Exports::GAME_RUN_FRAME) => {
self.module.run_frame(arg0);
0
}
Ok($crate::qagame::Exports::GAME_CONSOLE_COMMAND) => {
if self.module.console_command() {
1
} else {
0
}
}
Ok($crate::qagame::Exports::BOTAI_START_FRAME) => {
if self.module.botai_start_frame(arg0) {
1
} else {
0
}
}
Ok(command) => todo!("Game command {:?} not implemented", command),
Err(command) => panic!("Unknown game command {:?}", command),
}
}
}
$crate::native_vm!(ModuleWrapper);
};
}