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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program 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 .
This program 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 this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// cmd.h -- Command buffer and command execution
//===========================================================================
/*
Any number of commands can be added in a frame , from several different sources .
Most commands come from either keybindings or console line input , but remote
servers can also send across commands and entire text files can be execed .
The + command line options are also added to the command buffer .
The game starts with a Cbuf_AddText ( " exec quake.rc \n " ) ; Cbuf_Execute ( ) ;
*/
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void Cbuf_Waited ( void ) ;
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void Cbuf_Init ( void ) ;
// allocates an initial text buffer that will grow as needed
void Cbuf_AddText ( const char * text , int level ) ;
// as new commands are generated from the console or keybindings,
// the text is added to the end of the command buffer.
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void Cbuf_InsertText ( const char * text , int level , qboolean addnl ) ;
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// when a command wants to issue other commands immediately, the text is
// inserted at the beginning of the buffer, before any remaining unexecuted
// commands.
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char * Cbuf_GetNext ( int level , qboolean ignoresemicolon ) ;
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void Cbuf_Execute ( void ) ;
// Pulls off \n terminated lines of text from the command buffer and sends
// them through Cmd_ExecuteString. Stops when the buffer is empty.
// Normally called once per frame, but may be explicitly invoked.
// Do not call inside a command function!
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extern qboolean cmd_blockwait ;
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void Cbuf_ExecuteLevel ( int level ) ;
//executes only a single cbuf level. can be used to restrict cbuf execution to some 'safe' set of commands, so there are no surprise 'map' commands.
//will not magically make all commands safe to exec, but will prevent user commands slipping in too.
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//===========================================================================
/*
Command execution takes a null terminated string , breaks it into tokens ,
then searches for a command or variable that matches the first token .
*/
typedef void ( * xcommand_t ) ( void ) ;
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struct xcommandargcompletioncb_s
{
void ( * cb ) ( const char * arg , struct xcommandargcompletioncb_s * ctx ) ;
//private stuff follows.
} ;
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typedef void ( * xcommandargcompletion_t ) ( int argn , const char * partial , struct xcommandargcompletioncb_s * ctx ) ;
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int Cmd_Level ( const char * name ) ;
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void Cmd_EnumerateLevel ( int level , char * buf , size_t bufsize ) ;
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void Cmd_Init ( void ) ;
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void Cmd_Shutdown ( void ) ;
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void Cmd_StuffCmds ( void ) ;
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void Cmd_RemoveCommands ( xcommand_t function ) ; //unregister all commands that use the same function. for wrappers and stuff.
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void Cmd_RemoveCommand ( const char * cmd_name ) ;
qboolean Cmd_AddCommand ( const char * cmd_name , xcommand_t function ) ;
qboolean Cmd_AddCommandD ( const char * cmd_name , xcommand_t function , const char * description ) ;
qboolean Cmd_AddCommandAD ( const char * cmd_name , xcommand_t function , xcommandargcompletion_t argcomplete , const char * description ) ;
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// called by the init functions of other parts of the program to
// register commands and functions to call for them.
// The cmd_name is referenced later, so it should not be in temp memory
// if function is NULL, the command will be forwarded to the server
// as a clc_stringcmd instead of executed locally
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qboolean Cmd_Exists ( const char * cmd_name ) ;
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char * Cmd_AliasExist ( const char * name , int restrictionlevel ) ;
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// used by the cvar code to check for cvar / command name overlap
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const char * Cmd_Describe ( const char * cmd_name ) ;
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char * Cmd_CompleteCommand ( const char * partial , qboolean fullonly , qboolean caseinsens , int matchnum , const char * * descptr ) ;
qboolean Cmd_IsCommand ( const char * line ) ;
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// attempts to match a partial command for automatic command line completion
// returns NULL if nothing fits
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int VARGS Cmd_Argc ( void ) ;
char * VARGS Cmd_Argv ( int arg ) ;
char * VARGS Cmd_Args ( void ) ;
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extern int Cmd_ExecLevel ;
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//if checkheader is false, an opening { is expected to already have been parsed.
//otherwise returns the contents of the block much like c.
//returns a zoned string.
char * Cmd_ParseMultiline ( qboolean checkheader ) ;
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extern cvar_t cmd_gamecodelevel , cmd_allowaccess ;
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// The functions that execute commands get their parameters with these
// functions. Cmd_Argv () will return an empty string, not a NULL
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// if arg > argc, so string operations are always safe.
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int Cmd_CheckParm ( const char * parm ) ;
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// Returns the position (1 to argc-1) in the command's argument list
// where the given parameter apears, or 0 if not present
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char * Cmd_AliasExist ( const char * name , int restrictionlevel ) ;
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void Alias_WipeStuffedAliases ( void ) ;
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void Cmd_AddMacro ( char * s , char * ( * f ) ( void ) , int disputableintentions ) ;
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void Cmd_TokenizePunctation ( char * text , char * punctuation ) ;
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const char * Cmd_TokenizeString ( const char * text , qboolean expandmacros , qboolean qctokenize ) ;
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// Takes a null terminated string. Does not need to be /n terminated.
// breaks the string up into arg tokens.
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void Cmd_ExecuteString ( const char * text , int restrictionlevel ) ;
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playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays.
reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6).
tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly.
rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents.
qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate).
rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan.
ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released!
reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming.
fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation.
fixed ogg decoder to retain sync properly if seeked.
updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?)
r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing.
added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc.
added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is.
fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded.
fixed potential crash inside runclientphys.
experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server.
browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server).
updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
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void Cmd_Args_Set ( const char * newargs , size_t len ) ;
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# define RESTRICT_MAX_TOTAL 31
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# define RESTRICT_MAX_USER 29
# define RESTRICT_DEFAULT 20
# define RESTRICT_MIN 1
# define RESTRICT_TEAMPLAY 0
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# define RESTRICT_MAX RESTRICT_MAX_USER
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# define RESTRICT_LOCAL RESTRICT_MAX
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# define RESTRICT_INSECURE RESTRICT_MAX+1
# define RESTRICT_SERVER RESTRICT_MAX+2
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# define RESTRICT_RCON rcon_level.ival
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# define RESTRICT_PROGS RESTRICT_MAX-2
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# define Cmd_FromGamecode() (Cmd_ExecLevel>=RESTRICT_SERVER) //cheat provention. block cheats if its not fromgamecode
# define Cmd_IsInsecure() (Cmd_ExecLevel>=RESTRICT_INSECURE) //prevention from the server from breaking/crashing/wiping us. if this returns true, block file access etc.
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// Parses a single line of text into arguments and tries to execute it
// as if it was typed at the console
void Cmd_ForwardToServer ( void ) ;
// adds the current command line as a clc_stringcmd to the client message.
// things like godmode, noclip, etc, are commands directed to the server,
// so when they are typed in at the console, they will need to be forwarded.
qboolean Cmd_FilterMessage ( char * message , qboolean sameteam ) ;
void Cmd_MessageTrigger ( char * message , int type ) ;
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void Cmd_ShiftArgs ( int ammount , qboolean expandstring ) ;
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char * Cmd_ExpandString ( const char * data , char * dest , int destlen , int * accesslevel , qboolean expandcvars , qboolean expandmacros ) ;
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qboolean If_EvaluateBoolean ( const char * text , int restriction ) ;
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extern cvar_t rcon_level ;