66b78c0b11
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
149 lines
5.5 KiB
C
149 lines
5.5 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cmd.h -- Command buffer and command execution
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//===========================================================================
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/*
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Any number of commands can be added in a frame, from several different sources.
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Most commands come from either keybindings or console line input, but remote
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servers can also send across commands and entire text files can be execed.
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The + command line options are also added to the command buffer.
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The game starts with a Cbuf_AddText ("exec quake.rc\n"); Cbuf_Execute ();
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*/
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void Cbuf_Init (void);
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// allocates an initial text buffer that will grow as needed
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void Cbuf_AddText (const char *text, int level);
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// as new commands are generated from the console or keybindings,
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// 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
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// inserted at the beginning of the buffer, before any remaining unexecuted
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// commands.
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char *Cbuf_GetNext(int level);
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void Cbuf_Execute (void);
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// Pulls off \n terminated lines of text from the command buffer and sends
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// them through Cmd_ExecuteString. Stops when the buffer is empty.
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// Normally called once per frame, but may be explicitly invoked.
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// Do not call inside a command function!
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//===========================================================================
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/*
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Command execution takes a null terminated string, breaks it into tokens,
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then searches for a command or variable that matches the first token.
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*/
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typedef void (*xcommand_t) (void);
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int Cmd_Level(char *name);
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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_RemoveCommand (char *cmd_name);
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qboolean Cmd_AddRemCommand (char *cmd_name, xcommand_t function); //removable command
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qboolean Cmd_AddCommand (char *cmd_name, xcommand_t function);
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// called by the init functions of other parts of the program to
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// register commands and functions to call for them.
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// The cmd_name is referenced later, so it should not be in temp memory
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// if function is NULL, the command will be forwarded to the server
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// as a clc_stringcmd instead of executed locally
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qboolean Cmd_Exists (char *cmd_name);
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// used by the cvar code to check for cvar / command name overlap
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char *Cmd_CompleteCommand (char *partial, qboolean fullonly, qboolean caseinsens, int matchnum);
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qboolean Cmd_IsCommand (char *line);
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// attempts to match a partial command for automatic command line completion
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// returns NULL if nothing fits
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int VARGS Cmd_Argc (void);
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char *VARGS Cmd_Argv (int arg);
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char *VARGS Cmd_Args (void);
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extern int Cmd_ExecLevel;
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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
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// 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 (char *parm);
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// Returns the position (1 to argc-1) in the command's argument list
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// where the given parameter apears, or 0 if not present
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char *Cmd_AliasExist(char *name, int restrictionlevel);
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void Alias_WipeStuffedAliaes(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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void Cmd_TokenizeString (char *text, qboolean expandmacros, qboolean qctokenize);
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// Takes a null terminated string. Does not need to be /n terminated.
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// breaks the string up into arg tokens.
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void Cmd_ExecuteString (char *text, int restrictionlevel);
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void Cmd_Args_Set(char *newargs);
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#define RESTRICT_MAX 29 //1-64 it's all about bit size. This is max settable. servers are +1 or +2
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#define RESTRICT_DEFAULT 20 //rcon get's 63, local always gets 64
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#define RESTRICT_MIN 1 //rcon get's 63, local always gets 64
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#define RESTRICT_LOCAL RESTRICT_MAX
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#define RESTRICT_INSECURE RESTRICT_MAX+1
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#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
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#define Cmd_IsInsecure() (Cmd_ExecLevel>=RESTRICT_INSECURE) //prevention from the server from breaking/crashing/wiping us.
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// Parses a single line of text into arguments and tries to execute it
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// as if it was typed at the console
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void Cmd_ForwardToServer (void);
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// adds the current command line as a clc_stringcmd to the client message.
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// things like godmode, noclip, etc, are commands directed to the server,
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// so when they are typed in at the console, they will need to be forwarded.
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qboolean Cmd_FilterMessage (char *message, qboolean sameteam);
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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 (char *data, char *dest, int destlen, int maxaccesslevel, qboolean expandcvars, qboolean expandmacros);
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extern cvar_t rcon_level;
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