/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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. */ #ifndef _QUAKE_CMD_H #define _QUAKE_CMD_H // 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 (); */ void Cbuf_Init (void); // allocates an initial text buffer that will grow as needed void Cbuf_AddTextLen (const char *text, int l); void Cbuf_AddText (const char *text); // as new commands are generated from the console or keybindings, // the text is added to the end of the command buffer. void Cbuf_InsertText (const char *text); // when a command wants to issue other commands immediately, the text is // inserted at the beginning of the buffer, before any remaining unexecuted // commands. 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! void Cbuf_Waited (void); //In vanilla, the 'wait' command is used by both input configs and servers. //mods do hacky stuff like syncing waits to StartFrame calls. //thankfully, c2s packets and server logic can both happen at the same intervals. //so wait sets a flag to inhibit execution of more commands, and we only clear it once we've run a network frame. //so this function lets the cbuf know when to clear the flag again (instead of part of cbuf_execute). //=========================================================================== /* Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. Commands can come from three sources, but the handler functions may choose to dissallow the action or forward it to a remote server if the source is not apropriate. */ typedef enum { src_client, // came in over a net connection as a clc_stringcmd // host_client will be valid during this state. src_command, // from the command buffer src_server // from a svc_stufftext } cmd_source_t; extern cmd_source_t cmd_source; typedef void (*xcommand_t) (void); typedef struct cmd_function_s { struct cmd_function_s *next; const char *name; xcommand_t function; cmd_source_t srctype; qboolean dynamic; qboolean qcinterceptable; } cmd_function_t; void Cmd_Init (void); cmd_function_t *Cmd_AddCommand2 (const char *cmd_name, xcommand_t function, cmd_source_t srctype, qboolean qcinterceptable); void Cmd_RemoveCommand (cmd_function_t *cmd); // 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 #define Cmd_AddCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_command,false) //regular console commands #define Cmd_AddCommand_ClientCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_client,false) //command is meant to be safe for anyone to execute. #define Cmd_AddCommand_ServerCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_server,false) //command came from a server #define Cmd_AddCommand_Console Cmd_AddCommand //to make the disabiguation more obvious qboolean Cmd_AliasExists (const char *aliasname); qboolean Cmd_Exists (const char *cmd_name); // used by the cvar code to check for cvar / command name overlap const char *Cmd_CompleteCommand (const char *partial); // attempts to match a partial command for automatic command line completion // returns NULL if nothing fits int Cmd_Argc (void); const char *Cmd_Argv (int arg); const char *Cmd_Args (void); // The functions that execute commands get their parameters with these // functions. Cmd_Argv () will return an empty string, not a NULL // if arg > argc, so string operations are allways safe. int Cmd_CheckParm (const char *parm); // Returns the position (1 to argc-1) in the command's argument list // where the given parameter apears, or 0 if not present void Cmd_TokenizeString (const char *text); // Takes a null terminated string. Does not need to be /n terminated. // breaks the string up into arg tokens. qboolean Cmd_ExecuteString (const char *text, cmd_source_t src); // Parses a single line of text into arguments and tries to execute it. // The text can come from the command buffer, a remote client, or stdin. 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. void Cmd_Print (const char *text); // used by command functions to send output to either the graphics console or // passed as a print message to the client #endif /* _QUAKE_CMD_H */