mirror of
https://github.com/Shpoike/Quakespasm.git
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150 lines
5.8 KiB
C
150 lines
5.8 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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#ifndef _QUAKE_CMD_H
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#define _QUAKE_CMD_H
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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_AddTextLen (const char *text, int l);
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void Cbuf_AddText (const char *text);
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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);
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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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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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void Cbuf_Waited (void);
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//In vanilla, the 'wait' command is used by both input configs and servers.
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//mods do hacky stuff like syncing waits to StartFrame calls.
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//thankfully, c2s packets and server logic can both happen at the same intervals.
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//so wait sets a flag to inhibit execution of more commands, and we only clear it once we've run a network frame.
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//so this function lets the cbuf know when to clear the flag again (instead of part of cbuf_execute).
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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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Commands can come from three sources, but the handler functions may choose
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to dissallow the action or forward it to a remote server if the source is
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not apropriate.
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*/
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typedef enum
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{
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src_client, // came in over a net connection as a clc_stringcmd
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// host_client will be valid during this state.
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src_command, // from the command buffer
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src_server // from a svc_stufftext
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} cmd_source_t;
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extern cmd_source_t cmd_source;
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typedef void (*xcommand_t) (void);
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typedef struct cmd_function_s
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{
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struct cmd_function_s *next;
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const char *name;
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xcommand_t function;
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cmd_source_t srctype;
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qboolean dynamic;
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qboolean qcinterceptable;
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} cmd_function_t;
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void Cmd_Init (void);
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cmd_function_t *Cmd_AddCommand2 (const char *cmd_name, xcommand_t function, cmd_source_t srctype, qboolean qcinterceptable);
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void Cmd_RemoveCommand (cmd_function_t *cmd);
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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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#define Cmd_AddCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_command,false) //regular console commands
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#define Cmd_AddCommand_ClientCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_client,false) //command is meant to be safe for anyone to execute.
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#define Cmd_AddCommand_ServerCommand(cmdname,func) Cmd_AddCommand2(cmdname,func,src_server,false) //command came from a server
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#define Cmd_AddCommand_Console Cmd_AddCommand //to make the disabiguation more obvious
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qboolean Cmd_AliasExists (const char *aliasname);
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qboolean Cmd_Exists (const char *cmd_name);
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// used by the cvar code to check for cvar / command name overlap
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const char *Cmd_CompleteCommand (const char *partial);
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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 Cmd_Argc (void);
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const char *Cmd_Argv (int arg);
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const char *Cmd_Args (void);
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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 allways 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
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// where the given parameter apears, or 0 if not present
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void Cmd_TokenizeString (const char *text);
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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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qboolean Cmd_ExecuteString (const char *text, cmd_source_t src);
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// Parses a single line of text into arguments and tries to execute it.
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// The text can come from the command buffer, a remote client, or stdin.
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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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void Cmd_Print (const char *text);
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// used by command functions to send output to either the graphics console or
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// passed as a print message to the client
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#endif /* _QUAKE_CMD_H */
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