mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
46c63cbedb
device ids with rawinput and xinput are now assigned only on the first event. this means the ordering is easily controllable, thus helping splitscreen usability. fix compile errors with the nolegacy builds. client updates "chat" userinfo to match ezquake. does not display them still. server now forwards them correctly for ezquake. android can now switch gles version. a bit crashy with it though. android: gyroscope is now available to csqc. android: added vid_dpi_x/y cvars. will be 0 on other platforms, for now. added screenshot_vr command, for 360-degree stereoscopic screenshots. fix a potential crash from frag parsing. added m_accel_style and friends, for nicer mouse acceleration. fixed const-correctness in a few places. added friendly spectate button to the server browser display a warning if an mdl has dodgy seam values. this won't affect fte, but can crash winquake. qcc: fix struct fields to at least appear to work. qcc: -I is finally implemented. qccgui: options now has tooltips, so people might have a chance of actually figuring out what each option does. menusys: game configs menu now scans for files rather than listing specific ones. should probably be tested more. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4998 fc73d0e0-1445-4013-8a0c-d673dee63da5
170 lines
6.5 KiB
C
170 lines
6.5 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_Waited(void);
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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, qboolean ignoresemicolon);
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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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extern qboolean cmd_blockwait;
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void Cbuf_ExecuteLevel(int level);
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//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.
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//will not magically make all commands safe to exec, but will prevent user commands slipping in too.
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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_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 (char *cmd_name);
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qboolean Cmd_AddCommand (char *cmd_name, xcommand_t function);
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qboolean Cmd_AddCommandD (char *cmd_name, xcommand_t function, char *description);
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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 (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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char *Cmd_Describe (char *cmd_name);
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char *Cmd_CompleteCommand (char *partial, qboolean fullonly, qboolean caseinsens, int matchnum, const char **descptr);
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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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//if checkheader is false, an opening { is expected to already have been parsed.
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//otherwise returns the contents of the block much like c.
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//returns a zoned string.
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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
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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(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.
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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(const char *newargs);
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#define RESTRICT_MAX_TOTAL 31
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#define RESTRICT_MAX_USER 29
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#define RESTRICT_DEFAULT 20
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#define RESTRICT_MIN 1
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#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
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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. block cheats if its not fromgamecode
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#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
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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 *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;
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