quakeforge/qw/source/cl_cmd.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

139 lines
3.3 KiB
C

/*
cl_cmd.c
Client-side script command processing module
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cbuf.h"
#include "QF/cmd.h"
#include "QF/dstring.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/teamplay.h"
#include "qw/include/client.h"
static void
send_say (const char *str)
{
static dstring_t *teambuf;
const char *s;
if (!teambuf) {
teambuf = dstring_newstr ();
}
s = Team_ParseSay (teambuf, Cmd_Args (1));
if (*s && *s < 32 && *s != 10) {
// otherwise the server would eat leading characters
// less than 32 or greater than 127
SZ_Print (&cls.netchan.message, "\"");
SZ_Print (&cls.netchan.message, s);
SZ_Print (&cls.netchan.message, "\"");
} else
SZ_Print (&cls.netchan.message, s);
}
/*
CL_Cmd_ForwardToServer
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
CL_Cmd_ForwardToServer (void)
{
if (cls.state == ca_disconnected) {
Sys_Printf ("Can't \"%s\", not connected\n", Cmd_Argv (0));
return;
}
if (cls.demoplayback)
return; // not really connected
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
SZ_Print (&cls.netchan.message, Cmd_Argv (0));
if (Cmd_Argc () > 1) {
SZ_Print (&cls.netchan.message, " ");
if (!strcasecmp (Cmd_Argv (0), "say") ||
!strcasecmp (Cmd_Argv (0), "say_team")) {
send_say(Cmd_Args (1));
} else {
SZ_Print (&cls.netchan.message, Cmd_Args (1));
}
}
}
// don't forward the first argument
static void
CL_Cmd_ForwardToServer_f (void)
{
if (cls.state == ca_disconnected) {
Sys_Printf ("Can't \"%s\", not connected\n", Cmd_Argv (0));
return;
}
if (strcasecmp (Cmd_Argv (1), "snap") == 0) {
Cbuf_InsertText (cl_cbuf, "snap\n");
return;
}
if (cls.demoplayback)
return; // not really connected
if (Cmd_Argc () > 1) {
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
SZ_Print (&cls.netchan.message, Cmd_Args (1));
}
}
void
CL_Cmd_Init (void)
{
// register our commands
Cmd_AddCommand ("cmd", CL_Cmd_ForwardToServer_f, "Send a command to the "
"server.\n"
"Commands:\n"
"download - Same as the command.\n"
"kill - Same as the command.\n"
"msg (value) - Same as the command.\n"
"prespawn (entity) (spot) - Find a spawn spot for the"
" player entity.\n"
"spawn (entity) - Spawn the player entity.\n"
"setinfo - Same as the command.\n"
"serverinfo - Same as the command.");
}