/* 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 the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // 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_AddText (const char *text, int level); // 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, int level, qboolean addnl); // when a command wants to issue other commands immediately, the text is // inserted at the beginning of the buffer, before any remaining unexecuted // commands. char *Cbuf_GetNext(int level, qboolean ignoresemicolon); 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_ExecuteLevel(int level); //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. //will not magically make all commands safe to exec, but will prevent user commands slipping in too. //=========================================================================== /* Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. */ typedef void (*xcommand_t) (void); int Cmd_Level(char *name); void Cmd_Init (void); void Cmd_Shutdown(void); void Cmd_StuffCmds (void); void Cmd_RemoveCommand (char *cmd_name); qboolean Cmd_AddCommand (char *cmd_name, xcommand_t function); qboolean Cmd_AddCommandD (char *cmd_name, xcommand_t function, char *description); // 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 // if function is NULL, the command will be forwarded to the server // as a clc_stringcmd instead of executed locally qboolean Cmd_Exists (char *cmd_name); // used by the cvar code to check for cvar / command name overlap char *Cmd_Describe (char *cmd_name); char *Cmd_CompleteCommand (char *partial, qboolean fullonly, qboolean caseinsens, int matchnum, char **descptr); qboolean Cmd_IsCommand (char *line); // attempts to match a partial command for automatic command line completion // returns NULL if nothing fits int VARGS Cmd_Argc (void); char *VARGS Cmd_Argv (int arg); char *VARGS Cmd_Args (void); extern int Cmd_ExecLevel; extern cvar_t cmd_gamecodelevel, cmd_allowaccess; // 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 always safe. int Cmd_CheckParm (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 char *Cmd_AliasExist(char *name, int restrictionlevel); void Alias_WipeStuffedAliaes(void); void Cmd_AddMacro(char *s, char *(*f)(void), int disputableintentions); void Cmd_TokenizePunctation (char *text, char *punctuation); char *Cmd_TokenizeString (char *text, qboolean expandmacros, qboolean qctokenize); // Takes a null terminated string. Does not need to be /n terminated. // breaks the string up into arg tokens. void Cmd_ExecuteString (char *text, int restrictionlevel); void Cmd_Args_Set(char *newargs); #define RESTRICT_MAX 29 //1-64 it's all about bit size. This is max settable. servers are +1 or +2 #define RESTRICT_DEFAULT 20 //rcon get's 63, local always gets 64 #define RESTRICT_MIN 1 //rcon get's 63, local always gets 64 #define RESTRICT_LOCAL RESTRICT_MAX #define RESTRICT_INSECURE RESTRICT_MAX+1 #define RESTRICT_SERVER RESTRICT_MAX+2 #define RESTRICT_RCON rcon_level.ival #define RESTRICT_PROGS RESTRICT_MAX-2 #define Cmd_FromGamecode() (Cmd_ExecLevel>=RESTRICT_SERVER) //cheat provention #define Cmd_IsInsecure() (Cmd_ExecLevel>=RESTRICT_INSECURE) //prevention from the server from breaking/crashing/wiping us. // Parses a single line of text into arguments and tries to execute it // as if it was typed at the console 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. qboolean Cmd_FilterMessage (char *message, qboolean sameteam); void Cmd_MessageTrigger (char *message, int type); void Cmd_ShiftArgs (int ammount, qboolean expandstring); char *Cmd_ExpandString (char *data, char *dest, int destlen, int maxaccesslevel, qboolean expandcvars, qboolean expandmacros); extern cvar_t rcon_level;