fteqw/engine/common/cmd.h

156 lines
5.8 KiB
C

/*
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;