#pragma once // 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(); */ /* * Command execution takes a null terminated string, breaks it into tokens, * then searches for a command or variable that matches the first token. * * Commands can come from three sources, but the handler functions may choose * to dissallow the action or forward it to a remote server if the source is * not apropriate. */ typedef struct cmd_t cmd_t; typedef void (*cmdfun_t)(cmd_t *cmd); struct cmd_t { char *name; char *_dummy; bool _dummy2; bool hidden; cmdfun_t f; char *alias; }; #define iscmd(p) (((cmd_t *)(p))->_dummy == nil) #define ishidden(p) \ (((cmd_t *)(p))->hidden) // both cmds and cvars have the same first three fields typedef enum { src_client, // came in over a net connection as a clc_stringcmd // host_client will be valid during this state. src_command, // from the command buffer } cmd_source_t; extern cmd_source_t cmd_source; void Cmd_Init(void); // 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 cmd_t *Cmd_AddCommand(char *cmd_name, cmdfun_t f); // used by the cvar code to check for cvar / command name overlap bool Cmd_Exists(char *cmd_name); // attempts to match a partial command for automatic command line completion // returns NULL if nothing fits char *Cmd_CompleteCommand(char *partial); // 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_Argc(void); const char *Cmd_Argv(int arg); const char *Cmd_Args(void); // Parses a single line of text into arguments and tries to execute it. // The text can come from the command buffer, a remote client, or stdin. void Cmd_ExecuteString(const char *text, cmd_source_t src); // 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 Cmd_ForwardToServer(cmd_t *c); // allocates an initial text buffer that will grow as needed void Cbuf_Init(void); // as new commands are generated from the console or keybindings, // the text is added to the end of the command buffer. void Cbuf_AddText(const char *text); // when a command wants to issue other commands immediately, the text is // inserted at the beginning of the buffer, before any remaining unexecuted // commands. void Cbuf_InsertText(const char *text); // 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_Execute(void);