ref: 0f42d9aeb91c01f8932e7130f3345111485f2202
dir: /QW/client/cmd.h/
/* 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 (char *text); // as new commands are generated from the console or keybindings, // the text is added to the end of the command buffer. void Cbuf_InsertText (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_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! //=========================================================================== /* 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); void Cmd_Init (void); void Cmd_AddCommand (char *cmd_name, xcommand_t function); // 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_CompleteCommand (char *partial); // attempts to match a partial command for automatic command line completion // returns NULL if nothing fits int Cmd_Argc (void); char *Cmd_Argv (int arg); char *Cmd_Args (void); // 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 allways 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 void Cmd_TokenizeString (char *text); // Takes a null terminated string. Does not need to be /n terminated. // breaks the string up into arg tokens. void Cmd_ExecuteString (char *text); // 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. void Cmd_StuffCmds_f (void);