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  2. quake


quake / WinQuake / cmd.h

Copyright (C) 1996-1997 Id Software, Inc.

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but WITHOUT ANY WARRANTY; without even the implied warranty of

See the GNU General Public License for more details.

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// 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.

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 void (*xcommand_t) (void);

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);

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

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, cmd_source_t src);
// 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_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_Print (char *text);
// used by command functions to send output to either the graphics console or
// passed as a print message to the client