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169 lines
6.7 KiB
C++
169 lines
6.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// cmd.h -- Command buffer and command execution
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// Any number of commands can be added in a frame, from several different sources.
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// Most commands come from either keybindings or console line input, but remote
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// servers can also send across commands and entire text files can be execed.
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//
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// The + command line options are also added to the command buffer.
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//
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// The game starts with a Cbuf_AddText ("exec quake.rc\n"); Cbuf_Execute ();
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef CMD_H
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#define CMD_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CCommand;
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class ConCommandBase;
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#define MAX_EXECUTION_MARKERS 2048
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typedef enum
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{
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eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE='a',
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eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE='b',
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eCmdExecutionMarker_Enable_FCVAR_CLIENTCMD_CAN_EXECUTE='c',
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eCmdExecutionMarker_Disable_FCVAR_CLIENTCMD_CAN_EXECUTE='d'
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} ECmdExecutionMarker;
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//-----------------------------------------------------------------------------
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// Initialization, shutdown of the command buffer
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//-----------------------------------------------------------------------------
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void Cbuf_Init (void);
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void Cbuf_Shutdown( void );
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//-----------------------------------------------------------------------------
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// Clears the command buffer
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//-----------------------------------------------------------------------------
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void Cbuf_Clear(void);
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//-----------------------------------------------------------------------------
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// Escape an argument for a command. This *can* fail as many characters cannot
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// actually be passed through the old command syntax...
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//-----------------------------------------------------------------------------
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bool Cbuf_EscapeCommandArg( const char *pText, char *pOut, unsigned int nOut );
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//-----------------------------------------------------------------------------
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// as new commands are generated from the console or keybindings,
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// the text is added to the end of the command buffer.
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//-----------------------------------------------------------------------------
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void Cbuf_AddText (const char *text);
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//-----------------------------------------------------------------------------
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// when a command wants to issue other commands immediately, the text is
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// inserted at the beginning of the buffer, before any remaining unexecuted
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// commands.
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//-----------------------------------------------------------------------------
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void Cbuf_InsertText( const char *text );
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//-----------------------------------------------------------------------------
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// Surround a command with two execution markers. The operation is performed atomically.
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//
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// These allow you to create blocks in the command stream where certain rules apply.
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// ONLY use Cbuf_AddText in between execution markers. If you use Cbuf_InsertText,
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// it will put that stuff before the execution marker and the execution marker won't apply.
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//
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// cl_restrict_server_commands uses this. It inserts a marker that says, "don't run
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// anything unless it's marked with FCVAR_SERVER_CAN_EXECUTE", then inserts some commands,
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// then removes the execution marker. That way, ANYTIME Cbuf_Execute() is called,
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// it will apply the cl_restrict_server_commands rules correctly.
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//-----------------------------------------------------------------------------
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bool Cbuf_AddTextWithMarkers( ECmdExecutionMarker markerLeft, const char *text, ECmdExecutionMarker markerRight );
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// Returns whether or not the execution marker stack has room for N more.
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bool Cbuf_HasRoomForExecutionMarkers( int cExecutionMarkers );
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// Pulls off \n terminated lines of text from the command buffer and sends
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// them through Cmd_ExecuteString. Stops when the buffer is empty.
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// Normally called once per frame, but may be explicitly invoked.
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// Do not call inside a command function!
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//-----------------------------------------------------------------------------
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void Cbuf_Execute();
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//===========================================================================
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/*
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Command execution takes a null terminated string, breaks it into tokens,
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then searches for a command or variable that matches the first token.
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Commands can come from three sources, but the handler functions may choose
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to dissallow the action or forward it to a remote server if the source is
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not apropriate.
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*/
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enum cmd_source_t
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{
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src_client, // came in over a net connection as a clc_stringcmd
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// host_client will be valid during this state.
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src_command // from the command buffer
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};
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// FIXME: Move these into a field of CCommand?
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extern cmd_source_t cmd_source;
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extern int cmd_clientslot;
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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void Cmd_Init (void);
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void Cmd_Shutdown( void );
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//-----------------------------------------------------------------------------
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// Executes a command given a CCommand argument structure
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//-----------------------------------------------------------------------------
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const ConCommandBase *Cmd_ExecuteCommand( const CCommand &command, cmd_source_t src, int nClientSlot = -1 );
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//-----------------------------------------------------------------------------
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// Dispatches a command with the requested arguments
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//-----------------------------------------------------------------------------
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void Cmd_Dispatch( const ConCommandBase *pCommand, const CCommand &args );
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//-----------------------------------------------------------------------------
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// adds the current command line as a clc_stringcmd to the client message.
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// things like godmode, noclip, etc, are commands directed to the server,
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// so when they are typed in at the console, they will need to be forwarded.
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// If bReliable is true, it goes into cls.netchan.message.
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// If bReliable is false, it goes into cls.datagram.
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//-----------------------------------------------------------------------------
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void Cmd_ForwardToServer( const CCommand &args, bool bReliable = true );
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// This is a list of cvars that are in the client DLL that we want FCVAR_CLIENTCMD_CAN_EXECUTE set on.
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// In order to avoid patching the client DLL, we setup this list. Whenever the client DLL has gone out with the
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// FCVAR_CLIENTCMD_CAN_EXECUTE flag set, we can get rid of this list.
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void Cmd_AddClientCmdCanExecuteVar( const char *pName );
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// Used to allow cheats even if cheats aren't theoretically allowed
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void Cmd_SetRptActive( bool bActive );
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bool Cmd_IsRptActive();
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#endif // CMD_H
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