/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
Copyright (C) 2020-2021 Vittorio Romeo

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.

*/

#pragma once

#include "cmd_types.hpp"

// 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();
// allocates an initial text buffer that will grow as needed

void Cbuf_AddTextLen(const char* text, int l);
void Cbuf_AddText(const 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(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_Execute();
// 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!

// QSS
void Cbuf_Waited();
// In vanilla, the 'wait' command is used by both input configs and servers.
// mods do hacky stuff like syncing waits to StartFrame calls.
// thankfully, c2s packets and server logic can both happen at the same
// intervals. so wait sets a flag to inhibit execution of more commands, and we
// only clear it once we've run a network frame. so this function lets the cbuf
// know when to clear the flag again (instead of part of 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.

*/

void Cmd_Init();

// QSS
void Cmd_AddCommand2(
    const char* cmd_name, xcommand_t function, cmd_source_t srctype);
// 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

#define Cmd_AddCommand(cmdname, func) \
    Cmd_AddCommand2(cmdname, func, src_command) // regular console commands

#define Cmd_AddCommand_ClientCommand(cmdname, func) \
    Cmd_AddCommand2(cmdname, func,                  \
        src_client) // command is meant to be safe for anyone to execute.

#define Cmd_AddCommand_ServerCommand(cmdname, func) \
    Cmd_AddCommand2(cmdname, func, src_server) // command came from a server

#define Cmd_AddCommand_Console \
    Cmd_AddCommand // to make the disabiguation more obvious

// QSS
bool Cmd_AliasExists(const char* aliasname);

bool Cmd_Exists(const char* cmd_name);
// used by the cvar code to check for cvar / command name overlap

const char* Cmd_CompleteCommand(const char* partial);
// attempts to match a partial command for automatic command line completion
// returns nullptr if nothing fits

int Cmd_Argc();
const char* Cmd_Argv(int arg);
const char* Cmd_Args();
// The functions that execute commands get their parameters with these
// functions. Cmd_Argv () will return an empty string, not a nullptr
// if arg > argc, so string operations are allways safe.

int Cmd_CheckParm(const 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(const char* text);
// Takes a null terminated string.  Does not need to be /n terminated.
// breaks the string up into arg tokens.

// QSS
bool Cmd_ExecuteString(const 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();
// 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(const char* text);
// used by command functions to send output to either the graphics console or
// passed as a print message to the client
