thirtyflightsofloving/game/km_cvar.c
2019-03-13 15:20:07 -04:00

381 lines
14 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Knightmare
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.
*/
#include "g_local.h"
/******* Knightmare's cvar code file ***********/
// enable/disable options
cvar_t *mega_gibs; // whether to spawn extra gibs, default to 0
cvar_t *player_gib_health; // what health level to gib players at
cvar_t *allow_player_use_abandoned_turret; //whether to allow player to use turrets in exisiting maps
cvar_t *adjust_train_corners; //whether to subtract (1,1,1) from train path corners to fix misalignments
cvar_t *add_velocity_throw; //whether to add player's velocity to thrown objects
cvar_t *falling_armor_damage; //whether player's armor absorbs damage from falling
cvar_t *player_jump_sounds; //whether to play that STUPID grunting sound when the player jumps
// Server-side speed control stuff
cvar_t *player_max_speed;
cvar_t *player_crouch_speed;
cvar_t *player_accel;
cvar_t *player_stopspeed;
cvar_t *use_vwep;
// weapon balancing
cvar_t *sk_blaster_damage;
cvar_t *sk_blaster_damage_dm;
cvar_t *sk_blaster_speed;
cvar_t *sk_blaster_color; //blaster color- 1=yellow, 2=green, 3=blue, 4=red
cvar_t *sk_shotgun_damage;
cvar_t *sk_shotgun_count;
cvar_t *sk_shotgun_hspread;
cvar_t *sk_shotgun_vspread;
cvar_t *sk_sshotgun_damage;
cvar_t *sk_sshotgun_count;
cvar_t *sk_sshotgun_hspread;
cvar_t *sk_sshotgun_vspread;
cvar_t *sk_machinegun_damage;
cvar_t *sk_machinegun_hspread;
cvar_t *sk_machinegun_vspread;
cvar_t *sk_chaingun_damage;
cvar_t *sk_chaingun_damage_dm;
cvar_t *sk_chaingun_hspread;
cvar_t *sk_chaingun_vspread;
cvar_t *sk_grenade_damage;
cvar_t *sk_grenade_radius;
cvar_t *sk_grenade_speed;
cvar_t *sk_hand_grenade_damage;
cvar_t *sk_hand_grenade_radius;
cvar_t *sk_rocket_damage;
cvar_t *sk_rocket_damage2;
cvar_t *sk_rocket_rdamage;
cvar_t *sk_rocket_radius;
cvar_t *sk_rocket_speed;
cvar_t *sk_hyperblaster_damage;
cvar_t *sk_hyperblaster_damage_dm;
cvar_t *sk_hyperblaster_speed;
cvar_t *sk_hyperblaster_color; //hyperblaster color- 1=yellow, 2=green, 3=blue, 4=red
cvar_t *sk_railgun_damage;
cvar_t *sk_railgun_damage_dm;
cvar_t *sk_rail_color;
cvar_t *sk_bfg_damage;
cvar_t *sk_bfg_damage_dm;
cvar_t *sk_bfg_damage2;
cvar_t *sk_bfg_damage2_dm;
cvar_t *sk_bfg_rdamage;
cvar_t *sk_bfg_radius;
cvar_t *sk_bfg_speed;
cvar_t *sk_jump_kick_damage;
// DM start values
cvar_t *sk_dm_start_shells;
cvar_t *sk_dm_start_bullets;
cvar_t *sk_dm_start_rockets;
cvar_t *sk_dm_start_homing;
cvar_t *sk_dm_start_grenades;
cvar_t *sk_dm_start_cells;
cvar_t *sk_dm_start_slugs;
cvar_t *sk_dm_start_shotgun;
cvar_t *sk_dm_start_sshotgun;
cvar_t *sk_dm_start_machinegun;
cvar_t *sk_dm_start_chaingun;
cvar_t *sk_dm_start_grenadelauncher;
cvar_t *sk_dm_start_rocketlauncher;
cvar_t *sk_dm_start_hyperblaster;
cvar_t *sk_dm_start_railgun;
cvar_t *sk_dm_start_bfg;
// maximum values
cvar_t *sk_max_health;
cvar_t *sk_max_health_dm;
cvar_t *sk_max_armor_jacket;
cvar_t *sk_max_armor_combat;
cvar_t *sk_max_armor_body;
cvar_t *sk_max_bullets;
cvar_t *sk_max_shells;
cvar_t *sk_max_rockets;
cvar_t *sk_max_grenades;
cvar_t *sk_max_cells;
cvar_t *sk_max_slugs;
cvar_t *sk_max_fuel;
// maximum settings if a player gets a bandolier
cvar_t *sk_bando_bullets; // 300
cvar_t *sk_bando_shells; // 200
cvar_t *sk_bando_cells; // 300
cvar_t *sk_bando_slugs; // 100
cvar_t *sk_bando_fuel;
// maximum settings if a player gets a pack
cvar_t *sk_pack_health;
cvar_t *sk_pack_armor;
cvar_t *sk_pack_bullets; // 300
cvar_t *sk_pack_shells; // 200
cvar_t *sk_pack_rockets; // 100
cvar_t *sk_pack_grenades; // 100
cvar_t *sk_pack_cells; // 300
cvar_t *sk_pack_slugs; // 100
cvar_t *sk_pack_fuel;
cvar_t *sk_box_shells; //value of shells
cvar_t *sk_box_bullets; //value of bullets
cvar_t *sk_box_grenades; //value of grenade pack
cvar_t *sk_box_rockets; //value of rocket pack
cvar_t *sk_box_cells; //value of cell pack
cvar_t *sk_box_slugs; //value of slug box
cvar_t *sk_box_fuel; //value of fuel
cvar_t *sk_armor_bonus_value; //value of armor shards
cvar_t *sk_health_bonus_value; //value of stimpacks
cvar_t *sk_powerup_max;
cvar_t *sk_nuke_max;
cvar_t *sk_nbomb_max;
cvar_t *sk_quad_time;
cvar_t *sk_inv_time;
cvar_t *sk_breather_time;
cvar_t *sk_enviro_time;
cvar_t *sk_silencer_shots;
cvar_t *sk_stasis_time;
// CTF stuff
cvar_t *use_techs; // enables techs
cvar_t *use_coloredtechs; // enable colored techs, otherwise plain CTF Techs
cvar_t *use_lithiumtechs; // enable lithium style colored runes, otherwise plain CTF Techs
cvar_t *ctf_blastercolors; // enable different blaster colors for each team
cvar_t *allow_flagdrop;
cvar_t *allow_flagpickup;
cvar_t *allow_techdrop;
cvar_t *allow_techpickup;
cvar_t *tech_flags; // determines which techs will show in the game, add these:
// 1 = resist, 2 = strength, 4 = haste, 8 = regen, 16 = vampire, 32 = ammogen
cvar_t *tech_spawn; // chance a rune will spawn from another item respawning
cvar_t *tech_perplayer; // sets techs per player that will appear in map
cvar_t *tech_life; // seconds a rune will stay around before disappearing
cvar_t *tech_min; // sets minimum number of techs to be in the game
cvar_t *tech_max; // sets maximum number of techs to be in the game
cvar_t *tech_haste; // what should I use this for?
cvar_t *tech_resist; // sets how much damage is divided by with resist rune
cvar_t *tech_strength; // sets how much damage is multiplied by with strength rune
cvar_t *tech_regen; // sets how fast health is gained back
cvar_t *tech_regen_armor;
cvar_t *tech_regen_health_max; // sets maximum health that can be gained from regen rune
cvar_t *tech_regen_armor_max; // sets maximum armor that can be gained from regen rune
cvar_t *tech_regen_armor_always; // sets whether armor should be regened regardless of if currently held
cvar_t *tech_vampire; // sets percentage of health gained from damage inflicted
cvar_t *tech_vampiremax; // sets maximum health that can be gained from vampire rune
// end CTF stuff
void InitLithiumVars (void)
{
mega_gibs = gi.cvar("mega_gibs", "0", 0);
player_gib_health = gi.cvar("player_gib_health", "-40", 0);
allow_player_use_abandoned_turret = gi.cvar("allow_player_use_abandoned_turret", "0", CVAR_ARCHIVE);
adjust_train_corners = gi.cvar("adjust_train_corners", "0", CVAR_ARCHIVE);
add_velocity_throw = gi.cvar("add_velocity_throw", "0", CVAR_ARCHIVE);
falling_armor_damage = gi.cvar("falling_armor_damage", "1", CVAR_ARCHIVE);
player_jump_sounds = gi.cvar("player_jump_sounds", "1", CVAR_ARCHIVE);
player_max_speed = gi.cvar("player_max_speed", "300", 0);
player_crouch_speed = gi.cvar("player_crouch_speed", "100", 0);
player_accel = gi.cvar("player_accel", "10", 0);
player_stopspeed = gi.cvar("player_stopspeed", "100", 0);
use_vwep = gi.cvar("use_vwep", "1", CVAR_ARCHIVE);
// weapon balancing
sk_blaster_damage = gi.cvar("blaster_damage", "10", 0);
sk_blaster_damage_dm = gi.cvar("blaster_damage_dm", "15", 0);
sk_blaster_speed = gi.cvar("blaster_speed", "1000", 0);
sk_blaster_color = gi.cvar("blaster_color", "1", 0);
sk_shotgun_damage = gi.cvar("shotgun_damage", "4", 0);
sk_shotgun_count = gi.cvar("shotgun_count", "12", 0);
sk_shotgun_hspread = gi.cvar("shotgun_hspread", "500", 0);
sk_shotgun_vspread = gi.cvar("shotgun_vspread", "500", 0);
sk_sshotgun_damage = gi.cvar("sshotgun_damage", "6", 0);
sk_sshotgun_count = gi.cvar("sshotgun_count", "20", 0);
sk_sshotgun_hspread = gi.cvar("sshotgun_hspread", "1000", 0);
sk_sshotgun_vspread = gi.cvar("sshotgun_vspread", "500", 0);
sk_machinegun_damage = gi.cvar("machinegun_damage", "8", 0);
sk_machinegun_hspread = gi.cvar("machinegun_hspread", "300", 0);
sk_machinegun_vspread = gi.cvar("machinegun_vspread", "500", 0);
sk_chaingun_damage = gi.cvar("chaingun_damage", "8", 0);
sk_chaingun_damage_dm = gi.cvar("chaingun_damage_dm", "6", 0);
sk_chaingun_hspread = gi.cvar("chaingun_hspread", "300", 0);
sk_chaingun_vspread = gi.cvar("chaingun_vspread", "500", 0);
sk_grenade_damage = gi.cvar("grenade_damage", "120", 0);
sk_grenade_radius = gi.cvar("grenade_radius", "160", 0);
sk_grenade_speed = gi.cvar("grenade_speed", "600", 0);
sk_hand_grenade_damage = gi.cvar("hand_grenade_damage", "125", 0);
sk_hand_grenade_radius = gi.cvar("hand_grenade_radius", "165", 0);
sk_rocket_damage = gi.cvar("rocket_damage", "100", 0);
sk_rocket_damage2 = gi.cvar("rocket_damage2", "20", 0);
sk_rocket_rdamage = gi.cvar("rocket_rdamage", "120", 0);
sk_rocket_radius = gi.cvar("rocket_radius", "140", 0);
sk_rocket_speed = gi.cvar("rocket_speed", "650", 0);
sk_hyperblaster_damage = gi.cvar("hyperblaster_damage", "10", 0);
sk_hyperblaster_damage_dm = gi.cvar("hyperblaster_damage_dm", "15", 0);
sk_hyperblaster_speed = gi.cvar("hyperblaster_speed", "1000", 0);
sk_hyperblaster_color = gi.cvar("hyperblaster_color", "1", 0);
sk_railgun_damage = gi.cvar("railgun_damage", "150", 0);
sk_railgun_damage_dm = gi.cvar("railgun_damage_dm", "100", 0);
sk_rail_color = gi.cvar("rail_color", "1", 0);
sk_bfg_damage = gi.cvar("bfg_damage", "500", 0);
sk_bfg_damage_dm = gi.cvar("bfg_damage_dm", "200", 0);
sk_bfg_damage2 = gi.cvar("bfg_damage2", "10", 0);
sk_bfg_damage2_dm = gi.cvar("bfg_damage2_dm", "5", 0);
sk_bfg_rdamage = gi.cvar("bfg_rdamage", "200", 0);
sk_bfg_radius = gi.cvar("bfg_radius", "1000", 0);
sk_bfg_speed = gi.cvar("bfg_speed", "400", 0);
sk_jump_kick_damage = gi.cvar("jump_kick_damage", "10", 0);
// DM start values
sk_dm_start_shells = gi.cvar("dm_start_shells", "0", 0);
sk_dm_start_bullets = gi.cvar("dm_start_bullets", "0", 0);
sk_dm_start_rockets = gi.cvar("dm_start_rockets", "0", 0);
sk_dm_start_homing = gi.cvar("dm_start_homing", "0", 0);
sk_dm_start_grenades = gi.cvar("dm_start_grenades", "0", 0);
sk_dm_start_cells = gi.cvar("dm_start_cells", "0", 0);
sk_dm_start_slugs = gi.cvar("dm_start_slugs", "0", 0);
sk_dm_start_shotgun = gi.cvar("dm_start_shotgun", "0", 0);
sk_dm_start_sshotgun = gi.cvar("dm_start_sshotgun", "0", 0);
sk_dm_start_machinegun = gi.cvar("dm_start_machinegun", "0", 0);
sk_dm_start_chaingun = gi.cvar("dm_start_chaingun", "0", 0);
sk_dm_start_grenadelauncher = gi.cvar("dm_start_grenadelauncher", "0", 0);
sk_dm_start_rocketlauncher = gi.cvar("dm_start_rocketlauncher", "0", 0);
sk_dm_start_hyperblaster = gi.cvar("dm_start_hyperblaster", "0", 0);
sk_dm_start_railgun = gi.cvar("dm_start_railgun", "0", 0);
sk_dm_start_bfg = gi.cvar("dm_start_bfg", "0", 0);
// maximum values
sk_max_health = gi.cvar("max_health", "100", 0);
sk_max_health_dm = gi.cvar("max_health_dm", "120", 0);
sk_max_armor_jacket = gi.cvar("max_armor_jacket", "50", 0);
sk_max_armor_combat = gi.cvar("max_armor_combat", "100", 0);
sk_max_armor_body = gi.cvar("max_armor_body", "200", 0);
sk_max_bullets = gi.cvar("max_bullets", "200", 0);
sk_max_shells = gi.cvar("max_shells", "100", 0);
sk_max_rockets = gi.cvar("max_rockets", "50", 0);
sk_max_grenades = gi.cvar("max_grenades", "50", 0);
sk_max_cells = gi.cvar("max_cells", "200", 0);
sk_max_slugs = gi.cvar("max_slugs", "50", 0);
sk_max_fuel = gi.cvar("max_fuel", "1000", 0);
// maximum settings if a player gets a bandolier
sk_bando_bullets = gi.cvar("bando_bullets", "250", 0);
sk_bando_shells = gi.cvar("bando_shells", "150", 0);
sk_bando_cells = gi.cvar("bando_cells", "250", 0);
sk_bando_slugs = gi.cvar("bando_slugs", "75", 0);
sk_bando_fuel = gi.cvar("bando_fuel", "1500", 0);
// maximum settings if a player gets a pack
sk_pack_bullets = gi.cvar("pack_bullets", "300", 0);
sk_pack_shells = gi.cvar("pack_shells", "200", 0);
sk_pack_rockets = gi.cvar("pack_rockets", "100", 0);
sk_pack_grenades = gi.cvar("pack_grenades", "100", 0);
sk_pack_cells = gi.cvar("pack_cells", "300", 0);
sk_pack_slugs = gi.cvar("pack_slugs", "100", 0);
sk_pack_fuel = gi.cvar("pack_fuel", "2000", 0);
// pickup values
sk_box_shells = gi.cvar("box_shells", "10", 0);
sk_box_bullets = gi.cvar("box_bullets", "50", 0);
sk_box_grenades = gi.cvar("box_grenades", "5", 0);
sk_box_rockets = gi.cvar("box_rockets", "5", 0);
sk_box_cells = gi.cvar("box_cells", "50", 0);
sk_box_slugs = gi.cvar("box_slugs", "10", 0);
sk_box_fuel = gi.cvar("box_fuel", "500", 0);
// items/powerups
sk_armor_bonus_value = gi.cvar("armor_bonus_value", "2", 0);
sk_health_bonus_value = gi.cvar("health_bonus_value", "2", 0);
sk_powerup_max = gi.cvar("powerup_max", "2", 0);
sk_quad_time = gi.cvar("quad_time", "30", 0);
sk_inv_time = gi.cvar("inv_time", "30", 0);
sk_breather_time = gi.cvar("breather_time", "30", 0);
sk_enviro_time = gi.cvar("enviro_time", "30", 0);
sk_silencer_shots = gi.cvar("silencer_shots", "30", 0);
sk_stasis_time = gi.cvar("stasis_time", "30", 0);
// CTF stuff
use_techs = gi.cvar("use_techs", "0", 0);
use_coloredtechs = gi.cvar("use_coloredtechs", "0", 0);
use_lithiumtechs = gi.cvar("use_lithiumtechs", "0", 0);
ctf_blastercolors = gi.cvar("ctf_blastercolors", "1", 0);
allow_flagdrop = gi.cvar("allow_flagdrop", "1", 0);
allow_flagpickup = gi.cvar("allow_flagpickup", "1", 0);
allow_techdrop = gi.cvar("allow_techdrop", "1", 0);
allow_techpickup = gi.cvar("allow_techpickup", "1", 0);
tech_flags = gi.cvar("tech_flags", "15", 0);
tech_spawn = gi.cvar("tech_spawn", "0.10", 0);
tech_perplayer = gi.cvar("tech_perplayer", "0.7", 0);
tech_life = gi.cvar("tech_life", "20", 0);
tech_min = gi.cvar("tech_min", "2", 0);
tech_max = gi.cvar("tech_max", "10", 0);
tech_haste = gi.cvar("tech_haste", "", 0);
tech_resist = gi.cvar("tech_resist", "2.0", 0);
tech_strength = gi.cvar("tech_strength", "2.0", 0);
tech_regen = gi.cvar("tech_regen", "0.25", 0);
tech_regen_armor = gi.cvar("tech_regen_armor", "1", 0);
tech_regen_health_max = gi.cvar("tech_regen_health_max", "150", 0);
tech_regen_armor_max = gi.cvar("tech_regen_armor_max", "150", 0);
tech_regen_armor_always = gi.cvar("tech_regen_armor_always", "0", 0);
tech_vampire = gi.cvar("tech_vampire", "0.5", 0);
tech_vampiremax = gi.cvar("tech_vampiremax", "200", 0);
// end CTF Tech stuff
}