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/*
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 .
*/
// cvar.h
/*
cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly
in C code .
it is sufficient to initialize a cvar_t with just the first two fields , or
you can add a , true flag for variables that you want saved to the configuration
file when the game is quit :
cvar_t r_draworder = { " r_draworder " , " 1 " } ;
cvar_t scr_screensize = { " screensize " , " 1 " , true } ;
Cvars must be registered before use , or they will have a 0 value instead of the float interpretation of the string . Generally , all cvar_t declarations should be registered in the apropriate init function before any console commands are executed :
Cvar_RegisterVariable ( & host_framerate ) ;
C code usually just references a cvar in place :
if ( r_draworder . value )
It could optionally ask for the value to be looked up for a string name :
if ( Cvar_VariableValue ( " r_draworder " ) )
Interpreted prog code can access cvars with the cvar ( name ) or
cvar_set ( name , value ) internal functions :
teamplay = cvar ( " teamplay " ) ;
cvar_set ( " registered " , " 1 " ) ;
The user can access cvars from the console in two ways :
r_draworder prints the current value
r_draworder 0 sets the current value to 0
Cvars are restricted from having the same names as commands to keep this
interface from being ambiguous .
*/
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# include "hash.h"
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typedef struct cvar_s
{
//must match q2's definition
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char * name ;
char * string ;
char * latched_string ; // for CVAR_LATCH vars
unsigned int flags ;
int modified ; // increased each time the cvar is changed
float value ;
struct cvar_s * next ;
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//free style :)
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char * name2 ;
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void ( * callback ) ( struct cvar_s * var , char * oldvalue ) ;
char * description ;
char * enginevalue ; //when changing manifest dir, the cvar will be reset to this value. never freed.
char * defaultstr ; //this is the current mod's default value. set on first update.
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int ival ;
qbyte restriction ;
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# ifdef HLSERVER
struct hlcvar_s * hlcvar ;
# endif
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bucket_t hbn1 , hbn2 ;
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} cvar_t ;
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# ifdef MINIMAL
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# define CVARAFDC(ConsoleName,Value,ConsoleName2,Flags,Description,Callback) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, NULL, Value}
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# else
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# define CVARAFDC(ConsoleName,Value,ConsoleName2,Flags,Description,Callback) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, Description, Value}
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# endif
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# define CVARAFD(ConsoleName,Value,ConsoleName2,Flags,Description)CVARAFDC(ConsoleName, Value, ConsoleName2, Flags, Description, NULL)
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# define CVARAFC(ConsoleName,Value,ConsoleName2,Flags,Callback) CVARAFDC(ConsoleName, Value, ConsoleName2, Flags, NULL, Callback)
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# define CVARAF(ConsoleName,Value,ConsoleName2,Flags) CVARAFDC(ConsoleName, Value, ConsoleName2, Flags, NULL, NULL)
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# define CVARFDC(ConsoleName,Value,Flags,Description,Callback) CVARAFDC(ConsoleName, Value, NULL, Flags, Description, Callback)
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# define CVARFC(ConsoleName,Value,Flags,Callback) CVARAFDC(ConsoleName, Value, NULL, Flags, NULL, Callback)
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# define CVARAD(ConsoleName,Value,ConsoleName2,Description) CVARAFDC(ConsoleName, Value, ConsoleName2, 0, Description, NULL)
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# define CVARFD(ConsoleName,Value,Flags,Description) CVARAFDC(ConsoleName, Value, NULL, Flags, Description, NULL)
# define CVARF(ConsoleName,Value,Flags) CVARFC(ConsoleName, Value, Flags, NULL)
# define CVARC(ConsoleName,Value,Callback) CVARFC(ConsoleName, Value, 0, Callback)
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# define CVARCD(ConsoleName,Value,Callback,Description) CVARAFDC(ConsoleName, Value, NULL, 0, Description, Callback)
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# define CVARD(ConsoleName,Value,Description) CVARAFDC(ConsoleName, Value, NULL, 0, Description, NULL)
# define CVAR(ConsoleName,Value) CVARD(ConsoleName, Value, NULL)
# define SCVAR(ConsoleName,Value) CVAR(ConsoleName,Value)
# define SCVARF(ConsoleName,Value,Flags) CVARF(ConsoleName,Value,Flags)
# define CVARDP4(Flags,ConsoleName,Value,Description) CVARFD(ConsoleName, Value, Flags,Description)
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typedef struct cvar_group_s
{
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const char * name ;
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struct cvar_group_s * next ;
cvar_t * cvars ;
} cvar_group_t ;
//q2 constants
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# define CVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
# define CVAR_USERINFO (1<<1) // added to userinfo when changed
# define CVAR_SERVERINFO (1<<2) // added to serverinfo when changed
# define CVAR_NOSET (1<<3) // don't allow change from console at all,
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// but can be set from the command line
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# define CVAR_LATCH (1<<4) // save changes until server restart
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//freestyle
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# define CVAR_POINTER (1<<5) // q2 style. May be converted to q1 if needed. These are often specified on the command line and then converted into q1 when registered properly.
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# define CVAR_UNUSED (1<<6) //the default string was malloced/needs to be malloced, free on unregister
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# define CVAR_NOTFROMSERVER (1<<7) //cvar cannot be set by gamecode. the console will ignore changes to cvars if set at from the server or any gamecode. This is to protect against security flaws - like qterm
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# define CVAR_USERCREATED (1<<8) //write a 'set' or 'seta' in front of the var name.
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# define CVAR_CHEAT (1<<9) //latch to the default, unless cheats are enabled.
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# define CVAR_SEMICHEAT (1<<10) //if strict ruleset, force to 0/blank.
# define CVAR_RENDERERLATCH (1<<11) //requires a vid_restart to reapply.
# define CVAR_SERVEROVERRIDE (1<<12) //the server has overridden out local value - should probably be called SERVERLATCH
# define CVAR_RENDERERCALLBACK (1<<13) //force callback for cvars on renderer change
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# define CVAR_NOUNSAFEEXPAND (1<<14) //cvar cannot be read by gamecode. do not expand cvar value when command is from gamecode.
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# define CVAR_RULESETLATCH (1<<15) //latched by the ruleset
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# define CVAR_SHADERSYSTEM (1<<16) //change flushes shaders.
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# define CVAR_TELLGAMECODE (1<<17) //tells the gamecode when it has changed, does not prevent changing, added as an optimisation
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# define CVAR_CONFIGDEFAULT (1<<18) //this cvar's default value has been changed to match a config.
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# define CVAR_NOSAVE (1<<19) //this cvar should never be saved. ever.
# define CVAR_NORESET (1<<20) //cvar is not reset by various things.
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# define CVAR_LASTFLAG CVAR_SHADERSYSTEM
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# define CVAR_LATCHMASK (CVAR_LATCH|CVAR_RENDERERLATCH|CVAR_SERVEROVERRIDE|CVAR_CHEAT|CVAR_SEMICHEAT) //you're only allowed one of these.
# define CVAR_NEEDDEFAULT CVAR_CHEAT
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//an alias
# define CVAR_SAVE CVAR_ARCHIVE
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cvar_t * Cvar_Get ( const char * var_name , const char * value , int flags , const char * groupname ) ;
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void Cvar_LockFromServer ( cvar_t * var , const char * str ) ;
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qboolean Cvar_Register ( cvar_t * variable , const char * cvargroup ) ;
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// registers a cvar that already has the name, string, and optionally the
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// archive elements set.
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cvar_t * Cvar_ForceSet ( cvar_t * var , const char * value ) ;
cvar_t * Cvar_Set ( cvar_t * var , const char * value ) ;
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// equivelant to "<name> <variable>" typed at the console
void Cvar_SetValue ( cvar_t * var , float value ) ;
// expands value to a string and calls Cvar_Set
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qboolean Cvar_ApplyLatchFlag ( cvar_t * var , char * value , int flag ) ;
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qboolean Cvar_UnsavedArchive ( void ) ;
void Cvar_Saved ( void ) ;
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void Cvar_ConfigChanged ( void ) ;
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int Cvar_ApplyLatches ( int latchflag ) ;
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//sets vars to their latched values
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void Cvar_Hook ( cvar_t * cvar , void ( * callback ) ( struct cvar_s * var , char * oldvalue ) ) ;
//hook a cvar with a given callback function at runtime
void Cvar_Unhook ( cvar_t * cvar ) ;
//unhook a cvar
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void Cvar_ForceCallback ( cvar_t * cvar ) ;
// force a cvar callback
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void Cvar_ApplyCallbacks ( int callbackflag ) ;
//forces callbacks to be ran for given flags
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void Cvar_Limiter_ZeroToOne_Callback ( struct cvar_s * var , char * oldvalue ) ;
//cvar callback to limit cvar value to 0 or 1
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float Cvar_VariableValue ( const char * var_name ) ;
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// returns 0 if not defined or non numeric
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char * Cvar_VariableString ( const char * var_name ) ;
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// returns an empty string if not defined
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char * Cvar_CompleteVariable ( const char * partial ) ;
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// attempts to match a partial variable name for command line completion
// returns NULL if nothing fits
qboolean Cvar_Command ( int level ) ;
// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
// command. Returns true if the command was a variable reference that
// was handled. (print or change)
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void Cvar_WriteVariables ( vfsfile_t * f , qboolean all ) ;
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// Writes lines containing "set variable value" for all variables
// with the archive flag set to true.
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cvar_t * Cvar_FindVar ( const char * var_name ) ;
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void Cvar_SetEngineDefault ( cvar_t * var , char * val ) ;
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void Cvar_Init ( void ) ;
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void Cvar_Shutdown ( void ) ;
void Cvar_ForceCheatVars ( qboolean semicheats , qboolean absolutecheats ) ; //locks/unlocks cheat cvars depending on weather we are allowed them.
//extern cvar_t *cvar_vars;