/* 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. */ #include "../qclib/hash.h" typedef struct cvar_s { //must match q2's definition char *name; char *string; char *latched_string; // for CVAR_LATCHMASK vars unsigned int flags; qboolean modified; float value; struct cvar_s *next; //free style :) char *name2; void (QDECL *callback) (struct cvar_s *var, char *oldvalue); const 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. qbyte restriction; int ival; vec4_t vec4; //0,0,0,1 if something didn't parse. int modifiedcount; #ifdef HLSERVER struct hlcvar_s *hlcvar; #endif } cvar_t; #ifdef MINIMAL #define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, NULL, Value} #else #define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, Description, Value} #endif #define CVARAFD(ConsoleName,Value,ConsoleName2,Flags,Description)CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, Description) #define CVARAFC(ConsoleName,Value,ConsoleName2,Flags,Callback) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, Callback, NULL) #define CVARAF(ConsoleName,Value,ConsoleName2,Flags) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, NULL) #define CVARFCD(ConsoleName,Value,Flags,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, Description) #define CVARFC(ConsoleName,Value,Flags,Callback) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, NULL) #define CVARAD(ConsoleName,Value,ConsoleName2,Description) CVARAFCD(ConsoleName, Value, ConsoleName2, 0, NULL, Description) #define CVARFD(ConsoleName,Value,Flags,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, NULL, Description) #define CVARF(ConsoleName,Value,Flags) CVARFC(ConsoleName, Value, Flags, NULL) #define CVARC(ConsoleName,Value,Callback) CVARFC(ConsoleName, Value, 0, Callback) #define CVARCD(ConsoleName,Value,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, 0, Callback, Description) #define CVARD(ConsoleName,Value,Description) CVARAFCD(ConsoleName, Value, NULL, 0, NULL, Description) #define CVAR(ConsoleName,Value) CVARD(ConsoleName, Value, NULL) typedef struct cvar_group_s { const char *name; struct cvar_group_s *next; cvar_t *cvars; } cvar_group_t; //q2 constants #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, // but can be set from the command line #define CVAR_MAPLATCH (1<<4) // save changes until server restart, to avoid q2 gamecode bugging out. //freestyle #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. //#define CVAR_UNUSED (1<<6) //the default string was malloced/needs to be malloced, free on unregister #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 #define CVAR_USERCREATED (1<<8) //write a 'set' or 'seta' in front of the var name. #define CVAR_CHEAT (1<<9) //latch to the default, unless cheats are enabled. #define CVAR_SEMICHEAT (1<<10) //if strict ruleset, force to blank (aka 0). #define CVAR_RENDERERLATCH (1<<11) //requires a vid_reload 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 #define CVAR_NOUNSAFEEXPAND (1<<14) //cvar cannot be read by gamecode. do not expand cvar value when command is from gamecode. #define CVAR_RULESETLATCH (1<<15) //latched by the ruleset #define CVAR_SHADERSYSTEM (1<<16) //change flushes shaders. #define CVAR_TELLGAMECODE (1<<17) //tells the gamecode when it has changed, does not prevent changing, added as an optimisation #define CVAR_CONFIGDEFAULT (1<<18) //this cvar's default value has been changed to match a config. #define CVAR_NOSAVE (1<<19) //this cvar should never be saved. ever. #define CVAR_NORESET (1<<20) //cvar is not reset by various things. #define CVAR_TEAMPLAYTAINT (1<<21) //current value contains the evaluation of a teamplay macro. #define CVAR_WATCHED (1<<22) //report any attempts to change this cvar. #define CVAR_VIDEOLATCH (1<<23) #define CVAR_WARNONCHANGE (1<<24) //print a warning when changed to a value other than its default. #define CVAR_RENDEREROVERRIDE (1<<25) //the renderer has forced the cvar to indicate that only that value is supported #define CVAR_LASTFLAG CVAR_VIDEOLATCH #define CVAR_LATCHMASK (CVAR_MAPLATCH|CVAR_RENDERERLATCH|CVAR_VIDEOLATCH|CVAR_SERVEROVERRIDE|CVAR_CHEAT|CVAR_SEMICHEAT) //you're only allowed one of these. #define CVAR_NEEDDEFAULT CVAR_CHEAT //an alias #define CVAR_SAVE CVAR_ARCHIVE cvar_t *Cvar_Get2 (const char *var_name, const char *value, int flags, const char *description, const char *groupname); #define Cvar_Get(n,v,f,g) Cvar_Get2(n,v,f,NULL,g) void Cvar_LockFromServer(cvar_t *var, const char *str); void Cvar_LockUnsupportedRendererCvar(cvar_t *var, const char *str); qboolean Cvar_Register (cvar_t *variable, const char *cvargroup); // registers a cvar that already has the name, string, and optionally the // archive elements set. cvar_t *Cvar_ForceSet (cvar_t *var, const char *value); cvar_t *Cvar_Set (cvar_t *var, const char *value); // equivelant to " " typed at the console void Cvar_ForceSetValue (cvar_t *var, float value); void Cvar_SetValue (cvar_t *var, float value); // expands value to a string and calls Cvar_Set qboolean Cvar_ApplyLatchFlag(cvar_t *var, char *value, unsigned int newflag, unsigned int ignoreflags); qboolean Cvar_UnsavedArchive(void); void Cvar_Saved(void); void Cvar_ConfigChanged(void); extern int cvar_watched; //so that cmd.c knows that it should add messages when configs are execed void Cvar_ParseWatches(void); //parse -watch args int Cvar_ApplyLatches(int latchflag, qboolean clearflag); //sets vars to their latched values (and optionally forgets the cvarflag in question) void Cvar_Hook(cvar_t *cvar, void (QDECL *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 void Cvar_ForceCallback(cvar_t *cvar); // force a cvar callback void Cvar_ApplyCallbacks(int callbackflag); //forces callbacks to be ran for given flags void QDECL Cvar_Limiter_ZeroToOne_Callback(struct cvar_s *var, char *oldvalue); //cvar callback to limit cvar value to 0 or 1 float Cvar_VariableValue (const char *var_name); // returns 0 if not defined or non numeric char *Cvar_VariableString (const char *var_name); // returns an empty string if not defined void Cvar_SetNamed (const char *var_name, const char *newvalue); char *Cvar_CompleteVariable (const char *partial); // attempts to match a partial variable name for command line completion // returns NULL if nothing fits qboolean Cvar_Command (cvar_t *v, 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) void Cvar_WriteVariables (vfsfile_t *f, qboolean all); // Writes lines containing "set variable value" for all variables // with the archive flag set to true. cvar_t *Cvar_FindVar (const char *var_name); void Cvar_SetEngineDefault(cvar_t *var, char *val); void Cvar_Init(void); 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;