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fteqw/engine/common/cvar.h
Spoike fb86222fc7 made max_clients more dynamic on the server to attempt to reduce bss usage. hopefully this will help the webgl port without resulting in extra crashes.
tweaked shadowmaps. now seems faster than stencil shadows. cubemap orientation should now match other engines.
tweaked terrain. rtlights work. added pvs tests for embedded terrain. sections are now saved in chunks instead, which should mean windows doesn't have a panic attack at 16 million files in a single directory. hurrah.
first pass at realigning menu options to cope with variable-width fonts. still need to do pure-text items.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4514 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-10-29 17:38:22 +00:00

214 lines
8.8 KiB
C

/*
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 "hash.h"
typedef struct cvar_s
{
//must match q2's definition
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;
//free style :)
char *name2;
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.
int ival;
qbyte restriction;
#ifdef HLSERVER
struct hlcvar_s *hlcvar;
#endif
bucket_t hbn1, hbn2;
} cvar_t;
#ifdef MINIMAL
#define CVARAFDC(ConsoleName,Value,ConsoleName2,Flags,Description,Callback) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, NULL, Value}
#else
#define CVARAFDC(ConsoleName,Value,ConsoleName2,Flags,Description,Callback) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, Description, Value}
#endif
#define CVARAFD(ConsoleName,Value,ConsoleName2,Flags,Description)CVARAFDC(ConsoleName, Value, ConsoleName2, Flags, Description, NULL)
#define CVARAFC(ConsoleName,Value,ConsoleName2,Flags,Callback) CVARAFC(ConsoleName, Value, ConsoleName2, Flags, NULL, Callback)
#define CVARAF(ConsoleName,Value,ConsoleName2,Flags) CVARAFDC(ConsoleName, Value, ConsoleName2, Flags, NULL, NULL)
#define CVARFC(ConsoleName,Value,Flags,Callback) CVARAFDC(ConsoleName, Value, NULL, Flags, NULL, Callback)
#define CVARAD(ConsoleName,Value,ConsoleName2,Description) CVARAFDC(ConsoleName, Value, ConsoleName2, 0, Description, NULL)
#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)
#define CVARCD(ConsoleName,Value,Callback,Description) CVARAFDC(ConsoleName, Value, NULL, 0, Description, Callback)
#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)
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_LATCH (1<<4) // save changes until server restart
//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) // 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 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
#define CVAR_NOUNSAFEEXPAND (1<<14) // 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_LASTFLAG CVAR_SHADERSYSTEM
#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
//an alias
#define CVAR_SAVE CVAR_ARCHIVE
cvar_t *Cvar_Get (const char *var_name, const char *value, int flags, const char *groupname);
void Cvar_LockFromServer(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 "<name> <variable>" typed at the console
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, int flag);
qboolean Cvar_UnsavedArchive(void);
void Cvar_Saved(void);
void Cvar_ConfigChanged(void);
int Cvar_ApplyLatches(int latchflag);
//sets vars to their latched values
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
void Cvar_ForceCallback(cvar_t *cvar);
// force a cvar callback
void Cvar_ApplyCallbacks(int callbackflag);
//forces callbacks to be ran for given flags
void 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
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 (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_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;