fteqw/engine/common/cvar.h

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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.
*/
typedef struct cvar_s
{
//must match q2's definition
char *name;
char *string;
char *latched_string; // for CVAR_LATCH vars
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 *defaultstr; //default
qbyte restriction;
} cvar_t;
#define FCVARC(ConsoleName,ConsoleName2,Value,Flags,Callback) {ConsoleName, Value, NULL, Flags, 0, 0, 0, ConsoleName2, Callback}
#define FCVAR(ConsoleName,ConsoleName2,Value,Flags) FCVARC(ConsoleName, ConsoleName2, Value, Flags, NULL)
#define SCVARFC(ConsoleName, Value, Flags, Callback) FCVARC(ConsoleName, NULL, Value, Flags, Callback)
#define SCVARF(ConsoleName,Value, Flags) FCVAR(ConsoleName, NULL, Value, Flags)
#define SCVARC(ConsoleName,Value,Callback) FCVARC(ConsoleName, NULL, Value, 0, Callback)
#define SCVAR(ConsoleName,Value) FCVAR(ConsoleName, NULL, Value, 0)
#define CVARDP4(Flags,ConsoleName,Value,Description) FCVAR(ConsoleName, NULL, Value, Flags)
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_NOTFROMSERVER (1<<6) // 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<<7) //write a 'set' or 'seta' in front of the var name.
#define CVAR_CHEAT (1<<8) //latch to the default, unless cheats are enabled.
#define CVAR_SEMICHEAT (1<<9) //if strict ruleset, force to 0/blank.
#define CVAR_RENDERERLATCH (1<<10) //requires a vid_restart to reapply.
#define CVAR_SERVEROVERRIDE (1<<11) //the server has overridden out local value - should probably be called SERVERLATCH
#define CVAR_RENDERERCALLBACK (1<<12) //force callback for cvars on renderer change
#define CVAR_NOUNSAFEEXPAND (1<<13) // do not expand cvar value when command is from gamecode
#define CVAR_RULESETLATCH (1<<14) //latched by the ruleset
#define CVAR_LASTFLAG CVAR_NOUNSAFEEXPAND
#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.
//#define Cvar_RegisterVariable(x) Cvar_Register(x,__FILE__);
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);
void 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_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;
// cvar const cache, used for removing fairly common default cvar values
#define CC_CACHE_ENTRIES 8
#define CC_CACHE_SIZE 2048
#define CC_CACHE_STEP 2048
typedef struct cvar_const_cache_s {
char *cached[CC_CACHE_ENTRIES];
const_block_t *cb;
} cvar_const_cache_t;