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b9cd6ec91b
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
226 lines
9.7 KiB
C
226 lines
9.7 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cvar.h
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/*
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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
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in C code.
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it is sufficient to initialize a cvar_t with just the first two fields, or
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you can add a ,true flag for variables that you want saved to the configuration
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file when the game is quit:
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cvar_t r_draworder = {"r_draworder","1"};
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cvar_t scr_screensize = {"screensize","1",true};
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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:
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Cvar_RegisterVariable (&host_framerate);
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C code usually just references a cvar in place:
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if ( r_draworder.value )
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It could optionally ask for the value to be looked up for a string name:
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if (Cvar_VariableValue ("r_draworder"))
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Interpreted prog code can access cvars with the cvar(name) or
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cvar_set (name, value) internal functions:
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teamplay = cvar("teamplay");
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cvar_set ("registered", "1");
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The user can access cvars from the console in two ways:
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r_draworder prints the current value
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r_draworder 0 sets the current value to 0
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Cvars are restricted from having the same names as commands to keep this
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interface from being ambiguous.
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*/
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#include "../qclib/hash.h"
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typedef struct cvar_s
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{
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//must match q2's definition
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char *name;
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char *string;
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char *latched_string; // for CVAR_LATCHMASK vars
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unsigned int flags;
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int modified; // increased each time the cvar is changed
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float value;
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struct cvar_s *next;
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//free style :)
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char *name2;
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void (QDECL *callback) (struct cvar_s *var, char *oldvalue);
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const char *description;
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char *enginevalue; //when changing manifest dir, the cvar will be reset to this value. never freed.
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char *defaultstr; //this is the current mod's default value. set on first update.
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int ival;
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vec4_t vec4; //0,0,0,1 if something didn't parse.
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qbyte restriction;
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#ifdef HLSERVER
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struct hlcvar_s *hlcvar;
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#endif
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} cvar_t;
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#ifdef MINIMAL
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#define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, NULL, Value}
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#else
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#define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {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)CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, Description)
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#define CVARAFC(ConsoleName,Value,ConsoleName2,Flags,Callback) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, Callback, NULL)
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#define CVARAF(ConsoleName,Value,ConsoleName2,Flags) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, NULL)
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#define CVARFCD(ConsoleName,Value,Flags,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, Description)
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#define CVARFC(ConsoleName,Value,Flags,Callback) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, NULL)
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#define CVARAD(ConsoleName,Value,ConsoleName2,Description) CVARAFCD(ConsoleName, Value, ConsoleName2, 0, NULL, Description)
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#define CVARFD(ConsoleName,Value,Flags,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, NULL, Description)
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#define CVARF(ConsoleName,Value,Flags) CVARFC(ConsoleName, Value, Flags, NULL)
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#define CVARC(ConsoleName,Value,Callback) CVARFC(ConsoleName, Value, 0, Callback)
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#define CVARCD(ConsoleName,Value,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, 0, Callback, Description)
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#define CVARD(ConsoleName,Value,Description) CVARAFCD(ConsoleName, Value, NULL, 0, NULL, Description)
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#define CVAR(ConsoleName,Value) CVARD(ConsoleName, Value, NULL)
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typedef struct cvar_group_s
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{
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const char *name;
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struct cvar_group_s *next;
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cvar_t *cvars;
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} cvar_group_t;
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//q2 constants
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#define CVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
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#define CVAR_USERINFO (1<<1) // added to userinfo when changed
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#define CVAR_SERVERINFO (1<<2) // added to serverinfo when changed
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#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_MAPLATCH (1<<4) // save changes until server restart, to avoid q2 gamecode bugging out.
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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 blank (aka 0).
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#define CVAR_RENDERERLATCH (1<<11) //requires a vid_reload to reapply.
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#define CVAR_SERVEROVERRIDE (1<<12) //the server has overridden out local value - should probably be called SERVERLATCH
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#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.
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#define CVAR_NORESET (1<<20) //cvar is not reset by various things.
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#define CVAR_TEAMPLAYTAINT (1<<21) //current value contains the evaluation of a teamplay macro.
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#define CVAR_WATCHED (1<<22) //report any attempts to change this cvar.
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#define CVAR_VIDEOLATCH (1<<23)
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#define CVAR_LASTFLAG CVAR_VIDEOLATCH
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#define CVAR_LATCHMASK (CVAR_MAPLATCH|CVAR_RENDERERLATCH|CVAR_VIDEOLATCH|CVAR_SERVEROVERRIDE|CVAR_CHEAT|CVAR_SEMICHEAT) //you're only allowed one of these.
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#define CVAR_NEEDDEFAULT CVAR_CHEAT
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//an alias
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#define CVAR_SAVE CVAR_ARCHIVE
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cvar_t *Cvar_Get2 (const char *var_name, const char *value, int flags, const char *description, const char *groupname);
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#define Cvar_Get(n,v,f,g) Cvar_Get2(n,v,f,NULL,g)
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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);
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cvar_t *Cvar_Set (cvar_t *var, const char *value);
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// equivelant to "<name> <variable>" typed at the console
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void Cvar_ForceSetValue (cvar_t *var, float value);
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void Cvar_SetValue (cvar_t *var, float value);
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// expands value to a string and calls Cvar_Set
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qboolean Cvar_ApplyLatchFlag(cvar_t *var, char *value, unsigned int newflag, unsigned int ignoreflags);
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qboolean Cvar_UnsavedArchive(void);
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void Cvar_Saved(void);
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void Cvar_ConfigChanged(void);
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extern int cvar_watched; //so that cmd.c knows that it should add messages when configs are execed
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void Cvar_ParseWatches(void); //parse -watch args
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int Cvar_ApplyLatches(int latchflag, qboolean clearflag);
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//sets vars to their latched values (and optionally forgets the cvarflag in question)
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void Cvar_Hook(cvar_t *cvar, void (QDECL *callback) (struct cvar_s *var, char *oldvalue));
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//hook a cvar with a given callback function at runtime
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void Cvar_Unhook(cvar_t *cvar);
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//unhook a cvar
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void Cvar_ForceCallback(cvar_t *cvar);
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// force a cvar callback
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void Cvar_ApplyCallbacks(int callbackflag);
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//forces callbacks to be ran for given flags
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void QDECL Cvar_Limiter_ZeroToOne_Callback(struct cvar_s *var, char *oldvalue);
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//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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void Cvar_SetNamed (const char *var_name, const char *newvalue);
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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
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// returns NULL if nothing fits
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qboolean Cvar_Command (int level);
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// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
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// command. Returns true if the command was a variable reference that
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// 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
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// 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);
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void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats); //locks/unlocks cheat cvars depending on weather we are allowed them.
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//extern cvar_t *cvar_vars;
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