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https://git.code.sf.net/p/quake/quakeforge-old
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98 lines
3.3 KiB
C
98 lines
3.3 KiB
C
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/*
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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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typedef struct cvar_s
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{
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char *name;
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char *string;
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qboolean archive; // set to true to cause it to be saved to vars.rc
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qboolean server; // notifies players when changed
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float value;
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struct cvar_s *next;
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} cvar_t;
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void Cvar_RegisterVariable (cvar_t *variable);
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// registers a cvar that allready has the name, string, and optionally the
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// archive elements set.
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void Cvar_Set (char *var_name, char *value);
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// equivelant to "<name> <variable>" typed at the console
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void Cvar_SetValue (char *var_name, float value);
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// expands value to a string and calls Cvar_Set
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float Cvar_VariableValue (char *var_name);
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// returns 0 if not defined or non numeric
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char *Cvar_VariableString (char *var_name);
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// returns an empty string if not defined
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char *Cvar_CompleteVariable (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 (void);
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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 (FILE *f);
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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 (char *var_name);
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extern cvar_t *cvar_vars;
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