mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- Added CVARINFO lump support. This is a lump for defining mod-specific cvars and takes entries
of the form: <scope> [noarchive] <type> <name> [= <defaultvalue>]; Where <scope> is one of: * server: This cvar is shared by all players, and in network games, only select players can change it. * user: Each player has their own copy of this cvar, which they can change independently. To prevent the cvar from being written to the config file, add noarchive to its definition. <Type> is one of: * int: An integral value. Defaults to 0. * float: A value that can include a fraction. Defaults to 0.0. * color: A color value. Default to black ("00 00 00"). * bool: A boolean value that can hold either true or false. Defaults to false. * string: A string value. It's not too useful for mods but is included for completeness. Defaults to "". <Name> is the cvar's name and must begin with a letter and may only include alphanumeric characters and the underscore character. If you wish a non-standard default add an = character after the cvar's name followed by the default value you want to use. Example: server int mymod_coolness = 10; - Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string. SVN r4280 (trunk)
This commit is contained in:
parent
2767f31a92
commit
787b84ef91
8 changed files with 214 additions and 40 deletions
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@ -135,7 +135,7 @@ FBaseCVar::~FBaseCVar ()
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void FBaseCVar::ForceSet (UCVarValue value, ECVarType type)
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{
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DoSet (value, type);
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if (Flags & CVAR_USERINFO)
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if ((Flags & CVAR_USERINFO) && !(Flags & CVAR_NOSEND))
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D_UserInfoChanged (this);
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if (m_UseCallback)
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Callback ();
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@ -849,9 +849,7 @@ UCVarValue FStringCVar::GetFavoriteRepDefault (ECVarType *type) const
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void FStringCVar::SetGenericRepDefault (UCVarValue value, ECVarType type)
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{
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if (DefaultValue)
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delete[] DefaultValue;
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DefaultValue = ToString (value, type);
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ReplaceString(&DefaultValue, ToString(value, type));
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if (Flags & CVAR_ISDEFAULT)
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{
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SetGenericRep (value, type);
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@ -1277,7 +1275,7 @@ void FilterCompactCVars (TArray<FBaseCVar *> &cvars, DWORD filter)
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// Accumulate all cvars that match the filter flags.
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for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->m_Next)
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{
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if (cvar->Flags & filter)
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if ((cvar->Flags & filter) && !(cvar->Flags & CVAR_NOSEND))
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cvars.Push(cvar);
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}
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// Now sort them, so they're in a deterministic order and not whatever
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@ -1316,7 +1314,7 @@ FString C_GetMassCVarString (DWORD filter, bool compact)
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{
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for (cvar = CVars; cvar != NULL; cvar = cvar->m_Next)
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{
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if ((cvar->Flags & filter) && !(cvar->Flags & CVAR_NOSAVE))
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if ((cvar->Flags & filter) && !(cvar->Flags & (CVAR_NOSAVE|CVAR_NOSEND)))
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{
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UCVarValue val = cvar->GetGenericRep(CVAR_String);
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dump << '\\' << cvar->GetName() << '\\' << val.String;
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@ -1489,6 +1487,7 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
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FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, DWORD flags)
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{
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assert(FindCVar(var_name, NULL) == NULL);
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flags |= CVAR_AUTO;
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switch (var_type)
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{
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case CVAR_Bool: return new FBoolCVar(var_name, 0, flags);
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@ -1540,7 +1539,7 @@ void C_ArchiveCVars (FConfigFile *f, uint32 filter)
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while (cvar)
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{
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if ((cvar->Flags &
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(CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_AUTO|CVAR_USERINFO|CVAR_SERVERINFO|CVAR_NOSAVE))
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(CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_MODARCHIVE|CVAR_AUTO|CVAR_USERINFO|CVAR_SERVERINFO|CVAR_NOSAVE))
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== filter)
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{
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UCVarValue val;
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@ -1671,14 +1670,16 @@ void FBaseCVar::ListVars (const char *filter, bool plain)
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else
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{
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++count;
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Printf ("%c%c%c %s : :%s\n",
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flags & CVAR_ARCHIVE ? 'A' : ' ',
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Printf ("%c%c%c%c %s = %s\n",
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flags & CVAR_ARCHIVE ? 'A' :
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flags & CVAR_MODARCHIVE ? 'M' : ' ',
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flags & CVAR_USERINFO ? 'U' :
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flags & CVAR_SERVERINFO ? 'S' :
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flags & CVAR_AUTO ? 'C' : ' ',
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flags & CVAR_SERVERINFO ? 'S' :
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flags & CVAR_AUTO ? 'C' : ' ',
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flags & CVAR_NOSET ? '-' :
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flags & CVAR_LATCH ? 'L' :
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flags & CVAR_UNSETTABLE ? '*' : ' ',
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flags & CVAR_LATCH ? 'L' :
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flags & CVAR_UNSETTABLE ? '*' : ' ',
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flags & CVAR_NOSEND ? 'X' : ' ',
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var->GetName(),
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var->GetGenericRep (CVAR_String).String);
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}
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@ -61,6 +61,8 @@ enum
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CVAR_GLOBALCONFIG = 1024, // cvar is saved to global config section
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CVAR_VIDEOCONFIG = 2048, // cvar is saved to video config section (not implemented)
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CVAR_NOSAVE = 4096, // when used with CVAR_SERVERINFO, do not save var to savegame
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CVAR_MODARCHIVE = 8192, // cvar will be saved to a mod-specific section of the ini
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CVAR_NOSEND = 16384,// do not send cvar across the network (dummy mod cvar)
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};
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union UCVarValue
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135
src/d_main.cpp
135
src/d_main.cpp
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@ -1358,6 +1358,136 @@ CCMD (endgame)
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}
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}
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//==========================================================================
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//
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// ParseCVarInfo
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//
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//==========================================================================
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void ParseCVarInfo()
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{
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int lump, lastlump = 0;
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bool addedcvars = false;
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while ((lump = Wads.FindLump("CVARINFO", &lastlump)) != -1)
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{
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FScanner sc(lump);
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sc.SetCMode(true);
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while (sc.GetToken())
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{
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FString cvarname;
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char *cvardefault = NULL;
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ECVarType cvartype = CVAR_Dummy;
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int cvarflags = CVAR_MODARCHIVE;
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FBaseCVar *cvar;
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// Check for flag tokens.
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while (sc.TokenType == TK_Identifier)
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{
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if (stricmp(sc.String, "server") == 0)
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{
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cvarflags |= CVAR_SERVERINFO;
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}
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else if (stricmp(sc.String, "user") == 0)
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{
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cvarflags |= CVAR_USERINFO;
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}
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else if (stricmp(sc.String, "noarchive") == 0)
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{
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cvarflags &= ~CVAR_MODARCHIVE;
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}
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else
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{
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sc.ScriptError("Unknown cvar attribute '%s'", sc.String);
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}
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sc.MustGetAnyToken();
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}
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// Do some sanity checks.
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if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == 0 ||
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(cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO))
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{
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sc.ScriptError("One of 'server' or 'user' must be specified");
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}
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// The next token must be the cvar type.
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if (sc.TokenType == TK_Bool)
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{
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cvartype = CVAR_Bool;
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}
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else if (sc.TokenType == TK_Int)
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{
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cvartype = CVAR_Int;
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}
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else if (sc.TokenType == TK_Float)
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{
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cvartype = CVAR_Float;
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}
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else if (sc.TokenType == TK_Color)
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{
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cvartype = CVAR_Color;
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}
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else if (sc.TokenType == TK_String)
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{
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cvartype = CVAR_String;
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}
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else
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{
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sc.ScriptError("Bad cvar type '%s'", sc.String);
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}
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// The next token must be the cvar name.
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sc.MustGetToken(TK_Identifier);
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if (FindCVar(sc.String, NULL) != NULL)
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{
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sc.ScriptError("cvar '%s' already exists", sc.String);
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}
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cvarname = sc.String;
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// A default value is optional and signalled by a '=' token.
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if (sc.CheckToken('='))
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{
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switch (cvartype)
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{
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case CVAR_Bool:
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if (!sc.CheckToken(TK_True) && !sc.CheckToken(TK_False))
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{
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sc.ScriptError("Expected true or false");
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}
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cvardefault = sc.String;
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break;
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case CVAR_Int:
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sc.MustGetNumber();
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cvardefault = sc.String;
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break;
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case CVAR_Float:
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sc.MustGetFloat();
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cvardefault = sc.String;
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break;
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default:
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sc.MustGetString();
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cvardefault = sc.String;
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break;
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}
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}
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// Now create the cvar.
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cvar = C_CreateCVar(cvarname, cvartype, cvarflags);
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if (cvardefault != NULL)
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{
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UCVarValue val;
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val.String = cvardefault;
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cvar->SetGenericRepDefault(val, CVAR_String);
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}
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// To be like C and ACS, require a semicolon after everything.
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sc.MustGetToken(';');
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addedcvars = true;
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}
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}
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// Only load mod cvars from the config if we defined some, so we don't
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// clutter up the cvar space when not playing mods with custom cvars.
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if (addedcvars)
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{
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GameConfig->DoModSetup (gameinfo.ConfigName);
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}
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}
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//==========================================================================
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//
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// D_AddFile
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@ -2164,7 +2294,10 @@ void D_DoomMain (void)
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allwads.Clear();
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allwads.ShrinkToFit();
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SetMapxxFlag();
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// Now that wads are loaded, define mod-specific cvars.
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ParseCVarInfo();
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// [RH] Initialize localizable strings.
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GStrings.LoadStrings (false);
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@ -92,22 +92,6 @@ enum
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const char *GenderNames[3] = { "male", "female", "other" };
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static const char *UserInfoStrings[] =
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{
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"name",
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"autoaim",
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"color",
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"skin",
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"team",
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"gender",
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"neverswitchonpickup",
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"movebob",
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"stillbob",
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"playerclass",
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"colorset",
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NULL
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};
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// Replace \ with %/ and % with %%
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FString D_EscapeUserInfo (const char *str)
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{
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@ -394,7 +378,7 @@ void D_SetupUserInfo ()
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for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
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{
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if (cvar->GetFlags() & CVAR_USERINFO)
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if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_NOSEND)) == CVAR_USERINFO)
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{
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FBaseCVar **newcvar;
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FName cvarname(cvar->GetName());
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@ -432,7 +416,7 @@ void userinfo_t::Reset()
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// Create userinfo vars for this player, initialized to their defaults.
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for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
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{
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if (cvar->GetFlags() & CVAR_USERINFO)
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if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_NOSEND)) == CVAR_USERINFO)
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{
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ECVarType type;
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FName cvarname(cvar->GetName());
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@ -86,6 +86,7 @@ FGameConfigFile::FGameConfigFile ()
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OkayToWrite = false; // Do not allow saving of the config before DoGameSetup()
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bMigrating = false;
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bModSetup = false;
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pathname = GetConfigPath (true);
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ChangePathName (pathname);
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LoadConfigFile (MigrateStub, NULL);
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@ -376,8 +377,8 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
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SetRavenDefaults (gameinfo.gametype == GAME_Hexen);
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}
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// The NetServerInfo section will be read when it's determined that
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// a netgame is being played.
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// The NetServerInfo section will be read and override anything loaded
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// here when it's determined that a netgame is being played.
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strncpy (subsection, "LocalServerInfo", sublen);
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if (SetSection (section))
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{
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@ -445,6 +446,24 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
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OkayToWrite = true;
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}
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// Like DoGameSetup(), but for mod-specific cvars.
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// Called after CVARINFO has been parsed.
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void FGameConfigFile::DoModSetup(const char *gamename)
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{
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mysnprintf(section, countof(section), "%s.Player.Mod", gamename);
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if (SetSection(section))
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{
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ReadCVars(CVAR_MODARCHIVE|CVAR_USERINFO|CVAR_NOSEND);
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}
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mysnprintf(section, countof(section), "%s.LocalServerInfo.Mod", gamename);
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if (SetSection (section))
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{
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ReadCVars (CVAR_MODARCHIVE|CVAR_SERVERINFO|CVAR_NOSEND);
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}
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// Signal that these sections should be rewritten when saving the config.
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bModSetup = true;
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}
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void FGameConfigFile::ReadNetVars ()
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{
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strncpy (subsection, "NetServerInfo", sublen);
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@ -452,21 +471,35 @@ void FGameConfigFile::ReadNetVars ()
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{
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ReadCVars (0);
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}
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if (bModSetup)
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{
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mysnprintf(subsection, sublen, "NetServerInfo.Mod");
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if (SetSection(section))
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{
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ReadCVars(CVAR_MODARCHIVE|CVAR_SERVERINFO|CVAR_NOSEND);
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}
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}
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}
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// Read cvars from a cvar section of the ini. Flags are the flags to give
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// to newly-created cvars that were not already defined.
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void FGameConfigFile::ReadCVars (DWORD flags)
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{
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const char *key, *value;
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FBaseCVar *cvar;
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UCVarValue val;
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if (!(flags & CVAR_MODARCHIVE))
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{
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flags |= CVAR_ARCHIVE|CVAR_UNSETTABLE;
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}
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flags |= CVAR_AUTO;
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while (NextInSection (key, value))
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{
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cvar = FindCVar (key, NULL);
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if (cvar == NULL)
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{
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cvar = new FStringCVar (key, NULL,
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CVAR_AUTO|CVAR_UNSETTABLE|CVAR_ARCHIVE|flags);
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cvar = new FStringCVar (key, NULL, flags);
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}
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val.String = const_cast<char *>(value);
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cvar->SetGenericRep (val, CVAR_String);
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@ -485,18 +518,35 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_USERINFO);
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if (bModSetup)
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{
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strncpy (subsection + 6, ".Mod", sublen - 6);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_MODARCHIVE|CVAR_AUTO|CVAR_USERINFO);
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}
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strncpy (subsection, "ConsoleVariables", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE);
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strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen);
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// Do not overwrite the serverinfo section if playing a netgame, and
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// this machine was not the initial host.
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if (!netgame || consoleplayer == 0)
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{ // Do not overwrite this section if playing a netgame, and
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// this machine was not the initial host.
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{
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strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_SERVERINFO);
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if (bModSetup)
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{
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strncpy (subsection, netgame ? "NetServerInfo.Mod" : "LocalServerInfo.Mod", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_MODARCHIVE|CVAR_AUTO|CVAR_SERVERINFO);
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}
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}
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strncpy (subsection, "UnknownConsoleVariables", sublen);
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@ -47,6 +47,7 @@ public:
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void DoGlobalSetup ();
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void DoGameSetup (const char *gamename);
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void DoModSetup (const char *gamename);
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void ArchiveGlobalData ();
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void ArchiveGameData (const char *gamename);
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void AddAutoexec (DArgs *list, const char *gamename);
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@ -65,6 +66,7 @@ private:
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void ReadCVars (DWORD flags);
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bool bMigrating;
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bool bModSetup;
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char section[64];
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char *subsection;
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|
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@ -957,5 +957,6 @@ CCMD(reset2saved)
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{
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GameConfig->DoGlobalSetup ();
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GameConfig->DoGameSetup (gameinfo.ConfigName);
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GameConfig->DoModSetup (gameinfo.ConfigName);
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R_SetViewSize (screenblocks);
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}
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@ -6885,7 +6885,8 @@ scriptwait:
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case PCD_GETCVAR:
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{
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FBaseCVar *cvar = FindCVar (FBehavior::StaticLookupString (STACK(1)), NULL);
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if (cvar == NULL)
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
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if (cvar == NULL || (cvar->GetFlags() & CVAR_NOSEND))
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{
|
||||
STACK(1) = 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue