mirror of
https://github.com/ZDoom/gzdoom.git
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b3c7b81893
Using callbacks now to query needed game state.
212 lines
5.9 KiB
C++
212 lines
5.9 KiB
C++
/*
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** g_cvars.cpp
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** collects all the CVARs that were scattered all across the code before
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2003-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_cvars.h"
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#include "g_levellocals.h"
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#include "g_game.h"
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#include "gstrings.h"
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#include "i_system.h"
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#include "v_font.h"
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#include "utf8.h"
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#include "gi.h"
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void I_UpdateWindowTitle();
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CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
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CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
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CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, alwaysapplydmflags, false, CVAR_SERVERINFO);
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// Show developer messages if true.
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CUSTOM_CVAR(Int, developer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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FScriptPosition::Developer = self;
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}
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// [RH] Feature control cvars
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CVAR(Bool, var_friction, true, CVAR_SERVERINFO);
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// Option Search
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CVAR(Bool, os_isanyof, true, CVAR_ARCHIVE);
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CUSTOM_CVAR (Int, turnspeedwalkfast, 640, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self <= 0) self = 1;
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}
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CUSTOM_CVAR (Int, turnspeedsprintfast, 1280, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self <= 0) self = 1;
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}
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CUSTOM_CVAR (Int, turnspeedwalkslow, 320, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self <= 0) self = 1;
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}
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CUSTOM_CVAR (Int, turnspeedsprintslow, 320, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self <= 0) self = 1;
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}
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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if (self) Level->RecreateAllAttachedLights();
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else Level->DeleteAllAttachedLights();
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}
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}
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CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO|CVAR_NOINITCALL)
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{
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if (self > 0)
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{
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for (auto Level : AllLevels())
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{
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auto &corpsequeue = Level->CorpseQueue;
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while (corpsequeue.Size() > (unsigned)self)
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{
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AActor *corpse = corpsequeue[0];
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if (corpse) corpse->Destroy();
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corpsequeue.Delete(0);
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}
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}
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}
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}
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CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (self < 0)
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{
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self = 0;
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}
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else for (auto Level : AllLevels())
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{
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while (Level->ImpactDecalCount > self)
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{
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DThinker *thinker = Level->FirstThinker(STAT_AUTODECAL);
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if (thinker != NULL)
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{
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thinker->Destroy();
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Level->ImpactDecalCount--;
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}
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}
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}
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}
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// [BC] Allow the maximum number of particles to be specified by a cvar (so people
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// with lots of nice hardware can have lots of particles!).
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CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self == 0)
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self = 4000;
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else if (self > 65535)
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self = 65535;
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else if (self < 100)
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self = 100;
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if (gamestate != GS_STARTUP)
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{
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for (auto Level : AllLevels())
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{
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P_InitParticles(Level);
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}
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}
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}
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CUSTOM_CVAR(Float, teamdamage, 0.f, CVAR_SERVERINFO | CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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Level->teamdamage = self;
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}
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}
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bool generic_ui;
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EXTERN_CVAR(String, language)
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bool CheckFontComplete(FFont *font)
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{
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// Also check if the SmallFont contains all characters this language needs.
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// If not, switch back to the original one.
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return font->CanPrint(GStrings["REQUIRED_CHARACTERS"]);
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}
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void UpdateGenericUI(bool cvar)
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{
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auto switchstr = GStrings["USE_GENERIC_FONT"];
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generic_ui = (cvar || (switchstr && strtoll(switchstr, nullptr, 0)) || ((gameinfo.gametype & GAME_Raven) && !strnicmp(language, "el", 2)));
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if (!generic_ui)
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{
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// Use the mod's SmallFont if it is complete.
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// Otherwise use the stock Smallfont if it is complete.
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// If none is complete, fall back to the VGA font.
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// The font being set here will be used in 3 places: Notifications, centered messages and menu confirmations.
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if (CheckFontComplete(SmallFont))
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{
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AlternativeSmallFont = SmallFont;
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}
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else if (OriginalSmallFont && CheckFontComplete(OriginalSmallFont))
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{
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AlternativeSmallFont = OriginalSmallFont;
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}
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else
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{
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AlternativeSmallFont = NewSmallFont;
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}
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// Todo: Do the same for the BigFont
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}
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}
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CUSTOM_CVAR(Bool, ui_generic, false, CVAR_NOINITCALL) // This is for allowing to test the generic font system with all languages
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{
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UpdateGenericUI(self);
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}
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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{
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GStrings.UpdateLanguage(self);
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for (auto Level : AllLevels())
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{
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// does this even make sense on secondary levels...?
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if (Level->info != nullptr) Level->LevelName = Level->info->LookupLevelName();
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}
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UpdateGenericUI(ui_generic);
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I_UpdateWindowTitle();
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}
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