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