qzdoom/src/g_cvars.cpp
Christoph Oelckers b3c7b81893 - decoupled the string table from game implementation details.
Using callbacks now to query needed game state.
2020-04-11 20:19:51 +02:00

212 lines
5.9 KiB
C++

/*
** 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.
CUSTOM_CVAR(Int, developer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
FScriptPosition::Developer = self;
}
// [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(self);
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();
}