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# include "c_cvars.h"
# include "common.h"
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# include "fx_man.h"
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# include "baselayer.h"
# include "gameconfigfile.h"
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# include "keyboard.h"
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# include "control.h"
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# include "_control.h"
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/* Notes
RedNukem has this for the toggle autorun command . Todo : Check what this is supposed to accomplish . The implementation makes no sense at all .
( ! RRRA | | ( ! g_player [ myconnectindex ] . ps - > on_motorcycle & & ! g_player [ myconnectindex ] . ps - > on_boat ) ) )
*/
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FGameConfigFile * GameConfig ;
static FString GameName ;
void G_LoadConfig ( const char * game )
{
GameConfig = new FGameConfigFile ( ) ;
GameConfig - > DoGlobalSetup ( ) ;
GameConfig - > DoGameSetup ( game ) ;
FBaseCVar : : EnableCallbacks ( ) ;
GameName = game ;
}
void G_SaveConfig ( )
{
GameConfig - > ArchiveGameData ( GameName ) ;
GameConfig - > WriteConfigFile ( ) ;
delete GameConfig ;
GameConfig = nullptr ;
}
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CVARD ( Bool , cl_crosshair , true , CVAR_ARCHIVE , " enable/disable crosshair " ) ;
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CVARD ( Bool , cl_automsg , false , CVAR_ARCHIVE , " enable/disable automatically sending messages to all players " ) // Not implemented for Blood
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CVARD ( Bool , cl_autorun , true , CVAR_ARCHIVE , " enable/disable autorun " )
CVARD ( Bool , cl_runmode , true , CVAR_ARCHIVE , " enable/disable modernized run key operation " )
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CVARD ( Bool , cl_autosave , true , CVAR_ARCHIVE , " enable/disable autosaves " ) // Not implemented for Blood (but looks like the other games never check it either.)
CVARD ( Bool , cl_autosavedeletion , true , CVAR_ARCHIVE , " enable/disable automatic deletion of autosaves " ) // Not implemented for Blood
CVARD ( Int , cl_maxautosaves , 8 , CVAR_ARCHIVE , " number of autosaves to keep before deleting the oldest " ) // Not implemented for Blood
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CVARD ( Int , cl_cheatmask , ~ 0 , CVAR_ARCHIVE , " configure what cheats show in the cheats menu " )
CVARD ( Bool , cl_obituaries , true , CVAR_ARCHIVE , " enable/disable multiplayer death messages " ) // Not implemented for Blood
CVARD ( Bool , cl_democams , true , CVAR_ARCHIVE , " enable/disable demo playback cameras " ) // Not implemented for Blood
CVARD ( Bool , cl_idplayers , true , CVAR_ARCHIVE , " enable/disable name display when aiming at opponents " ) // Not implemented for Blood
CVARD ( Bool , cl_showcoords , false , 0 , " show your position in the game world " ) // This is a debug oprion in its current form, not implemented in Blood
CVARD ( Bool , cl_weaponsway , true , CVAR_ARCHIVE , " enable/disable player weapon swaying " ) // Not implemented for Blood
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// Todo: Consolidate these to be consistent across games?
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CVARD ( Bool , cl_viewbob , true , CVAR_ARCHIVE | CVAR_FRONTEND_DUKELIKE , " enable/disable player head bobbing " ) // Not implemented for Blood
CVARD ( Bool , cl_viewhbob , true , CVAR_ARCHIVE | CVAR_FRONTEND_BLOOD , " enable/disable view horizontal bobbing " ) // Only implemented in Blood
CVARD ( Bool , cl_viewvbob , true , CVAR_ARCHIVE | CVAR_FRONTEND_BLOOD , " enable/disable view vertical bobbing " ) // Only implemented in Blood
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CVARD ( Bool , cl_interpolate , true , CVAR_ARCHIVE , " enable/disable view interpolation " ) // only implemented in Blood
CVARD ( Bool , cl_slopetilting , false , CVAR_ARCHIVE , " enable/disable slope tilting " ) // only implemented in Blood
CVARD ( Bool , cl_showweapon , true , CVAR_ARCHIVE , " enable/disable show weapons " ) // only implemented in Blood
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CUSTOM_CVARD ( Int , cl_crosshairscale , 50 , CVAR_ARCHIVE , " changes the size of the crosshair " )
{
if ( self < 1 ) self = 1 ;
else if ( self > 100 ) self = 100 ;
}
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CUSTOM_CVARD ( Int , cl_autoaim , 1 , CVAR_ARCHIVE | CVAR_USERINFO , " enable/disable weapon autoaim " )
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{
if ( self < 0 | | self > ( playing_blood ? 2 : 3 ) ) self = 1 ; // The Shadow Warrior backend only has a bool for this.
//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
} ;
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CUSTOM_CVARD ( Int , cl_weaponswitch , 3 , CVAR_ARCHIVE | CVAR_USERINFO , " enable/disable auto weapon switching " )
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{
if ( self < 0 ) self = 0 ;
if ( self > 3 & & playing_blood ) self = 3 ;
if ( self > 7 ) self = 7 ;
//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
}
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CUSTOM_CVARD ( Int , cl_autovote , 0 , CVAR_ARCHIVE , " enable/disable automatic voting " )
{
if ( self < 0 | | self > 2 ) self = 0 ;
}
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bool G_CheckAutorun ( bool button )
{
if ( cl_runmode ) return button | | cl_autorun ;
else return button ^ ! ! cl_autorun ;
}
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// Demos
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CVARD_NAMED ( Bool , demorec_diffcompress , demorec_diffcompress_cvar , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " Compression for diffs " )
CVARD_NAMED ( Bool , demorec_synccompress , demorec_synccompress_cvar , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " Compression for input " )
CVARD_NAMED ( Bool , demorec_seeds , demorec_seeds_cvar , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable recording of random seed for later sync checking " )
CVARD_NAMED ( Bool , demorec_diffs , demorec_diffs_cvar , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable diff recording in demos " )
CVARD_NAMED ( Bool , demorec_force , demorec_force_cvar , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable forced demo recording " )
CVARD_NAMED ( Int , demorec_difftics , demorec_difftics_cvar , 60 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " sets game tic interval after which a diff is recorded " )
CVARD ( Bool , demoplay_diffs , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable application of diffs in demo playback " )
CVARD ( Bool , demoplay_showsync , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable display of sync status " )
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// Sound
CVARD ( Bool , snd_ambience , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enables/disables ambient sounds " ) // Not implemented for Blood
CVARD ( Bool , snd_enabled , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enables/disables sound effects " )
CVARD ( Bool , snd_tryformats , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats " )
CVARD ( Bool , snd_doppler , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable 3d sound " )
CVARD ( Bool , mus_enabled , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enables/disables music " )
CVARD ( Bool , mus_restartonload , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " restart the music when loading a saved game with the same map or not " ) // only implemented for Blood - todo: generalize
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CVARD ( Bool , mus_redbook , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_FRONTEND_BLOOD , " enables/disables redbook audio (Blood only!) " ) // only Blood has assets for this.
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CUSTOM_CVARD ( Bool , snd_reversestereo , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL , " reverses the stereo channels " )
{
FX_SetReverseStereo ( self ) ;
}
CUSTOM_CVARD ( Int , snd_fxvolume , 255 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " controls volume for sound effects " )
{
if ( self < 0 ) self = 0 ;
if ( self > 255 ) self = 255 ;
}
CUSTOM_CVARD ( Int , snd_mixrate , 44100 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " sound mixing rate " )
{
if ( self < 11025 ) self = 11025 ;
else if ( self > 48000 ) self = 48000 ;
}
CUSTOM_CVARD ( Int , snd_numchannels , 2 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " the number of sound channels " )
{
if ( self < 1 ) self = 1 ;
else if ( self > 2 ) self = 2 ;
}
CUSTOM_CVARD ( Int , snd_numvoices , 64 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " the number of concurrent sounds " )
{
if ( self < 8 ) self = 8 ;
else if ( self > 128 ) self = 128 ;
}
CUSTOM_CVARD ( Int , snd_speech , 5 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enables/disables player speech " )
{
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if ( self < 0 ) self = 0 ;
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else if ( self > 5 ) self = 5 ;
}
CUSTOM_CVARD ( Int , mus_volume , 255 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " controls music volume " )
{
if ( self < 0 ) self = 0 ;
if ( self > 255 ) self = 255 ;
}
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// HUD
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// This was particularly messy. EDuke and Rednukem had no consistent setting for this but a complex combination fo 4 CVARs and lots of mod flags controlling the HUD layout
// NBlood had this differently with an inverted scale of 0-7 with 0 having no HUD.
// For consistency all frontends now use the same scale, with 0 being the smallest and 11 being the largest, which get converted to the internal swrrings by the set_hud_layout callback.
CUSTOM_CVARD ( Int , hud_size , 9 , CVAR_ARCHIVE | CVAR_NOINITCALL , " Defines the HUD size and style " )
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{
if ( self < 0 ) self = 0 ;
else if ( self > 11 ) self = 11 ;
else
{
if ( gi - > validate_hud ( self ) )
gi - > set_hud_layout ( self ) ;
else
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OSD_Printf ( " Hud size %d not available \n " , * self ) ;
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}
}
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CUSTOM_CVARD ( Int , hud_scale , 100 , CVAR_ARCHIVE | CVAR_NOINITCALL , " changes the hud scale " )
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{
if ( self < 36 ) self = 36 ;
else if ( self > 100 ) self = 100 ;
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else gi - > set_hud_scale ( hud_size ) ;
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}
// This is to allow flattening the overly complicated HUD configuration to one single value and keep the complexity safely inside the HUD code.
bool G_ChangeHudLayout ( int direction )
{
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if ( direction < 0 & & hud_size > 0 )
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{
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int layout = hud_size - 1 ;
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while ( ! gi - > validate_hud ( layout ) & & layout > = 0 ) layout - - ;
if ( layout > = 0 )
{
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hud_size = layout ;
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return true ;
}
}
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else if ( hud_size < 11 )
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{
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int layout = hud_size + 1 ;
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while ( ! gi - > validate_hud ( layout ) & & layout < = 11 ) layout + + ;
if ( layout < = 11 )
{
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hud_size = layout ;
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return true ;
}
}
return false ;
}
int hud_statusbarrange ; // will be set by the game's configuration setup.
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CUSTOM_CVARD ( Int , hud_custom , 0 , CVAR_ARCHIVE | CVAR_NOINITCALL , " change the custom hud " ) // this has no backing implementation, it seems to be solely for scripted HUDs.
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{
if ( self < 0 ) self = 0 ;
else if ( self > = hud_statusbarrange ) self = hud_statusbarrange - 1 ;
}
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CVARD ( Bool , hud_stats , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable level statistics display " )
CVARD ( Bool , hud_showmapname , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable map name display on load " )
CUSTOM_CVARD ( Int , r_fov , 90 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " change the field of view " ) //, (void*)r_fov.Value, CVAR_INT, 60, 140
{
if ( self < 60 ) self = 60 ;
else if ( self < 140 ) self = 140 ;
}
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CVARD ( Bool , r_horizcenter , false , CVAR_ARCHIVE | CVAR_FRONTEND_BLOOD , " enable/disable centered horizon line " ) // only present in Blood, maybe add to others?
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CUSTOM_CVARD ( Bool , in_joystick , false , CVAR_ARCHIVE | | CVAR_GLOBALCONFIG | CVAR_NOINITCALL , " enables input from the joystick if it is present " )
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{
CONTROL_JoystickEnabled = ( self & & CONTROL_JoyPresent ) ;
}
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CUSTOM_CVARD ( Bool , in_mouse , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL , " enables input from the mouse if it is present " )
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{
CONTROL_MouseEnabled = ( self & & CONTROL_MousePresent ) ;
}
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// Does it even make sense to have this configurable? It is in the menu but can be switched around at will by the mouse input code.
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int32_t g_MyAimMode = 1 ;
CUSTOM_CVARD ( Bool , in_mousemode , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " toggles vertical mouse view " )
{
g_MyAimMode = self ; // Needs to be copied to a shadow variable because the input code messes around with this setting - but that should not affect the user's original choice.
}
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CVARD ( Bool , in_aimmode , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " 0:toggle, 1:hold to aim " )
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CVARD ( Bool , in_mouseflip , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " invert vertical mouse movement " )
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CUSTOM_CVARD ( Int , in_mousebias , 0 , CVAR_GLOBALCONFIG | CVAR_ARCHIVE , " emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time " )
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{
if ( self < 0 ) self = 0 ;
else if ( self > 32 ) self = 32 ;
}
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CUSTOM_CVARD ( Int , in_mousedeadzone , 0 , CVAR_GLOBALCONFIG | CVAR_ARCHIVE , " amount of mouse movement to filter out " )
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{
if ( self < 0 ) self = 0 ;
else if ( self > 512 ) self = 512 ;
}
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CUSTOM_CVARD ( Bool , in_mousesmoothing , false , CVAR_GLOBALCONFIG | CVAR_ARCHIVE , " enable/disable mouse input smoothing " )
{
CONTROL_SmoothMouse = self ;
}
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CUSTOM_CVARD ( Float , in_mousesensitivity , DEFAULTMOUSESENSITIVITY , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " changes the mouse sensitivity " )
{
if ( self < 0 ) self = 0 ;
else if ( self > 25 ) self = 25 ;
else CONTROL_MouseSensitivity = self ;
}
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CUSTOM_CVARD ( Int , r_drawweapon , 1 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable weapon drawing " )
{
if ( self < 0 | | self > 2 ) self = 1 ;
}
CUSTOM_CVARD ( Int , r_showfps , 0 , 0 , " show the frame rate counter " )
{
if ( self < 0 | | self > 3 ) self = 1 ;
}
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CUSTOM_CVARD ( Int , r_showfpsperiod , 0 , 0 , " time in seconds before averaging min and max stats for r_showfps 2+ " )
{
if ( self < 0 | | self > 5 ) self = 1 ;
}
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float r_ambientlightrecip ;
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CUSTOM_CVARD ( Float , r_ambientlight , 1.0 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " sets the global map light level " )
{
if ( self < 0.1f ) self = 0.1f ;
else if ( self > 10.f ) self = 10.f ;
else r_ambientlightrecip = 1.f / self ;
}
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CVARD ( Bool , r_shadows , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable sprite and model shadows " ) //, (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
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// Gross hack stuff. Only settable from the command line
CVARD ( Bool , r_rotatespritenowidescreen , false , CVAR_NOSET , " pass bit 1024 to all CON rotatesprite calls " )
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CVARD ( Bool , r_precache , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable the pre-level caching routine " )
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CUSTOM_CVARD ( Int , r_maxfps , 200 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " limit the frame rate " )
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{
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if ( self < 0 ) self = 0 ;
else if ( self > 0 & & self < 30 ) self = 30 ;
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else if ( self > 1000 ) self = 1000 ;
}
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int G_FPSLimit ( void )
{
if ( r_maxfps < = 0 )
return 1 ;
auto frameDelay = timerGetFreqU64 ( ) / ( double ) r_maxfps ;
static double nextPageDelay ;
static uint64_t lastFrameTicks ;
nextPageDelay = clamp ( nextPageDelay , 0.0 , frameDelay ) ;
uint64_t const frameTicks = timerGetTicksU64 ( ) ;
uint64_t const elapsedTime = frameTicks - lastFrameTicks ;
double const dElapsedTime = elapsedTime ;
if ( dElapsedTime > = nextPageDelay )
{
if ( dElapsedTime < = nextPageDelay + frameDelay )
nextPageDelay + = frameDelay - dElapsedTime ;
lastFrameTicks = frameTicks ;
return 1 ;
}
return 0 ;
}
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CUSTOM_CVARD ( String , wchoice , " 3457860291 " , CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_FRONTEND_DUKELIKE , " sets weapon autoselection order " )
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{
char dest [ 11 ] ;
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char const * c = self ;
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if ( * c )
{
int j = 0 ;
while ( * c & & j < 10 )
{
dest [ j ] = * c - ' 0 ' ;
c + + ;
j + + ;
}
while ( j < 10 )
{
if ( j = = 9 )
dest [ 9 ] = 1 ;
else
dest [ j ] = 2 ;
j + + ;
}
// if (!gi->SetWeaponChoice(dest)) OSD_Printf("Weapon ordering not supported\n");
}
else
{
OSD_Printf ( " Using default weapon orders. \n " ) ;
self = " 3457860291 " ;
}
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}
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CVARD ( Bool , r_voxels , true , CVAR_ARCHIVE , " enable/disable automatic sprite->voxel rendering " )
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#if 0
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// These have to wait until the HUD code is cleaned up (no idea which may survive and which won't.)
/*
{ " hud_position " , " aligns the status bar to the bottom/top " , ( void * ) & ud . hudontop , CVAR_BOOL , 0 , 1 } ,
{ " hud_bgstretch " , " enable/disable background image stretching in wide resolutions " , ( void * ) & ud . bgstretch , CVAR_BOOL , 0 , 1 } ,
{ " hud_messagetime " , " length of time to display multiplayer chat messages " , ( void * ) & ud . msgdisptime , CVAR_INT , 0 , 3600 } ,
{ " hud_numbertile " , " first tile in alt hud number set " , ( void * ) & althud_numbertile , CVAR_INT , 0 , MAXUSERTILES - 10 } ,
{ " hud_numberpal " , " pal for alt hud numbers " , ( void * ) & althud_numberpal , CVAR_INT , 0 , MAXPALOOKUPS - 1 } ,
{ " hud_shadows " , " enable/disable althud shadows " , ( void * ) & althud_shadows , CVAR_BOOL , 0 , 1 } ,
{ " hud_flashing " , " enable/disable althud flashing " , ( void * ) & althud_flashing , CVAR_BOOL , 0 , 1 } ,
{ " hud_glowingquotes " , " enable/disable \" glowing \" quote text " , ( void * ) & hud_glowingquotes , CVAR_BOOL , 0 , 1 } ,
{ " hud_textscale " , " sets multiplayer chat message size " , ( void * ) & ud . textscale , CVAR_INT , 100 , 400 } ,
{ " hud_weaponscale " , " changes the weapon scale " , ( void * ) & ud . weaponscale , CVAR_INT , 10 , 100 } ,
{ " hud_messages " , " enable/disable showing messages " , ( void * ) & gMessageState , CVAR_BOOL , 0 , 1 } ,
{ " hud_powerupduration " , " enable/disable displaying the remaining seconds for power-ups " , ( void * ) & gPowerupDuration , CVAR_BOOL , 0 , 1 } ,
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// Currently unavailable due to dependency on an obsolete OpenGL feature
{ " deliriumblur " , " enable/disable delirium blur effect(polymost) " , ( void * ) & gDeliriumBlur , CVAR_BOOL , 0 , 1 } ,
// This needs some serious internal cleanup first, the implementation is all over the place and prone to whacking the user setting.
{ " color " , " changes player palette " , ( void * ) & ud . color , CVAR_INT | CVAR_MULTI , 0 , MAXPALOOKUPS - 1 } ,
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if ( ! Bstrcasecmp ( parm - > name , " color " ) )
{
ud . color = G_CheckPlayerColor ( ud . color ) ;
g_player [ 0 ] . ps - > palookup = g_player [ 0 ] . pcolor = ud . color ;
}
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// This one gets changed at run time by the game code, so making it persistent does not work
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// This option is not really useful anymore
{ " r_camrefreshdelay " , " minimum delay between security camera sprite updates, 120 = 1 second " , ( void * ) & ud . camera_time , CVAR_INT , 1 , 240 } ,
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// This requires a different approach, because it got used like a CCMD, not a CVAR.
{ " skill " , " changes the game skill setting " , ( void * ) & ud . m_player_skill , CVAR_INT | CVAR_FUNCPTR | CVAR_NOSAVE /*|CVAR_NOMULTI*/ , 0 , 5 } ,
// requires cleanup first
//{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
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// just as a reminder:
/*
else if ( ! Bstrcasecmp ( parm - > name , " vid_gamma " ) )
{
gBrightness = GAMMA_CALC ;
gBrightness < < = 2 ;
videoSetPalette ( gBrightness > > 2 , gLastPal , 0 ) ;
}
else if ( ! Bstrcasecmp ( parm - > name , " vid_brightness " ) | | ! Bstrcasecmp ( parm - > name , " vid_contrast " ) )
{
videoSetPalette ( gBrightness > > 2 , gLastPal , 0 ) ;
}
*/
2019-10-23 19:11:37 +00:00
/* Baselayer CVARs. Some are pointless, some not worth bothering before the backend is swappewd out, the only relevant one was r_voxels.
static osdcvardata_t cvars_engine [ ] =
{
{ " lz4compressionlevel " , " adjust LZ4 compression level used for savegames " , ( void * ) & lz4CompressionLevel , CVAR_INT , 1 , 32 } ,
{ " r_borderless " , " borderless windowed mode: 0: never 1: always 2: if resolution matches desktop " , ( void * ) & r_borderless , CVAR_INT | CVAR_RESTARTVID , 0 , 2 } ,
{ " r_displayindex " , " index of output display " , ( void * ) & r_displayindex , CVAR_INT | CVAR_RESTARTVID , 0 , 10 } ,
{ " r_usenewaspect " , " enable/disable new screen aspect ratio determination code " , ( void * ) & r_usenewaspect , CVAR_BOOL , 0 , 1 } ,
{ " r_screenaspect " , " if using r_usenewaspect and in fullscreen, screen aspect ratio in the form XXYY, e.g. 1609 for 16:9 " ,
( void * ) & r_screenxy , SCREENASPECT_CVAR_TYPE , 0 , 9999 } ,
{ " r_windowpositioning " , " enable/disable window position memory " , ( void * ) & windowpos , CVAR_BOOL , 0 , 1 } ,
//{ "vid_gamma","adjusts gamma component of gamma ramp",(void *) &g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
//{ "vid_contrast","adjusts contrast component of gamma ramp",(void *) &g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
//{ "vid_brightness","adjusts brightness component of gamma ramp",(void *) &g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
} ;
*/
2019-10-21 22:18:58 +00:00
# endif