/* ** gamecvars.cpp ** ** most of the game CVARs from the frontend consolidated to only have one instance ** **--------------------------------------------------------------------------- ** Copyright 2019 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 "gameconfigfile.h" #include "gamecontrol.h" #include "m_argv.h" #include "rts.h" #include "stats.h" #include "raze_music.h" #include "c_dispatch.h" #include "gstrings.h" #include "quotemgr.h" #include "gamestruct.h" #include "statusbar.h" CVARD(Bool, cl_crosshair, true, CVAR_ARCHIVE, "enable/disable crosshair"); CVARD(Bool, cl_automsg, false, CVAR_ARCHIVE, "enable/disable automatically sending messages to all players") // Not implemented for Blood CVARD(Bool, cl_autorun, true, CVAR_ARCHIVE, "enable/disable autorun") CVARD(Bool, cl_runmode, true, CVAR_ARCHIVE, "enable/disable modernized run key operation") bool G_CheckAutorun(bool button) { if (cl_runmode) return button || cl_autorun; else return button ^ !!cl_autorun; } 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 CVARD(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death messages") // Not implemented CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents") CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE, "enable/disable player weapon swaying") // Todo: Consolidate these to be consistent across games? CVARD(Bool, cl_viewbob, true, CVAR_ARCHIVE, "enable/disable player head bobbing") CVARD(Bool, cl_viewhbob, true, CVAR_ARCHIVE, "enable/disable view horizontal bobbing") // Only implemented in Blood CVARD(Bool, cl_viewvbob, true, CVAR_ARCHIVE, "enable/disable view vertical bobbing") // Only implemented in Blood 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(Int, cl_showweapon, 1, CVAR_ARCHIVE, "enable/disable show weapons") // only implemented in Blood CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE, "enable/disable synchronized input with game's tickrate") // only implemented in Duke CVARD(Bool, cl_swsmoothsway, true, CVAR_ARCHIVE, "move SW weapon left and right smoothly while bobbing") CVARD(Bool, cl_showmagamt, false, CVAR_ARCHIVE, "show the amount of rounds left in the magazine of your weapon on the modern HUD") CVARD(Bool, cl_nomeleeblur, false, CVAR_ARCHIVE, "enable/disable blur effect with melee weapons in SW") CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turning speed for Powerslave/Exhumed") CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation") CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode") CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode") CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior") CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior") CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation") CVARD(Bool, cl_bloodqavforcedinterp, false, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation forcefully for QAVs that aren't defined as interpolatable") CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'") CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood") CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE, "enable/disable loading screens for games") CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim") { int automodes = (g_gameType & (GAMEFLAG_DUKECOMPAT | GAMEFLAG_BLOOD | GAMEFLAG_SW)) ? 2 : 1; if (self < 0 || self > automodes) self = 1; }; CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching") { if (self < 0) self = 0; if (self > 1 && isSWALL()) self = 1; if (self > 3 && isBlood()) self = 3; if (self > 7) self = 7; } // Sound CUSTOM_CVARD(Bool, snd_ambience, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL, "enables/disables ambient sounds") // Not implemented for Blood { gi->SetAmbience(self); } 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, mus_restartonload, false, CVAR_ARCHIVE, "restart the music when loading a saved game with the same map or not") CVARD(Bool, mus_redbook, true, CVAR_ARCHIVE, "enables/disables redbook audio") CUSTOM_CVARD(Int, snd_speech, 1, CVAR_ARCHIVE, "enables/disables player speech") { if (self < 0) self = 0; else if (self > 1) self = 1; } // HUD CUSTOM_CVARD(Int, hud_size, Hud_Stbar, CVAR_ARCHIVE, "Defines the HUD size and style") { if (self < 0) self = 0; else if (self > Hud_Nothing) self = Hud_Nothing; else setViewport(self); } CUSTOM_CVARD(Float, hud_scalefactor, 1, CVAR_ARCHIVE, "changes the hud scale") { if (self < 0.36f) self = 0.36f; else if (self > 1) self = 1; else setViewport(hud_size); } // Note: The shift detection here should be part of the key event data, but that requires a lot more work. Ideally use a ShiftBinds mapping. For control through bound keys this should be fine, bunt not for use from the console. CCMD(sizeup) { if (!inputState.ShiftPressed()) { if (hud_size < Hud_Nothing) { hud_size = hud_size + 1; gi->PlayHudSound(); } } else { hud_scalefactor = hud_scalefactor + 0.04f; } } CCMD(sizedown) { if (!inputState.ShiftPressed()) { if (hud_size > 0) { hud_size = hud_size - 1; gi->PlayHudSound(); } } else { hud_scalefactor = hud_scalefactor - 0.04f; } } CUSTOM_CVARD(Float, hud_statscale, 0.5, CVAR_ARCHIVE, "change the scale of the stats display") { if (self < 0.36f) self = 0.36f; else if (self > 1) self = 1; } 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") CVARD(Bool, hud_position, false, CVAR_ARCHIVE, "aligns the status bar to the bottom/top") CVARD(Bool, hud_bgstretch, false, CVAR_ARCHIVE, "enable/disable background image stretching in wide resolutions") CVARD(Bool, hud_messages, 1, CVAR_ARCHIVE, "enable/disable showing messages") // This cannot be done with the 'toggle' CCMD because it needs to control itself when to output the message CCMD (togglemessages) { if (hud_messages) { Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", quoteMgr.GetQuote(24)); hud_messages = false; } else { hud_messages = true; Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", quoteMgr.GetQuote(23)); } } CVARD_NAMED(Int, hud_flashing, althud_flashing, true, CVAR_ARCHIVE, "enable/disable althud flashing") CUSTOM_CVARD(Int, r_fov, 90, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "change the field of view") { if (self < 60) self = 60; else if (self > 140) self = 140; } CVARD(Bool, in_mousemode, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "toggles vertical mouse view") CVAR(Bool, silentmouseaimtoggle, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CCMD(togglemouseaim) { in_mousemode = !in_mousemode; if (!silentmouseaimtoggle) { Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", in_mousemode? GStrings("TXT_MOUSEAIMON") : GStrings("TXT_MOUSEAIMOFF")); } } CUSTOM_CVARD(Int, r_drawweapon, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable weapon drawing") { if (self < 0 || self > 2) self = 1; } ADD_STAT(fps) { return gi->statFPS(); } ADD_STAT(coord) { return gi->GetCoordString(); } CUSTOM_CVARD(Int, r_showfps, 0, 0, "show the frame rate counter") { if (self < 0 || self > 3) self = 1; FStat::EnableStat("fps", self != 0); } 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; } 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; } CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows") CVARD(Bool, r_precache, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable the pre-level caching routine") CVARD(Bool, r_voxels, true, CVAR_ARCHIVE, "enable/disable automatic sprite->voxel rendering") // color code format is as follows: // ^## sets a color, where ## is the palette number // ^S# sets a shade, range is 0-7 equiv to shades 0-14 // ^O resets formatting to defaults static const char* OSD_StripColors(char* outBuf, const char* inBuf) { const char* ptr = outBuf; while (*inBuf) { if (*inBuf == '^') { if (isdigit(*(inBuf + 1))) { inBuf += 2 + !!isdigit(*(inBuf + 2)); continue; } else if ((toupper(*(inBuf + 1)) == 'O')) { inBuf += 2; continue; } else if ((toupper(*(inBuf + 1)) == 'S') && isdigit(*(inBuf + 2))) { inBuf += 3; continue; } } *(outBuf++) = *(inBuf++); } *outBuf = '\0'; return ptr; } CVAR(Bool, adult_lockout, false, CVAR_ARCHIVE) CUSTOM_CVAR(String, playername, "Player", CVAR_ARCHIVE | CVAR_USERINFO) { TArray buffer(strlen(self)+1, 1); OSD_StripColors(buffer.Data(), self); if (buffer.Size() < strlen(self)) { self = buffer.Data(); } //Net_SendClientInfo(); This is in the client code. Todo. } CUSTOM_CVAR(String, rtsname, "", CVAR_ARCHIVE | CVAR_USERINFO) { RTS_Init(self); } CVAR(String, usermapfolder, "", CVAR_ARCHIVE); CUSTOM_CVAR(Int, playercolor, 0, CVAR_ARCHIVE|CVAR_USERINFO) { if (self < 0 || self > 10) self = 0; else ;// gi->PlayerColorChanged(); // this part is game specific } // Will only become useful if the obituary system gets overhauled and for localization CUSTOM_CVAR(Int, playergender, 0, CVAR_USERINFO|CVAR_ARCHIVE) { if (self < 0 || self > 3) self = 0; } CVAR(Int, m_coop, 0, CVAR_NOSET) //CVAR(Int, skill, 2, CVAR_ARCHIVE) // Currently unavailable due to dependency on an obsolete OpenGL feature //{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },