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https://github.com/ZDoom/Raze.git
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331 lines
12 KiB
C++
331 lines
12 KiB
C++
/*
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** gamecvars.cpp
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**
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** most of the game CVARs from the frontend consolidated to only have one instance
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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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*/
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#include "c_cvars.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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#include "rts.h"
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#include "stats.h"
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#include "raze_music.h"
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#include "c_dispatch.h"
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#include "gstrings.h"
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#include "quotemgr.h"
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#include "gamestruct.h"
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#include "statusbar.h"
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#include "coreactor.h"
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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")
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CVARD(Bool, cl_runmode, false, CVAR_ARCHIVE, "enable/disable modernized run key operation")
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bool G_CheckAutorun(bool button)
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{
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if (cl_runmode) return button || cl_autorun;
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else return button ^ !!cl_autorun;
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}
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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.)
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CVARD(Bool, cl_autosavedeletion, true, CVAR_ARCHIVE, "enable/disable automatic deletion of autosaves") // Not implemented for Blood
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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(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death messages") // Not implemented
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CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents")
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CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable player weapon swaying")
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// Todo: Consolidate these to be consistent across games?
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CUSTOM_CVARD(Int, cl_viewbob, 1, CVAR_ARCHIVE, "enable/disable player head bobbing")
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{
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if (self < 0) self = 0;
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else if (self > 2) self = 2;
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}
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CVARD(Bool, cl_viewhbob, true, CVAR_ARCHIVE, "enable/disable view horizontal bobbing") // Only implemented in Blood
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CVARD(Bool, cl_viewvbob, true, CVAR_ARCHIVE, "enable/disable view vertical bobbing") // Only implemented in Blood
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CVARD(Bool, cl_interpolate, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable view interpolation")
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CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable slope tilting")
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CVARD(Int, cl_showweapon, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable show weapons")
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CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW
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CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable synchronized input with game's tickrate")
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CVARD(Bool, cl_swsmoothsway, true, CVAR_ARCHIVE, "move SW weapon left and right smoothly while bobbing")
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CVARD(Bool, cl_showmagamt, false, CVAR_ARCHIVE, "show the amount of rounds left in the magazine of your weapon on the modern HUD")
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CVARD(Bool, cl_nomeleeblur, false, CVAR_ARCHIVE, "enable/disable blur effect with melee weapons in SW")
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CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable HUD (weapon drawer) interpolation")
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CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
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CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
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CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior")
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CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior")
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CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
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CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
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CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
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CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable loading screens for games")
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CVARD(Bool, cl_clampedpitch, true, CVAR_ARCHIVE, "clamp the view pitch to original ranges")
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CUSTOM_CVARD(Int, cl_dukepitchmode, 7, CVAR_ARCHIVE, "customise Duke's myriad of pitch options")
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{
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if (self < 0) self = 0;
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else if (self > 7) self = 7;
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}
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CVARD(Flag, cl_dukepitchlockreturn, cl_dukepitchmode, 1, "enable/disable pitch input while returning to centre");
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CVARD(Flag, cl_dukepitchhardlanding, cl_dukepitchmode, 2, "enable/disable pitch adjustment from a high fall");
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CVARD(Flag, cl_dukepitchlandingrecenter, cl_dukepitchmode, 4, "enable/disable pitch recentreing after a high fall");
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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{
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int automodes = (g_gameType & (GAMEFLAG_DUKECOMPAT | GAMEFLAG_BLOOD | GAMEFLAG_SW)) ? 2 : 1;
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if (self < 0 || self > automodes) self = 1;
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};
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CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching")
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{
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if (self < 0) self = 0;
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if (self > 1 && isSWALL()) self = 1;
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if (self > 3) self = 3;
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}
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// Sound
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CUSTOM_CVARD(Bool, snd_ambience, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL, "enables/disables ambient sounds") // Not implemented for Blood
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{
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gi->SetAmbience(self);
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}
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CVARD(Bool, snd_tryformats, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats")
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CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE, "restart the music when loading a saved game with the same map or not")
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CVARD(Bool, mus_redbook, true, CVAR_ARCHIVE, "enables/disables redbook audio")
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CUSTOM_CVARD(Int, snd_speech, 1, CVAR_ARCHIVE, "enables/disables player speech")
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{
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if (self < 0) self = 0;
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else if (self > 1) self = 1;
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}
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// HUD
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CUSTOM_CVARD(Int, hud_size, Hud_Stbar, CVAR_ARCHIVE, "Defines the HUD size and style")
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{
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if (self < 0) self = 0;
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else if (self > Hud_Nothing) self = Hud_Nothing;
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else setViewport(self);
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}
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void HudScaleChanged()
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{
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setViewport(hud_size);
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}
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// 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.
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CCMD(sizeup)
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{
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if (!inputState.ShiftPressed())
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{
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if (hud_size < Hud_Nothing)
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{
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hud_size = hud_size + 1;
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gi->PlayHudSound();
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}
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}
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else
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{
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hud_scalefactor = hud_scalefactor + 0.04f;
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}
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}
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CCMD(sizedown)
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{
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if (!inputState.ShiftPressed())
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{
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if (hud_size > 0)
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{
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hud_size = hud_size - 1;
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gi->PlayHudSound();
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}
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}
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else
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{
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hud_scalefactor = hud_scalefactor - 0.04f;
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}
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}
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CUSTOM_CVARD(Float, hud_statscale, 0.5, CVAR_ARCHIVE, "change the scale of the stats display")
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{
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if (self < 0.36f) self = 0.36f;
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else if (self > 1) self = 1;
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}
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CUSTOM_CVARD(Int, hud_stats, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable level statistics display")
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{
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if (self < 0 || self > 3) self = 0;
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}
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CVARD(Bool, hud_showmapname, true, CVAR_ARCHIVE, "enable/disable map name display on load")
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CVARD(Bool, hud_position, false, CVAR_ARCHIVE, "aligns the status bar to the bottom/top")
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CVARD(Bool, hud_bgstretch, false, CVAR_ARCHIVE, "enable/disable background image stretching in wide resolutions")
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CVARD(Bool, hud_messages, true, CVAR_ARCHIVE, "enable/disable showing messages")
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// This cannot be done with the 'toggle' CCMD because it needs to control itself when to output the message
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CCMD (togglemessages)
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{
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if (hud_messages)
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{
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Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", quoteMgr.GetQuote(24));
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hud_messages = false;
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}
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else
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{
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hud_messages = true;
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Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", quoteMgr.GetQuote(23));
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}
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}
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CVARD(Bool, althud_flashing, true, CVAR_ARCHIVE, "enable/disable althud flashing")
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CUSTOM_CVARD(Int, r_fov, 90, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "change the field of view")
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{
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if (self < 60) self = 60;
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else if (self > 140) self = 140;
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}
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CVARD(Bool, in_mousemode, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "toggles vertical mouse view")
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CVAR(Bool, silentmouseaimtoggle, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CCMD(togglemouseaim)
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{
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in_mousemode = !in_mousemode;
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if (!silentmouseaimtoggle)
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{
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Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", in_mousemode? GStrings("TXT_MOUSEAIMON") : GStrings("TXT_MOUSEAIMOFF"));
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}
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}
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CUSTOM_CVARD(Int, r_drawweapon, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable weapon drawing")
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{
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if (self < 0 || self > 2) self = 1;
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}
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ADD_STAT(fps)
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{
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return gi->statFPS();
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}
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ADD_STAT(coord)
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{
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FString out;
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if (const auto pActor = gi->getConsoleActor())
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{
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out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
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out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
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out.AppendFormat("Z: %.4f\n", pActor->spr.pos.Z);
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out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
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out.AppendFormat("Pitch: %.4f ", pActor->spr.Angles.Pitch.Degrees());
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out.AppendFormat("Roll: %.4f\n", pActor->spr.Angles.Roll.Degrees());
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}
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return out;
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}
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CUSTOM_CVARD(Int, r_showfps, 0, 0, "show the frame rate counter")
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{
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if (self < 0 || self > 3) self = 1;
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FStat::EnableStat("fps", self != 0);
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}
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CUSTOM_CVARD(Int, r_showfpsperiod, 0, 0, "time in seconds before averaging min and max stats for r_showfps 2+")
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{
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if (self < 0 || self > 5) self = 1;
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}
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CUSTOM_CVARD(Float, r_ambientlight, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets the global map light level")
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{
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if (self < 0.1f) self = 0.1f;
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else if (self > 10.f) self = 10.f;
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}
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CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows")
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CVARD(Bool, r_precache, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable the pre-level caching routine")
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CVARD(Bool, r_voxels, true, CVAR_ARCHIVE, "enable/disable automatic sprite->voxel rendering")
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CVAR(Bool, adult_lockout, false, CVAR_ARCHIVE)
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CUSTOM_CVAR(String, playername, "Player", CVAR_ARCHIVE | CVAR_USERINFO)
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{
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TArray<char> buffer(strlen(self)+1, 1);
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if (buffer.Size() < strlen(self))
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{
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self = buffer.Data();
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}
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//Net_SendClientInfo(); This is in the client code. Todo.
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}
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CUSTOM_CVAR(String, rtsname, "", CVAR_ARCHIVE | CVAR_USERINFO)
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{
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RTS_Init(self);
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}
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CVAR(String, usermapfolder, "", CVAR_ARCHIVE);
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CUSTOM_CVAR(Int, playercolor, 0, CVAR_ARCHIVE|CVAR_USERINFO)
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{
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if (self < 0 || self > 10) self = 0;
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//else ;// gi->PlayerColorChanged(); // this part is game specific
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}
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// Will only become useful if the obituary system gets overhauled and for localization
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CUSTOM_CVAR(Int, playergender, 0, CVAR_USERINFO|CVAR_ARCHIVE)
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{
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if (self < 0 || self > 3) self = 0;
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}
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CUSTOM_CVAR(Int, cl_maxdecalamount, 1024, CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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}
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CVAR(Int, m_coop, 0, CVAR_NOSET)
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//CVAR(Int, skill, 2, CVAR_ARCHIVE)
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// Currently unavailable due to dependency on an obsolete OpenGL feature
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//{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },
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