raze/source/core/gamecvars.cpp
Mitchell Richters 6799322544 - Exhumed: Add view bobbing, with defaults matching intensity of Powerslave Exhumed.
* `cl_viewbob` extended from bool to int, and allowing two modes: 1 == Powerslave Exhumed bobbing, 2 == Duke 3D-style bobbing.
* Height and speed of bobbing customisable.
2023-04-21 21:13:19 +10:00

330 lines
12 KiB
C++

/*
** 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"
#include "coreactor.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, false, 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|CVAR_GLOBALCONFIG, "enable/disable player weapon swaying")
// Todo: Consolidate these to be consistent across games?
CUSTOM_CVARD(Int, cl_viewbob, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable player head bobbing")
{
if (self < 0) self = 0;
else if (self > 2) self = 2;
}
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|CVAR_GLOBALCONFIG, "enable/disable view interpolation")
CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable slope tilting")
CVARD(Int, cl_showweapon, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable show weapons")
CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW
CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable synchronized input with game's tickrate")
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_hudinterpolation, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "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_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|CVAR_GLOBALCONFIG, "enable/disable loading screens for games")
CVARD(Bool, cl_clampedpitch, true, CVAR_ARCHIVE, "clamp the view pitch to original ranges")
CUSTOM_CVARD(Int, cl_dukepitchmode, 7, CVAR_ARCHIVE, "customise Duke's myriad of pitch options")
{
if (self < 0) self = 0;
else if (self > 7) self = 7;
}
CVARD(Flag, cl_dukepitchlockreturn, cl_dukepitchmode, 1, "enable/disable pitch input while returning to centre");
CVARD(Flag, cl_dukepitchhardlanding, cl_dukepitchmode, 2, "enable/disable pitch adjustment from a high fall");
CVARD(Flag, cl_dukepitchlandingrecenter, cl_dukepitchmode, 4, "enable/disable pitch recentreing after a high fall");
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) self = 3;
}
// 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);
}
void HudScaleChanged()
{
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;
}
CUSTOM_CVARD(Int, hud_stats, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable level statistics display")
{
if (self < 0 || self > 3) self = 0;
}
CVARD(Bool, hud_showmapname, true, CVAR_ARCHIVE, "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, true, 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(Bool, 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)
{
FString out;
if (const auto pActor = gi->getConsoleActor())
{
out.AppendFormat("X: %.4f ", pActor->spr.pos.X);
out.AppendFormat("Y: %.4f ", pActor->spr.pos.Y);
out.AppendFormat("Z: %.4f ", pActor->spr.pos.Z);
out.AppendFormat("Yaw: %.4f ", pActor->spr.Angles.Yaw.Degrees());
out.AppendFormat("Pitch: %.4f\n", pActor->spr.Angles.Pitch.Degrees());
}
return out;
}
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")
CVAR(Bool, adult_lockout, false, CVAR_ARCHIVE)
CUSTOM_CVAR(String, playername, "Player", CVAR_ARCHIVE | CVAR_USERINFO)
{
TArray<char> buffer(strlen(self)+1, 1);
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;
}
CUSTOM_CVAR(Int, cl_maxdecalamount, 1024, CVAR_ARCHIVE)
{
if (self < 0) 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 },