Example #1
0
FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
{
	FBaseCVar *cvar = FindCVar(cvarname, nullptr);
	// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
	if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
	{
		return nullptr;
	}
	else
	{
		// For userinfo cvars, redirect to GetUserCVar
		if (cvar->GetFlags() & CVAR_USERINFO)
		{
			if (activator == nullptr || activator->player == nullptr)
			{
				return nullptr;
			}
			return GetUserCVar(int(activator->player - players), cvarname);
		}
		return cvar;
	}
}
Example #2
0
FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev)
{
	FBaseCVar *var;
	FBaseCVar *dummy;

	if (var_name == NULL)
		return NULL;

	if (prev == NULL)
		prev = &dummy;

	var = CVars;
	*prev = NULL;
	while (var)
	{
		if (stricmp (var->GetName (), var_name) == 0)
			break;
		*prev = var;
		var = var->m_Next;
	}
	return var;
}
Example #3
0
FBaseCVar::FBaseCVar (const char *var_name, DWORD flags, void (*callback)(FBaseCVar &))
{
	FBaseCVar *var;

	var = FindCVar (var_name, NULL);

	m_Callback = callback;
	Flags = 0;
	Name = NULL;

	if (var_name)
	{
		C_AddTabCommand (var_name);
		Name = copystring (var_name);
		m_Next = CVars;
		CVars = this;
	}

	if (var)
	{
		ECVarType type;
		UCVarValue value;

		value = var->GetFavoriteRep (&type);
		ForceSet (value, type);

		if (var->Flags & CVAR_AUTO)
			delete var;
		else
			var->~FBaseCVar();

		Flags = flags;
	}
	else
	{
		Flags = flags | CVAR_ISDEFAULT;
	}
}
void userinfo_t::Reset()
{
    // Clear this player's userinfo.
    TMapIterator<FName, FBaseCVar *> it(*this);
    TMap<FName, FBaseCVar *>::Pair *pair;

    while (it.NextPair(pair))
    {
        delete pair->Value;
    }
    Clear();

    // Create userinfo vars for this player, initialized to their defaults.
    for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
    {
        if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
        {
            ECVarType type;
            FName cvarname(cvar->GetName());
            FBaseCVar *newcvar;

            // Some cvars have different types for their shadow copies.
            switch (cvarname.GetIndex())
            {
            case NAME_Skin:
                type = CVAR_Int;
                break;
            case NAME_Gender:
                type = CVAR_Int;
                break;
            case NAME_PlayerClass:
                type = CVAR_Int;
                break;
            default:
                type = cvar->GetRealType();
                break;
            }
            newcvar = C_CreateCVar(NULL, type, cvar->GetFlags() & CVAR_MOD);
            newcvar->SetGenericRepDefault(cvar->GetGenericRepDefault(CVAR_String), CVAR_String);
            Insert(cvarname, newcvar);
        }
    }
}
Example #5
0
void D_SetupUserInfo ()
{
	int i;
	userinfo_t *coninfo;

	// Reset everybody's userinfo to a default state.
	for (i = 0; i < MAXPLAYERS; i++)
	{
		players[i].userinfo.Reset();
	}
	// Initialize the console player's user info
	coninfo = &players[consoleplayer].userinfo;

	for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
	{
		if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
		{
			FBaseCVar **newcvar;
			FName cvarname(cvar->GetName());

			switch (cvarname.GetIndex())
			{
			// Some cvars don't copy their original value directly.
			case NAME_Team:			coninfo->TeamChanged(team); break;
			case NAME_Skin:			coninfo->SkinChanged(skin); break;
			case NAME_Gender:		coninfo->GenderChanged(gender); break;
			case NAME_PlayerClass:	coninfo->PlayerClassChanged(playerclass); break;
			// The rest do.
			default:
				newcvar = coninfo->CheckKey(cvarname);
				(*newcvar)->SetGenericRep(cvar->GetGenericRep(CVAR_String), CVAR_String);
				break;
			}
		}
	}
	R_BuildPlayerTranslation(consoleplayer);
}
Example #6
0
void FBaseCVar::ListVars (const char *filter, bool plain)
{
	FBaseCVar *var = CVars;
	int count = 0;

	while (var)
	{
		if (CheckWildcards (filter, var->GetName()))
		{
			DWORD flags = var->GetFlags();
			UCVarValue val;

			val = var->GetGenericRep (CVAR_String);
			if (plain)
			{ // plain formatting does not include user-defined cvars
				if (!(flags & CVAR_UNSETTABLE))
				{
					++count;
					Printf ("%s : %s\n", var->GetName(), var->GetGenericRep(CVAR_String).String);
				}
			}
			else
			{
				++count;
				Printf ("%c%c%c%c%c %s = %s\n",
					flags & CVAR_ARCHIVE ? 'A' : ' ',
					flags & CVAR_USERINFO ? 'U' :
						flags & CVAR_SERVERINFO ? 'S' :
						flags & CVAR_AUTO ? 'C' : ' ',
					flags & CVAR_NOSET ? '-' :
						flags & CVAR_LATCH ? 'L' :
						flags & CVAR_UNSETTABLE ? '*' : ' ',
					flags & CVAR_MOD ? 'M' : ' ',
					flags & CVAR_IGNORE ? 'X' : ' ',
					var->GetName(),
					var->GetGenericRep (CVAR_String).String);
			}
		}
		var = var->m_Next;
	}
	Printf ("%d cvars\n", count);
}
void FGameConfigFile::DoGlobalSetup ()
{
	if (SetSection ("GlobalSettings.Unknown"))
	{
		ReadCVars (CVAR_GLOBALCONFIG);
	}
	if (SetSection ("GlobalSettings"))
	{
		ReadCVars (CVAR_GLOBALCONFIG);
	}
	if (SetSection ("LastRun"))
	{
		const char *lastver = GetValueForKey ("Version");
		if (lastver != NULL)
		{
			double last = atof (lastver);
			if (last < 123.1)
			{
				FBaseCVar *noblitter = FindCVar ("vid_noblitter", NULL);
				if (noblitter != NULL)
				{
					noblitter->ResetToDefault ();
				}
			}
			if (last < 202)
			{
				// Make sure the Hexen hotkeys are accessible by default.
				if (SetSection ("Hexen.Bindings"))
				{
					SetValueForKey ("\\", "use ArtiHealth");
					SetValueForKey ("scroll", "+showscores");
					SetValueForKey ("0", "useflechette");
					SetValueForKey ("9", "use ArtiBlastRadius");
					SetValueForKey ("8", "use ArtiTeleport");
					SetValueForKey ("7", "use ArtiTeleportOther");
					SetValueForKey ("6", "use ArtiEgg");
					SetValueForKey ("5", "use ArtiInvulnerability");
				}
			}
			if (last < 204)
			{ // The old default for vsync was true, but with an unlimited framerate
			  // now, false is a better default.
				FBaseCVar *vsync = FindCVar ("vid_vsync", NULL);
				if (vsync != NULL)
				{
					vsync->ResetToDefault ();
				}
			}
			if (last < 206)
			{ // spc_amp is now a float, not an int.
				if (spc_amp > 16)
				{
					spc_amp = spc_amp / 16.f;
				}
			}
			if (last < 207)
			{ // Now that snd_midiprecache works again, you probably don't want it on.
				FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL);
				if (precache != NULL)
				{
					precache->ResetToDefault();
				}
			}
			if (last < 208)
			{ // Weapon sections are no longer used, so tidy up the config by deleting them.
				const char *name;
				size_t namelen;
				bool more;

				more = SetFirstSection();
				while (more)
				{
					name = GetCurrentSection();
					if (name != NULL && 
						(namelen = strlen(name)) > 12 &&
						strcmp(name + namelen - 12, ".WeaponSlots") == 0)
					{
						more = DeleteCurrentSection();
					}
					else
					{
						more = SetNextSection();
					}
				}
			}
			if (last < 209)
			{
				// menu dimming is now a gameinfo option so switch user override off
				FBaseCVar *dim = FindCVar ("dimamount", NULL);
				if (dim != NULL)
				{
					dim->ResetToDefault ();
				}
			}
		}
	}
}
Example #8
0
void C_ReadCVars (BYTE **demo_p)
{
	char *ptr = *((char **)demo_p);
	char *breakpt;

	if (*ptr++ != '\\')
		return;

	if (*ptr == '\\')
	{       // compact mode
		TArray<FBaseCVar *> cvars;
		FBaseCVar *cvar;
		DWORD filter;

		ptr++;
		breakpt = strchr (ptr, '\\');
		*breakpt = 0;
		filter = strtoul (ptr, NULL, 16);
		*breakpt = '\\';
		ptr = breakpt + 1;

		FilterCompactCVars (cvars, filter);

		while (cvars.Pop (cvar))
		{
			UCVarValue val;
			breakpt = strchr (ptr, '\\');
			if (breakpt)
				*breakpt = 0;
			val.String = ptr;
			cvar->ForceSet (val, CVAR_String);
			if (breakpt)
			{
				*breakpt = '\\';
				ptr = breakpt + 1;
			}
			else
				break;
		}
	}
	else
	{
		char *value;

		while ( (breakpt = strchr (ptr, '\\')) )
		{
			*breakpt = 0;
			value = breakpt + 1;
			if ( (breakpt = strchr (value, '\\')) )
				*breakpt = 0;

			cvar_set (ptr, value);

			*(value - 1) = '\\';
			if (breakpt)
			{
				*breakpt = '\\';
				ptr = breakpt + 1;
			}
			else
			{
				break;
			}
		}
	}
	*demo_p += strlen (*((char **)demo_p)) + 1;
}
Example #9
0
static const char *SetServerVar (char *name, ECVarType type, BYTE **stream, bool singlebit)
{
	FBaseCVar *var = FindCVar (name, NULL);
	UCVarValue value;

	if (singlebit)
	{
		if (var != NULL)
		{
			int bitdata;
			int mask;

			value = var->GetFavoriteRep (&type);
			if (type != CVAR_Int)
			{
				return NULL;
			}
			bitdata = ReadByte (stream);
			mask = 1 << (bitdata & 31);
			if (bitdata & 32)
			{
				value.Int |= mask;
			}
			else
			{
				value.Int &= ~mask;
			}
		}
	}
	else
	{
		switch (type)
		{
		case CVAR_Bool:		value.Bool = ReadByte (stream) ? 1 : 0;	break;
		case CVAR_Int:		value.Int = ReadLong (stream);			break;
		case CVAR_Float:	value.Float = ReadFloat (stream);		break;
		case CVAR_String:	value.String = ReadString (stream);		break;
		default: break;	// Silence GCC
		}
	}

	if (var)
	{
		var->ForceSet (value, type);
	}

	if (type == CVAR_String)
	{
		delete[] value.String;
	}

	if (var == &teamplay)
	{
		// Put players on teams if teamplay turned on
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i])
			{
				UpdateTeam (i, players[i].userinfo.GetTeam(), true);
			}
		}
	}

	if (var)
	{
		value = var->GetGenericRep (CVAR_String);
		return value.String;
	}

	return NULL;
}
Example #10
0
void FGameConfigFile::DoGlobalSetup ()
{
	if (SetSection ("GlobalSettings.Unknown"))
	{
		ReadCVars (CVAR_GLOBALCONFIG);
	}
	if (SetSection ("GlobalSettings"))
	{
		ReadCVars (CVAR_GLOBALCONFIG);
	}
	if (SetSection ("LastRun"))
	{
		const char *lastver = GetValueForKey ("Version");
		if (lastver != NULL)
		{
			double last = atof (lastver);
			if (last < 123.1)
			{
				FBaseCVar *noblitter = FindCVar ("vid_noblitter", NULL);
				if (noblitter != NULL)
				{
					noblitter->ResetToDefault ();
				}
			}
			if (last < 202)
			{
				// Make sure the Hexen hotkeys are accessible by default.
				if (SetSection ("Hexen.Bindings"))
				{
					SetValueForKey ("\\", "use ArtiHealth");
					SetValueForKey ("scroll", "+showscores");
					SetValueForKey ("0", "useflechette");
					SetValueForKey ("9", "use ArtiBlastRadius");
					SetValueForKey ("8", "use ArtiTeleport");
					SetValueForKey ("7", "use ArtiTeleportOther");
					SetValueForKey ("6", "use ArtiPork");
					SetValueForKey ("5", "use ArtiInvulnerability2");
				}
			}
			if (last < 204)
			{ // The old default for vsync was true, but with an unlimited framerate
			  // now, false is a better default.
				FBaseCVar *vsync = FindCVar ("vid_vsync", NULL);
				if (vsync != NULL)
				{
					vsync->ResetToDefault ();
				}
			}
			if (last < 206)
			{ // spc_amp is now a float, not an int.
				if (spc_amp > 16)
				{
					spc_amp = spc_amp / 16.f;
				}
			}
			if (last < 207)
			{ // Now that snd_midiprecache works again, you probably don't want it on.
				FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL);
				if (precache != NULL)
				{
					precache->ResetToDefault();
				}
			}
			if (last < 208)
			{ // Weapon sections are no longer used, so tidy up the config by deleting them.
				const char *name;
				size_t namelen;
				bool more;

				more = SetFirstSection();
				while (more)
				{
					name = GetCurrentSection();
					if (name != NULL && 
						(namelen = strlen(name)) > 12 &&
						strcmp(name + namelen - 12, ".WeaponSlots") == 0)
					{
						more = DeleteCurrentSection();
					}
					else
					{
						more = SetNextSection();
					}
				}
			}
			if (last < 209)
			{
				// menu dimming is now a gameinfo option so switch user override off
				FBaseCVar *dim = FindCVar ("dimamount", NULL);
				if (dim != NULL)
				{
					dim->ResetToDefault ();
				}
			}
			if (last < 210)
			{
				if (SetSection ("Hexen.Bindings"))
				{
					// These 2 were misnamed in earlier versions
					SetValueForKey ("6", "use ArtiPork");
					SetValueForKey ("5", "use ArtiInvulnerability2");
				}
			}
			if (last < 213)
			{
				auto var = FindCVar("snd_channels", NULL);
				if (var != NULL)
				{
					// old settings were default 32, minimum 8, new settings are default 128, minimum 64.
					UCVarValue v = var->GetGenericRep(CVAR_Int);
					if (v.Int < 64) var->ResetToDefault();
				}
			}
			if (last < 214)
			{
				FBaseCVar *var = FindCVar("hud_scale", NULL);
				if (var != NULL) var->ResetToDefault();
				var = FindCVar("st_scale", NULL);
				if (var != NULL) var->ResetToDefault();
				var = FindCVar("hud_althudscale", NULL);
				if (var != NULL) var->ResetToDefault();
				var = FindCVar("con_scale", NULL);
				if (var != NULL) var->ResetToDefault();
				var = FindCVar("con_scaletext", NULL);
				if (var != NULL) var->ResetToDefault();
				var = FindCVar("uiscale", NULL);
				if (var != NULL) var->ResetToDefault();
			}
			if (last < 215)
			{
				// Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default.
				FBaseCVar *var = FindCVar("snd_hrtf", NULL);
				if (var != NULL) var->ResetToDefault();
			}
			if (last < 216)
			{
				FBaseCVar *var = FindCVar("gl_texture_hqresize", NULL);
				if (var != NULL)
				{
					auto v = var->GetGenericRep(CVAR_Int);
					switch (v.Int)
					{
					case 1:
						gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 2;
						break;
					case 2:
						gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 3;
						break;
					case 3:
						gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 4;
						break;
					case 4:
						gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 2;
						break;
					case 5:
						gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 3;
						break;
					case 6:
						gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 4;
						break;
					case 7:
						gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 2;
						break;
					case 8:
						gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 3;
						break;
					case 9:
						gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 4;
						break;
					case 10:
						gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 2;
						break;
					case 11:
						gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 3;
						break;
					case 12:
						gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 4;
						break;
					case 18:
						gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 5;
						break;
					case 19:
						gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 6;
						break;
					case 13:
						gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 2;
						break;
					case 14:
						gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 3;
						break;
					case 15:
						gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 4;
						break;
					case 16:
						gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 5;
						break;
					case 17:
						gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 6;
						break;
					case 20:
						gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 2;
						break;
					case 21:
						gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 3;
						break;
					case 22:
						gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 4;
						break;
					case 23:
						gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 5;
						break;
					case 24:
						gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 6;
						break;
					case 0:
					default:
						gl_texture_hqresizemode = 0; gl_texture_hqresizemult = 1;
						break;
					}
				}
			}
			if (last < 217)
			{
				auto var = FindCVar("vid_scalemode", NULL);
				UCVarValue newvalue;
				newvalue.Int = 2;
				if (var != NULL)
				{
					UCVarValue v = var->GetGenericRep(CVAR_Int);
					if (v.Int == 3) var->SetGenericRep(newvalue, CVAR_Int);
				}
			}
		}
	}
}