xash3d-fwgs/engine/common/cvar.c

1293 lines
27 KiB
C

/*
cvar.c - dynamic variable tracking
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include <math.h> // fabs...
#include "common.h"
#include "base_cmd.h"
#include "eiface.h" // ARRAYSIZE
convar_t *cvar_vars = NULL; // head of list
convar_t *cmd_scripting;
#ifdef HACKS_RELATED_HLMODS
typedef struct cvar_filter_quirks_s
{
const char *gamedir; // gamedir to enable for
const char *cvars; // list of cvars should be excluded from filter
} cvar_filter_quirks_t;
static cvar_filter_quirks_t cvar_filter_quirks[] =
{
// EXAMPLE:
//{
// "valve",
// "test;test1;test100"
//},
{
"ricochet",
"r_drawviewmodel",
},
};
static cvar_filter_quirks_t *cvar_active_filter_quirks = NULL;
#endif
CVAR_DEFINE_AUTO( cl_filterstuffcmd, "1", FCVAR_ARCHIVE | FCVAR_PRIVILEGED, "filter commands coming from server" );
/*
============
Cvar_GetList
============
*/
cvar_t *GAME_EXPORT Cvar_GetList( void )
{
return (cvar_t *)cvar_vars;
}
/*
============
Cvar_FindVar
find the specified variable by name
============
*/
convar_t *Cvar_FindVarExt( const char *var_name, int ignore_group )
{
// TODO: ignore group for cvar
#if defined(XASH_HASHED_VARS)
return (convar_t *)BaseCmd_Find( HM_CVAR, var_name );
#else
convar_t *var;
if( !var_name )
return NULL;
for( var = cvar_vars; var; var = var->next )
{
if( ignore_group && FBitSet( ignore_group, var->flags ))
continue;
if( !Q_stricmp( var_name, var->name ))
return var;
}
return NULL;
#endif
}
/*
============
Cvar_BuildAutoDescription
build cvar auto description that based on the setup flags
============
*/
const char *Cvar_BuildAutoDescription( int flags )
{
static char desc[256];
desc[0] = '\0';
if( FBitSet( flags, FCVAR_EXTDLL ))
Q_strncpy( desc, "game ", sizeof( desc ));
else if( FBitSet( flags, FCVAR_CLIENTDLL ))
Q_strncpy( desc, "client ", sizeof( desc ));
else if( FBitSet( flags, FCVAR_GAMEUIDLL ))
Q_strncpy( desc, "GameUI ", sizeof( desc ));
if( FBitSet( flags, FCVAR_SERVER ))
Q_strncat( desc, "server ", sizeof( desc ));
if( FBitSet( flags, FCVAR_USERINFO ))
Q_strncat( desc, "user ", sizeof( desc ));
if( FBitSet( flags, FCVAR_ARCHIVE ))
Q_strncat( desc, "archived ", sizeof( desc ));
if( FBitSet( flags, FCVAR_PROTECTED ))
Q_strncat( desc, "protected ", sizeof( desc ));
if( FBitSet( flags, FCVAR_PRIVILEGED ))
Q_strncat( desc, "privileged ", sizeof( desc ));
Q_strncat( desc, "cvar", sizeof( desc ));
return desc;
}
/*
============
Cvar_UpdateInfo
deal with userinfo etc
============
*/
static qboolean Cvar_UpdateInfo( convar_t *var, const char *value, qboolean notify )
{
if( FBitSet( var->flags, FCVAR_USERINFO ))
{
if ( Host_IsDedicated() )
{
// g-cont. this is a very strange behavior...
Info_SetValueForKey( SV_Serverinfo(), var->name, value, MAX_SERVERINFO_STRING ),
SV_BroadcastCommand( "fullserverinfo \"%s\"\n", SV_Serverinfo( ));
}
#if !XASH_DEDICATED
else
{
if( !Info_SetValueForKey( CL_Userinfo(), var->name, value, MAX_INFO_STRING ))
return false; // failed to change value
// time to update server copy of userinfo
CL_ServerCommand( true, "setinfo \"%s\" \"%s\"\n", var->name, value );
CL_LegacyUpdateInfo();
}
#endif
}
if( FBitSet( var->flags, FCVAR_SERVER ) && notify )
{
if( !FBitSet( var->flags, FCVAR_UNLOGGED ))
{
if( FBitSet( var->flags, FCVAR_PROTECTED ))
{
Log_Printf( "Server cvar \"%s\" = \"%s\"\n", var->name, "***PROTECTED***" );
SV_BroadcastPrintf( NULL, "\"%s\" changed to \"%s\"\n", var->name, "***PROTECTED***" );
}
else
{
Log_Printf( "Server cvar \"%s\" = \"%s\"\n", var->name, value );
SV_BroadcastPrintf( NULL, "\"%s\" changed to \"%s\"\n", var->name, value );
}
}
}
return true;
}
/*
============
Cvar_ValidateString
deal with userinfo etc
============
*/
const char *Cvar_ValidateString( convar_t *var, const char *value )
{
const char *pszValue;
static char szNew[MAX_STRING];
pszValue = value;
szNew[0] = 0;
// this cvar's string must only contain printable characters.
// strip out any other crap. we'll fill in "empty" if nothing is left
if( FBitSet( var->flags, FCVAR_PRINTABLEONLY ))
{
char *szVal = szNew;
int len = 0;
// step through the string, only copying back in characters that are printable
while( *pszValue && len < MAX_STRING )
{
if( ((byte)*pszValue) < 32 )
{
pszValue++;
continue;
}
*szVal++ = *pszValue++;
len++;
}
*szVal = '\0';
pszValue = szNew;
// g-cont. is this even need?
if( !COM_CheckStringEmpty( szNew ) ) Q_strncpy( szNew, "empty", sizeof( szNew ));
}
if( FBitSet( var->flags, FCVAR_NOEXTRAWHITEPACE ))
{
char *szVal = szNew;
int len = 0;
// step through the string, only copying back in characters that are printable
while( *pszValue && len < MAX_STRING )
{
if( *pszValue == ' ' )
{
pszValue++;
continue;
}
*szVal++ = *pszValue++;
len++;
}
*szVal = '\0';
pszValue = szNew;
}
return pszValue;
}
/*
============
Cvar_ValidateVarName
============
*/
static qboolean Cvar_ValidateVarName( const char *s, qboolean isvalue )
{
if( !s )
return false;
if( Q_strchr( s, '\\' ) && !isvalue )
return false;
if( Q_strchr( s, '\"' ))
return false;
if( Q_strchr( s, ';' ) && !isvalue )
return false;
return true;
}
/*
============
Cvar_UnlinkVar
unlink the variable
============
*/
int Cvar_UnlinkVar( const char *var_name, int group )
{
int count = 0;
convar_t **prev;
convar_t *var;
prev = &cvar_vars;
while( 1 )
{
var = *prev;
if( !var ) break;
// do filter by name
if( var_name && Q_strcmp( var->name, var_name ))
{
prev = &var->next;
continue;
}
// do filter by specified group
if( group && !FBitSet( var->flags, group ))
{
prev = &var->next;
continue;
}
#if defined(XASH_HASHED_VARS)
BaseCmd_Remove( HM_CVAR, var->name );
#endif
// unlink variable from list
freestring( var->string );
*prev = var->next;
// only allocated cvars can throw these fields
if( FBitSet( var->flags, FCVAR_ALLOCATED ))
{
freestring( var->name );
freestring( var->def_string );
freestring( var->desc );
Mem_Free( var );
}
count++;
}
return count;
}
/*
============
Cvar_Changed
Tell the engine parts about cvar changing
============
*/
static void Cvar_Changed( convar_t *var )
{
Assert( var != NULL );
// tell about changes
SetBits( var->flags, FCVAR_CHANGED );
// tell the engine parts with global state
if( FBitSet( var->flags, FCVAR_USERINFO ))
host.userinfo_changed = true;
if( FBitSet( var->flags, FCVAR_MOVEVARS ))
host.movevars_changed = true;
if( FBitSet( var->flags, FCVAR_VIDRESTART ))
host.renderinfo_changed = true;
if( !Q_strcmp( var->name, "sv_cheats" ))
host.allow_cheats = Q_atoi( var->string );
}
/*
============
Cvar_LookupVars
============
*/
void Cvar_LookupVars( int checkbit, void *buffer, void *ptr, setpair_t callback )
{
convar_t *var;
// nothing to process ?
if( !callback ) return;
// force checkbit to 0 for lookup all cvars
for( var = cvar_vars; var; var = var->next )
{
if( checkbit && !FBitSet( var->flags, checkbit ))
continue;
if( buffer )
{
callback( var->name, var->string, buffer, ptr );
}
else
{
// NOTE: dlls cvars doesn't have description
if( FBitSet( var->flags, FCVAR_ALLOCATED|FCVAR_EXTENDED ))
callback( var->name, var->string, var->desc, ptr );
else callback( var->name, var->string, "", ptr );
}
}
}
/*
============
Cvar_Get
If the variable already exists, the value will not be set
The flags will be or'ed in if the variable exists.
============
*/
convar_t *Cvar_Get( const char *name, const char *value, int flags, const char *var_desc )
{
convar_t *cur, *find, *var;
ASSERT( name && *name );
// check for command coexisting
if( Cmd_Exists( name ))
{
Con_DPrintf( S_ERROR "can't register variable '%s', is already defined as command\n", name );
return NULL;
}
var = Cvar_FindVar( name );
if( var )
{
// already existed?
if( FBitSet( flags, FCVAR_GLCONFIG ))
{
// NOTE: cvars without description produced by Cvar_FullSet
// which executed from the config file. So we don't need to
// change value here: we *already* have actual value from config.
// in other cases we need to rewrite them
if( COM_CheckStringEmpty( var->desc ))
{
// directly set value
freestring( var->string );
var->string = copystring( value );
var->value = Q_atof( var->string );
SetBits( var->flags, flags );
// tell engine about changes
Cvar_Changed( var );
}
}
else
{
SetBits( var->flags, flags );
Cvar_DirectSet( var, value );
}
if( FBitSet( var->flags, FCVAR_ALLOCATED ) && Q_strcmp( var_desc, var->desc ))
{
if( !FBitSet( flags, FCVAR_GLCONFIG ))
Con_Reportf( "%s change description from %s to %s\n", var->name, var->desc, var_desc );
// update description if needs
freestring( var->desc );
var->desc = copystring( var_desc );
}
return var;
}
// allocate a new cvar
var = Z_Malloc( sizeof( *var ));
var->name = copystring( name );
var->string = copystring( value );
var->def_string = copystring( value );
var->desc = copystring( var_desc );
var->value = Q_atof( var->string );
var->flags = flags|FCVAR_ALLOCATED;
// link the variable in alphanumerical order
for( cur = NULL, find = cvar_vars; find && Q_strcmp( find->name, var->name ) < 0; cur = find, find = find->next );
if( cur ) cur->next = var;
else cvar_vars = var;
var->next = find;
// fill it cls.userinfo, svs.serverinfo
Cvar_UpdateInfo( var, var->string, false );
// tell engine about changes
Cvar_Changed( var );
#if defined(XASH_HASHED_VARS)
// add to map
BaseCmd_Insert( HM_CVAR, var, var->name );
#endif
return var;
}
/*
============
Cvar_RegisterVariable
Adds a freestanding variable to the variable list.
============
*/
void Cvar_RegisterVariable( convar_t *var )
{
convar_t *cur, *find, *dup;
ASSERT( var != NULL );
// first check to see if it has allready been defined
dup = Cvar_FindVar( var->name );
if( dup )
{
if( !FBitSet( dup->flags, FCVAR_TEMPORARY ))
{
Con_DPrintf( S_ERROR "can't register variable '%s', is already defined\n", var->name );
return;
}
// time to replace temp variable with real
Cvar_UnlinkVar( var->name, FCVAR_TEMPORARY );
}
// check for overlap with a command
if( Cmd_Exists( var->name ))
{
Con_DPrintf( S_ERROR "can't register variable '%s', is already defined as command\n", var->name );
return;
}
// NOTE: all the 'long' engine cvars have an special setntinel on static declaration
// (all the engine cvars should be declared through CVAR_DEFINE macros or they shouldn't working properly anyway)
// so we can determine long version 'convar_t' and short version 'cvar_t' more reliable than by FCVAR_EXTDLL flag
if( CVAR_CHECK_SENTINEL( var )) SetBits( var->flags, FCVAR_EXTENDED );
// copy the value off, because future sets will free it
if( FBitSet( var->flags, FCVAR_EXTENDED ))
var->def_string = var->string; // just swap pointers
var->string = copystring( var->string );
var->value = Q_atof( var->string );
// find the supposed position in chain (alphanumerical order)
for( cur = NULL, find = cvar_vars; find && Q_strcmp( find->name, var->name ) < 0; cur = find, find = find->next );
// now link variable
if( cur ) cur->next = var;
else cvar_vars = var;
var->next = find;
// fill it cls.userinfo, svs.serverinfo
Cvar_UpdateInfo( var, var->string, false );
// tell engine about changes
Cvar_Changed( var );
#if defined(XASH_HASHED_VARS)
// add to map
BaseCmd_Insert( HM_CVAR, var, var->name );
#endif
}
/*
============
Cvar_Set2
============
*/
static convar_t *Cvar_Set2( const char *var_name, const char *value )
{
convar_t *var;
const char *pszValue;
qboolean dll_variable = false;
qboolean force = false;
if( !Cvar_ValidateVarName( var_name, false ))
{
Con_DPrintf( S_ERROR "Invalid cvar name string: %s\n", var_name );
return NULL;
}
var = Cvar_FindVar( var_name );
if( !var )
{
// if cvar not found, create it
return Cvar_Get( var_name, value, FCVAR_USER_CREATED, NULL );
}
else
{
if( !Cmd_CurrentCommandIsPrivileged( ))
{
if( FBitSet( var->flags, FCVAR_PRIVILEGED ))
{
Con_Printf( "%s is priveleged.\n", var->name );
return var;
}
if( cl_filterstuffcmd.value > 0.0f && FBitSet( var->flags, FCVAR_FILTERABLE ))
{
Con_Printf( "%s is filterable.\n", var->name );
return var;
}
}
}
// use this check to prevent acessing for unexisting fields
// for cvar_t: latched_string, description, etc
dll_variable = FBitSet( var->flags, FCVAR_EXTDLL );
// check value
if( !value )
{
if( !FBitSet( var->flags, FCVAR_EXTENDED|FCVAR_ALLOCATED ))
{
Con_Printf( "%s has no default value and can't be reset.\n", var->name );
return var;
}
if( dll_variable )
value = "0";
else
value = var->def_string; // reset to default value
}
if( !Q_strcmp( value, var->string ))
return var;
// any latched values not allowed for game cvars
if( dll_variable )
force = true;
if( !force )
{
if( FBitSet( var->flags, FCVAR_READ_ONLY ))
{
Con_Printf( "%s is read-only.\n", var->name );
return var;
}
if( FBitSet( var->flags, FCVAR_CHEAT ) && !host.allow_cheats )
{
Con_Printf( "%s is cheat protected.\n", var->name );
return var;
}
// just tell user about deferred changes
if( FBitSet( var->flags, FCVAR_LATCH ) && ( SV_Active() || CL_Active( )))
Con_Printf( "%s will be changed upon restarting.\n", var->name );
}
pszValue = Cvar_ValidateString( var, value );
// nothing to change
if( !Q_strcmp( pszValue, var->string ))
return var;
// fill it cls.userinfo, svs.serverinfo
if( !Cvar_UpdateInfo( var, pszValue, true ))
return var;
// and finally changed the cvar itself
freestring( var->string );
var->string = copystring( pszValue );
var->value = Q_atof( var->string );
// tell engine about changes
Cvar_Changed( var );
return var;
}
/*
============
Cvar_DirectSet
way to change value for many cvars
============
*/
void Cvar_DirectSet( convar_t *var, const char *value )
{
const char *pszValue;
if( !var ) return; // ???
// lookup for registration
if( CVAR_CHECK_SENTINEL( var ) || ( var->next == NULL && !FBitSet( var->flags, FCVAR_EXTENDED|FCVAR_ALLOCATED )))
{
// need to registering cvar fisrt
Cvar_RegisterVariable( var ); // ok, register it
}
// lookup for registration again
if( var != Cvar_FindVar( var->name ))
return; // how this possible?
if( FBitSet( var->flags, FCVAR_READ_ONLY ))
{
Con_Printf( "%s is read-only.\n", var->name );
return;
}
if( FBitSet( var->flags, FCVAR_CHEAT ) && !host.allow_cheats )
{
Con_Printf( "%s is cheat protected.\n", var->name );
return;
}
// just tell user about deferred changes
if( FBitSet( var->flags, FCVAR_LATCH ) && ( SV_Active() || CL_Active( )))
Con_Printf( "%s will be changed upon restarting.\n", var->name );
// check value
if( !value )
{
if( !FBitSet( var->flags, FCVAR_EXTENDED|FCVAR_ALLOCATED ))
{
Con_Printf( "%s has no default value and can't be reset.\n", var->name );
return;
}
value = var->def_string; // reset to default value
}
pszValue = Cvar_ValidateString( var, value );
// nothing to change
if( !Q_strcmp( pszValue, var->string ))
return;
// fill it cls.userinfo, svs.serverinfo
if( !Cvar_UpdateInfo( var, pszValue, true ))
return;
// and finally changed the cvar itself
freestring( var->string );
var->string = copystring( pszValue );
var->value = Q_atof( var->string );
// tell engine about changes
Cvar_Changed( var );
}
/*
============
Cvar_FullSet
can set any protected cvars
============
*/
void Cvar_FullSet( const char *var_name, const char *value, int flags )
{
convar_t *var = Cvar_FindVar( var_name );
if( !var )
{
Cvar_Get( var_name, value, flags, "" );
return;
}
freestring( var->string );
var->string = copystring( value );
var->value = Q_atof( var->string );
SetBits( var->flags, flags );
// tell engine about changes
Cvar_Changed( var );
}
/*
============
Cvar_Set
============
*/
void GAME_EXPORT Cvar_Set( const char *var_name, const char *value )
{
convar_t *var;
if( !var_name )
{
// there is an error in C code if this happens
Con_Printf( "Cvar_Set: passed NULL variable name\n" );
return;
}
var = Cvar_FindVar( var_name );
if( !var )
{
// there is an error in C code if this happens
Con_Printf( "Cvar_Set: variable '%s' not found\n", var_name );
return;
}
Cvar_DirectSet( var, value );
}
/*
============
Cvar_SetValue
============
*/
void GAME_EXPORT Cvar_SetValue( const char *var_name, float value )
{
char val[32];
if( fabs( value - (int)value ) < 0.000001 )
Q_snprintf( val, sizeof( val ), "%d", (int)value );
else Q_snprintf( val, sizeof( val ), "%f", value );
Cvar_Set( var_name, val );
}
/*
============
Cvar_Reset
============
*/
void Cvar_Reset( const char *var_name )
{
Cvar_Set( var_name, NULL );
}
/*
============
Cvar_VariableValue
============
*/
float GAME_EXPORT Cvar_VariableValue( const char *var_name )
{
convar_t *var;
if( !var_name )
{
// there is an error in C code if this happens
Con_Printf( "Cvar_VariableValue: passed NULL variable name\n" );
return 0.0f;
}
var = Cvar_FindVar( var_name );
if( !var ) return 0.0f;
return Q_atof( var->string );
}
/*
============
Cvar_VariableInteger
============
*/
int Cvar_VariableInteger( const char *var_name )
{
convar_t *var;
var = Cvar_FindVar( var_name );
if( !var ) return 0;
return Q_atoi( var->string );
}
/*
============
Cvar_VariableString
============
*/
const char *Cvar_VariableString( const char *var_name )
{
convar_t *var;
if( !var_name )
{
// there is an error in C code if this happens
Con_Printf( "Cvar_VariableString: passed NULL variable name\n" );
return "";
}
var = Cvar_FindVar( var_name );
if( !var ) return "";
return var->string;
}
/*
============
Cvar_Exists
============
*/
qboolean Cvar_Exists( const char *var_name )
{
if( Cvar_FindVar( var_name ))
return true;
return false;
}
/*
============
Cvar_SetCheatState
Any testing variables will be reset to the safe values
============
*/
void Cvar_SetCheatState( void )
{
convar_t *var;
// set all default vars to the safe value
for( var = cvar_vars; var; var = var->next )
{
// can't process dll cvars - missed def_string
if( !FBitSet( var->flags, FCVAR_ALLOCATED|FCVAR_EXTENDED ))
continue;
if( FBitSet( var->flags, FCVAR_CHEAT ))
{
if( Q_strcmp( var->def_string, var->string ))
Cvar_DirectSet( var, var->def_string );
}
}
}
/*
============
Cvar_SetGL
As Cvar_Set, but also flags it as glconfig
============
*/
static void Cvar_SetGL( const char *name, const char *value )
{
convar_t *var = Cvar_FindVar( name );
if( var && !FBitSet( var->flags, FCVAR_GLCONFIG ))
{
Con_Reportf( S_ERROR "Can't set non-GL cvar %s to %s\n", name, value );
return;
}
Cvar_FullSet( name, value, FCVAR_GLCONFIG );
}
static qboolean Cvar_ShouldSetCvar( convar_t *v, qboolean isPrivileged )
{
const char *prefixes[] = { "cl_", "gl_", "m_", "r_", "hud_" };
int i;
if( isPrivileged )
return true;
if( FBitSet( v->flags, FCVAR_PRIVILEGED ))
return false;
if( cl_filterstuffcmd.value <= 0.0f )
return true;
#ifdef HACKS_RELATED_HLMODS
// check if game-specific filter exceptions should be applied
// TODO: for cmd exceptions, make generic function
if( cvar_active_filter_quirks )
{
const char *cur, *next;
cur = cvar_active_filter_quirks->cvars;
next = Q_strchr( cur, ';' );
// TODO: implement Q_strchrnul
while( cur && *cur )
{
size_t len = next ? next - cur : Q_strlen( cur );
// found, quit
if( !Q_strnicmp( cur, v->name, len ))
return true;
if( next )
{
cur = next + 1;
next = Q_strchr( cur, ';' );
}
else
{
// stop
cur = NULL;
}
}
}
#endif
if( FBitSet( v->flags, FCVAR_FILTERABLE ))
return false;
for( i = 0; i < ARRAYSIZE( prefixes ); i++ )
{
if( !Q_strnicmp( v->name, prefixes[i], Q_strlen( prefixes[i] )))
return false;
}
return true;
}
/*
============
Cvar_Command
Handles variable inspection and changing from the console
============
*/
qboolean Cvar_CommandWithPrivilegeCheck( convar_t *v, qboolean isPrivileged )
{
// special case for setup opengl configuration
if( host.apply_opengl_config )
{
Cvar_SetGL( Cmd_Argv( 0 ), Cmd_Argv( 1 ) );
return true;
}
// check variables
if( !v ) // already found in basecmd
v = Cvar_FindVar( Cmd_Argv( 0 ));
if( !v )
return false;
// perform a variable print or set
if( Cmd_Argc() == 1 )
{
if( FBitSet( v->flags, FCVAR_ALLOCATED|FCVAR_EXTENDED ))
Con_Printf( "\"%s\" is \"%s\" ( ^3\"%s\"^7 )\n", v->name, v->string, v->def_string );
else Con_Printf( "\"%s\" is \"%s\"\n", v->name, v->string );
return true;
}
if( host.apply_game_config )
{
if( !FBitSet( v->flags, FCVAR_EXTDLL ))
return true; // only game.dll cvars passed
}
if( FBitSet( v->flags, FCVAR_SPONLY ) && CL_GetMaxClients() > 1 )
{
Con_Printf( "can't set \"%s\" in multiplayer\n", v->name );
return false;
}
else if( !Cvar_ShouldSetCvar( v, isPrivileged ))
{
Con_Printf( "%s is a privileged variable\n", v->name );
return true;
}
else
{
Cvar_DirectSet( v, Cmd_Argv( 1 ));
if( host.apply_game_config )
host.sv_cvars_restored++;
return true;
}
}
/*
============
Cvar_WriteVariables
Writes lines containing "variable value" for all variables
with the specified flag set to true.
============
*/
void Cvar_WriteVariables( file_t *f, int group )
{
convar_t *var;
for( var = cvar_vars; var; var = var->next )
{
if( FBitSet( var->flags, group ))
FS_Printf( f, "%s \"%s\"\n", var->name, var->string );
}
}
/*
============
Cvar_Toggle_f
Toggles a cvar for easy single key binding
============
*/
void Cvar_Toggle_f( void )
{
int v;
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "toggle <variable>\n" );
return;
}
v = !Cvar_VariableInteger( Cmd_Argv( 1 ));
Cvar_Set( Cmd_Argv( 1 ), va( "%i", v ));
}
/*
============
Cvar_Set_f
Allows setting and defining of arbitrary cvars from console, even if they
weren't declared in C code.
============
*/
void Cvar_Set_f( void )
{
int i, c, l = 0, len;
char combined[MAX_CMD_TOKENS];
c = Cmd_Argc();
if( c < 3 )
{
Msg( S_USAGE "set <variable> <value>\n" );
return;
}
combined[0] = 0;
for( i = 2; i < c; i++ )
{
len = Q_strlen( Cmd_Argv(i) + 1 );
if( l + len >= MAX_CMD_TOKENS - 2 )
break;
Q_strcat( combined, Cmd_Argv( i ));
if( i != c-1 ) Q_strcat( combined, " " );
l += len;
}
Cvar_Set2( Cmd_Argv( 1 ), combined );
}
/*
============
Cvar_SetGL_f
As Cvar_Set, but also flags it as glconfig
============
*/
void Cvar_SetGL_f( void )
{
convar_t *var;
if( Cmd_Argc() != 3 )
{
Con_Printf( S_USAGE "setgl <variable> <value>\n" );
return;
}
Cvar_SetGL( Cmd_Argv( 1 ), Cmd_Argv( 2 ) );
}
/*
============
Cvar_Reset_f
============
*/
void Cvar_Reset_f( void )
{
if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "reset <variable>\n" );
return;
}
Cvar_Reset( Cmd_Argv( 1 ));
}
/*
============
Cvar_List_f
============
*/
void Cvar_List_f( void )
{
convar_t *var;
const char *match = NULL;
char *value;
int count = 0;
size_t matchlen = 0;
if( Cmd_Argc() > 1 )
{
match = Cmd_Argv( 1 );
matchlen = Q_strlen( match );
}
for( var = cvar_vars; var; var = var->next )
{
if( var->name[0] == '@' )
continue; // never shows system cvars
if( match && !Q_strnicmpext( match, var->name, matchlen ))
continue;
if( Q_colorstr( var->string ))
value = va( "\"%s\"", var->string );
else value = va( "\"^2%s^7\"", var->string );
if( FBitSet( var->flags, FCVAR_EXTENDED|FCVAR_ALLOCATED ))
Con_Printf( " %-*s %s ^3%s^7\n", 32, var->name, value, var->desc );
else Con_Printf( " %-*s %s ^3%s^7\n", 32, var->name, value, Cvar_BuildAutoDescription( var->flags ));
count++;
}
Con_Printf( "\n%i cvars\n", count );
}
/*
============
Cvar_Unlink
unlink all cvars with specified flag
============
*/
void Cvar_Unlink( int group )
{
int count;
if( Cvar_VariableInteger( "host_gameloaded" ) && FBitSet( group, FCVAR_EXTDLL ))
return;
if( Cvar_VariableInteger( "host_clientloaded" ) && FBitSet( group, FCVAR_CLIENTDLL ))
return;
if( Cvar_VariableInteger( "host_gameuiloaded" ) && FBitSet( group, FCVAR_GAMEUIDLL ))
return;
count = Cvar_UnlinkVar( NULL, group );
Con_Reportf( "unlink %i cvars\n", count );
}
/*
============
Cvar_Init
Reads in all archived cvars
============
*/
void Cvar_Init( void )
{
cvar_vars = NULL;
cvar_active_filter_quirks = NULL;
cmd_scripting = Cvar_Get( "cmd_scripting", "0", FCVAR_ARCHIVE|FCVAR_PRIVILEGED, "enable simple condition checking and variable operations" );
Cvar_RegisterVariable( &host_developer ); // early registering for dev
Cvar_RegisterVariable( &cl_filterstuffcmd );
Cmd_AddRestrictedCommand( "setgl", Cvar_SetGL_f, "change the value of a opengl variable" ); // OBSOLETE
Cmd_AddRestrictedCommand( "toggle", Cvar_Toggle_f, "toggles a console variable's values (use for more info)" );
Cmd_AddRestrictedCommand( "reset", Cvar_Reset_f, "reset any type variable to initial value" );
Cmd_AddCommand( "set", Cvar_Set_f, "create or change the value of a console variable" );
Cmd_AddCommand( "cvarlist", Cvar_List_f, "display all console variables beginning with the specified prefix" );
}
/*
============
Cvar_PostFSInit
============
*/
void Cvar_PostFSInit( void )
{
int i;
for( i = 0; i < ARRAYSIZE( cvar_filter_quirks ); i++ )
{
if( !Q_stricmp( cvar_filter_quirks[i].gamedir, GI->gamefolder ))
{
cvar_active_filter_quirks = &cvar_filter_quirks[i];
break;
}
}
}
#if XASH_ENGINE_TESTS
#include "tests.h"
void Test_RunCvar( void )
{
convar_t *test_privileged = Cvar_Get( "test_privileged", "0", FCVAR_PRIVILEGED, "bark bark" );
convar_t *test_unprivileged = Cvar_Get( "test_unprivileged", "0", 0, "meow meow" );
convar_t *hud_filtered = Cvar_Get( "hud_filtered", "0", 0, "dummy description" );
convar_t *filtered2 = Cvar_Get( "filtered2", "0", FCVAR_FILTERABLE, "filtered2" );
Cbuf_AddText( "test_privileged 1; test_unprivileged 1; hud_filtered 1; filtered2 1\n" );
Cbuf_Execute();
TASSERT( test_privileged->value != 0.0f );
TASSERT( test_unprivileged->value != 0.0f );
TASSERT( hud_filtered->value != 0.0f );
TASSERT( filtered2->value != 0.0f );
Cvar_DirectSet( test_privileged, "0" );
Cvar_DirectSet( test_unprivileged, "0" );
Cvar_DirectSet( hud_filtered, "0" );
Cvar_DirectSet( filtered2, "0" );
Cvar_DirectSet( &cl_filterstuffcmd, "0" );
Cbuf_AddFilteredText( "test_privileged 1; test_unprivileged 1; hud_filtered 1; filtered2 1\n" );
Cbuf_Execute();
Cbuf_Execute();
Cbuf_Execute();
TASSERT( test_privileged->value == 0.0f );
TASSERT( test_unprivileged->value != 0.0f );
TASSERT( hud_filtered->value != 0.0f );
TASSERT( filtered2->value != 0.0f );
Cvar_DirectSet( test_privileged, "0" );
Cvar_DirectSet( test_unprivileged, "0" );
Cvar_DirectSet( hud_filtered, "0" );
Cvar_DirectSet( filtered2, "0" );
Cvar_DirectSet( &cl_filterstuffcmd, "1" );
Cbuf_AddFilteredText( "test_privileged 1; test_unprivileged 1; hud_filtered 1; filtered2 1\n" );
Cbuf_Execute();
Cbuf_Execute();
Cbuf_Execute();
TASSERT( test_privileged->value == 0.0f );
TASSERT( test_unprivileged->value != 0.0f );
TASSERT( hud_filtered->value == 0.0f );
TASSERT( filtered2->value == 0.0f );
}
#endif