/* Copyright (C) 1996-1997 Id Software, Inc. 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 2 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. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef CVAR_H #define CVAR_H #include /* FILE */ #include "shell.h" #include "qtypes.h" // cvar.h /* cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly in C code. it is sufficient to initialize a cvar_t with just the first two fields, or you can add a ,true flag for variables that you want saved to the configuration file when the game is quit: cvar_t r_draworder = {"r_draworder","1"}; cvar_t scr_screensize = {"screensize","1",true}; Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed: Cvar_RegisterVariable (&host_framerate); C code usually just references a cvar in place: if ( r_draworder.value ) It could optionally ask for the value to be looked up for a string name: if (Cvar_VariableValue ("r_draworder")) Interpreted prog code can access cvars with the cvar(name) or cvar_set (name, value) internal functions: teamplay = cvar("teamplay"); cvar_set ("registered", "1"); The user can access cvars from the console in two ways: r_draworder prints the current value r_draworder 0 sets the current value to 0 Cvars are restricted from having the same names as commands to keep this interface from being ambiguous. TYR - last argument is a callback function that is called when the value of the cvar is changed. */ struct cvar_s; typedef void (*cvar_callback) (struct cvar_s *); typedef struct cvar_s { char *name; char *string; qboolean archive; // set to true to cause it to be saved to vars.rc // FIXME - obviously... #ifdef NQ_HACK qboolean server; // NQ: notifies players when changed #endif #ifdef QW_HACK qboolean info; // QW: added to serverinfo or userinfo when changed #endif float value; cvar_callback callback; unsigned flags; struct stree_node stree; /* string tree for cvar names */ } cvar_t; #define CVAR_DEVELOPER (1U << 0) /* can't set during normal play */ #define CVAR_OBSOLETE (1U << 1) /* cvar has no effect; basically removed */ /* * register a cvar that already has the name, string, and optionally the * archive elements set. */ void Cvar_RegisterVariable(cvar_t *variable); /* equivelant to " " typed at the console */ void Cvar_Set(char *var_name, char *value); /* expands value to a string and calls Cvar_Set */ void Cvar_SetValue(char *var_name, float value); /* returns 0 if not defined or non numeric */ float Cvar_VariableValue(char *var_name); /* returns an empty string if not defined */ char *Cvar_VariableString(const char *var_name); /* * called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known command. * Returns true if the command was a variable reference that was * handled. (print or change) */ qboolean Cvar_Command(void); /* * Writes lines containing "set variable value" for all variables with the * archive flag set to true. */ void Cvar_WriteVariables(FILE *f); /* */ cvar_t *Cvar_FindVar(const char *var_name); # ifdef NQ_HACK cvar_t *Cvar_NextServerVar(const char *var_name); #endif struct stree_root cvar_tree; #endif /* CVAR_H */