- merged menu branch back into trunk.

SVN r2768 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-14 17:28:18 +00:00
commit 579502ab74
86 changed files with 13610 additions and 9229 deletions

View file

@ -1119,7 +1119,7 @@ void FFlagCVar::DoSet (UCVarValue value, ECVarType type)
// exec scripts because all flags will base their changes off of the value of
// the "master" cvar at the time the script was run, overriding any changes
// another flag might have made to the same cvar earlier in the script.
if ((ValueVar.Flags & CVAR_SERVERINFO) && gamestate != GS_STARTUP && !demoplayback)
if ((ValueVar.GetFlags() & CVAR_SERVERINFO) && gamestate != GS_STARTUP && !demoplayback)
{
if (netgame && !players[consoleplayer].settings_controller)
{
@ -1139,6 +1139,114 @@ void FFlagCVar::DoSet (UCVarValue value, ECVarType type)
}
}
//
// Mask cvar implementation
//
// Similar to FFlagCVar but can have multiple bits
//
FMaskCVar::FMaskCVar (const char *name, FIntCVar &realvar, DWORD bitval)
: FBaseCVar (name, 0, NULL),
ValueVar (realvar),
BitVal (bitval)
{
int bit;
Flags &= ~CVAR_ISDEFAULT;
assert (bitval != 0);
bit = 0;
while ((bitval & 1) == 0)
{
++bit;
bitval >>= 1;
}
BitNum = bit;
}
ECVarType FMaskCVar::GetRealType () const
{
return CVAR_Dummy;
}
UCVarValue FMaskCVar::GetGenericRep (ECVarType type) const
{
return FromInt ((ValueVar & BitVal) >> BitNum, type);
}
UCVarValue FMaskCVar::GetFavoriteRep (ECVarType *type) const
{
UCVarValue ret;
*type = CVAR_Int;
ret.Int = (ValueVar & BitVal) >> BitNum;
return ret;
}
UCVarValue FMaskCVar::GetGenericRepDefault (ECVarType type) const
{
ECVarType dummy;
UCVarValue def;
def = ValueVar.GetFavoriteRepDefault (&dummy);
return FromInt ((def.Int & BitVal) >> BitNum, type);
}
UCVarValue FMaskCVar::GetFavoriteRepDefault (ECVarType *type) const
{
ECVarType dummy;
UCVarValue def;
def = ValueVar.GetFavoriteRepDefault (&dummy);
def.Int = (def.Int & BitVal) >> BitNum;
*type = CVAR_Int;
return def;
}
void FMaskCVar::SetGenericRepDefault (UCVarValue value, ECVarType type)
{
int val = ToInt(value, type) << BitNum;
ECVarType dummy;
UCVarValue def;
def = ValueVar.GetFavoriteRepDefault (&dummy);
def.Int &= ~BitVal;
def.Int |= val;
ValueVar.SetGenericRepDefault (def, CVAR_Int);
}
void FMaskCVar::DoSet (UCVarValue value, ECVarType type)
{
int val = ToInt(value, type) << BitNum;
// Server cvars that get changed by this need to use a special message, because
// changes are not processed until the next net update. This is a problem with
// exec scripts because all flags will base their changes off of the value of
// the "master" cvar at the time the script was run, overriding any changes
// another flag might have made to the same cvar earlier in the script.
if ((ValueVar.GetFlags() & CVAR_SERVERINFO) && gamestate != GS_STARTUP && !demoplayback)
{
if (netgame && !players[consoleplayer].settings_controller)
{
Printf ("Only setting controllers can change %s\n", Name);
return;
}
// Ugh...
for(int i = 0; i < 32; i++)
{
if (BitVal & (1<<i))
{
D_SendServerFlagChange (&ValueVar, i, !!(val & (1<<i)));
}
}
}
else
{
int vval = *ValueVar;
vval &= ~BitVal;
vval |= val;
ValueVar = vval;
}
}
////////////////////////////////////////////////////////////////////////
static int STACK_ARGS sortcvars (const void *a, const void *b)
{