- Added CVARINFO lump support. This is a lump for defining mod-specific cvars and takes entries

of the form:
    <scope> [noarchive] <type> <name> [= <defaultvalue>];
  Where <scope> is one of:
  * server: This cvar is shared by all players, and in network games, only select players can
    change it.
  * user: Each player has their own copy of this cvar, which they can change independently.
  To prevent the cvar from being written to the config file, add noarchive to its definition.
  <Type> is one of:
  * int: An integral value. Defaults to 0.
  * float: A value that can include a fraction. Defaults to 0.0.
  * color: A color value. Default to black ("00 00 00").
  * bool: A boolean value that can hold either true or false. Defaults to false.
  * string: A string value. It's not too useful for mods but is included for completeness. Defaults to "".
  <Name> is the cvar's name and must begin with a letter and may only include alphanumeric
  characters and the underscore character.
  If you wish a non-standard default add an = character after the cvar's name followed by the
  default value you want to use. Example:
    server int mymod_coolness = 10;
- Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string.

SVN r4280 (trunk)
This commit is contained in:
Randy Heit 2013-05-25 16:34:23 +00:00
commit 787b84ef91
8 changed files with 214 additions and 40 deletions

View file

@ -1358,6 +1358,136 @@ CCMD (endgame)
}
}
//==========================================================================
//
// ParseCVarInfo
//
//==========================================================================
void ParseCVarInfo()
{
int lump, lastlump = 0;
bool addedcvars = false;
while ((lump = Wads.FindLump("CVARINFO", &lastlump)) != -1)
{
FScanner sc(lump);
sc.SetCMode(true);
while (sc.GetToken())
{
FString cvarname;
char *cvardefault = NULL;
ECVarType cvartype = CVAR_Dummy;
int cvarflags = CVAR_MODARCHIVE;
FBaseCVar *cvar;
// Check for flag tokens.
while (sc.TokenType == TK_Identifier)
{
if (stricmp(sc.String, "server") == 0)
{
cvarflags |= CVAR_SERVERINFO;
}
else if (stricmp(sc.String, "user") == 0)
{
cvarflags |= CVAR_USERINFO;
}
else if (stricmp(sc.String, "noarchive") == 0)
{
cvarflags &= ~CVAR_MODARCHIVE;
}
else
{
sc.ScriptError("Unknown cvar attribute '%s'", sc.String);
}
sc.MustGetAnyToken();
}
// Do some sanity checks.
if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == 0 ||
(cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO))
{
sc.ScriptError("One of 'server' or 'user' must be specified");
}
// The next token must be the cvar type.
if (sc.TokenType == TK_Bool)
{
cvartype = CVAR_Bool;
}
else if (sc.TokenType == TK_Int)
{
cvartype = CVAR_Int;
}
else if (sc.TokenType == TK_Float)
{
cvartype = CVAR_Float;
}
else if (sc.TokenType == TK_Color)
{
cvartype = CVAR_Color;
}
else if (sc.TokenType == TK_String)
{
cvartype = CVAR_String;
}
else
{
sc.ScriptError("Bad cvar type '%s'", sc.String);
}
// The next token must be the cvar name.
sc.MustGetToken(TK_Identifier);
if (FindCVar(sc.String, NULL) != NULL)
{
sc.ScriptError("cvar '%s' already exists", sc.String);
}
cvarname = sc.String;
// A default value is optional and signalled by a '=' token.
if (sc.CheckToken('='))
{
switch (cvartype)
{
case CVAR_Bool:
if (!sc.CheckToken(TK_True) && !sc.CheckToken(TK_False))
{
sc.ScriptError("Expected true or false");
}
cvardefault = sc.String;
break;
case CVAR_Int:
sc.MustGetNumber();
cvardefault = sc.String;
break;
case CVAR_Float:
sc.MustGetFloat();
cvardefault = sc.String;
break;
default:
sc.MustGetString();
cvardefault = sc.String;
break;
}
}
// Now create the cvar.
cvar = C_CreateCVar(cvarname, cvartype, cvarflags);
if (cvardefault != NULL)
{
UCVarValue val;
val.String = cvardefault;
cvar->SetGenericRepDefault(val, CVAR_String);
}
// To be like C and ACS, require a semicolon after everything.
sc.MustGetToken(';');
addedcvars = true;
}
}
// Only load mod cvars from the config if we defined some, so we don't
// clutter up the cvar space when not playing mods with custom cvars.
if (addedcvars)
{
GameConfig->DoModSetup (gameinfo.ConfigName);
}
}
//==========================================================================
//
// D_AddFile
@ -2164,7 +2294,10 @@ void D_DoomMain (void)
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
// Now that wads are loaded, define mod-specific cvars.
ParseCVarInfo();
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);