engine: cfgscript: reduce copypasted code

This commit is contained in:
Alibek Omarov 2021-03-15 03:36:50 +03:00
parent ed0ca2b2d2
commit 0ba1a8e7bc

View File

@ -203,83 +203,15 @@ qboolean CSCR_ParseHeader( parserstate_t *ps )
}
/*
======================
CSCR_WriteGameCVars
==============
CSCR_ParseFile
Print all cvars declared in script to game.cfg file
======================
generic scr parser
will callback on each scrvardef_t
==============
*/
int CSCR_WriteGameCVars( file_t *cfg, const char *scriptfilename )
{
parserstate_t state = { 0 };
qboolean success = false;
int count = 0;
fs_offset_t length = 0;
char *start;
state.filename = scriptfilename;
state.buf = start = (char *)FS_LoadFile( scriptfilename, &length, true );
if( !state.buf || !length )
return 0;
Con_DPrintf( "Reading config script file %s\n", scriptfilename );
if( !CSCR_ParseHeader( &state ))
goto finish;
while( !CSCR_ExpectString( &state, "}", false, false ))
{
scrvardef_t var = { 0 };
if( CSCR_ParseSingleCvar( &state, &var ) )
{
convar_t *cvar = Cvar_FindVar( var.name );
if( cvar && !FBitSet( cvar->flags, FCVAR_SERVER|FCVAR_ARCHIVE ))
{
// cvars will be placed in game.cfg and restored on map start
if( var.flags & FCVAR_USERINFO )
FS_Printf( cfg, "setinfo %s \"%s\"\n", var.name, cvar->string );
else FS_Printf( cfg, "%s \"%s\"\n", var.name, cvar->string );
}
count++;
}
else
{
break;
}
if( count > 1024 )
break;
}
if( COM_ParseFile( state.buf, state.token ))
Con_DPrintf( S_ERROR "Got extra tokens!\n" );
else success = true;
finish:
if( !success )
{
state.token[sizeof( state.token ) - 1] = 0;
if( start && state.buf )
Con_DPrintf( S_ERROR "Parse error in %s, byte %d, token %s\n", scriptfilename, (int)( state.buf - start ), state.token );
else Con_DPrintf( S_ERROR "Parse error in %s, token %s\n", scriptfilename, state.token );
}
if( start ) Mem_Free( start );
return count;
}
/*
======================
CSCR_LoadDefaultCVars
Register all cvars declared in config file and set default values
======================
*/
int CSCR_LoadDefaultCVars( const char *scriptfilename )
static int CSCR_ParseFile( const char *scriptfilename,
void (*callback)( scrvardef_t *var, void * ), void *userdata )
{
parserstate_t state = { 0 };
qboolean success = false;
@ -305,7 +237,7 @@ int CSCR_LoadDefaultCVars( const char *scriptfilename )
// Create a new object
if( CSCR_ParseSingleCvar( &state, &var ) )
{
Cvar_Get( var.name, var.value, var.flags|FCVAR_TEMPORARY, var.desc );
callback( &var, userdata );
count++;
}
else
@ -331,3 +263,46 @@ finish:
return count;
}
static void CSCR_WriteVariableToFile( scrvardef_t *var, void *file )
{
file_t *cfg = (file_t*)file;
convar_t *cvar = Cvar_FindVar( var->name );
if( cvar && !FBitSet( cvar->flags, FCVAR_SERVER|FCVAR_ARCHIVE ))
{
// cvars will be placed in game.cfg and restored on map start
if( var->flags & FCVAR_USERINFO )
FS_Printf( cfg, "setinfo %s \"%s\"\n", var->name, cvar->string );
else FS_Printf( cfg, "%s \"%s\"\n", var->name, cvar->string );
}
}
/*
======================
CSCR_WriteGameCVars
Print all cvars declared in script to game.cfg file
======================
*/
int CSCR_WriteGameCVars( file_t *cfg, const char *scriptfilename )
{
return CSCR_ParseFile( scriptfilename, CSCR_WriteVariableToFile, cfg );
}
static void CSCR_RegisterVariable( scrvardef_t *var, void *unused )
{
Cvar_Get( var->name, var->value, var->flags|FCVAR_TEMPORARY, var->desc );
}
/*
======================
CSCR_LoadDefaultCVars
Register all cvars declared in config file and set default values
======================
*/
int CSCR_LoadDefaultCVars( const char *scriptfilename )
{
return CSCR_ParseFile( scriptfilename, CSCR_RegisterVariable, NULL );
}