/* ** gameconfigfile.cpp ** An .ini parser specifically for zdoom.ini ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #ifdef __APPLE__ #include #endif #include "doomdef.h" #include "gameconfigfile.h" #include "c_cvars.h" #include "c_dispatch.h" #include "c_bind.h" #include "gstrings.h" #include "m_argv.h" #include "cmdlib.h" #include "version.h" #include "m_misc.h" #include "v_font.h" #include "a_pickups.h" #include "doomstat.h" #include "i_system.h" #include "gi.h" #include "d_main.h" EXTERN_CVAR (Bool, con_centernotify) EXTERN_CVAR (Int, msg0color) EXTERN_CVAR (Color, color) EXTERN_CVAR (Float, dimamount) EXTERN_CVAR (Int, msgmidcolor) EXTERN_CVAR (Int, msgmidcolor2) EXTERN_CVAR (Bool, snd_pitched) EXTERN_CVAR (Color, am_wallcolor) EXTERN_CVAR (Color, am_fdwallcolor) EXTERN_CVAR (Color, am_cdwallcolor) EXTERN_CVAR (Float, spc_amp) EXTERN_CVAR (Bool, wi_percents) FGameConfigFile::FGameConfigFile () { #ifdef __APPLE__ FString user_docs, user_app_support, local_app_support; #endif FString pathname; OkayToWrite = false; // Do not allow saving of the config before DoGameSetup() bModSetup = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (); // If zdoom.ini was read from the program directory, switch // to the user directory now. If it was read from the user // directory, this effectively does nothing. pathname = GetConfigPath (false); ChangePathName (pathname); // Set default IWAD search paths if none present if (!SetSection ("IWADSearch.Directories")) { SetSection ("IWADSearch.Directories", true); SetValueForKey ("Path", ".", true); SetValueForKey ("Path", "$DOOMWADDIR", true); #ifdef __APPLE__ char cpath[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_docs << cpath << "/" GAME_DIR; SetValueForKey("Path", user_docs, true); } else { SetValueForKey("Path", "~/" GAME_DIR, true); } if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", user_app_support, true); } SetValueForKey ("Path", "$PROGDIR", true); if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { local_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", local_app_support, true); } #elif !defined(__unix__) SetValueForKey ("Path", "$HOME", true); SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR, true); // Arch Linux likes them in /usr/share/doom // Debian likes them in /usr/share/games/doom // I assume other distributions don't do anything radically different SetValueForKey ("Path", "/usr/local/share/doom", true); SetValueForKey ("Path", "/usr/local/share/games/doom", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games/doom", true); #endif } // Set default search paths if none present if (!SetSection ("FileSearch.Directories")) { SetSection ("FileSearch.Directories", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs, true); SetValueForKey ("Path", user_app_support, true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", local_app_support, true); #elif !defined(__unix__) SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR, true); SetValueForKey ("Path", "/usr/local/share/doom", true); SetValueForKey ("Path", "/usr/local/share/games/doom", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games/doom", true); #endif SetValueForKey ("Path", "$DOOMWADDIR", true); } // Set default search paths if none present if (!SetSection("SoundfontSearch.Directories")) { SetSection("SoundfontSearch.Directories", true); #ifdef __APPLE__ SetValueForKey("Path", user_docs + "/soundfonts", true); SetValueForKey("Path", user_app_support + "/soundfonts", true); SetValueForKey("Path", "$PROGDIR/soundfonts", true); SetValueForKey("Path", local_app_support + "/soundfonts", true); #elif !defined(__unix__) SetValueForKey("Path", "$PROGDIR/soundfonts", true); #else SetValueForKey("Path", "$HOME/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "/usr/local/share/doom/soundfonts", true); SetValueForKey("Path", "/usr/local/share/games/doom/soundfonts", true); SetValueForKey("Path", "/usr/share/doom/soundfonts", true); SetValueForKey("Path", "/usr/share/games/doom/soundfonts", true); #endif } // Add some self-documentation. SetSectionNote("IWADSearch.Directories", "# These are the directories to automatically search for IWADs.\n" "# Each directory should be on a separate line, preceded by Path=\n"); SetSectionNote("FileSearch.Directories", "# These are the directories to search for wads added with the -file\n" "# command line parameter, if they cannot be found with the path\n" "# as-is. Layout is the same as for IWADSearch.Directories\n"); SetSectionNote("SoundfontSearch.Directories", "# These are the directories to search for soundfonts that let listed in the menu.\n" "# Layout is the same as for IWADSearch.Directories\n"); } FGameConfigFile::~FGameConfigFile () { } void FGameConfigFile::WriteCommentHeader (FILE *file) const { fprintf (file, "# This file was generated by " GAMENAME " %s on %s\n", GetVersionString(), myasctime()); } void FGameConfigFile::DoAutoloadSetup (FIWadManager *iwad_man) { // Create auto-load sections, so users know what's available. // Note that this totem pole is the reverse of the order that // they will appear in the file. double last = 0; if (SetSection ("LastRun")) { const char *lastver = GetValueForKey ("Version"); if (lastver != NULL) last = atof(lastver); } if (last < 211) { RenameSection("Chex3.Autoload", "chex.chex3.Autoload"); RenameSection("Chex1.Autoload", "chex.chex1.Autoload"); RenameSection("HexenDK.Autoload", "hexen.deathkings.Autoload"); RenameSection("HereticSR.Autoload", "heretic.shadow.Autoload"); RenameSection("FreeDM.Autoload", "doom.freedoom.freedm.Autoload"); RenameSection("Freedoom2.Autoload", "doom.freedoom.phase2.Autoload"); RenameSection("Freedoom1.Autoload", "doom.freedoom.phase1.Autoload"); RenameSection("Freedoom.Autoload", "doom.freedoom.Autoload"); RenameSection("DoomBFG.Autoload", "doom.doom1.bfg.Autoload"); RenameSection("DoomU.Autoload", "doom.doom1.ultimate.Autoload"); RenameSection("Doom1.Autoload", "doom.doom1.registered.Autoload"); RenameSection("TNT.Autoload", "doom.doom2.tnt.Autoload"); RenameSection("Plutonia.Autoload", "doom.doom2.plutonia.Autoload"); RenameSection("Doom2BFG.Autoload", "doom.doom2.bfg.Autoload"); RenameSection("Doom2.Autoload", "doom.doom2.commercial.Autoload"); } const FString *pAuto; for (int num = 0; (pAuto = iwad_man->GetAutoname(num)) != NULL; num++) { if (!(iwad_man->GetIWadFlags(num) & GI_SHAREWARE)) // we do not want autoload sections for shareware IWADs (which may have an autoname for resource filtering) { FString workname = *pAuto; while (workname.IsNotEmpty()) { FString section = workname + ".Autoload"; CreateSectionAtStart(section.GetChars()); long dotpos = workname.LastIndexOf('.'); if (dotpos < 0) break; workname.Truncate(dotpos); } } } CreateSectionAtStart("Global.Autoload"); // The same goes for auto-exec files. CreateStandardAutoExec("Chex.AutoExec", true); CreateStandardAutoExec("Strife.AutoExec", true); CreateStandardAutoExec("Hexen.AutoExec", true); CreateStandardAutoExec("Heretic.AutoExec", true); CreateStandardAutoExec("Doom.AutoExec", true); // Move search paths back to the top. MoveSectionToStart("SoundfontSearch.Directories"); MoveSectionToStart("FileSearch.Directories"); MoveSectionToStart("IWADSearch.Directories"); SetSectionNote("Doom.AutoExec", "# Files to automatically execute when running the corresponding game.\n" "# Each file should be on its own line, preceded by Path=\n\n"); SetSectionNote("Global.Autoload", "# WAD files to always load. These are loaded after the IWAD but before\n" "# any files added with -file. Place each file on its own line, preceded\n" "# by Path=\n"); SetSectionNote("Doom.Autoload", "# Wad files to automatically load depending on the game and IWAD you are\n" "# playing. You may have have files that are loaded for all similar IWADs\n" "# (the game) and files that are only loaded for particular IWADs. For example,\n" "# any files listed under 'doom.Autoload' will be loaded for any version of Doom,\n" "# but files listed under 'doom.doom2.Autoload' will only load when you are\n" "# playing a Doom 2 based game (doom2.wad, tnt.wad or plutonia.wad), and files listed under\n" "# 'doom.doom2.commercial.Autoload' only when playing doom2.wad.\n\n"); } void FGameConfigFile::DoGlobalSetup () { if (SetSection ("GlobalSettings.Unknown")) { ReadCVars (CVAR_GLOBALCONFIG); } if (SetSection ("GlobalSettings")) { ReadCVars (CVAR_GLOBALCONFIG); } if (SetSection ("LastRun")) { const char *lastver = GetValueForKey ("Version"); if (lastver != NULL) { double last = atof (lastver); if (last < 123.1) { FBaseCVar *noblitter = FindCVar ("vid_noblitter", NULL); if (noblitter != NULL) { noblitter->ResetToDefault (); } } if (last < 202) { // Make sure the Hexen hotkeys are accessible by default. if (SetSection ("Hexen.Bindings")) { SetValueForKey ("\\", "use ArtiHealth"); SetValueForKey ("scroll", "+showscores"); SetValueForKey ("0", "useflechette"); SetValueForKey ("9", "use ArtiBlastRadius"); SetValueForKey ("8", "use ArtiTeleport"); SetValueForKey ("7", "use ArtiTeleportOther"); SetValueForKey ("6", "use ArtiPork"); SetValueForKey ("5", "use ArtiInvulnerability2"); } } if (last < 204) { // The old default for vsync was true, but with an unlimited framerate // now, false is a better default. FBaseCVar *vsync = FindCVar ("vid_vsync", NULL); if (vsync != NULL) { vsync->ResetToDefault (); } } if (last < 206) { // spc_amp is now a float, not an int. if (spc_amp > 16) { spc_amp = spc_amp / 16.f; } } if (last < 207) { // Now that snd_midiprecache works again, you probably don't want it on. FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL); if (precache != NULL) { precache->ResetToDefault(); } } if (last < 208) { // Weapon sections are no longer used, so tidy up the config by deleting them. const char *name; size_t namelen; bool more; more = SetFirstSection(); while (more) { name = GetCurrentSection(); if (name != NULL && (namelen = strlen(name)) > 12 && strcmp(name + namelen - 12, ".WeaponSlots") == 0) { more = DeleteCurrentSection(); } else { more = SetNextSection(); } } } if (last < 209) { // menu dimming is now a gameinfo option so switch user override off FBaseCVar *dim = FindCVar ("dimamount", NULL); if (dim != NULL) { dim->ResetToDefault (); } } if (last < 210) { if (SetSection ("Hexen.Bindings")) { // These 2 were misnamed in earlier versions SetValueForKey ("6", "use ArtiPork"); SetValueForKey ("5", "use ArtiInvulnerability2"); } } if (last < 213) { auto var = FindCVar("snd_channels", NULL); if (var != NULL) { // old settings were default 32, minimum 8, new settings are default 128, minimum 64. UCVarValue v = var->GetGenericRep(CVAR_Int); if (v.Int < 64) var->ResetToDefault(); } } if (last < 214) { FBaseCVar *var = FindCVar("hud_scale", NULL); if (var != NULL) var->ResetToDefault(); var = FindCVar("st_scale", NULL); if (var != NULL) var->ResetToDefault(); var = FindCVar("hud_althudscale", NULL); if (var != NULL) var->ResetToDefault(); var = FindCVar("con_scale", NULL); if (var != NULL) var->ResetToDefault(); var = FindCVar("con_scaletext", NULL); if (var != NULL) var->ResetToDefault(); var = FindCVar("uiscale", NULL); if (var != NULL) var->ResetToDefault(); } if (last < 215) { // Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default. FBaseCVar *var = FindCVar("snd_hrtf", NULL); if (var != NULL) var->ResetToDefault(); } } } } void FGameConfigFile::DoGameSetup (const char *gamename) { const char *key; const char *value; sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename); subsection = section + countof(section) - sublen - 1; section[countof(section) - 1] = '\0'; strncpy (subsection, "UnknownConsoleVariables", sublen); if (SetSection (section)) { ReadCVars (0); } strncpy (subsection, "ConsoleVariables", sublen); if (SetSection (section)) { ReadCVars (0); } if (gameinfo.gametype & GAME_Raven) { SetRavenDefaults (gameinfo.gametype == GAME_Hexen); } // The NetServerInfo section will be read and override anything loaded // here when it's determined that a netgame is being played. strncpy (subsection, "LocalServerInfo", sublen); if (SetSection (section)) { ReadCVars (0); } strncpy (subsection, "Player", sublen); if (SetSection (section)) { ReadCVars (0); } strncpy (subsection, "ConsoleAliases", sublen); if (SetSection (section)) { const char *name = NULL; while (NextInSection (key, value)) { if (stricmp (key, "Name") == 0) { name = value; } else if (stricmp (key, "Command") == 0 && name != NULL) { C_SetAlias (name, value); name = NULL; } } } OkayToWrite = true; } // Moved from DoGameSetup so that it can happen after wads are loaded void FGameConfigFile::DoKeySetup(const char *gamename) { static const struct { const char *label; FKeyBindings *bindings; } binders[] = { { "Bindings", &Bindings }, { "DoubleBindings", &DoubleBindings }, { "AutomapBindings", &AutomapBindings }, { NULL, NULL } }; const char *key, *value; sublen = countof(section) - 1 - mysnprintf(section, countof(section), "%s.", gamename); subsection = section + countof(section) - sublen - 1; section[countof(section) - 1] = '\0'; C_SetDefaultBindings (); for (int i = 0; binders[i].label != NULL; ++i) { strncpy(subsection, binders[i].label, sublen); if (SetSection(section)) { FKeyBindings *bindings = binders[i].bindings; bindings->UnbindAll(); while (NextInSection(key, value)) { bindings->DoBind(key, value); } } } } // Like DoGameSetup(), but for mod-specific cvars. // Called after CVARINFO has been parsed. void FGameConfigFile::DoModSetup(const char *gamename) { mysnprintf(section, countof(section), "%s.Player.Mod", gamename); if (SetSection(section)) { ReadCVars(CVAR_MOD|CVAR_USERINFO|CVAR_IGNORE); } mysnprintf(section, countof(section), "%s.LocalServerInfo.Mod", gamename); if (SetSection (section)) { ReadCVars (CVAR_MOD|CVAR_SERVERINFO|CVAR_IGNORE); } // Signal that these sections should be rewritten when saving the config. bModSetup = true; } void FGameConfigFile::ReadNetVars () { strncpy (subsection, "NetServerInfo", sublen); if (SetSection (section)) { ReadCVars (0); } if (bModSetup) { mysnprintf(subsection, sublen, "NetServerInfo.Mod"); if (SetSection(section)) { ReadCVars(CVAR_MOD|CVAR_SERVERINFO|CVAR_IGNORE); } } } // Read cvars from a cvar section of the ini. Flags are the flags to give // to newly-created cvars that were not already defined. void FGameConfigFile::ReadCVars (uint32_t flags) { const char *key, *value; FBaseCVar *cvar; UCVarValue val; flags |= CVAR_ARCHIVE|CVAR_UNSETTABLE|CVAR_AUTO; while (NextInSection (key, value)) { cvar = FindCVar (key, NULL); if (cvar == NULL) { cvar = new FStringCVar (key, NULL, flags); } val.String = const_cast(value); cvar->SetGenericRep (val, CVAR_String); } } void FGameConfigFile::ArchiveGameData (const char *gamename) { char section[32*3], *subsection; sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename); subsection = section + countof(section) - 1 - sublen; strncpy (subsection, "Player", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_USERINFO); if (bModSetup) { strncpy (subsection + 6, ".Mod", sublen - 6); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_MOD|CVAR_ARCHIVE|CVAR_AUTO|CVAR_USERINFO); } strncpy (subsection, "ConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE); // Do not overwrite the serverinfo section if playing a netgame, and // this machine was not the initial host. if (!netgame || consoleplayer == 0) { strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_SERVERINFO); if (bModSetup) { strncpy (subsection, netgame ? "NetServerInfo.Mod" : "LocalServerInfo.Mod", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_MOD|CVAR_ARCHIVE|CVAR_AUTO|CVAR_SERVERINFO); } } strncpy (subsection, "UnknownConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO); strncpy (subsection, "ConsoleAliases", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveAliases (this); M_SaveCustomKeys (this, section, subsection, sublen); strcpy (subsection, "Bindings"); SetSection (section, true); Bindings.ArchiveBindings (this); strncpy (subsection, "DoubleBindings", sublen); SetSection (section, true); DoubleBindings.ArchiveBindings (this); strncpy (subsection, "AutomapBindings", sublen); SetSection (section, true); AutomapBindings.ArchiveBindings (this); } void FGameConfigFile::ArchiveGlobalData () { SetSection ("LastRun", true); ClearCurrentSection (); SetValueForKey ("Version", LASTRUNVERSION); SetSection ("GlobalSettings", true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); SetSection ("GlobalSettings.Unknown", true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_AUTO); } FString FGameConfigFile::GetConfigPath (bool tryProg) { const char *pathval; pathval = Args->CheckValue ("-config"); if (pathval != NULL) { return FString(pathval); } return M_GetConfigPath(tryProg); } void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start) { if (!SetSection(section)) { FString path = M_GetAutoexecPath(); SetSection (section, true); SetValueForKey ("Path", path.GetChars()); } if (start) { MoveSectionToStart(section); } } void FGameConfigFile::AddAutoexec (FArgs *list, const char *game) { char section[64]; const char *key; const char *value; mysnprintf (section, countof(section), "%s.AutoExec", game); // If .AutoExec section does not exist, create it // with a default autoexec.cfg file present. CreateStandardAutoExec(section, false); // Run any files listed in the .AutoExec section if (!SectionIsEmpty()) { while (NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && *value != '\0') { FString expanded_path = ExpandEnvVars(value); if (FileExists(expanded_path)) { list->AppendArg (ExpandEnvVars(value)); } } } } } void FGameConfigFile::SetRavenDefaults (bool isHexen) { UCVarValue val; val.Bool = false; wi_percents.SetGenericRepDefault (val, CVAR_Bool); val.Bool = true; con_centernotify.SetGenericRepDefault (val, CVAR_Bool); snd_pitched.SetGenericRepDefault (val, CVAR_Bool); val.Int = 9; msg0color.SetGenericRepDefault (val, CVAR_Int); val.Int = CR_WHITE; msgmidcolor.SetGenericRepDefault (val, CVAR_Int); val.Int = CR_YELLOW; msgmidcolor2.SetGenericRepDefault (val, CVAR_Int); val.Int = 0x543b17; am_wallcolor.SetGenericRepDefault (val, CVAR_Int); val.Int = 0xd0b085; am_fdwallcolor.SetGenericRepDefault (val, CVAR_Int); val.Int = 0x734323; am_cdwallcolor.SetGenericRepDefault (val, CVAR_Int); // Fix the Heretic/Hexen automap colors so they are correct. // (They were wrong on older versions.) if (*am_wallcolor == 0x2c1808 && *am_fdwallcolor == 0x887058 && *am_cdwallcolor == 0x4c3820) { am_wallcolor.ResetToDefault (); am_fdwallcolor.ResetToDefault (); am_cdwallcolor.ResetToDefault (); } if (!isHexen) { val.Int = 0x3f6040; color.SetGenericRepDefault (val, CVAR_Int); } } CCMD (whereisini) { FString path = M_GetConfigPath(false); Printf ("%s\n", path.GetChars()); }