/* ** gameconfigfile.cpp ** An .ini parser specifically for zdoom.ini ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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 OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #include #include extern HWND Window; #define USE_WINDOWS_DWORD #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" EXTERN_CVAR (Bool, con_centernotify) EXTERN_CVAR (Int, msg0color) EXTERN_CVAR (Color, dimcolor) 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) FString WeaponSection; FGameConfigFile::FGameConfigFile () { FString pathname; bMigrating = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (MigrateStub, NULL); if (!HaveSections ()) { // Config file not found; try the old one MigrateOldConfig (); } // 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", "$DOOMWADDIR", true); #ifndef unix SetValueForKey ("Path", "$HOME", true); SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", HOME_DIR, true); SetValueForKey ("Path", SHARE_DIR, true); #endif } // Set default search paths if none present if (!SetSection ("FileSearch.Directories")) { SetSection ("FileSearch.Directories", true); #ifndef unix SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", SHARE_DIR, true); #endif SetValueForKey ("Path", "$DOOMWADDIR", true); } } FGameConfigFile::~FGameConfigFile () { } void FGameConfigFile::WriteCommentHeader (FILE *file) const { fprintf (file, "# This file was generated by " GAMENAME " " DOTVERSIONSTR " on %s" "# It is not really meant to be modified outside of ZDoom, nyo.\n\n", myasctime ()); } void FGameConfigFile::MigrateStub (const char *pathname, FConfigFile *config, void *userdata) { static_cast(config)->bMigrating = true; } void FGameConfigFile::MigrateOldConfig () { // Set default key bindings. These will be overridden // by the bindings in the config file if it exists. C_SetDefaultBindings (); #if 0 // Disabled for now, maybe forever. int i; char *execcommand; i = strlen (GetPathName ()) + 8; execcommand = new char[i]; sprintf (execcommand, "exec \"%s\"", GetPathName ()); execcommand[i-5] = 'c'; execcommand[i-4] = 'f'; execcommand[i-3] = 'g'; cvar_defflags = CVAR_ARCHIVE; C_DoCommand (execcommand); cvar_defflags = 0; delete[] execcommand; FBaseCVar *configver = FindCVar ("configver", NULL); if (configver != NULL) { UCVarValue oldver = configver->GetGenericRep (CVAR_Float); if (oldver.Float < 118.f) { C_DoCommand ("alias idclip noclip"); C_DoCommand ("alias idspispopd noclip"); if (oldver.Float < 117.2f) { dimamount = *dimamount * 0.25f; if (oldver.Float <= 113.f) { C_DoCommand ("bind t messagemode; bind \\ +showscores;" "bind f12 spynext; bind sysrq screenshot"); if (C_GetBinding (KEY_F5) && !stricmp (C_GetBinding (KEY_F5), "menu_video")) { C_ChangeBinding ("menu_display", KEY_F5); } } } } delete configver; } // Change all impulses to slot commands for (i = 0; i < NUM_KEYS; i++) { char slotcmd[8] = "slot "; char *bind, *numpart; bind = C_GetBinding (i); if (bind != NULL && strnicmp (bind, "impulse ", 8) == 0) { numpart = strchr (bind, ' '); if (numpart != NULL && strlen (numpart) < 4) { strcpy (slotcmd + 5, numpart); C_ChangeBinding (slotcmd, i); } } } // Migrate and delete some obsolete cvars FBaseCVar *oldvar; UCVarValue oldval; oldvar = FindCVar ("autoexec", NULL); if (oldvar != NULL) { oldval = oldvar->GetGenericRep (CVAR_String); if (oldval.String[0]) { SetSection ("Doom.AutoExec", true); SetValueForKey ("Path", oldval.String, true); } delete oldvar; } oldvar = FindCVar ("def_patch", NULL); if (oldvar != NULL) { oldval = oldvar->GetGenericRep (CVAR_String); if (oldval.String[0]) { SetSection ("Doom.DefaultDehacked", true); SetValueForKey ("Path", oldval.String, true); } delete oldvar; } oldvar = FindCVar ("vid_noptc", NULL); if (oldvar != NULL) { delete oldvar; } #endif } 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 < 201) { // Be sure the Hexen fourth weapons are assigned to slot 4 // If this section does not already exist, then they will be // assigned by SetupWeaponList(). if (SetSection ("Hexen.WeaponSlots")) { SetValueForKey ("Slot[4]", "FWeapQuietus CWeapWraithverge MWeapBloodscourge"); } } 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 ArtiEgg"); SetValueForKey ("5", "use ArtiInvulnerability"); } } 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 (); } } } } } void FGameConfigFile::DoGameSetup (const char *gamename) { const char *key; const char *value; enum { Doom, Heretic, Hexen, Strife } game; if (strcmp (gamename, "Heretic") == 0) game = Heretic; else if (strcmp (gamename, "Hexen") == 0) game = Hexen; else if (strcmp (gamename, "Strife") == 0) game = Strife; else game = Doom; if (bMigrating) { MigrateOldConfig (); } subsection = section + sprintf (section, "%s.", gamename); strcpy (subsection, "UnknownConsoleVariables"); if (SetSection (section)) { ReadCVars (0); } strcpy (subsection, "ConsoleVariables"); if (SetSection (section)) { ReadCVars (0); } if (game != Doom && game != Strife) { SetRavenDefaults (game == Hexen); } // The NetServerInfo section will be read when it's determined that // a netgame is being played. strcpy (subsection, "LocalServerInfo"); if (SetSection (section)) { ReadCVars (0); } strcpy (subsection, "Player"); if (SetSection (section)) { ReadCVars (0); } strcpy (subsection, "Bindings"); if (!SetSection (section)) { // Config has no bindings for the given game if (!bMigrating) { C_SetDefaultBindings (); } } else { C_UnbindAll (); while (NextInSection (key, value)) { C_DoBind (key, value, false); } } strcpy (subsection, "DoubleBindings"); if (SetSection (section)) { while (NextInSection (key, value)) { C_DoBind (key, value, true); } } strcpy (subsection, "ConsoleAliases"); 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; } } } } // Separated from DoGameSetup because it needs all the weapons properly defined void FGameConfigFile::DoWeaponSetup (const char *gamename) { strcpy (subsection, "WeaponSlots"); if (!SetSection (section) || !LocalWeapons.RestoreSlots (*this)) { SetupWeaponList (gamename); } } void FGameConfigFile::ReadNetVars () { strcpy (subsection, "NetServerInfo"); if (SetSection (section)) { ReadCVars (0); } } void FGameConfigFile::ReadCVars (DWORD flags) { const char *key, *value; FBaseCVar *cvar; UCVarValue val; while (NextInSection (key, value)) { cvar = FindCVar (key, NULL); if (cvar == NULL) { cvar = new FStringCVar (key, NULL, CVAR_AUTO|CVAR_UNSETTABLE|CVAR_ARCHIVE|flags); } val.String = const_cast(value); cvar->SetGenericRep (val, CVAR_String); } } void FGameConfigFile::ArchiveGameData (const char *gamename) { char section[32*3], *subsection; subsection = section + sprintf (section, "%s.", gamename); strcpy (subsection, "Player"); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 4); strcpy (subsection, "ConsoleVariables"); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 0); strcpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo"); if (!netgame || consoleplayer == 0) { // Do not overwrite this section if playing a netgame, and // this machine was not the initial host. SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 5); } strcpy (subsection, "UnknownConsoleVariables"); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 2); strcpy (subsection, "ConsoleAliases"); SetSection (section, true); ClearCurrentSection (); C_ArchiveAliases (this); M_SaveCustomKeys (this, section, subsection); strcpy (subsection, "Bindings"); SetSection (section, true); ClearCurrentSection (); C_ArchiveBindings (this, false); strcpy (subsection, "DoubleBindings"); SetSection (section, true); ClearCurrentSection (); C_ArchiveBindings (this, true); if (WeaponSection.IsEmpty()) { strcpy (subsection, "WeaponSlots"); } else { sprintf (subsection, "%s.WeaponSlots", WeaponSection.GetChars()); } SetSection (section, true); ClearCurrentSection (); LocalWeapons.SaveSlots (*this); } void FGameConfigFile::ArchiveGlobalData () { SetSection ("LastRun", true); ClearCurrentSection (); SetValueForKey ("Version", LASTRUNVERSION); SetSection ("GlobalSettings", true); ClearCurrentSection (); C_ArchiveCVars (this, 1); SetSection ("GlobalSettings.Unknown", true); ClearCurrentSection (); C_ArchiveCVars (this, 3); } FString FGameConfigFile::GetConfigPath (bool tryProg) { char *pathval; FString path; pathval = Args.CheckValue ("-config"); if (pathval != NULL) return FString(pathval); #ifndef unix path = NULL; HRESULT hr; TCHAR uname[UNLEN+1]; DWORD unamelen = countof(uname); // Because people complained, try for a user-specific .ini in the program directory first. // If that is not writeable, use the one in the home directory instead. hr = GetUserName (uname, &unamelen); if (SUCCEEDED(hr) && uname[0] != 0) { // Is it valid for a user name to have slashes? // Check for them and substitute just in case. char *probe = uname; while (*probe != 0) { if (*probe == '\\' || *probe == '/') *probe = '_'; ++probe; } path = progdir; path += "zdoom-"; path += uname; path += ".ini"; if (tryProg) { if (!FileExists (path.GetChars())) { path = ""; } } else { // check if writeable FILE *checker = fopen (path.GetChars(), "a"); if (checker == NULL) { path = ""; } else { fclose (checker); } } } if (path.IsEmpty()) { if (Args.CheckParm ("-cdrom")) return "c:\\zdoomdat\\zdoom.ini"; path = progdir; path += "zdoom.ini"; } return path; #else return GetUserFile ("zdoom.ini"); #endif } void FGameConfigFile::AddAutoexec (DArgs *list, const char *game) { char section[64]; const char *key; const char *value; sprintf (section, "%s.AutoExec", game); if (bMigrating) { FBaseCVar *autoexec = FindCVar ("autoexec", NULL); if (autoexec != NULL) { UCVarValue val; char *path; val = autoexec->GetGenericRep (CVAR_String); path = copystring (val.String); delete autoexec; SetSection (section, true); SetValueForKey ("Path", path); list->AppendArg (path); delete[] path; } } else { // If .AutoExec section does not exist, create it // with a default autoexec.cfg file present. if (!SetSection (section)) { FString path; #ifndef unix if (Args.CheckParm ("-cdrom")) { path = "c:\\zdoomdat\\autoexec.cfg"; } else { path = progdir; path += "autoexec.cfg"; } #else path = GetUserFile ("autoexec.cfg"); #endif SetSection (section, true); SetValueForKey ("Path", path.GetChars()); } // Run any files listed in the .AutoExec section if (SetSection (section)) { while (NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && FileExists (value)) { list->AppendArg (value); } } } } } void FGameConfigFile::SetRavenDefaults (bool isHexen) { UCVarValue val; if (bMigrating) { con_centernotify.ResetToDefault (); msg0color.ResetToDefault (); dimcolor.ResetToDefault (); color.ResetToDefault (); } 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 = 0x0000ff; dimcolor.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); } } void FGameConfigFile::SetupWeaponList (const char *gamename) { for (int i = 0; i < NUM_WEAPON_SLOTS; ++i) { LocalWeapons.Slots[i].Clear (); } if (strcmp (gamename, "Heretic") == 0) { LocalWeapons.Slots[1].AddWeapon ("Staff"); LocalWeapons.Slots[1].AddWeapon ("Gauntlets"); LocalWeapons.Slots[2].AddWeapon ("GoldWand"); LocalWeapons.Slots[3].AddWeapon ("Crossbow"); LocalWeapons.Slots[4].AddWeapon ("Blaster"); LocalWeapons.Slots[5].AddWeapon ("SkullRod"); LocalWeapons.Slots[6].AddWeapon ("PhoenixRod"); LocalWeapons.Slots[7].AddWeapon ("Mace"); } else if (strcmp (gamename, "Hexen") == 0) { LocalWeapons.Slots[1].AddWeapon ("FWeapFist"); LocalWeapons.Slots[2].AddWeapon ("FWeapAxe"); LocalWeapons.Slots[3].AddWeapon ("FWeapHammer"); LocalWeapons.Slots[4].AddWeapon ("FWeapQuietus"); LocalWeapons.Slots[1].AddWeapon ("CWeapMace"); LocalWeapons.Slots[2].AddWeapon ("CWeapStaff"); LocalWeapons.Slots[3].AddWeapon ("CWeapFlame"); LocalWeapons.Slots[4].AddWeapon ("CWeapWraithverge"); LocalWeapons.Slots[1].AddWeapon ("MWeapWand"); LocalWeapons.Slots[2].AddWeapon ("MWeapFrost"); LocalWeapons.Slots[3].AddWeapon ("MWeapLightning"); LocalWeapons.Slots[4].AddWeapon ("MWeapBloodscourge"); } else if (strcmp (gamename, "Strife") == 0) { LocalWeapons.Slots[1].AddWeapon ("PunchDagger"); LocalWeapons.Slots[2].AddWeapon ("StrifeCrossbow2"); LocalWeapons.Slots[2].AddWeapon ("StrifeCrossbow"); LocalWeapons.Slots[3].AddWeapon ("AssaultGun"); LocalWeapons.Slots[4].AddWeapon ("MiniMissileLauncher"); LocalWeapons.Slots[5].AddWeapon ("StrifeGrenadeLauncher2"); LocalWeapons.Slots[5].AddWeapon ("StrifeGrenadeLauncher"); LocalWeapons.Slots[6].AddWeapon ("FlameThrower"); LocalWeapons.Slots[7].AddWeapon ("Mauler2"); LocalWeapons.Slots[7].AddWeapon ("Mauler"); LocalWeapons.Slots[8].AddWeapon ("Sigil"); } else // Doom { LocalWeapons.Slots[1].AddWeapon ("Fist"); LocalWeapons.Slots[1].AddWeapon ("Chainsaw"); LocalWeapons.Slots[2].AddWeapon ("Pistol"); LocalWeapons.Slots[3].AddWeapon ("Shotgun"); LocalWeapons.Slots[3].AddWeapon ("SuperShotgun"); LocalWeapons.Slots[4].AddWeapon ("Chaingun"); LocalWeapons.Slots[5].AddWeapon ("RocketLauncher"); LocalWeapons.Slots[6].AddWeapon ("PlasmaRifle"); LocalWeapons.Slots[7].AddWeapon ("BFG9000"); } } CCMD (whereisini) { FString path = GameConfig->GetConfigPath (false); Printf ("%s\n", path.GetChars()); }