mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
ea4f160e35
to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. SVN r519 (trunk)
759 lines
19 KiB
C++
759 lines
19 KiB
C++
/*
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** gameconfigfile.cpp
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** An .ini parser specifically for zdoom.ini
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include <time.h>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <lmcons.h>
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#include <shlobj.h>
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extern HWND Window;
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#define USE_WINDOWS_DWORD
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#endif
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#include "doomdef.h"
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#include "gameconfigfile.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_bind.h"
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#include "gstrings.h"
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#include "m_argv.h"
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#include "cmdlib.h"
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#include "version.h"
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#include "m_misc.h"
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#include "v_font.h"
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#include "a_pickups.h"
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#include "doomstat.h"
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#include "i_system.h"
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EXTERN_CVAR (Bool, con_centernotify)
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EXTERN_CVAR (Int, msg0color)
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EXTERN_CVAR (Color, dimcolor)
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EXTERN_CVAR (Color, color)
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EXTERN_CVAR (Float, dimamount)
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EXTERN_CVAR (Int, msgmidcolor)
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EXTERN_CVAR (Int, msgmidcolor2)
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EXTERN_CVAR (Bool, snd_pitched)
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EXTERN_CVAR (Color, am_wallcolor)
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EXTERN_CVAR (Color, am_fdwallcolor)
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EXTERN_CVAR (Color, am_cdwallcolor)
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FString WeaponSection;
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FGameConfigFile::FGameConfigFile ()
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{
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FString pathname;
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bMigrating = false;
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pathname = GetConfigPath (true);
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ChangePathName (pathname);
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LoadConfigFile (MigrateStub, NULL);
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if (!HaveSections ())
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{ // Config file not found; try the old one
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MigrateOldConfig ();
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}
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// If zdoom.ini was read from the program directory, switch
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// to the user directory now. If it was read from the user
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// directory, this effectively does nothing.
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pathname = GetConfigPath (false);
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ChangePathName (pathname);
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// Set default IWAD search paths if none present
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if (!SetSection ("IWADSearch.Directories"))
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{
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SetSection ("IWADSearch.Directories", true);
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SetValueForKey ("Path", ".", true);
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SetValueForKey ("Path", "$DOOMWADDIR", true);
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#ifndef unix
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SetValueForKey ("Path", "$HOME", true);
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SetValueForKey ("Path", "$PROGDIR", true);
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#else
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SetValueForKey ("Path", HOME_DIR, true);
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SetValueForKey ("Path", SHARE_DIR, true);
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#endif
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}
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// Set default search paths if none present
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if (!SetSection ("FileSearch.Directories"))
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{
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SetSection ("FileSearch.Directories", true);
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#ifndef unix
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SetValueForKey ("Path", "$PROGDIR", true);
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#else
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SetValueForKey ("Path", SHARE_DIR, true);
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#endif
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SetValueForKey ("Path", "$DOOMWADDIR", true);
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}
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}
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FGameConfigFile::~FGameConfigFile ()
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{
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}
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void FGameConfigFile::WriteCommentHeader (FILE *file) const
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{
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fprintf (file, "# This file was generated by ZDOOM " DOTVERSIONSTR " on %s"
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"# It is not really meant to be modified outside of ZDoom, nyo.\n\n", myasctime ());
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}
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void FGameConfigFile::MigrateStub (const char *pathname, FConfigFile *config, void *userdata)
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{
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static_cast<FGameConfigFile *>(config)->bMigrating = true;
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}
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void FGameConfigFile::MigrateOldConfig ()
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{
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// Set default key bindings. These will be overridden
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// by the bindings in the config file if it exists.
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C_SetDefaultBindings ();
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#if 0 // Disabled for now, maybe forever.
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int i;
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char *execcommand;
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i = strlen (GetPathName ()) + 8;
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execcommand = new char[i];
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sprintf (execcommand, "exec \"%s\"", GetPathName ());
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execcommand[i-5] = 'c';
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execcommand[i-4] = 'f';
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execcommand[i-3] = 'g';
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cvar_defflags = CVAR_ARCHIVE;
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C_DoCommand (execcommand);
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cvar_defflags = 0;
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delete[] execcommand;
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FBaseCVar *configver = FindCVar ("configver", NULL);
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if (configver != NULL)
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{
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UCVarValue oldver = configver->GetGenericRep (CVAR_Float);
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if (oldver.Float < 118.f)
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{
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C_DoCommand ("alias idclip noclip");
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C_DoCommand ("alias idspispopd noclip");
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if (oldver.Float < 117.2f)
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{
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dimamount = *dimamount * 0.25f;
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if (oldver.Float <= 113.f)
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{
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C_DoCommand ("bind t messagemode; bind \\ +showscores;"
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"bind f12 spynext; bind sysrq screenshot");
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if (C_GetBinding (KEY_F5) && !stricmp (C_GetBinding (KEY_F5), "menu_video"))
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{
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C_ChangeBinding ("menu_display", KEY_F5);
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}
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}
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}
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}
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delete configver;
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}
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// Change all impulses to slot commands
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for (i = 0; i < NUM_KEYS; i++)
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{
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char slotcmd[8] = "slot ";
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char *bind, *numpart;
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bind = C_GetBinding (i);
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if (bind != NULL && strnicmp (bind, "impulse ", 8) == 0)
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{
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numpart = strchr (bind, ' ');
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if (numpart != NULL && strlen (numpart) < 4)
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{
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strcpy (slotcmd + 5, numpart);
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C_ChangeBinding (slotcmd, i);
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}
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}
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}
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// Migrate and delete some obsolete cvars
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FBaseCVar *oldvar;
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UCVarValue oldval;
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oldvar = FindCVar ("autoexec", NULL);
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if (oldvar != NULL)
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{
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oldval = oldvar->GetGenericRep (CVAR_String);
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if (oldval.String[0])
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{
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SetSection ("Doom.AutoExec", true);
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SetValueForKey ("Path", oldval.String, true);
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}
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delete oldvar;
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}
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oldvar = FindCVar ("def_patch", NULL);
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if (oldvar != NULL)
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{
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oldval = oldvar->GetGenericRep (CVAR_String);
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if (oldval.String[0])
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{
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SetSection ("Doom.DefaultDehacked", true);
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SetValueForKey ("Path", oldval.String, true);
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}
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delete oldvar;
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}
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oldvar = FindCVar ("vid_noptc", NULL);
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if (oldvar != NULL)
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{
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delete oldvar;
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}
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#endif
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}
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void FGameConfigFile::DoGlobalSetup ()
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{
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if (SetSection ("GlobalSettings.Unknown"))
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{
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ReadCVars (CVAR_GLOBALCONFIG);
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}
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if (SetSection ("GlobalSettings"))
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{
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ReadCVars (CVAR_GLOBALCONFIG);
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}
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if (SetSection ("LastRun"))
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{
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const char *lastver = GetValueForKey ("Version");
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if (lastver != NULL)
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{
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double last = atof (lastver);
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if (last < 123.1)
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{
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FBaseCVar *noblitter = FindCVar ("vid_noblitter", NULL);
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if (noblitter != NULL)
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{
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noblitter->ResetToDefault ();
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}
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}
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if (last < 201)
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{
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// Be sure the Hexen fourth weapons are assigned to slot 4
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// If this section does not already exist, then they will be
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// assigned by SetupWeaponList().
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if (SetSection ("Hexen.WeaponSlots"))
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{
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SetValueForKey ("Slot[4]", "FWeapQuietus CWeapWraithverge MWeapBloodscourge");
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}
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}
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if (last < 202)
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{
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// Make sure the Hexen hotkeys are accessible by default.
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if (SetSection ("Hexen.Bindings"))
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{
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SetValueForKey ("\\", "use ArtiHealth");
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SetValueForKey ("scroll", "+showscores");
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SetValueForKey ("0", "useflechette");
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SetValueForKey ("9", "use ArtiBlastRadius");
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SetValueForKey ("8", "use ArtiTeleport");
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SetValueForKey ("7", "use ArtiTeleportOther");
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SetValueForKey ("6", "use ArtiEgg");
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SetValueForKey ("5", "use ArtiInvulnerability");
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}
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}
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if (last < 204)
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{ // The old default for vsync was true, but with an unlimited framerate
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// now, false is a better default.
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FBaseCVar *vsync = FindCVar ("vid_vsync", NULL);
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if (vsync != NULL)
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{
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vsync->ResetToDefault ();
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}
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}
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}
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}
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}
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void FGameConfigFile::DoGameSetup (const char *gamename)
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{
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const char *key;
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const char *value;
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enum { Doom, Heretic, Hexen, Strife } game;
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if (strcmp (gamename, "Heretic") == 0)
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game = Heretic;
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else if (strcmp (gamename, "Hexen") == 0)
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game = Hexen;
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else if (strcmp (gamename, "Strife") == 0)
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game = Strife;
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else
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game = Doom;
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if (bMigrating)
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{
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MigrateOldConfig ();
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}
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subsection = section + sprintf (section, "%s.", gamename);
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strcpy (subsection, "UnknownConsoleVariables");
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strcpy (subsection, "ConsoleVariables");
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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if (game != Doom && game != Strife)
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{
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SetRavenDefaults (game == Hexen);
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}
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// The NetServerInfo section will be read when it's determined that
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// a netgame is being played.
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strcpy (subsection, "LocalServerInfo");
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strcpy (subsection, "Player");
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strcpy (subsection, "Bindings");
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if (!SetSection (section))
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{ // Config has no bindings for the given game
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if (!bMigrating)
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{
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C_SetDefaultBindings ();
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}
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}
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else
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{
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C_UnbindAll ();
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while (NextInSection (key, value))
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{
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C_DoBind (key, value, false);
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}
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}
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strcpy (subsection, "DoubleBindings");
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if (SetSection (section))
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{
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while (NextInSection (key, value))
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{
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C_DoBind (key, value, true);
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}
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}
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strcpy (subsection, "ConsoleAliases");
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if (SetSection (section))
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{
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const char *name = NULL;
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while (NextInSection (key, value))
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{
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if (stricmp (key, "Name") == 0)
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{
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name = value;
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}
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else if (stricmp (key, "Command") == 0 && name != NULL)
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{
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C_SetAlias (name, value);
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name = NULL;
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}
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}
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}
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}
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// Separated from DoGameSetup because it needs all the weapons properly defined
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void FGameConfigFile::DoWeaponSetup (const char *gamename)
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{
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strcpy (subsection, "WeaponSlots");
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if (!SetSection (section) || !LocalWeapons.RestoreSlots (*this))
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{
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SetupWeaponList (gamename);
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}
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}
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void FGameConfigFile::ReadNetVars ()
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{
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strcpy (subsection, "NetServerInfo");
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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}
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void FGameConfigFile::ReadCVars (DWORD flags)
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{
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const char *key, *value;
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FBaseCVar *cvar;
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UCVarValue val;
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while (NextInSection (key, value))
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{
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cvar = FindCVar (key, NULL);
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if (cvar == NULL)
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{
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cvar = new FStringCVar (key, NULL,
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CVAR_AUTO|CVAR_UNSETTABLE|CVAR_ARCHIVE|flags);
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}
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val.String = const_cast<char *>(value);
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cvar->SetGenericRep (val, CVAR_String);
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}
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}
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void FGameConfigFile::ArchiveGameData (const char *gamename)
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{
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char section[32*3], *subsection;
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subsection = section + sprintf (section, "%s.", gamename);
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strcpy (subsection, "Player");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 4);
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strcpy (subsection, "ConsoleVariables");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 0);
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strcpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo");
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if (!netgame || consoleplayer == 0)
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{ // Do not overwrite this section if playing a netgame, and
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// this machine was not the initial host.
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 5);
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}
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strcpy (subsection, "UnknownConsoleVariables");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 2);
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strcpy (subsection, "ConsoleAliases");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveAliases (this);
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M_SaveCustomKeys (this, section, subsection);
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strcpy (subsection, "Bindings");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveBindings (this, false);
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strcpy (subsection, "DoubleBindings");
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveBindings (this, true);
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if (WeaponSection.IsEmpty())
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{
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strcpy (subsection, "WeaponSlots");
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}
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else
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{
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sprintf (subsection, "%s.WeaponSlots", WeaponSection.GetChars());
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}
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SetSection (section, true);
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ClearCurrentSection ();
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LocalWeapons.SaveSlots (*this);
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}
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void FGameConfigFile::ArchiveGlobalData ()
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{
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SetSection ("LastRun", true);
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ClearCurrentSection ();
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SetValueForKey ("Version", LASTRUNVERSION);
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SetSection ("GlobalSettings", true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 1);
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SetSection ("GlobalSettings.Unknown", true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 3);
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}
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FString FGameConfigFile::GetConfigPath (bool tryProg)
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{
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char *pathval;
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FString path;
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pathval = Args.CheckValue ("-config");
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if (pathval != NULL)
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return FString(pathval);
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#ifndef unix
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path = NULL;
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HRESULT hr;
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TCHAR uname[UNLEN+1];
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DWORD unamelen = countof(uname);
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// Because people complained, try for a user-specific .ini in the program directory first.
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// If that is not writeable, use the one in the home directory instead.
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hr = GetUserName (uname, &unamelen);
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if (SUCCEEDED(hr) && uname[0] != 0)
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{
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// Is it valid for a user name to have slashes?
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// Check for them and substitute just in case.
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char *probe = uname;
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while (*probe != 0)
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{
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if (*probe == '\\' || *probe == '/')
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*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 <game>.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 <game>.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());
|
|
}
|