mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 00:21:35 +00:00
ded0c7805d
When running in a confined environment (such as a snap) it may not be possible to write to directories such as ~/.config. By using the $HOME variable instead of the '~' shortcut, the confined environment can pass an alternative 'home' directory with write privelges. I have only changed this for posix/unix and haven't touched code for MacOS, as I don't know if that behaves differently
724 lines
21 KiB
C++
724 lines
21 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 1998-2008 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 OFf
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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 __APPLE__
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#include <CoreServices/CoreServices.h>
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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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#include "gi.h"
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#include "d_main.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, 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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EXTERN_CVAR (Float, spc_amp)
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EXTERN_CVAR (Bool, wi_percents)
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FGameConfigFile::FGameConfigFile ()
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{
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#ifdef __APPLE__
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FString user_docs, user_app_support, local_app_support;
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#endif
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FString pathname;
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OkayToWrite = false; // Do not allow saving of the config before DoGameSetup()
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bModSetup = false;
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pathname = GetConfigPath (true);
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ChangePathName (pathname);
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LoadConfigFile ();
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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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#ifdef __APPLE__
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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user_docs << cpath << "/" GAME_DIR;
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SetValueForKey("Path", user_docs, true);
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}
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else
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{
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SetValueForKey("Path", "~/" GAME_DIR, true);
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}
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if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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user_app_support << cpath << "/" GAME_DIR;
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SetValueForKey("Path", user_app_support, true);
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}
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SetValueForKey ("Path", "$PROGDIR", true);
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if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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local_app_support << cpath << "/" GAME_DIR;
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SetValueForKey("Path", local_app_support, true);
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}
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#elif !defined(__unix__)
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SetValueForKey ("Path", "$HOME", true);
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SetValueForKey ("Path", "$PROGDIR", true);
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#else
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SetValueForKey ("Path", "$HOME/" GAME_DIR, true);
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// Arch Linux likes them in /usr/share/doom
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// Debian likes them in /usr/share/games/doom
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// I assume other distributions don't do anything radically different
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SetValueForKey ("Path", "/usr/local/share/doom", true);
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SetValueForKey ("Path", "/usr/local/share/games/doom", true);
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SetValueForKey ("Path", "/usr/share/doom", true);
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SetValueForKey ("Path", "/usr/share/games/doom", 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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#ifdef __APPLE__
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SetValueForKey ("Path", user_docs, true);
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SetValueForKey ("Path", user_app_support, true);
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SetValueForKey ("Path", "$PROGDIR", true);
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SetValueForKey ("Path", local_app_support, true);
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#elif !defined(__unix__)
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SetValueForKey ("Path", "$PROGDIR", true);
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#else
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SetValueForKey ("Path", "$HOME/" GAME_DIR, true);
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SetValueForKey ("Path", "/usr/local/share/doom", true);
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SetValueForKey ("Path", "/usr/local/share/games/doom", true);
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SetValueForKey ("Path", "/usr/share/doom", true);
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SetValueForKey ("Path", "/usr/share/games/doom", true);
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#endif
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SetValueForKey ("Path", "$DOOMWADDIR", true);
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}
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// Add some self-documentation.
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SetSectionNote("IWADSearch.Directories",
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"# These are the directories to automatically search for IWADs.\n"
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"# Each directory should be on a separate line, preceded by Path=\n");
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SetSectionNote("FileSearch.Directories",
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"# These are the directories to search for wads added with the -file\n"
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"# command line parameter, if they cannot be found with the path\n"
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"# as-is. Layout is the same as for IWADSearch.Directories\n");
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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 " GAMENAME " %s on %s\n", GetVersionString(), myasctime());
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}
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void FGameConfigFile::DoAutoloadSetup (FIWadManager *iwad_man)
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{
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// Create auto-load sections, so users know what's available.
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// Note that this totem pole is the reverse of the order that
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// they will appear in the file.
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double last = 0;
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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) last = atof(lastver);
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}
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if (last < 211)
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{
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RenameSection("Chex3.Autoload", "chex.chex3.Autoload");
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RenameSection("Chex1.Autoload", "chex.chex1.Autoload");
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RenameSection("HexenDK.Autoload", "hexen.deathkings.Autoload");
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RenameSection("HereticSR.Autoload", "heretic.shadow.Autoload");
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RenameSection("FreeDM.Autoload", "doom.freedoom.freedm.Autoload");
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RenameSection("Freedoom2.Autoload", "doom.freedoom.phase2.Autoload");
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RenameSection("Freedoom1.Autoload", "doom.freedoom.phase1.Autoload");
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RenameSection("Freedoom.Autoload", "doom.freedoom.Autoload");
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RenameSection("DoomBFG.Autoload", "doom.doom1.bfg.Autoload");
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RenameSection("DoomU.Autoload", "doom.doom1.ultimate.Autoload");
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RenameSection("Doom1.Autoload", "doom.doom1.registered.Autoload");
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RenameSection("TNT.Autoload", "doom.doom2.tnt.Autoload");
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RenameSection("Plutonia.Autoload", "doom.doom2.plutonia.Autoload");
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RenameSection("Doom2BFG.Autoload", "doom.doom2.bfg.Autoload");
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RenameSection("Doom2.Autoload", "doom.doom2.commercial.Autoload");
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}
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const FString *pAuto;
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for (int num = 0; (pAuto = iwad_man->GetAutoname(num)) != NULL; num++)
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{
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if (!(iwad_man->GetIWadFlags(num) & GI_SHAREWARE)) // we do not want autoload sections for shareware IWADs (which may have an autoname for resource filtering)
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{
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FString workname = *pAuto;
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while (workname.IsNotEmpty())
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{
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FString section = workname + ".Autoload";
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CreateSectionAtStart(section.GetChars());
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long dotpos = workname.LastIndexOf('.');
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if (dotpos < 0) break;
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workname.Truncate(dotpos);
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}
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}
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}
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CreateSectionAtStart("Global.Autoload");
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// The same goes for auto-exec files.
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CreateStandardAutoExec("Chex.AutoExec", true);
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CreateStandardAutoExec("Strife.AutoExec", true);
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CreateStandardAutoExec("Hexen.AutoExec", true);
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CreateStandardAutoExec("Heretic.AutoExec", true);
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CreateStandardAutoExec("Doom.AutoExec", true);
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// Move search paths back to the top.
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MoveSectionToStart("FileSearch.Directories");
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MoveSectionToStart("IWADSearch.Directories");
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SetSectionNote("Doom.AutoExec",
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"# Files to automatically execute when running the corresponding game.\n"
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"# Each file should be on its own line, preceded by Path=\n\n");
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SetSectionNote("Global.Autoload",
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"# WAD files to always load. These are loaded after the IWAD but before\n"
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"# any files added with -file. Place each file on its own line, preceded\n"
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"# by Path=\n");
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SetSectionNote("Doom.Autoload",
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"# Wad files to automatically load depending on the game and IWAD you are\n"
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"# playing. You may have have files that are loaded for all similar IWADs\n"
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"# (the game) and files that are only loaded for particular IWADs. For example,\n"
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"# any files listed under 'doom.Autoload' will be loaded for any version of Doom,\n"
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"# but files listed under 'doom.doom2.Autoload' will only load when you are\n"
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"# playing a Doom 2 based game (doom2.wad, tnt.wad or plutonia.wad), and files listed under\n"
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"# 'doom.doom2.commercial.Autoload' only when playing doom2.wad.\n\n");
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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 < 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 ArtiPork");
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SetValueForKey ("5", "use ArtiInvulnerability2");
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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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if (last < 206)
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{ // spc_amp is now a float, not an int.
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if (spc_amp > 16)
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{
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spc_amp = spc_amp / 16.f;
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}
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}
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if (last < 207)
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{ // Now that snd_midiprecache works again, you probably don't want it on.
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FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL);
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if (precache != NULL)
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{
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precache->ResetToDefault();
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}
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}
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if (last < 208)
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{ // Weapon sections are no longer used, so tidy up the config by deleting them.
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const char *name;
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size_t namelen;
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bool more;
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more = SetFirstSection();
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while (more)
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{
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name = GetCurrentSection();
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if (name != NULL &&
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(namelen = strlen(name)) > 12 &&
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strcmp(name + namelen - 12, ".WeaponSlots") == 0)
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{
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more = DeleteCurrentSection();
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}
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else
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{
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more = SetNextSection();
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}
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}
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}
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if (last < 209)
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{
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// menu dimming is now a gameinfo option so switch user override off
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FBaseCVar *dim = FindCVar ("dimamount", NULL);
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if (dim != NULL)
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{
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dim->ResetToDefault ();
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}
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}
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if (last < 210)
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{
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if (SetSection ("Hexen.Bindings"))
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{
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// These 2 were misnamed in earlier versions
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SetValueForKey ("6", "use ArtiPork");
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SetValueForKey ("5", "use ArtiInvulnerability2");
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}
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}
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if (last < 213)
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{
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auto var = FindCVar("snd_channels", NULL);
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if (var != NULL)
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{
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// old settings were default 32, minimum 8, new settings are default 128, minimum 64.
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UCVarValue v = var->GetGenericRep(CVAR_Int);
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if (v.Int < 64) var->ResetToDefault();
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}
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}
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if (last < 214)
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{
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FBaseCVar *var = FindCVar("hud_scale", NULL);
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("st_scale", NULL);
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("hud_althudscale", NULL);
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("con_scale", NULL);
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("con_scaletext", NULL);
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("uiscale", NULL);
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if (var != NULL) var->ResetToDefault();
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}
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if (last < 215)
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{
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// Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default.
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FBaseCVar *var = FindCVar("snd_hrtf", NULL);
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if (var != NULL) var->ResetToDefault();
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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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sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename);
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subsection = section + countof(section) - sublen - 1;
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section[countof(section) - 1] = '\0';
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strncpy (subsection, "UnknownConsoleVariables", sublen);
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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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strncpy (subsection, "ConsoleVariables", sublen);
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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 (gameinfo.gametype & GAME_Raven)
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{
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SetRavenDefaults (gameinfo.gametype == GAME_Hexen);
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}
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// The NetServerInfo section will be read and override anything loaded
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// here when it's determined that a netgame is being played.
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strncpy (subsection, "LocalServerInfo", sublen);
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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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strncpy (subsection, "Player", sublen);
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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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strncpy (subsection, "ConsoleAliases", sublen);
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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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OkayToWrite = true;
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}
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// Moved from DoGameSetup so that it can happen after wads are loaded
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void FGameConfigFile::DoKeySetup(const char *gamename)
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{
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static const struct { const char *label; FKeyBindings *bindings; } binders[] =
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{
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{ "Bindings", &Bindings },
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{ "DoubleBindings", &DoubleBindings },
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{ "AutomapBindings", &AutomapBindings },
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{ NULL, NULL }
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};
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const char *key, *value;
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sublen = countof(section) - 1 - mysnprintf(section, countof(section), "%s.", gamename);
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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<char *>(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 <game>.AutoExec section does not exist, create it
|
|
// with a default autoexec.cfg file present.
|
|
CreateStandardAutoExec(section, false);
|
|
// Run any files listed in the <game>.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());
|
|
}
|