mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
ef3b57fb8f
- AutoExec paths now support the same variable expansion as the search paths. Additionally, on Windows, the default autoexec path is now relative to $PROGDIR, rather than using a fixed path to the executable's current directory. - All usable Autoload and AutoExec sections are now created at the top of the config file along with some brief explanatory notes so they are readily visible to anyone who wants to edit them. SVN r1307 (trunk)
755 lines
21 KiB
C++
755 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 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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EXTERN_CVAR (Float, spc_amp)
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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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// 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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CreateSectionAtStart("Chex3.Autoload");
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CreateSectionAtStart("Chex.Autoload");
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CreateSectionAtStart("Strife.Autoload");
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CreateSectionAtStart("HexenDemo.Autoload");
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CreateSectionAtStart("HexenDK.Autoload");
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CreateSectionAtStart("Hexen.Autoload");
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CreateSectionAtStart("Heretic.Autoload");
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CreateSectionAtStart("FreeDM.Autoload");
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CreateSectionAtStart("Freedoom1.Autoload");
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CreateSectionAtStart("Freedoom.Autoload");
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CreateSectionAtStart("Plutonia.Autoload");
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CreateSectionAtStart("TNT.Autoload");
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CreateSectionAtStart("Doom2.Autoload");
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CreateSectionAtStart("Doom1.Autoload");
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CreateSectionAtStart("Doom.Autoload");
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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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// 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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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 Doom2.Autoload will only load when you are\n"
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"# playing Doom 2.\n\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 " " DOTVERSIONSTR " on %s\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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}
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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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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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}
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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, Chex } 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 if (strcmp (gamename, "Chex") == 0)
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game = Chex;
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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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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 (game != Doom && game != Strife && game != Chex)
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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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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, "Bindings", sublen);
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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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strncpy (subsection, "DoubleBindings", sublen);
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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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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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}
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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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strncpy (subsection, "WeaponSlots", sublen);
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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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strncpy (subsection, "NetServerInfo", 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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}
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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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sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename);
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subsection = section + countof(section) - 1 - sublen;
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strncpy (subsection, "Player", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 4);
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strncpy (subsection, "ConsoleVariables", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 0);
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strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen);
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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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strncpy (subsection, "UnknownConsoleVariables", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, 2);
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strncpy (subsection, "ConsoleAliases", sublen);
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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, sublen);
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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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strncpy (subsection, "DoubleBindings", sublen);
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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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strncpy (subsection, "WeaponSlots", sublen);
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}
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else
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{
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mysnprintf (subsection, sublen, "%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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#ifdef _WIN32
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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?
|
|
// 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 CDROM_DIR "\\zdoom.ini";
|
|
|
|
path = progdir;
|
|
path += "zdoom.ini";
|
|
}
|
|
return path;
|
|
#else
|
|
return GetUserFile ("zdoom.ini");
|
|
#endif
|
|
}
|
|
|
|
void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start)
|
|
{
|
|
if (!SetSection(section))
|
|
{
|
|
FString path;
|
|
#ifndef unix
|
|
path = "$PROGDIR/autoexec.cfg";
|
|
#else
|
|
path = GetUserFile ("autoexec.cfg");
|
|
#endif
|
|
SetSection (section, true);
|
|
SetValueForKey ("Path", path.GetChars());
|
|
}
|
|
if (start)
|
|
{
|
|
MoveSectionToStart(section);
|
|
}
|
|
}
|
|
|
|
void FGameConfigFile::AddAutoexec (DArgs *list, const char *game)
|
|
{
|
|
char section[64];
|
|
const char *key;
|
|
const char *value;
|
|
|
|
mysnprintf (section, countof(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.
|
|
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;
|
|
|
|
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 if (strcmp (gamename, "Chex") == 0)
|
|
{
|
|
LocalWeapons.Slots[1].AddWeapon ("Bootspoon");
|
|
LocalWeapons.Slots[1].AddWeapon ("SuperBootspork");
|
|
LocalWeapons.Slots[2].AddWeapon ("MiniZorcher");
|
|
LocalWeapons.Slots[3].AddWeapon ("LargeZorcher");
|
|
LocalWeapons.Slots[3].AddWeapon ("SuperLargeZorcher");
|
|
LocalWeapons.Slots[4].AddWeapon ("RapidZorcher");
|
|
LocalWeapons.Slots[5].AddWeapon ("ZorchPropulsor");
|
|
LocalWeapons.Slots[6].AddWeapon ("PhasingZorcher");
|
|
LocalWeapons.Slots[7].AddWeapon ("LAZDevice");
|
|
}
|
|
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());
|
|
}
|