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Added detection for IWADs downloaded via the Bethesda.net Launcher
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5 changed files with 77 additions and 0 deletions
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@ -46,6 +46,8 @@ TArray<FString> I_GetSteamPath();
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TArray<FString> I_GetGogPaths();
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TArray<FString> I_GetBethesdaPath();
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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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@ -50,3 +50,9 @@ TArray<FString> I_GetGogPaths()
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// GOG's Doom games are Windows only at the moment
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return TArray<FString>();
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}
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TArray<FString> I_GetBethesdaPath()
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{
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// Bethesda.net Launcher is Windows only at the moment
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return TArray<FString>();
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}
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@ -53,6 +53,9 @@ TArray<FString> I_GetSteamPath();
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// [GZ] Same deal for GOG paths
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TArray<FString> I_GetGogPaths();
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// Again for the Bethesda.net Launcher path
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TArray<FString> I_GetBethesdaPath();
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// Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of
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// giving them proper prototypes under Win32, they are just macros for
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// Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs.
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@ -420,6 +420,7 @@ void FIWadManager::CollectSearchPaths()
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}
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mSearchPaths.Append(I_GetGogPaths());
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mSearchPaths.Append(I_GetSteamPath());
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mSearchPaths.Append(I_GetBethesdaPath());
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// Unify and remove trailing slashes
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for (auto &str : mSearchPaths)
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@ -241,3 +241,68 @@ TArray<FString> I_GetSteamPath()
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return result;
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}
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//==========================================================================
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//
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// I_GetBethesdaPath
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//
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// Check the registry for the path to the Bethesda.net Launcher, so that we
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// can search for IWADs that were bought from Bethesda.net.
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//
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//==========================================================================
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TArray<FString> I_GetBethesdaPath()
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{
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TArray<FString> result;
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static const char* const bethesda_dirs[] =
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{
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"DOOM_Classic_2019/base",
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"DOOM_Classic_2019/rerelease/DOOM_Data/StreamingAssets",
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"DOOM_II_Classic_2019/base",
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"DOOM_II_Classic_2019/rerelease/DOOM II_Data/StreamingAssets",
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"DOOM 3 BFG Edition/base/wads",
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"Heretic Shadow of the Serpent Riders/base",
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"Hexen/base",
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"Hexen Deathkings of the Dark Citadel/base"
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// Alternate DOS versions of Doom and Doom II (referred to as "Original" in the
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// Bethesda Launcher). While the DOS versions that come with the Unity ports are
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// unaltered, these use WADs from the European PSN versions. These WADs are currently
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// misdetected by GZDoom: DOOM.WAD is detected as the Unity version (which it's not),
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// while DOOM2.WAD is detected as the original DOS release despite having Doom 3: BFG
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// Edition's censored secret level titles (albeit only in the title patches, not in
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// the automap). Unfortunately, these WADs have exactly the same lump names as the WADs
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// they're misdetected as, so it's not currently possible to distinguish them using
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// GZDoom's current IWAD detection system. To prevent them from possibly overriding the
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// real Unity DOOM.WAD and DOS DOOM2.WAD, these paths have been commented out.
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//"Ultimate DOOM/base",
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//"DOOM II/base",
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// Doom Eternal includes DOOM.WAD and DOOM2.WAD, but they're the same misdetected
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// PSN versions used by the alternate DOS releases above.
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//"Doom Eternal/base/classicwads"
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};
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#ifdef _WIN64
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const wchar_t *bethesdaregistrypath = L"Software\\Wow6432Node\\Bethesda Softworks\\Bethesda.net";
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#else
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// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
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// automatically redirected to the Wow6432Node address instead, so this address
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// should be safe to use in all cases.
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const wchar_t *bethesdaregistrypath = L"Software\\Bethesda Softworks\\Bethesda.net";
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#endif
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FString path;
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if (!QueryPathKey(HKEY_LOCAL_MACHINE, bethesdaregistrypath, L"installLocation", path))
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{
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return result;
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}
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path += "/games/";
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for (unsigned int i = 0; i < countof(bethesda_dirs); ++i)
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{
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result.Push(path + bethesda_dirs[i]);
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}
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return result;
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}
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