/* ** gameconfigfile.cpp ** An .ini parser specifically for zdoom.ini ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #ifdef __APPLE__ #include #endif #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #include #include extern HWND Window; #define USE_WINDOWS_DWORD #endif #include "doomdef.h" #include "gameconfigfile.h" #include "c_cvars.h" #include "c_dispatch.h" #include "c_bind.h" #include "gstrings.h" #include "m_argv.h" #include "cmdlib.h" #include "version.h" #include "m_misc.h" #include "v_font.h" #include "a_pickups.h" #include "doomstat.h" #include "i_system.h" #include "gi.h" EXTERN_CVAR (Bool, con_centernotify) EXTERN_CVAR (Int, msg0color) EXTERN_CVAR (Color, color) EXTERN_CVAR (Float, dimamount) EXTERN_CVAR (Int, msgmidcolor) EXTERN_CVAR (Int, msgmidcolor2) EXTERN_CVAR (Bool, snd_pitched) EXTERN_CVAR (Color, am_wallcolor) EXTERN_CVAR (Color, am_fdwallcolor) EXTERN_CVAR (Color, am_cdwallcolor) EXTERN_CVAR (Float, spc_amp) EXTERN_CVAR (Bool, wi_percents) FGameConfigFile::FGameConfigFile () { #ifdef __APPLE__ FString user_docs, user_app_support, local_app_support; #endif FString pathname; bMigrating = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (MigrateStub, NULL); if (!HaveSections ()) { // Config file not found; try the old one MigrateOldConfig (); } // If zdoom.ini was read from the program directory, switch // to the user directory now. If it was read from the user // directory, this effectively does nothing. pathname = GetConfigPath (false); ChangePathName (pathname); // Set default IWAD search paths if none present if (!SetSection ("IWADSearch.Directories")) { SetSection ("IWADSearch.Directories", true); SetValueForKey ("Path", ".", true); SetValueForKey ("Path", "$DOOMWADDIR", true); #ifdef __APPLE__ char cpath[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_docs << cpath << "/" GAME_DIR; SetValueForKey("Path", user_docs, true); } else { SetValueForKey("Path", "~/" GAME_DIR, true); } if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", user_app_support, true); } SetValueForKey ("Path", "$PROGDIR", true); if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { local_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", local_app_support, true); } #elif !defined(unix) SetValueForKey ("Path", "$HOME", true); SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "~/" GAME_DIR, true); SetValueForKey ("Path", SHARE_DIR, true); #endif } // Set default search paths if none present if (!SetSection ("FileSearch.Directories")) { SetSection ("FileSearch.Directories", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs, true); SetValueForKey ("Path", user_app_support, true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", local_app_support, true); #elif !defined(unix) SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", SHARE_DIR, true); #endif SetValueForKey ("Path", "$DOOMWADDIR", true); } // Create auto-load sections, so users know what's available. // Note that this totem pole is the reverse of the order that // they will appear in the file. CreateSectionAtStart("Harmony.Autoload"); CreateSectionAtStart("UrbanBrawl.Autoload"); CreateSectionAtStart("Chex3.Autoload"); CreateSectionAtStart("Chex.Autoload"); CreateSectionAtStart("Strife.Autoload"); CreateSectionAtStart("HexenDemo.Autoload"); CreateSectionAtStart("HexenDK.Autoload"); CreateSectionAtStart("Hexen.Autoload"); CreateSectionAtStart("Heretic.Autoload"); CreateSectionAtStart("FreeDM.Autoload"); CreateSectionAtStart("Freedoom1.Autoload"); CreateSectionAtStart("Freedoom.Autoload"); CreateSectionAtStart("Plutonia.Autoload"); CreateSectionAtStart("TNT.Autoload"); CreateSectionAtStart("Doom2.Autoload"); CreateSectionAtStart("Doom1.Autoload"); CreateSectionAtStart("Doom.Autoload"); CreateSectionAtStart("Global.Autoload"); // The same goes for auto-exec files. CreateStandardAutoExec("Chex.AutoExec", true); CreateStandardAutoExec("Strife.AutoExec", true); CreateStandardAutoExec("Hexen.AutoExec", true); CreateStandardAutoExec("Heretic.AutoExec", true); CreateStandardAutoExec("Doom.AutoExec", true); // Move search paths back to the top. MoveSectionToStart("FileSearch.Directories"); MoveSectionToStart("IWADSearch.Directories"); // Add some self-documentation. SetSectionNote("IWADSearch.Directories", "# These are the directories to automatically search for IWADs.\n" "# Each directory should be on a separate line, preceded by Path=\n"); SetSectionNote("FileSearch.Directories", "# These are the directories to search for wads added with the -file\n" "# command line parameter, if they cannot be found with the path\n" "# as-is. Layout is the same as for IWADSearch.Directories\n"); SetSectionNote("Doom.AutoExec", "# Files to automatically execute when running the corresponding game.\n" "# Each file should be on its own line, preceded by Path=\n\n"); SetSectionNote("Global.Autoload", "# WAD files to always load. These are loaded after the IWAD but before\n" "# any files added with -file. Place each file on its own line, preceded\n" "# by Path=\n"); SetSectionNote("Doom.Autoload", "# Wad files to automatically load depending on the game and IWAD you are\n" "# playing. You may have have files that are loaded for all similar IWADs\n" "# (the game) and files that are only loaded for particular IWADs. For example,\n" "# any files listed under Doom.Autoload will be loaded for any version of Doom,\n" "# but files listed under Doom2.Autoload will only load when you are\n" "# playing Doom 2.\n\n"); } FGameConfigFile::~FGameConfigFile () { } void FGameConfigFile::WriteCommentHeader (FILE *file) const { fprintf (file, "# This file was generated by " GAMENAME " " DOTVERSIONSTR " on %s\n", myasctime()); } void FGameConfigFile::MigrateStub (const char *pathname, FConfigFile *config, void *userdata) { static_cast(config)->bMigrating = true; } void FGameConfigFile::MigrateOldConfig () { // Set default key bindings. These will be overridden // by the bindings in the config file if it exists. C_SetDefaultBindings (); } void FGameConfigFile::DoGlobalSetup () { if (SetSection ("GlobalSettings.Unknown")) { ReadCVars (CVAR_GLOBALCONFIG); } if (SetSection ("GlobalSettings")) { ReadCVars (CVAR_GLOBALCONFIG); } if (SetSection ("LastRun")) { const char *lastver = GetValueForKey ("Version"); if (lastver != NULL) { double last = atof (lastver); if (last < 123.1) { FBaseCVar *noblitter = FindCVar ("vid_noblitter", NULL); if (noblitter != NULL) { noblitter->ResetToDefault (); } } if (last < 202) { // Make sure the Hexen hotkeys are accessible by default. if (SetSection ("Hexen.Bindings")) { SetValueForKey ("\\", "use ArtiHealth"); SetValueForKey ("scroll", "+showscores"); SetValueForKey ("0", "useflechette"); SetValueForKey ("9", "use ArtiBlastRadius"); SetValueForKey ("8", "use ArtiTeleport"); SetValueForKey ("7", "use ArtiTeleportOther"); SetValueForKey ("6", "use ArtiPork"); SetValueForKey ("5", "use ArtiInvulnerability2"); } } if (last < 204) { // The old default for vsync was true, but with an unlimited framerate // now, false is a better default. FBaseCVar *vsync = FindCVar ("vid_vsync", NULL); if (vsync != NULL) { vsync->ResetToDefault (); } } if (last < 206) { // spc_amp is now a float, not an int. if (spc_amp > 16) { spc_amp = spc_amp / 16.f; } } if (last < 207) { // Now that snd_midiprecache works again, you probably don't want it on. FBaseCVar *precache = FindCVar ("snd_midiprecache", NULL); if (precache != NULL) { precache->ResetToDefault(); } } if (last < 208) { // Weapon sections are no longer used, so tidy up the config by deleting them. const char *name; size_t namelen; bool more; more = SetFirstSection(); while (more) { name = GetCurrentSection(); if (name != NULL && (namelen = strlen(name)) > 12 && strcmp(name + namelen - 12, ".WeaponSlots") == 0) { more = DeleteCurrentSection(); } else { more = SetNextSection(); } } } if (last < 209) { // menu dimming is now a gameinfo option so switch user override off FBaseCVar *dim = FindCVar ("dimamount", NULL); if (dim != NULL) { dim->ResetToDefault (); } } if (last < 210) { if (SetSection ("Hexen.Bindings")) { // These 2 were misnamed in earlier versions SetValueForKey ("6", "use ArtiPork"); SetValueForKey ("5", "use ArtiInvulnerability2"); } } } } } void FGameConfigFile::DoGameSetup (const char *gamename) { const char *key; const char *value; if (bMigrating) { MigrateOldConfig (); } sublen = countof(section) - 1 - mysnprintf (section, countof(section), "%s.", gamename); subsection = section + countof(section) - sublen - 1; section[countof(section) - 1] = '\0'; strncpy (subsection, "UnknownConsoleVariables", sublen); if (SetSection (section)) { ReadCVars (0); } strncpy (subsection, "ConsoleVariables", sublen); if (SetSection (section)) { ReadCVars (0); } if (gameinfo.gametype & GAME_Raven) { SetRavenDefaults (gameinfo.gametype == GAME_Hexen); } // The NetServerInfo section will be read when it's determined that // a netgame is being played. strncpy (subsection, "LocalServerInfo", sublen); if (SetSection (section)) { ReadCVars (0); } strncpy (subsection, "Player", sublen); if (SetSection (section)) { ReadCVars (0); } if (!bMigrating) { C_SetDefaultBindings (); } strncpy (subsection, "Bindings", sublen); if (SetSection (section)) { Bindings.UnbindAll(); while (NextInSection (key, value)) { Bindings.DoBind (key, value); } } strncpy (subsection, "DoubleBindings", sublen); if (SetSection (section)) { DoubleBindings.UnbindAll(); while (NextInSection (key, value)) { DoubleBindings.DoBind (key, value); } } strncpy (subsection, "AutomapBindings", sublen); if (SetSection (section)) { AutomapBindings.UnbindAll(); while (NextInSection (key, value)) { AutomapBindings.DoBind (key, value); } } strncpy (subsection, "ConsoleAliases", sublen); if (SetSection (section)) { const char *name = NULL; while (NextInSection (key, value)) { if (stricmp (key, "Name") == 0) { name = value; } else if (stricmp (key, "Command") == 0 && name != NULL) { C_SetAlias (name, value); name = NULL; } } } } void FGameConfigFile::ReadNetVars () { strncpy (subsection, "NetServerInfo", sublen); if (SetSection (section)) { ReadCVars (0); } } void FGameConfigFile::ReadCVars (DWORD flags) { const char *key, *value; FBaseCVar *cvar; UCVarValue val; while (NextInSection (key, value)) { cvar = FindCVar (key, NULL); if (cvar == NULL) { cvar = new FStringCVar (key, NULL, CVAR_AUTO|CVAR_UNSETTABLE|CVAR_ARCHIVE|flags); } val.String = const_cast(value); cvar->SetGenericRep (val, CVAR_String); } } void FGameConfigFile::ArchiveGameData (const char *gamename) { char section[32*3], *subsection; 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, 4); strncpy (subsection, "ConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 0); strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen); if (!netgame || consoleplayer == 0) { // Do not overwrite this section if playing a netgame, and // this machine was not the initial host. SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 5); } strncpy (subsection, "UnknownConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, 2); 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, 1); SetSection ("GlobalSettings.Unknown", true); ClearCurrentSection (); C_ArchiveCVars (this, 3); } FString FGameConfigFile::GetConfigPath (bool tryProg) { const char *pathval; FString path; pathval = Args->CheckValue ("-config"); if (pathval != NULL) { return FString(pathval); } #ifdef _WIN32 path = NULL; HRESULT hr; TCHAR uname[UNLEN+1]; DWORD unamelen = countof(uname); // Because people complained, try for a user-specific .ini in the program directory first. // If that is not writeable, use the one in the home directory instead. hr = GetUserName (uname, &unamelen); if (SUCCEEDED(hr) && uname[0] != 0) { // Is it valid for a user name to have slashes? // Check for them and substitute just in case. char *probe = uname; while (*probe != 0) { if (*probe == '\\' || *probe == '/') *probe = '_'; ++probe; } path = progdir; path += "zdoom-"; path += uname; path += ".ini"; if (tryProg) { if (!FileExists (path.GetChars())) { path = ""; } } else { // check if writeable FILE *checker = fopen (path.GetChars(), "a"); if (checker == NULL) { path = ""; } else { fclose (checker); } } } if (path.IsEmpty()) { if (Args->CheckParm ("-cdrom")) return CDROM_DIR "\\zdoom.ini"; path = progdir; path += "zdoom.ini"; } return path; #elif defined(__APPLE__) char cpath[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { path = cpath; path += "/zdoom.ini"; return path; } // Ungh. return "zdoom.ini"; #else return GetUserFile ("zdoom.ini"); #endif } void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start) { if (!SetSection(section)) { FString path; #ifdef __APPLE__ char cpath[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { path << cpath << "/" GAME_DIR "/autoexec.cfg"; } #elif !defined(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 .AutoExec section does not exist, create it // with a default autoexec.cfg file present. CreateStandardAutoExec(section, false); // Run any files listed in the .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 (); color.ResetToDefault (); } 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 = GameConfig->GetConfigPath (false); Printf ("%s\n", path.GetChars()); }