/* ** i_system.cpp ** Timers, pre-console output, IWAD selection, and misc system routines. ** **--------------------------------------------------------------------------- ** Copyright 1998-2009 Randy Heit ** Copyright (C) 2007-2012 Skulltag Development Team ** Copyright (C) 2007-2016 Zandronum Development Team ** 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. ** 4. Redistributions in any form must be accompanied by information on how to ** obtain complete source code for the software and any accompanying software ** that uses the software. The source code must either be included in the ** distribution or be available for no more than the cost of distribution plus ** a nominal fee, and must be freely redistributable under reasonable ** conditions. For an executable file, complete source code means the source ** code for all modules it contains. It does not include source code for ** modules or files that typically accompany the major components of the ** operating system on which the executable file runs. ** ** 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 OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include #include #include #include #include #define WIN32_LEAN_AND_MEAN #include #include #include #include #include #include "printf.h" #include "version.h" #include "i_sound.h" #include "stats.h" #include "v_text.h" #include "utf8.h" #include "d_main.h" #include "d_net.h" #include "g_game.h" #include "c_dispatch.h" #include "gameconfigfile.h" #include "v_font.h" #include "g_level.h" #include "doomstat.h" #include "bitmap.h" #include "cmdlib.h" #include "i_interface.h" //TODO maybe move this code to a separate cpp file, so that there isn't code duplication between the win32 and posix backends static void PSR_FindEndBlock(FScanner &sc) { int depth = 1; do { if(sc.CheckToken('}')) --depth; else if(sc.CheckToken('{')) ++depth; else sc.MustGetAnyToken(); } while(depth); } static TArray ParseSteamRegistry(const char* path) { TArray result; FScanner sc; if (sc.OpenFile(path)) { sc.SetCMode(true); sc.MustGetToken(TK_StringConst); sc.MustGetToken('{'); // Get a list of possible install directories. while(sc.GetToken() && sc.TokenType != '}') { sc.TokenMustBe(TK_StringConst); sc.MustGetToken('{'); while(sc.GetToken() && sc.TokenType != '}') { sc.TokenMustBe(TK_StringConst); FString key(sc.String); if(key.CompareNoCase("path") == 0) { sc.MustGetToken(TK_StringConst); result.Push(FString(sc.String) + "/steamapps/common"); PSR_FindEndBlock(sc); break; } else if(sc.CheckToken('{')) { PSR_FindEndBlock(sc); } else { sc.MustGetToken(TK_StringConst); } } } } return result; } //========================================================================== // // QueryPathKey // // Returns the value of a registry key into the output variable value. // //========================================================================== static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value) { HKEY pathkey; DWORD pathtype; DWORD pathlen; LONG res; value = ""; if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &pathkey)) { if (ERROR_SUCCESS == RegQueryValueEx(pathkey, valname, 0, &pathtype, NULL, &pathlen) && pathtype == REG_SZ && pathlen != 0) { // Don't include terminating null in count TArray chars(pathlen + 1, true); res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen); if (res == ERROR_SUCCESS) value = FString(chars.Data()); } RegCloseKey(pathkey); } return value.IsNotEmpty(); } //========================================================================== // // I_GetGogPaths // // Check the registry for GOG installation paths, so we can search for IWADs // that were bought from GOG.com. This is a bit different from the Steam // version because each game has its own independent installation path, no // such thing as /SteamApps/common/. // //========================================================================== TArray I_GetGogPaths() { TArray result; FString path; std::wstring gamepath; #ifdef _WIN64 std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games"; #else // If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and // automatically redirected to the Wow6432Node address instead, so this address // should be safe to use in all cases. std::wstring gogregistrypath = L"Software\\GOG.com\\Games"; #endif // Look for Ultimate Doom gamepath = gogregistrypath + L"\\1435827232"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path); // directly in install folder } // Look for Doom I Enhanced gamepath = gogregistrypath + L"\\2015545325"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path + "/DOOM_Data/StreamingAssets"); // in a subdirectory } // Look for Doom II gamepath = gogregistrypath + L"\\1435848814"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path + "/doom2"); // in a subdirectory // If direct support for the Master Levels is ever added, they are in path + /master/wads } // Look for Doom II Enhanced gamepath = gogregistrypath + L"\\1426071866"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path + "/DOOM II_Data/StreamingAssets"); // in a subdirectory } // Look for Final Doom gamepath = gogregistrypath + L"\\1435848742"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { // in subdirectories result.Push(path + "/TNT"); result.Push(path + "/Plutonia"); } // Look for Doom 3: BFG Edition gamepath = gogregistrypath + L"\\1135892318"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path + "/base/wads"); // in a subdirectory } // Look for Strife: Veteran Edition gamepath = gogregistrypath + L"\\1432899949"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path); // directly in install folder } // Look for Heretic: SOTSR gamepath = gogregistrypath + L"\\1290366318"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path); // directly in install folder } // Look for Hexen: Beyond Heretic gamepath = gogregistrypath + L"\\1247951670"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path); // directly in install folder } // Look for Hexen: Death Kings gamepath = gogregistrypath + L"\\1983497091"; if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path)) { result.Push(path); // directly in install folder } return result; } //========================================================================== // // I_GetSteamPath // // Check the registry for the path to Steam, so that we can search for // IWADs that were bought with Steam. // //========================================================================== TArray I_GetSteamPath() { TArray result; static const char *const steam_dirs[] = { "doom 2/base", "final doom/base", "heretic shadow of the serpent riders/base", "hexen/base", "hexen deathkings of the dark citadel/base", "ultimate doom/base", "DOOM 3 BFG Edition/base/wads", "Strife", "Ultimate Doom/rerelease/DOOM_Data/StreamingAssets", "Doom 2/rerelease/DOOM II_Data/StreamingAssets", "Doom 2/finaldoombase", "Master Levels of Doom/doom2" }; FString steamPath; if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", steamPath)) { if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", steamPath)) return result; } TArray paths = ParseSteamRegistry((steamPath + "/config/libraryfolders.vdf").GetChars()); for(FString &path : paths) { path.ReplaceChars('\\','/'); path+="/"; } paths.Push(steamPath + "/steamapps/common/"); for(unsigned int i = 0; i < countof(steam_dirs); ++i) { for(const FString &path : paths) { result.Push(path + steam_dirs[i]); } } return result; } //========================================================================== // // I_GetBethesdaPath // // Check the registry for the path to the Bethesda.net Launcher, so that we // can search for IWADs that were bought from Bethesda.net. // //========================================================================== TArray I_GetBethesdaPath() { TArray result; static const char* const bethesda_dirs[] = { "DOOM_Classic_2019/base", "DOOM_Classic_2019/rerelease/DOOM_Data/StreamingAssets", "DOOM_II_Classic_2019/base", "DOOM_II_Classic_2019/rerelease/DOOM II_Data/StreamingAssets", "DOOM 3 BFG Edition/base/wads", "Heretic Shadow of the Serpent Riders/base", "Hexen/base", "Hexen Deathkings of the Dark Citadel/base" // Alternate DOS versions of Doom and Doom II (referred to as "Original" in the // Bethesda Launcher). While the DOS versions that come with the Unity ports are // unaltered, these use WADs from the European PSN versions. These WADs are currently // misdetected by GZDoom: DOOM.WAD is detected as the Unity version (which it's not), // while DOOM2.WAD is detected as the original DOS release despite having Doom 3: BFG // Edition's censored secret level titles (albeit only in the title patches, not in // the automap). Unfortunately, these WADs have exactly the same lump names as the WADs // they're misdetected as, so it's not currently possible to distinguish them using // GZDoom's current IWAD detection system. To prevent them from possibly overriding the // real Unity DOOM.WAD and DOS DOOM2.WAD, these paths have been commented out. //"Ultimate DOOM/base", //"DOOM II/base", // Doom Eternal includes DOOM.WAD and DOOM2.WAD, but they're the same misdetected // PSN versions used by the alternate DOS releases above. //"Doom Eternal/base/classicwads" }; #ifdef _WIN64 const wchar_t *bethesdaregistrypath = L"Software\\Wow6432Node\\Bethesda Softworks\\Bethesda.net"; #else // If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and // automatically redirected to the Wow6432Node address instead, so this address // should be safe to use in all cases. const wchar_t *bethesdaregistrypath = L"Software\\Bethesda Softworks\\Bethesda.net"; #endif FString path; if (!QueryPathKey(HKEY_LOCAL_MACHINE, bethesdaregistrypath, L"installLocation", path)) { return result; } path += "/games/"; for (unsigned int i = 0; i < countof(bethesda_dirs); ++i) { result.Push(path + bethesda_dirs[i]); } return result; }