gzdoom/src/gameconfigfile.cpp
Christoph Oelckers 51518d63a4 - cleanup of mouse input code and removal of all magic factors.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00

951 lines
28 KiB
C++

/*
** 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 <stdio.h>
#include "gameconfigfile.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_bind.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 "gi.h"
#include "d_main.h"
#include "v_video.h"
#if !defined _MSC_VER && !defined __APPLE__
#include "i_system.h" // for SHARE_DIR
#endif // !_MSC_VER && !__APPLE__
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 (Bool, wi_percents)
EXTERN_CVAR (Int, gl_texture_hqresizemode)
EXTERN_CVAR (Int, gl_texture_hqresizemult)
EXTERN_CVAR (Int, vid_preferbackend)
EXTERN_CVAR (Float, vid_scale_custompixelaspect)
EXTERN_CVAR (Bool, vid_scale_linear)
EXTERN_CVAR(Float, m_sensitivity_x)
EXTERN_CVAR(Float, m_sensitivity_y)
#ifdef _WIN32
EXTERN_CVAR(Int, in_mouse)
#endif
FGameConfigFile::FGameConfigFile ()
{
#ifdef __APPLE__
FString user_docs, user_app_support, local_app_support;
M_GetMacSearchDirectories(user_docs, user_app_support, local_app_support);
#endif
FString pathname;
OkayToWrite = false; // Do not allow saving of the config before DoKeySetup()
bModSetup = false;
pathname = GetConfigPath (true);
ChangePathName (pathname);
LoadConfigFile ();
// 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", "$DOOMWADDIR", true);
#ifdef __APPLE__
SetValueForKey ("Path", user_docs, true);
SetValueForKey ("Path", user_app_support, true);
SetValueForKey ("Path", "$PROGDIR", true);
SetValueForKey ("Path", local_app_support, true);
#elif !defined(__unix__)
SetValueForKey ("Path", "$HOME", true);
SetValueForKey ("Path", "$PROGDIR", true);
#else
SetValueForKey ("Path", "$HOME/" GAME_DIR, true);
// Arch Linux likes them in /usr/share/doom
// Debian likes them in /usr/share/games/doom
// I assume other distributions don't do anything radically different
SetValueForKey ("Path", "/usr/local/share/doom", true);
SetValueForKey ("Path", "/usr/local/share/games/doom", true);
SetValueForKey ("Path", "/usr/share/doom", true);
SetValueForKey ("Path", "/usr/share/games/doom", true);
#endif
}
// Set default search paths if none present
if (!SetSection ("FileSearch.Directories"))
{
SetSection ("FileSearch.Directories", true);
#ifdef __APPLE__
SetValueForKey ("Path", user_docs, true);
SetValueForKey ("Path", user_app_support, true);
SetValueForKey ("Path", "$PROGDIR", true);
SetValueForKey ("Path", local_app_support, true);
#elif !defined(__unix__)
SetValueForKey ("Path", "$PROGDIR", true);
#else
SetValueForKey ("Path", "$HOME/" GAME_DIR, true);
SetValueForKey ("Path", SHARE_DIR, true);
SetValueForKey ("Path", "/usr/local/share/doom", true);
SetValueForKey ("Path", "/usr/local/share/games/doom", true);
SetValueForKey ("Path", "/usr/share/doom", true);
SetValueForKey ("Path", "/usr/share/games/doom", true);
#endif
SetValueForKey ("Path", "$DOOMWADDIR", true);
}
// Set default search paths if none present
if (!SetSection("SoundfontSearch.Directories"))
{
SetSection("SoundfontSearch.Directories", true);
#ifdef __APPLE__
SetValueForKey("Path", user_docs + "/soundfonts", true);
SetValueForKey("Path", user_docs + "/fm_banks", true);
SetValueForKey("Path", user_app_support + "/soundfonts", true);
SetValueForKey("Path", user_app_support + "/fm_banks", true);
SetValueForKey("Path", "$PROGDIR/soundfonts", true);
SetValueForKey("Path", "$PROGDIR/fm_banks", true);
SetValueForKey("Path", local_app_support + "/soundfonts", true);
SetValueForKey("Path", local_app_support + "/fm_banks", true);
#elif !defined(__unix__)
SetValueForKey("Path", "$PROGDIR/soundfonts", true);
SetValueForKey("Path", "$PROGDIR/fm_banks", true);
#else
SetValueForKey("Path", "$HOME/" GAME_DIR "/soundfonts", true);
SetValueForKey("Path", "$HOME/" GAME_DIR "/fm_banks", true);
SetValueForKey("Path", "/usr/local/share/doom/soundfonts", true);
SetValueForKey("Path", "/usr/local/share/doom/fm_banks", true);
SetValueForKey("Path", "/usr/local/share/games/doom/soundfonts", true);
SetValueForKey("Path", "/usr/local/share/games/doom/fm_banks", true);
SetValueForKey("Path", "/usr/share/doom/soundfonts", true);
SetValueForKey("Path", "/usr/share/doom/fm_banks", true);
SetValueForKey("Path", "/usr/share/games/doom/soundfonts", true);
SetValueForKey("Path", "/usr/share/games/doom/fm_banks", true);
#endif
}
// 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("SoundfontSearch.Directories",
"# These are the directories to search for soundfonts that let listed in the menu.\n"
"# Layout is the same as for IWADSearch.Directories\n");
}
FGameConfigFile::~FGameConfigFile ()
{
}
void FGameConfigFile::WriteCommentHeader (FileWriter *file) const
{
file->Printf ("# This file was generated by " GAMENAME " %s on %s\n", GetVersionString(), myasctime());
}
void FGameConfigFile::DoAutoloadSetup (FIWadManager *iwad_man)
{
// 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.
double last = 0;
if (SetSection ("LastRun"))
{
const char *lastver = GetValueForKey ("Version");
if (lastver != NULL) last = atof(lastver);
}
if (last < 211)
{
RenameSection("Chex3.Autoload", "chex.chex3.Autoload");
RenameSection("Chex1.Autoload", "chex.chex1.Autoload");
RenameSection("HexenDK.Autoload", "hexen.deathkings.Autoload");
RenameSection("HereticSR.Autoload", "heretic.shadow.Autoload");
RenameSection("FreeDM.Autoload", "doom.freedoom.freedm.Autoload");
RenameSection("Freedoom2.Autoload", "doom.freedoom.phase2.Autoload");
RenameSection("Freedoom1.Autoload", "doom.freedoom.phase1.Autoload");
RenameSection("Freedoom.Autoload", "doom.freedoom.Autoload");
RenameSection("DoomBFG.Autoload", "doom.id.doom1.bfg.Autoload");
RenameSection("DoomU.Autoload", "doom.id.doom1.ultimate.Autoload");
RenameSection("Doom1.Autoload", "doom.id.doom1.registered.Autoload");
RenameSection("TNT.Autoload", "doom.id.doom2.tnt.Autoload");
RenameSection("Plutonia.Autoload", "doom.id.doom2.plutonia.Autoload");
RenameSection("Doom2BFG.Autoload", "doom.id.doom2.bfg.Autoload");
RenameSection("Doom2.Autoload", "doom.id.doom2.commercial.Autoload");
}
else if (last < 218)
{
RenameSection("doom.doom1.bfg.Autoload", "doom.id.doom1.bfg.Autoload");
RenameSection("doom.doom1.ultimate.Autoload", "doom.id.doom1.ultimate.Autoload");
RenameSection("doom.doom1.registered.Autoload", "doom.id.doom1.registered.Autoload");
RenameSection("doom.doom2.tnt.Autoload", "doom.id.doom2.tnt.Autoload");
RenameSection("doom.doom2.plutonia.Autoload", "doom.id.doom2.plutonia.Autoload");
RenameSection("doom.doom2.bfg.Autoload", "doom.id.doom2.bfg.Autoload");
RenameSection("doom.doom2.commercial.Autoload", "doom.id.doom2.commercial.Autoload");
}
const FString *pAuto;
for (int num = 0; (pAuto = iwad_man->GetAutoname(num)) != NULL; num++)
{
if (!(iwad_man->GetIWadFlags(num) & GI_SHAREWARE)) // we do not want autoload sections for shareware IWADs (which may have an autoname for resource filtering)
{
FString workname = *pAuto;
while (workname.IsNotEmpty())
{
FString section = workname + ".Autoload";
CreateSectionAtStart(section.GetChars());
long dotpos = workname.LastIndexOf('.');
if (dotpos < 0) break;
workname.Truncate(dotpos);
}
}
}
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("SoundfontSearch.Directories");
MoveSectionToStart("FileSearch.Directories");
MoveSectionToStart("IWADSearch.Directories");
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 'doom.doom2.Autoload' will only load when you are\n"
"# playing a Doom 2 based game (doom2.wad, tnt.wad or plutonia.wad), and files listed under\n"
"# 'doom.doom2.commercial.Autoload' only when playing doom2.wad.\n\n");
}
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 < 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 < 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");
}
}
if (last < 213)
{
auto var = FindCVar("snd_channels", NULL);
if (var != NULL)
{
// old settings were default 32, minimum 8, new settings are default 128, minimum 64.
UCVarValue v = var->GetGenericRep(CVAR_Int);
if (v.Int < 64) var->ResetToDefault();
}
}
if (last < 214)
{
FBaseCVar *var = FindCVar("hud_scale", NULL);
if (var != NULL) var->ResetToDefault();
var = FindCVar("st_scale", NULL);
if (var != NULL) var->ResetToDefault();
var = FindCVar("hud_althudscale", NULL);
if (var != NULL) var->ResetToDefault();
var = FindCVar("con_scale", NULL);
if (var != NULL) var->ResetToDefault();
var = FindCVar("con_scaletext", NULL);
if (var != NULL) var->ResetToDefault();
var = FindCVar("uiscale", NULL);
if (var != NULL) var->ResetToDefault();
}
if (last < 215)
{
// Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default.
FBaseCVar *var = FindCVar("snd_hrtf", NULL);
if (var != NULL) var->ResetToDefault();
}
if (last < 216)
{
FBaseCVar *var = FindCVar("gl_texture_hqresize", NULL);
if (var != NULL)
{
auto v = var->GetGenericRep(CVAR_Int);
switch (v.Int)
{
case 1:
gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 2;
break;
case 2:
gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 3;
break;
case 3:
gl_texture_hqresizemode = 1; gl_texture_hqresizemult = 4;
break;
case 4:
gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 2;
break;
case 5:
gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 3;
break;
case 6:
gl_texture_hqresizemode = 2; gl_texture_hqresizemult = 4;
break;
case 7:
gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 2;
break;
case 8:
gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 3;
break;
case 9:
gl_texture_hqresizemode = 3; gl_texture_hqresizemult = 4;
break;
case 10:
gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 2;
break;
case 11:
gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 3;
break;
case 12:
gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 4;
break;
case 18:
gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 5;
break;
case 19:
gl_texture_hqresizemode = 4; gl_texture_hqresizemult = 6;
break;
case 13:
gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 2;
break;
case 14:
gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 3;
break;
case 15:
gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 4;
break;
case 16:
gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 5;
break;
case 17:
gl_texture_hqresizemode = 5; gl_texture_hqresizemult = 6;
break;
case 20:
gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 2;
break;
case 21:
gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 3;
break;
case 22:
gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 4;
break;
case 23:
gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 5;
break;
case 24:
gl_texture_hqresizemode = 6; gl_texture_hqresizemult = 6;
break;
case 0:
default:
gl_texture_hqresizemode = 0; gl_texture_hqresizemult = 1;
break;
}
}
}
if (last < 217)
{
auto var = FindCVar("vid_scalemode", NULL);
UCVarValue newvalue;
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Int);
if (v.Int == 3) // 640x400
{
newvalue.Int = 2;
var->SetGenericRep(newvalue, CVAR_Int);
}
if (v.Int == 2) // 320x200
{
newvalue.Int = 6;
var->SetGenericRep(newvalue, CVAR_Int);
}
}
}
if (last < 219)
{
// 2019-12-06 - polybackend merge
// migrate vid_enablevulkan to vid_preferbackend
auto var = FindCVar("vid_enablevulkan", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Int);
vid_preferbackend = v.Int;
}
// 2019-12-31 - r_videoscale.cpp changes
var = FindCVar("vid_scale_customstretched", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Bool);
if (v.Bool)
vid_scale_custompixelaspect = 1.2f;
else
vid_scale_custompixelaspect = 1.0f;
}
var = FindCVar("vid_scalemode", NULL);
UCVarValue newvalue;
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Int);
switch (v.Int)
{
case 1:
newvalue.Int = 0;
var->SetGenericRep(newvalue, CVAR_Int);
case 3:
case 4:
vid_scale_linear = true;
break;
default:
vid_scale_linear = false;
break;
}
}
}
if (last < 220)
{
auto var = FindCVar("Gamma", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Float);
vid_gamma = v.Float;
}
var = FindCVar("fullscreen", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Bool);
vid_fullscreen = v.Float;
}
}
if (last < 221)
{
// Transfer the messed up mouse scaling config to something sane and consistent.
#ifndef _WIN32
double xfact = 3, yfact = 2;
#else
double xfact = in_mouse == 1? 1.5 : 4, yfact = 1;
#endif
auto var = FindCVar("m_noprescale", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Bool);
if (v.Bool) xfact = yfact = 1;
}
var = FindCVar("mouse_sensitivity", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Float);
xfact *= v.Float;
yfact *= v.Float;
}
m_sensitivity_x = (float)xfact;
m_sensitivity_y = (float)yfact;
}
}
}
}
void FGameConfigFile::DoGameSetup (const char *gamename)
{
const char *key;
const char *value;
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, "ConfigOnlyVariables", 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 and override anything loaded
// here 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);
}
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;
}
}
}
}
// Moved from DoGameSetup so that it can happen after wads are loaded
void FGameConfigFile::DoKeySetup(const char *gamename)
{
static const struct { const char *label; FKeyBindings *bindings; } binders[] =
{
{ "Bindings", &Bindings },
{ "DoubleBindings", &DoubleBindings },
{ "AutomapBindings", &AutomapBindings },
{ NULL, NULL }
};
const char *key, *value;
sublen = countof(section) - 1 - mysnprintf(section, countof(section), "%s.", gamename);
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);
}
}
}
OkayToWrite = true;
}
// 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);
}
mysnprintf(section, countof(section), "%s.ConfigOnlyVariables.Mod", gamename);
if (SetSection (section))
{
ReadCVars (CVAR_MOD|CVAR_CONFIG_ONLY|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, "ConfigOnlyVariables", sublen);
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO|CVAR_CONFIG_ONLY);
if (bModSetup)
{
strncpy (subsection, "ConfigOnlyVariables.Mod", sublen);
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO|CVAR_MOD|CVAR_CONFIG_ONLY);
}
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());
}