mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 15:22:08 +00:00
394 lines
12 KiB
C++
394 lines
12 KiB
C++
/*
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** i_system.cpp
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** Timers, pre-console output, IWAD selection, and misc system routines.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2009 Randy Heit
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** Copyright (C) 2007-2012 Skulltag Development Team
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** Copyright (C) 2007-2016 Zandronum Development Team
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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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** 4. Redistributions in any form must be accompanied by information on how to
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** obtain complete source code for the software and any accompanying software
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** that uses the software. The source code must either be included in the
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** distribution or be available for no more than the cost of distribution plus
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** a nominal fee, and must be freely redistributable under reasonable
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** conditions. For an executable file, complete source code means the source
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** code for all modules it contains. It does not include source code for
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** modules or files that typically accompany the major components of the
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** operating system on which the executable file runs.
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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 <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <process.h>
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#include <time.h>
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#include <map>
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#include <stdarg.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include <richedit.h>
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#include <wincrypt.h>
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#include <shlwapi.h>
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#include "printf.h"
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#include "version.h"
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#include "i_sound.h"
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#include "stats.h"
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#include "v_text.h"
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#include "utf8.h"
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#include "d_main.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "c_dispatch.h"
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#include "gameconfigfile.h"
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#include "v_font.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "bitmap.h"
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#include "cmdlib.h"
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#include "i_interface.h"
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//TODO maybe move this code to a separate cpp file, so that there isn't code duplication between the win32 and posix backends
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static void PSR_FindEndBlock(FScanner &sc)
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{
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int depth = 1;
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do
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{
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if(sc.CheckToken('}'))
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--depth;
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else if(sc.CheckToken('{'))
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++depth;
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else
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sc.MustGetAnyToken();
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}
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while(depth);
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}
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static TArray<FString> ParseSteamRegistry(const char* path)
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{
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TArray<FString> result;
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FScanner sc;
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if (sc.OpenFile(path))
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{
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sc.SetCMode(true);
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sc.MustGetToken(TK_StringConst);
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sc.MustGetToken('{');
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// Get a list of possible install directories.
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while(sc.GetToken() && sc.TokenType != '}')
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{
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sc.TokenMustBe(TK_StringConst);
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sc.MustGetToken('{');
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while(sc.GetToken() && sc.TokenType != '}')
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{
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sc.TokenMustBe(TK_StringConst);
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FString key(sc.String);
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if(key.CompareNoCase("path") == 0)
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{
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sc.MustGetToken(TK_StringConst);
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result.Push(FString(sc.String) + "/steamapps/common");
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PSR_FindEndBlock(sc);
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break;
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}
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else if(sc.CheckToken('{'))
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{
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PSR_FindEndBlock(sc);
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}
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else
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{
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sc.MustGetToken(TK_StringConst);
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}
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}
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}
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}
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return result;
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}
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//==========================================================================
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//
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// QueryPathKey
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//
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// Returns the value of a registry key into the output variable value.
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//
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//==========================================================================
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static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value)
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{
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HKEY pathkey;
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DWORD pathtype;
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DWORD pathlen;
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LONG res;
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value = "";
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if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &pathkey))
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{
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if (ERROR_SUCCESS == RegQueryValueEx(pathkey, valname, 0, &pathtype, NULL, &pathlen) &&
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pathtype == REG_SZ && pathlen != 0)
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{
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// Don't include terminating null in count
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TArray<wchar_t> chars(pathlen + 1, true);
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res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen);
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if (res == ERROR_SUCCESS) value = FString(chars.Data());
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}
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RegCloseKey(pathkey);
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}
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return value.IsNotEmpty();
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}
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//==========================================================================
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//
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// I_GetGogPaths
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//
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// Check the registry for GOG installation paths, so we can search for IWADs
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// that were bought from GOG.com. This is a bit different from the Steam
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// version because each game has its own independent installation path, no
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// such thing as <steamdir>/SteamApps/common/<GameName>.
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//
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//==========================================================================
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TArray<FString> I_GetGogPaths()
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{
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TArray<FString> result;
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FString path;
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std::wstring gamepath;
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#ifdef _WIN64
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std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games";
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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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std::wstring gogregistrypath = L"Software\\GOG.com\\Games";
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#endif
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// Look for Ultimate Doom
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gamepath = gogregistrypath + L"\\1435827232";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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// Look for Doom I Enhanced
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gamepath = gogregistrypath + L"\\2015545325";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/DOOM_Data/StreamingAssets"); // in a subdirectory
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}
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// Look for Doom II
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gamepath = gogregistrypath + L"\\1435848814";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/doom2"); // in a subdirectory
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// If direct support for the Master Levels is ever added, they are in path + /master/wads
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}
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// Look for Doom II Enhanced
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gamepath = gogregistrypath + L"\\1426071866";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/DOOM II_Data/StreamingAssets"); // in a subdirectory
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}
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// Look for Final Doom
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gamepath = gogregistrypath + L"\\1435848742";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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// in subdirectories
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result.Push(path + "/TNT");
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result.Push(path + "/Plutonia");
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}
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// Look for Doom 3: BFG Edition
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gamepath = gogregistrypath + L"\\1135892318";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/base/wads"); // in a subdirectory
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}
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// Look for Strife: Veteran Edition
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gamepath = gogregistrypath + L"\\1432899949";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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// Look for Heretic: SOTSR
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gamepath = gogregistrypath + L"\\1290366318";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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// Look for Hexen: Beyond Heretic
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gamepath = gogregistrypath + L"\\1247951670";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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// Look for Hexen: Death Kings
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gamepath = gogregistrypath + L"\\1983497091";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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return result;
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}
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//==========================================================================
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//
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// I_GetSteamPath
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//
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// Check the registry for the path to Steam, so that we can search for
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// IWADs that were bought with Steam.
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//
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//==========================================================================
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TArray<FString> I_GetSteamPath()
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{
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TArray<FString> result;
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static const char *const steam_dirs[] =
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{
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"doom 2/base",
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"final doom/base",
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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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"ultimate doom/base",
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"DOOM 3 BFG Edition/base/wads",
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"Strife",
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"Ultimate Doom/rerelease/DOOM_Data/StreamingAssets",
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"Doom 2/rerelease/DOOM II_Data/StreamingAssets",
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"Doom 2/finaldoombase",
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"Master Levels of Doom/doom2"
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};
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FString steamPath;
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if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", steamPath))
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{
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if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", steamPath))
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return result;
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}
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TArray<FString> paths = ParseSteamRegistry((steamPath + "/config/libraryfolders.vdf").GetChars());
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for(FString &path : paths)
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{
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path.ReplaceChars('\\','/');
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path+="/";
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}
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paths.Push(steamPath + "/steamapps/common/");
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for(unsigned int i = 0; i < countof(steam_dirs); ++i)
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{
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for(const FString &path : paths)
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{
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result.Push(path + steam_dirs[i]);
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}
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}
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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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