qzdoom/src/gameconfigfile.cpp
Christoph Oelckers cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00

717 lines
21 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 <time.h>
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#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"
#include "d_main.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;
OkayToWrite = false; // Do not allow saving of the config before DoGameSetup()
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", "$DOOMWADDIR", true);
#ifdef __APPLE__
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
user_docs << cpath << "/" GAME_DIR;
SetValueForKey("Path", user_docs, true);
}
else
{
SetValueForKey("Path", "~/" GAME_DIR, true);
}
if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
user_app_support << cpath << "/" GAME_DIR;
SetValueForKey("Path", user_app_support, true);
}
SetValueForKey ("Path", "$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);
// 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", "~/" GAME_DIR, true);
SetValueForKey ("Path", SHARE_DIR, true);
#endif
SetValueForKey ("Path", "$DOOMWADDIR", true);
}
// 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");
}
FGameConfigFile::~FGameConfigFile ()
{
}
void FGameConfigFile::WriteCommentHeader (FILE *file) const
{
fprintf (file, "# 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.doom1.bfg.Autoload");
RenameSection("DoomU.Autoload", "doom.doom1.ultimate.Autoload");
RenameSection("Doom1.Autoload", "doom.doom1.registered.Autoload");
RenameSection("TNT.Autoload", "doom.doom2.tnt.Autoload");
RenameSection("Plutonia.Autoload", "doom.doom2.plutonia.Autoload");
RenameSection("Doom2BFG.Autoload", "doom.doom2.bfg.Autoload");
RenameSection("Doom2.Autoload", "doom.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("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 < 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");
}
}
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();
}
}
}
}
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, "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;
}
}
}
OkayToWrite = true;
}
// 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);
}
}
}
}
// 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);
}
// 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, "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());
}