qzdoom/src/gameconfigfile.cpp
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

684 lines
18 KiB
C++

/*
** gameconfigfile.cpp
** An .ini parser specifically for zdoom.ini
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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 OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <time.h>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <lmcons.h>
#include <shlobj.h>
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"
EXTERN_CVAR (Bool, con_centernotify)
EXTERN_CVAR (Int, msg0color)
EXTERN_CVAR (Color, dimcolor)
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)
FString WeaponSection;
FGameConfigFile::FGameConfigFile ()
{
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", "$DOOMWADDIR", true);
#ifndef unix
SetValueForKey ("Path", "$HOME", true);
SetValueForKey ("Path", "$PROGDIR", true);
#else
SetValueForKey ("Path", HOME_DIR, true);
SetValueForKey ("Path", SHARE_DIR, true);
#endif
}
// Set default search paths if none present
if (!SetSection ("FileSearch.Directories"))
{
SetSection ("FileSearch.Directories", true);
#ifndef unix
SetValueForKey ("Path", "$PROGDIR", true);
#else
SetValueForKey ("Path", SHARE_DIR, true);
#endif
SetValueForKey ("Path", "$DOOMWADDIR", true);
}
}
FGameConfigFile::~FGameConfigFile ()
{
}
void FGameConfigFile::WriteCommentHeader (FILE *file) const
{
fprintf (file, "# This file was generated by " GAMENAME " " DOTVERSIONSTR " on %s"
"# It is not really meant to be modified outside of ZDoom, nyo.\n\n", myasctime ());
}
void FGameConfigFile::MigrateStub (const char *pathname, FConfigFile *config, void *userdata)
{
static_cast<FGameConfigFile *>(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 < 201)
{
// Be sure the Hexen fourth weapons are assigned to slot 4
// If this section does not already exist, then they will be
// assigned by SetupWeaponList().
if (SetSection ("Hexen.WeaponSlots"))
{
SetValueForKey ("Slot[4]", "FWeapQuietus CWeapWraithverge MWeapBloodscourge");
}
}
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 ArtiEgg");
SetValueForKey ("5", "use ArtiInvulnerability");
}
}
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();
}
}
}
}
}
void FGameConfigFile::DoGameSetup (const char *gamename)
{
const char *key;
const char *value;
enum { Doom, Heretic, Hexen, Strife } game;
if (strcmp (gamename, "Heretic") == 0)
game = Heretic;
else if (strcmp (gamename, "Hexen") == 0)
game = Hexen;
else if (strcmp (gamename, "Strife") == 0)
game = Strife;
else
game = Doom;
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 (game != Doom && game != Strife)
{
SetRavenDefaults (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);
}
strncpy (subsection, "Bindings", sublen);
if (!SetSection (section))
{ // Config has no bindings for the given game
if (!bMigrating)
{
C_SetDefaultBindings ();
}
}
else
{
C_UnbindAll ();
while (NextInSection (key, value))
{
C_DoBind (key, value, false);
}
}
strncpy (subsection, "DoubleBindings", sublen);
if (SetSection (section))
{
while (NextInSection (key, value))
{
C_DoBind (key, value, true);
}
}
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;
}
}
}
}
// Separated from DoGameSetup because it needs all the weapons properly defined
void FGameConfigFile::DoWeaponSetup (const char *gamename)
{
strncpy (subsection, "WeaponSlots", sublen);
if (!SetSection (section) || !LocalWeapons.RestoreSlots (*this))
{
SetupWeaponList (gamename);
}
}
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<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, 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);
ClearCurrentSection ();
C_ArchiveBindings (this, false);
strncpy (subsection, "DoubleBindings", sublen);
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveBindings (this, true);
if (WeaponSection.IsEmpty())
{
strncpy (subsection, "WeaponSlots", sublen);
}
else
{
mysnprintf (subsection, sublen, "%s.WeaponSlots", WeaponSection.GetChars());
}
SetSection (section, true);
ClearCurrentSection ();
LocalWeapons.SaveSlots (*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)
{
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;
#else
return GetUserFile ("zdoom.ini");
#endif
}
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 <game>.AutoExec section does not exist, create it
// with a default autoexec.cfg file present.
if (!SetSection (section))
{
FString path;
#ifndef unix
if (Args->CheckParm ("-cdrom"))
{
path = CDROM_DIR "\\autoexec.cfg";
}
else
{
path = progdir;
path += "autoexec.cfg";
}
#else
path = GetUserFile ("autoexec.cfg");
#endif
SetSection (section, true);
SetValueForKey ("Path", path.GetChars());
}
// Run any files listed in the <game>.AutoExec section
if (SetSection (section))
{
while (NextInSection (key, value))
{
if (stricmp (key, "Path") == 0 && FileExists (value))
{
list->AppendArg (value);
}
}
}
}
}
void FGameConfigFile::SetRavenDefaults (bool isHexen)
{
UCVarValue val;
if (bMigrating)
{
con_centernotify.ResetToDefault ();
msg0color.ResetToDefault ();
dimcolor.ResetToDefault ();
color.ResetToDefault ();
}
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 = 0x0000ff;
dimcolor.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);
}
}
void FGameConfigFile::SetupWeaponList (const char *gamename)
{
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
LocalWeapons.Slots[i].Clear ();
}
if (strcmp (gamename, "Heretic") == 0)
{
LocalWeapons.Slots[1].AddWeapon ("Staff");
LocalWeapons.Slots[1].AddWeapon ("Gauntlets");
LocalWeapons.Slots[2].AddWeapon ("GoldWand");
LocalWeapons.Slots[3].AddWeapon ("Crossbow");
LocalWeapons.Slots[4].AddWeapon ("Blaster");
LocalWeapons.Slots[5].AddWeapon ("SkullRod");
LocalWeapons.Slots[6].AddWeapon ("PhoenixRod");
LocalWeapons.Slots[7].AddWeapon ("Mace");
}
else if (strcmp (gamename, "Hexen") == 0)
{
LocalWeapons.Slots[1].AddWeapon ("FWeapFist");
LocalWeapons.Slots[2].AddWeapon ("FWeapAxe");
LocalWeapons.Slots[3].AddWeapon ("FWeapHammer");
LocalWeapons.Slots[4].AddWeapon ("FWeapQuietus");
LocalWeapons.Slots[1].AddWeapon ("CWeapMace");
LocalWeapons.Slots[2].AddWeapon ("CWeapStaff");
LocalWeapons.Slots[3].AddWeapon ("CWeapFlame");
LocalWeapons.Slots[4].AddWeapon ("CWeapWraithverge");
LocalWeapons.Slots[1].AddWeapon ("MWeapWand");
LocalWeapons.Slots[2].AddWeapon ("MWeapFrost");
LocalWeapons.Slots[3].AddWeapon ("MWeapLightning");
LocalWeapons.Slots[4].AddWeapon ("MWeapBloodscourge");
}
else if (strcmp (gamename, "Strife") == 0)
{
LocalWeapons.Slots[1].AddWeapon ("PunchDagger");
LocalWeapons.Slots[2].AddWeapon ("StrifeCrossbow2");
LocalWeapons.Slots[2].AddWeapon ("StrifeCrossbow");
LocalWeapons.Slots[3].AddWeapon ("AssaultGun");
LocalWeapons.Slots[4].AddWeapon ("MiniMissileLauncher");
LocalWeapons.Slots[5].AddWeapon ("StrifeGrenadeLauncher2");
LocalWeapons.Slots[5].AddWeapon ("StrifeGrenadeLauncher");
LocalWeapons.Slots[6].AddWeapon ("FlameThrower");
LocalWeapons.Slots[7].AddWeapon ("Mauler2");
LocalWeapons.Slots[7].AddWeapon ("Mauler");
LocalWeapons.Slots[8].AddWeapon ("Sigil");
}
else // Doom
{
LocalWeapons.Slots[1].AddWeapon ("Fist");
LocalWeapons.Slots[1].AddWeapon ("Chainsaw");
LocalWeapons.Slots[2].AddWeapon ("Pistol");
LocalWeapons.Slots[3].AddWeapon ("Shotgun");
LocalWeapons.Slots[3].AddWeapon ("SuperShotgun");
LocalWeapons.Slots[4].AddWeapon ("Chaingun");
LocalWeapons.Slots[5].AddWeapon ("RocketLauncher");
LocalWeapons.Slots[6].AddWeapon ("PlasmaRifle");
LocalWeapons.Slots[7].AddWeapon ("BFG9000");
}
}
CCMD (whereisini)
{
FString path = GameConfig->GetConfigPath (false);
Printf ("%s\n", path.GetChars());
}