mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
fb50df2c63
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)
684 lines
18 KiB
C++
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());
|
|
}
|