/* ** 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 #include "gameconfigfile.h" #include "c_cvars.h" //#include "c_dispatch.h" //#include "c_bind.h" #include "m_argv.h" #include "cmdlib.h" //#include "version.h" #include "i_specialpaths.h" //#include "v_font.h" //#include "doomstat.h" //#include "gi.h" //#include "d_main.h" #include "keyboard.h" #include "control.h" #include "osd.h" #include "gamecontrol.h" #define GAMENAME "Demolition" #define LASTRUNVERSION "1" #if !defined _MSC_VER && !defined __APPLE__ //#include "i_system.h" // for SHARE_DIR #endif // !_MSC_VER && !__APPLE__ FGameConfigFile::FGameConfigFile () { #ifdef __APPLE__ FString user_docs, user_app_support, local_app_support; M_GetMacSearchDirectories(user_docs, user_app_support, local_app_support); #endif FString pathname; OkayToWrite = false; // Do not allow saving of the config before DoKeySetup() bModSetup = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (); // If zdoom.ini was read from the program directory, switch // to the user directory now. If it was read from the user // directory, this effectively does nothing. pathname = GetConfigPath (false); ChangePathName (pathname); // Set default IWAD search paths if none present if (!SetSection ("GameSearch.Directories")) { SetSection ("GameSearch.Directories", true); SetValueForKey ("Path", ".", true); SetValueForKey ("Path", "./*", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs + "/*", true); SetValueForKey ("Path", user_app_support + "/*", true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", "$PROGDIR/*", true); SetValueForKey ("Path", local_app_support + "/*", true); #elif !defined(__unix__) SetValueForKey ("Path", "$HOME/*", true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", "$PROGDIR/*", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR "/*", true); // Arch Linux likes them in /usr/share/doom // Debian likes them in /usr/share/games/doom // I assume other distributions don't do anything radically different SetValueForKey ("Path", "/usr/local/share", true); SetValueForKey ("Path", "/usr/local/share/games", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games", 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); SetValueForKey ("Path", "$GAMEDIR", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR, true); SetValueForKey ("Path", SHARE_DIR, true); SetValueForKey ("Path", "/usr/local/share/doom", true); SetValueForKey ("Path", "/usr/local/share/games/doom", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games/doom", true); #endif } // Set default search paths if none present if (!SetSection("SoundfontSearch.Directories")) { SetSection("SoundfontSearch.Directories", true); #ifdef __APPLE__ SetValueForKey("Path", user_docs + "/soundfonts", true); SetValueForKey("Path", user_app_support + "/soundfonts", true); SetValueForKey("Path", "$PROGDIR/soundfonts", true); SetValueForKey("Path", local_app_support + "/soundfonts", true); #elif !defined(__unix__) SetValueForKey("Path", "$PROGDIR/soundfonts", true); #else SetValueForKey("Path", "$HOME/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "/usr/local/share/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "/usr/local/share/games/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "/usr/share/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "/usr/share/games/" GAME_DIR "/soundfonts", true); #endif } // Add some self-documentation. SetSectionNote("GameSearch.Directories", "# These are the directories to automatically search for game data.\n" "# Each directory should be on a separate line, preceded by Path=\n"); SetSectionNote("FileSearch.Directories", "# These are the directories to search for add-ons 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 GameSearch.Directories\n"); SetSectionNote("SoundfontSearch.Directories", "# These are the directories to search for soundfonts that let listed in the menu.\n" "# Layout is the same as for GameSearch.Directories\n"); } FGameConfigFile::~FGameConfigFile () { } void FGameConfigFile::WriteCommentHeader (FileWriter *file) const { file->Printf ("# This file was generated by " GAMENAME " %s\n", ""/*GetVersionString()*/); } 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); } CreateSectionAtStart("Global.Autoload"); // The same goes for auto-exec files. CreateStandardAutoExec("ShadowWarrior.AutoExec", true); CreateStandardAutoExec("IonFury.AutoExec", true); CreateStandardAutoExec("RedneckRides.AutoExec", true); CreateStandardAutoExec("Redneck.AutoExec", true); CreateStandardAutoExec("WW2GI.AutoExec", true); CreateStandardAutoExec("Nam.AutoExec", true); CreateStandardAutoExec("DukeNukem3D.AutoExec", true); CreateStandardAutoExec("ShadowWarrior.AutoLoad", true); CreateStandardAutoExec("IonFury.AutoLoad", true); CreateStandardAutoExec("RedneckRides.AutoLoad", true); CreateStandardAutoExec("Redneck.AutoLoad", true); CreateStandardAutoExec("WW2GI.AutoLoad", true); CreateStandardAutoExec("Nam.AutoLoad", true); CreateStandardAutoExec("DukeNukem3D.AutoLoad", true); // Move search paths back to the top. MoveSectionToStart("SoundfontSearch.Directories"); MoveSectionToStart("FileSearch.Directories"); MoveSectionToStart("IWADSearch.Directories"); SetSectionNote("DukeNukem3D.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", "# Files to always load. These are loaded after the game data but before\n" "# any files added with -file. Place each file on its own line, preceded\n" "# by Path=\n"); SetSectionNote("DukeNukem3D.Autoload", "# Files to automatically load depending on the game you are playing\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); } } } void FGameConfigFile::DoGameSetup (const char *gamename) { const char *key; const char *value; sublen = countof(section) - 1 - snprintf (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); } // 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)) { FStringf cmd("alias %s \"%s\"", key, value); OSD_Dispatch(cmd); } } } // 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 - snprintf(section, countof(section), "%s.", gamename); subsection = section + countof(section) - sublen - 1; section[countof(section) - 1] = '\0'; //C_SetDefaultBindings (); #if 0 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); } } } #else strncpy(subsection, "Bindings", sublen); if (SetSection(section)) { const char* key; const char* value; while (NextInSection(key, value)) { // The unbind here is necessary because the Build console can do multiple assignments and would not lose the original binding. FStringf cmd("unbind %s", key); OSD_Dispatch(cmd); cmd.Format("bind %s \"%s\"", key, value); OSD_Dispatch(cmd); } } #endif OkayToWrite = true; } void FGameConfigFile::ReadNetVars () { strncpy (subsection, "NetServerInfo", sublen); if (SetSection (section)) { ReadCVars (0); } } // 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(value); cvar->SetGenericRep (val, CVAR_String); } } void FGameConfigFile::ArchiveGameData (const char *gamename) { char section[32*3], *subsection; sublen = countof(section) - 1 - snprintf (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); strncpy (subsection, "ConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE); #if 0 // 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); } #endif strncpy (subsection, "UnknownConsoleVariables", sublen); SetSection (section, true); ClearCurrentSection (); C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO); #if 0 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); #else strcpy(subsection, "Bindings"); if (SetSection(section, true)) { for (int i = 0; i < MAXBOUNDKEYS + MAXMOUSEBUTTONS; i++) { if (CONTROL_KeyIsBound(i)) { SetValueForKey(CONTROL_KeyBinds[i].key, CONTROL_KeyBinds[i].cmdstr); } } } strncpy(subsection, "ConsoleAliases", sublen); if (SetSection(section, true)) { for (auto& symb : osd->symbptrs) { if (symb == NULL || symb->name == nullptr ||symb->help == nullptr) break; if (symb->func == (void*)OSD_ALIAS) SetValueForKey(symb->name, symb->help); } } #endif } 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; snprintf (section, countof(section), "%s.AutoExec", game); // If .AutoExec section does not exist, create it // with a default autoexec.cfg file present. CreateStandardAutoExec(section, false); // Run any files listed in the .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)); } } } } } /* CCMD (whereisini) { FString path = M_GetConfigPath(false); Printf ("%s\n", path.GetChars()); } */ FGameConfigFile* GameConfig; static FString GameName; void G_LoadConfig(const char* game) { GameConfig = new FGameConfigFile(); GameConfig->DoGlobalSetup(); GameConfig->DoGameSetup(game); GameConfig->DoKeySetup(game); FBaseCVar::EnableCallbacks(); GameName = game; } void G_SaveConfig() { GameConfig->ArchiveGlobalData(); GameConfig->ArchiveGameData(GameName); CONFIG_WriteControllerSettings(); GameConfig->WriteConfigFile(); delete GameConfig; GameConfig = nullptr; }