raze-gles/source/core/gameconfigfile.cpp
Christoph Oelckers aa789c7605 - adapt to changed value range of module master volume in ZMusic.
The default was far too quiet and had to be increased to let the player have comparable output to the rest of the music system.
2021-03-14 08:51:59 +01:00

582 lines
18 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 "gameconfigfile.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_bind.h"
#include "m_argv.h"
#include "cmdlib.h"
#include "i_specialpaths.h"
#include "printf.h"
#include "gamecontrol.h"
#include "version.h"
#define LASTRUNVERSION "2"
#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 + "/EDuke32", true);
SetValueForKey ("Path", user_app_support + "/JFDuke32", true);
SetValueForKey ("Path", user_app_support + "/NBlood", true);
SetValueForKey ("Path", "$PROGDIR", true);
SetValueForKey ("Path", "$PROGDIR/*", true);
SetValueForKey ("Path", local_app_support + "/EDuke32", true);
SetValueForKey ("Path", local_app_support + "/JFDuke32", true);
SetValueForKey ("Path", local_app_support + "/NBlood", true);
SetValueForKey("Path", local_app_support + "/JFSW", true);
SetValueForKey("Path", local_app_support + "/VoidSW", true);
#elif !defined(__unix__)
SetValueForKey ("Path", "$PROGDIR", true);
SetValueForKey ("Path", "$PROGDIR/*", true);
#else
SetValueForKey ("Path", "$HOME/" GAME_DIR "/*", true);
// Arch Linux likes them in /usr/share/raze
// Debian likes them in /usr/share/games/raze
// I assume other distributions don't do anything radically different
SetValueForKey ("Path", "/opt/raze", true);
SetValueForKey ("Path", "/usr/share/games/raze", true);
SetValueForKey ("Path", "/usr/local/share/games/raze", true);
SetValueForKey ("Path", "/usr/share/games/jfduke3d", true);
SetValueForKey ("Path", "/usr/local/share/games/jfduke3d", true);
SetValueForKey ("Path", "/usr/share/games/eduke32", true);
SetValueForKey ("Path", "/usr/local/share/games/eduke32", true);
SetValueForKey ("Path", "/usr/share/games/nblood", true);
SetValueForKey ("Path", "/usr/local/share/games/nblood", true);
SetValueForKey("Path", "/usr/share/games/jfsw", true);
SetValueForKey("Path", "/usr/local/share/games/jfsw", true);
SetValueForKey("Path", "/usr/share/games/voidsw", true);
SetValueForKey("Path", "/usr/local/share/games/voidsw", true);
#endif
SetValueForKey ("Path", "$STEAM", true); // also covers GOG.
}
// 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/share/games/jfduke3d", true);
SetValueForKey ("Path", "/usr/local/share/games/jfduke3d", true);
SetValueForKey ("Path", "/usr/share/games/eduke32", true);
SetValueForKey ("Path", "/usr/local/share/games/eduke32", true);
SetValueForKey ("Path", "/usr/share/games/nblood", true);
SetValueForKey ("Path", "/usr/local/share/games/nblood", 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);
isInitialized = true;
}
CreateSectionAtStart("Global.Autoload");
// The same goes for auto-exec files.
CreateStandardAutoExec("ShadowWarrior.AutoLoad", true);
CreateStandardAutoExec("Redneck.RidesAgain.AutoLoad", true);
CreateStandardAutoExec("Redneck.Redneck.AutoLoad", true);
CreateStandardAutoExec("WW2GI.AutoLoad", true);
CreateStandardAutoExec("Nam.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.DN3D.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.DukeDC.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.NWinter.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.Vacation.AutoLoad", true);
CreateStandardAutoExec("ShadowWarrior.AutoLoad", true);
CreateStandardAutoExec("Redneck.RidesAgain.AutoLoad", true);
CreateStandardAutoExec("Redneck.Redneck.AutoLoad", true);
CreateStandardAutoExec("WW2GI.AutoLoad", true);
CreateStandardAutoExec("Nam.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.DN3D.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.DukeDC.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.NWinter.AutoLoad", true);
CreateStandardAutoExec("DukeNukem3D.Vacation.AutoLoad", true);
// Move search paths back to the top.
MoveSectionToStart("SoundfontSearch.Directories");
MoveSectionToStart("FileSearch.Directories");
MoveSectionToStart("IWADSearch.Directories");
SetSectionNote("DukeNukem3D.AutoLoad",
"# 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);
if (last < 2)
{
auto var = FindCVar("mod_dumb_mastervolume", NULL);
if (var != NULL)
{
UCVarValue v = var->GetGenericRep(CVAR_Float);
v.Float /= 4.f;
if (v.Float < 1.f) v.Float = 1.f;
}
}
}
}
}
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);
}
// 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);
C_DoCommand(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 - 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);
}
}
}
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<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);
strncpy (subsection, "ConsoleVariables", sublen);
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveCVars (this, CVAR_ARCHIVE);
strncpy(subsection, "VideoSettings", sublen);
SetSection(section, true);
ClearCurrentSection();
C_ArchiveCVars(this, CVAR_ARCHIVE|CVAR_VIDEOCONFIG);
#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);
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;
snprintf (section, countof(section), "%s.AutoExec", game);
// If <game>.AutoLoad section does not exist, create it
// with a default autoexec.cfg file present.
CreateStandardAutoExec(section, false);
// Run any files listed in the <game>.AutoLoad 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;
//==========================================================================
//
// D_MultiExec
//
//==========================================================================
FExecList *D_MultiExec (FArgs *list, FExecList *exec)
{
for (int i = 0; i < list->NumArgs(); ++i)
{
exec = C_ParseExecFile(list->GetArg(i), exec);
}
return exec;
}
void G_LoadConfig()
{
GameConfig = new FGameConfigFile();
GameConfig->DoGlobalSetup();
}
void G_ReadConfig(const char* game)
{
GameConfig->DoGameSetup(game);
GameConfig->DoKeySetup(game);
// Process automatically executed files
FExecList *exec;
FArgs *execFiles = new FArgs;
if (!(Args->CheckParm("-noautoexec")))
GameConfig->AddAutoexec(execFiles, game);
exec = D_MultiExec(execFiles, NULL);
delete execFiles;
// Process .cfg files at the start of the command line.
execFiles = Args->GatherFiles ("-exec");
exec = D_MultiExec(execFiles, exec);
delete execFiles;
// [RH] process all + commands on the command line
exec = C_ParseCmdLineParams(exec);
// Actually exec command line commands and exec files.
if (exec != NULL)
{
exec->ExecCommands();
delete exec;
exec = NULL;
}
FBaseCVar::EnableCallbacks();
GameName = game;
}
void G_SaveConfig()
{
if (!GameConfig) return;
GameConfig->ArchiveGlobalData();
GameConfig->ArchiveGameData(GameName);
GameConfig->WriteConfigFile();
delete GameConfig;
GameConfig = nullptr;
}