mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 04:52:16 +00:00
509 lines
15 KiB
C++
509 lines
15 KiB
C++
/*
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** gameconfigfile.cpp
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** An .ini parser specifically for zdoom.ini
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include "gameconfigfile.h"
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#include "c_cvars.h"
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//#include "c_dispatch.h"
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//#include "c_bind.h"
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#include "m_argv.h"
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#include "cmdlib.h"
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//#include "version.h"
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#include "i_specialpaths.h"
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//#include "v_font.h"
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//#include "doomstat.h"
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//#include "gi.h"
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//#include "d_main.h"
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#define GAMENAME "Demolition"
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#define LASTRUNVERSION "1"
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#if !defined _MSC_VER && !defined __APPLE__
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//#include "i_system.h" // for SHARE_DIR
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#endif // !_MSC_VER && !__APPLE__
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FGameConfigFile::FGameConfigFile ()
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{
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#ifdef __APPLE__
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FString user_docs, user_app_support, local_app_support;
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M_GetMacSearchDirectories(user_docs, user_app_support, local_app_support);
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#endif
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FString pathname;
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OkayToWrite = false; // Do not allow saving of the config before DoKeySetup()
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bModSetup = false;
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pathname = GetConfigPath (true);
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ChangePathName (pathname);
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LoadConfigFile ();
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// If zdoom.ini was read from the program directory, switch
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// to the user directory now. If it was read from the user
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// directory, this effectively does nothing.
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pathname = GetConfigPath (false);
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ChangePathName (pathname);
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// Set default IWAD search paths if none present
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if (!SetSection ("GameSearch.Directories"))
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{
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SetSection ("GameSearch.Directories", true);
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SetValueForKey ("Path", ".", true);
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SetValueForKey ("Path", "./*", true);
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#ifdef __APPLE__
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SetValueForKey ("Path", user_docs + "/*", true);
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SetValueForKey ("Path", user_app_support + "/*", true);
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SetValueForKey ("Path", "$PROGDIR", true);
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SetValueForKey ("Path", "$PROGDIR/*", true);
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SetValueForKey ("Path", local_app_support + "/*", true);
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#elif !defined(__unix__)
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SetValueForKey ("Path", "$HOME/*", true);
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SetValueForKey ("Path", "$PROGDIR", true);
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SetValueForKey ("Path", "$PROGDIR/*", true);
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#else
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SetValueForKey ("Path", "$HOME/" GAME_DIR "/*", true);
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// Arch Linux likes them in /usr/share/doom
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// Debian likes them in /usr/share/games/doom
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// I assume other distributions don't do anything radically different
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SetValueForKey ("Path", "/usr/local/share", true);
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SetValueForKey ("Path", "/usr/local/share/games", true);
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SetValueForKey ("Path", "/usr/share/doom", true);
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SetValueForKey ("Path", "/usr/share/games", true);
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#endif
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}
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// Set default search paths if none present
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if (!SetSection ("FileSearch.Directories"))
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{
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SetSection ("FileSearch.Directories", true);
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#ifdef __APPLE__
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SetValueForKey ("Path", user_docs, true);
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SetValueForKey ("Path", user_app_support, true);
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SetValueForKey ("Path", "$PROGDIR", true);
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SetValueForKey ("Path", local_app_support, true);
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#elif !defined(__unix__)
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SetValueForKey ("Path", "$PROGDIR", true);
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SetValueForKey ("Path", "$GAMEDIR", true);
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#else
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SetValueForKey ("Path", "$HOME/" GAME_DIR, true);
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SetValueForKey ("Path", SHARE_DIR, true);
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SetValueForKey ("Path", "/usr/local/share/doom", true);
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SetValueForKey ("Path", "/usr/local/share/games/doom", true);
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SetValueForKey ("Path", "/usr/share/doom", true);
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SetValueForKey ("Path", "/usr/share/games/doom", true);
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#endif
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}
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// Set default search paths if none present
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if (!SetSection("SoundfontSearch.Directories"))
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{
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SetSection("SoundfontSearch.Directories", true);
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#ifdef __APPLE__
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SetValueForKey("Path", user_docs + "/soundfonts", true);
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SetValueForKey("Path", user_app_support + "/soundfonts", true);
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SetValueForKey("Path", "$PROGDIR/soundfonts", true);
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SetValueForKey("Path", local_app_support + "/soundfonts", true);
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#elif !defined(__unix__)
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SetValueForKey("Path", "$PROGDIR/soundfonts", true);
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#else
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SetValueForKey("Path", "$HOME/" GAME_DIR "/soundfonts", true);
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SetValueForKey("Path", "/usr/local/share/" GAME_DIR "/soundfonts", true);
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SetValueForKey("Path", "/usr/local/share/games/" GAME_DIR "/soundfonts", true);
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SetValueForKey("Path", "/usr/share/" GAME_DIR "/soundfonts", true);
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SetValueForKey("Path", "/usr/share/games/" GAME_DIR "/soundfonts", true);
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#endif
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}
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// Add some self-documentation.
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SetSectionNote("GameSearch.Directories",
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"# These are the directories to automatically search for game data.\n"
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"# Each directory should be on a separate line, preceded by Path=\n");
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SetSectionNote("FileSearch.Directories",
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"# These are the directories to search for add-ons added with the -file\n"
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"# command line parameter, if they cannot be found with the path\n"
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"# as-is. Layout is the same as for GameSearch.Directories\n");
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SetSectionNote("SoundfontSearch.Directories",
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"# These are the directories to search for soundfonts that let listed in the menu.\n"
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"# Layout is the same as for GameSearch.Directories\n");
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}
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FGameConfigFile::~FGameConfigFile ()
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{
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}
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void FGameConfigFile::WriteCommentHeader (FileWriter *file) const
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{
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file->Printf ("# This file was generated by " GAMENAME " %s\n", ""/*GetVersionString()*/);
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}
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void FGameConfigFile::DoAutoloadSetup (/*FIWadManager *iwad_man*/)
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{
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// Create auto-load sections, so users know what's available.
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// Note that this totem pole is the reverse of the order that
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// they will appear in the file.
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double last = 0;
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if (SetSection ("LastRun"))
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{
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const char *lastver = GetValueForKey ("Version");
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if (lastver != NULL) last = atof(lastver);
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}
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CreateSectionAtStart("Global.Autoload");
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// The same goes for auto-exec files.
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CreateStandardAutoExec("ShadowWarrior.AutoExec", true);
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CreateStandardAutoExec("IonFury.AutoExec", true);
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CreateStandardAutoExec("RedneckRides.AutoExec", true);
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CreateStandardAutoExec("Redneck.AutoExec", true);
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CreateStandardAutoExec("WW2GI.AutoExec", true);
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CreateStandardAutoExec("Nam.AutoExec", true);
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CreateStandardAutoExec("DukeNukem3D.AutoExec", true);
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CreateStandardAutoExec("ShadowWarrior.AutoLoad", true);
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CreateStandardAutoExec("IonFury.AutoLoad", true);
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CreateStandardAutoExec("RedneckRides.AutoLoad", true);
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CreateStandardAutoExec("Redneck.AutoLoad", true);
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CreateStandardAutoExec("WW2GI.AutoLoad", true);
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CreateStandardAutoExec("Nam.AutoLoad", true);
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CreateStandardAutoExec("DukeNukem3D.AutoLoad", true);
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// Move search paths back to the top.
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MoveSectionToStart("SoundfontSearch.Directories");
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MoveSectionToStart("FileSearch.Directories");
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MoveSectionToStart("IWADSearch.Directories");
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SetSectionNote("DukeNukem3D.AutoExec",
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"# Files to automatically execute when running the corresponding game.\n"
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"# Each file should be on its own line, preceded by Path=\n\n");
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SetSectionNote("Global.Autoload",
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"# Files to always load. These are loaded after the game data but before\n"
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"# any files added with -file. Place each file on its own line, preceded\n"
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"# by Path=\n");
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SetSectionNote("DukeNukem3D.Autoload",
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"# Files to automatically load depending on the game you are playing\n\n");
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}
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void FGameConfigFile::DoGlobalSetup ()
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{
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if (SetSection ("GlobalSettings.Unknown"))
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{
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ReadCVars (CVAR_GLOBALCONFIG);
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}
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if (SetSection ("GlobalSettings"))
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{
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ReadCVars (CVAR_GLOBALCONFIG);
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}
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if (SetSection ("LastRun"))
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{
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const char *lastver = GetValueForKey ("Version");
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if (lastver != NULL)
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{
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//double last = atof (lastver);
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}
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}
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}
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void FGameConfigFile::DoGameSetup (const char *gamename)
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{
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const char *key;
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const char *value;
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sublen = countof(section) - 1 - snprintf (section, countof(section), "%s.", gamename);
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subsection = section + countof(section) - sublen - 1;
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section[countof(section) - 1] = '\0';
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strncpy (subsection, "UnknownConsoleVariables", sublen);
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strncpy (subsection, "ConsoleVariables", sublen);
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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// The NetServerInfo section will be read and override anything loaded
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// here when it's determined that a netgame is being played.
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strncpy (subsection, "LocalServerInfo", sublen);
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strncpy (subsection, "Player", sublen);
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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strncpy (subsection, "ConsoleAliases", sublen);
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if (SetSection (section))
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{
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const char *name = NULL;
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while (NextInSection (key, value))
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{
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if (stricmp (key, "Name") == 0)
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{
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name = value;
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}
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else if (stricmp (key, "Command") == 0 && name != NULL)
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{
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//C_SetAlias (name, value); does not exist yet but will.
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name = NULL;
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}
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}
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}
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}
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// Moved from DoGameSetup so that it can happen after wads are loaded
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void FGameConfigFile::DoKeySetup(const char *gamename)
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{
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/*
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static const struct { const char *label; FKeyBindings *bindings; } binders[] =
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{
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{ "Bindings", &Bindings },
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{ "DoubleBindings", &DoubleBindings },
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{ "AutomapBindings", &AutomapBindings },
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{ NULL, NULL }
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};
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*/
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const char *key, *value;
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sublen = countof(section) - 1 - snprintf(section, countof(section), "%s.", gamename);
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subsection = section + countof(section) - sublen - 1;
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section[countof(section) - 1] = '\0';
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//C_SetDefaultBindings ();
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/*
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for (int i = 0; binders[i].label != NULL; ++i)
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{
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strncpy(subsection, binders[i].label, sublen);
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if (SetSection(section))
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{
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FKeyBindings *bindings = binders[i].bindings;
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bindings->UnbindAll();
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while (NextInSection(key, value))
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{
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bindings->DoBind(key, value);
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}
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}
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}
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OkayToWrite = true;
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*/
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}
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void FGameConfigFile::ReadNetVars ()
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{
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strncpy (subsection, "NetServerInfo", sublen);
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if (SetSection (section))
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{
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ReadCVars (0);
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}
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}
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// Read cvars from a cvar section of the ini. Flags are the flags to give
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// to newly-created cvars that were not already defined.
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void FGameConfigFile::ReadCVars (uint32_t flags)
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{
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const char *key, *value;
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FBaseCVar *cvar;
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UCVarValue val;
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flags |= CVAR_ARCHIVE|CVAR_UNSETTABLE|CVAR_AUTO;
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while (NextInSection (key, value))
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{
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cvar = FindCVar (key, NULL);
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if (cvar == NULL)
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{
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cvar = new FStringCVar (key, NULL, flags);
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}
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val.String = const_cast<char *>(value);
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cvar->SetGenericRep (val, CVAR_String);
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}
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}
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void FGameConfigFile::ArchiveGameData (const char *gamename)
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{
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char section[32*3], *subsection;
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sublen = countof(section) - 1 - snprintf (section, countof(section), "%s.", gamename);
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subsection = section + countof(section) - 1 - sublen;
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strncpy (subsection, "Player", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_USERINFO);
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strncpy (subsection, "ConsoleVariables", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE);
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#if 0
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// Do not overwrite the serverinfo section if playing a netgame, and
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// this machine was not the initial host.
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if (!netgame || consoleplayer == 0)
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{
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strncpy (subsection, netgame ? "NetServerInfo" : "LocalServerInfo", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_SERVERINFO);
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}
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#endif
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strncpy (subsection, "UnknownConsoleVariables", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_AUTO);
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strncpy (subsection, "ConsoleAliases", sublen);
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SetSection (section, true);
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ClearCurrentSection ();
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//C_ArchiveAliases (this);
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//M_SaveCustomKeys (this, section, subsection, sublen);
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strcpy (subsection, "Bindings");
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SetSection (section, true);
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//Bindings.ArchiveBindings (this);
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strncpy (subsection, "DoubleBindings", sublen);
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SetSection (section, true);
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//DoubleBindings.ArchiveBindings (this);
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strncpy (subsection, "AutomapBindings", sublen);
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SetSection (section, true);
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//AutomapBindings.ArchiveBindings (this);
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}
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void FGameConfigFile::ArchiveGlobalData ()
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{
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SetSection ("LastRun", true);
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ClearCurrentSection ();
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SetValueForKey ("Version", LASTRUNVERSION);
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SetSection ("GlobalSettings", true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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SetSection ("GlobalSettings.Unknown", true);
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ClearCurrentSection ();
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C_ArchiveCVars (this, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_AUTO);
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}
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FString FGameConfigFile::GetConfigPath (bool tryProg)
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{
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const char *pathval;
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pathval = Args->CheckValue ("-config");
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if (pathval != NULL)
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{
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return FString(pathval);
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}
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return M_GetConfigPath(tryProg);
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}
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void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start)
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{
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if (!SetSection(section))
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{
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FString path = M_GetAutoexecPath();
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SetSection (section, true);
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SetValueForKey ("Path", path.GetChars());
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}
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if (start)
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{
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MoveSectionToStart(section);
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}
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}
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void FGameConfigFile::AddAutoexec (FArgs *list, const char *game)
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{
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char section[64];
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const char *key;
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const char *value;
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snprintf (section, countof(section), "%s.AutoExec", game);
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// If <game>.AutoExec section does not exist, create it
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// with a default autoexec.cfg file present.
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CreateStandardAutoExec(section, false);
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// Run any files listed in the <game>.AutoExec section
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if (!SectionIsEmpty())
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{
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while (NextInSection (key, value))
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{
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if (stricmp (key, "Path") == 0 && *value != '\0')
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{
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FString expanded_path = ExpandEnvVars(value);
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if (FileExists(expanded_path))
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{
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list->AppendArg (ExpandEnvVars(value));
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}
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}
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}
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}
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}
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/*
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CCMD (whereisini)
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{
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FString path = M_GetConfigPath(false);
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Printf ("%s\n", path.GetChars());
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}
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*/
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FGameConfigFile* GameConfig;
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static FString GameName;
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void G_LoadConfig(const char* game)
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{
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GameConfig = new FGameConfigFile();
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GameConfig->DoGlobalSetup();
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GameConfig->DoGameSetup(game);
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FBaseCVar::EnableCallbacks();
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GameName = game;
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}
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void G_SaveConfig()
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{
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GameConfig->ArchiveGameData(GameName);
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GameConfig->WriteConfigFile();
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delete GameConfig;
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GameConfig = nullptr;
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}
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