ref: bfbffcf197a5d78e90d463945d12c84d0f7deadf
dir: /src/m_config.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // // DESCRIPTION: // Configuration file interface. // //----------------------------------------------------------------------------- #include <stdio.h> #include <stdlib.h> #include <ctype.h> #include <errno.h> #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include <windows.h> #endif #include "SDL_mixer.h" #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomfeatures.h" #include "z_zone.h" #include "m_menu.h" #include "m_argv.h" #include "net_client.h" #include "w_wad.h" #include "i_joystick.h" #include "i_swap.h" #include "i_system.h" #include "i_video.h" #include "s_sound.h" #include "v_video.h" #include "hu_stuff.h" // State. #include "doomstat.h" // Data. #include "dstrings.h" #include "m_misc.h" // // DEFAULTS // // Location where all configuration data is stored - // default.cfg, savegames, etc. char * configdir; int usemouse = 1; int usejoystick = 0; extern int key_right; extern int key_left; extern int key_up; extern int key_down; extern int key_strafeleft; extern int key_straferight; extern int key_fire; extern int key_use; extern int key_strafe; extern int key_speed; extern int key_pause; // Menu control keys: extern int key_menu_activate; extern int key_menu_up; extern int key_menu_down; extern int key_menu_left; extern int key_menu_right; extern int key_menu_back; extern int key_menu_forward; extern int key_menu_confirm; extern int key_menu_abort; // Keyboard shortcuts: extern int key_menu_help; extern int key_menu_save; extern int key_menu_load; extern int key_menu_volume; extern int key_menu_detail; extern int key_menu_qsave; extern int key_menu_endgame; extern int key_menu_messages; extern int key_menu_qload; extern int key_menu_quit; extern int key_menu_gamma; extern int key_spy; extern int key_menu_incscreen; extern int key_menu_decscreen; extern int key_map_north; extern int key_map_south; extern int key_map_east; extern int key_map_west; extern int key_map_zoomin; extern int key_map_zoomout; extern int key_map_toggle; extern int key_map_maxzoom; extern int key_map_follow; extern int key_map_grid; extern int key_map_mark; extern int key_map_clearmark; extern int key_weapon1; extern int key_weapon2; extern int key_weapon3; extern int key_weapon4; extern int key_weapon5; extern int key_weapon6; extern int key_weapon7; extern int key_weapon8; extern int key_prevweapon; extern int key_nextweapon; extern int key_message_refresh; extern int key_demo_quit; extern int key_multi_msg; extern int key_multi_msgplayer[]; extern int mousebfire; extern int mousebstrafe; extern int mousebforward; extern int mousebstrafeleft; extern int mousebstraferight; extern int mousebbackward; extern int mousebuse; extern int mousebprevweapon; extern int mousebnextweapon; extern int dclick_use; extern int joybfire; extern int joybstrafe; extern int joybuse; extern int joybspeed; extern int joybstrafeleft; extern int joybstraferight; extern int joybprevweapon; extern int joybnextweapon; extern int viewwidth; extern int viewheight; extern int mouseSensitivity; extern int showMessages; // machine-independent sound params extern int numChannels; extern char* chat_macros[]; extern int show_endoom; extern int vanilla_savegame_limit; extern int vanilla_demo_limit; extern int snd_musicdevice; extern int snd_sfxdevice; extern int snd_samplerate; extern int opl_io_port; // controls whether to use libsamplerate for sample rate conversions extern int use_libsamplerate; // dos specific options: these are unused but should be maintained // so that the config file can be shared between chocolate // doom and doom.exe static int snd_sbport = 0; static int snd_sbirq = 0; static int snd_sbdma = 0; static int snd_mport = 0; typedef enum { DEFAULT_INT, DEFAULT_INT_HEX, DEFAULT_STRING, DEFAULT_FLOAT, DEFAULT_KEY, } default_type_t; typedef struct { // Name of the variable char * name; // Pointer to the location in memory of the variable void * location; // Type of the variable default_type_t type; // If this is a key value, the original integer scancode we read from // the config file before translating it to the internal key value. // If zero, we didn't read this value from a config file. int untranslated; // The value we translated the scancode into when we read the // config file on startup. If the variable value is different from // this, it has been changed and needs to be converted; otherwise, // use the 'untranslated' value. int original_translated; } default_t; typedef struct { default_t *defaults; int numdefaults; char *filename; } default_collection_t; #define CONFIG_VARIABLE_GENERIC(name, variable, type) \ { #name, &variable, type, 0, 0 } #define CONFIG_VARIABLE_KEY(name, variable) \ CONFIG_VARIABLE_GENERIC(name, variable, DEFAULT_KEY) #define CONFIG_VARIABLE_INT(name, variable) \ CONFIG_VARIABLE_GENERIC(name, variable, DEFAULT_INT) #define CONFIG_VARIABLE_INT_HEX(name, variable) \ CONFIG_VARIABLE_GENERIC(name, variable, DEFAULT_INT_HEX) #define CONFIG_VARIABLE_FLOAT(name, variable) \ CONFIG_VARIABLE_GENERIC(name, variable, DEFAULT_FLOAT) #define CONFIG_VARIABLE_STRING(name, variable) \ CONFIG_VARIABLE_GENERIC(name, variable, DEFAULT_STRING) //! @begin_config_file default.cfg static default_t doom_defaults_list[] = { //! // Mouse sensitivity. This value is used to multiply input mouse // movement to control the effect of moving the mouse. // // The "normal" maximum value available for this through the // in-game options menu is 9. A value of 31 or greater will cause // the game to crash when entering the options menu. // CONFIG_VARIABLE_INT(mouse_sensitivity, mouseSensitivity), //! // Volume of sound effects, range 0-15. // CONFIG_VARIABLE_INT(sfx_volume, sfxVolume), //! // Volume of in-game music, range 0-15. // CONFIG_VARIABLE_INT(music_volume, musicVolume), //! // If non-zero, messages are displayed on the heads-up display // in the game ("picked up a clip", etc). If zero, these messages // are not displayed. // CONFIG_VARIABLE_INT(show_messages, showMessages), //! // Keyboard key to turn right. // CONFIG_VARIABLE_KEY(key_right, key_right), //! // Keyboard key to turn left. // CONFIG_VARIABLE_KEY(key_left, key_left), //! // Keyboard key to move forward. // CONFIG_VARIABLE_KEY(key_up, key_up), //! // Keyboard key to move backward. // CONFIG_VARIABLE_KEY(key_down, key_down), //! // Keyboard key to strafe left. // CONFIG_VARIABLE_KEY(key_strafeleft, key_strafeleft), //! // Keyboard key to strafe right. // CONFIG_VARIABLE_KEY(key_straferight, key_straferight), //! // Keyboard key to fire the currently selected weapon. // CONFIG_VARIABLE_KEY(key_fire, key_fire), //! // Keyboard key to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_KEY(key_use, key_use), //! // Keyboard key to turn on strafing. When held down, pressing the // key to turn left or right causes the player to strafe left or // right instead. // CONFIG_VARIABLE_KEY(key_strafe, key_strafe), //! // Keyboard key to make the player run. // CONFIG_VARIABLE_KEY(key_speed, key_speed), //! // If non-zero, mouse input is enabled. If zero, mouse input is // disabled. // CONFIG_VARIABLE_INT(use_mouse, usemouse), //! // Mouse button to fire the currently selected weapon. // CONFIG_VARIABLE_INT(mouseb_fire, mousebfire), //! // Mouse button to turn on strafing. When held down, the player // will strafe left and right instead of turning left and right. // CONFIG_VARIABLE_INT(mouseb_strafe, mousebstrafe), //! // Mouse button to move forward. // CONFIG_VARIABLE_INT(mouseb_forward, mousebforward), //! // If non-zero, joystick input is enabled. // CONFIG_VARIABLE_INT(use_joystick, usejoystick), //! // Joystick button to fire the current weapon. // CONFIG_VARIABLE_INT(joyb_fire, joybfire), //! // Joystick button to fire the current weapon. // CONFIG_VARIABLE_INT(joyb_strafe, joybstrafe), //! // Joystick button to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_INT(joyb_use, joybuse), //! // Joystick button to make the player run. // // If this has a value of 20 or greater, the player will always run. // CONFIG_VARIABLE_INT(joyb_speed, joybspeed), //! // Screen size, range 3-11. // // A value of 11 gives a full-screen view with the status bar not // displayed. A value of 10 gives a full-screen view with the // status bar displayed. // CONFIG_VARIABLE_INT(screenblocks, screenblocks), //! // Screen detail. Zero gives normal "high detail" mode, while // a non-zero value gives "low detail" mode. // CONFIG_VARIABLE_INT(detaillevel, detailLevel), //! // Number of sounds that will be played simultaneously. // CONFIG_VARIABLE_INT(snd_channels, numChannels), //! // Music output device. A non-zero value gives MIDI sound output, // while a value of zero disables music. // CONFIG_VARIABLE_INT(snd_musicdevice, snd_musicdevice), //! // Sound effects device. A value of zero disables in-game sound // effects, a value of 1 enables PC speaker sound effects, while // a value in the range 2-9 enables the "normal" digital sound // effects. // CONFIG_VARIABLE_INT(snd_sfxdevice, snd_sfxdevice), //! // SoundBlaster I/O port. Unused. // CONFIG_VARIABLE_INT(snd_sbport, snd_sbport), //! // SoundBlaster IRQ. Unused. // CONFIG_VARIABLE_INT(snd_sbirq, snd_sbirq), //! // SoundBlaster DMA channel. Unused. // CONFIG_VARIABLE_INT(snd_sbdma, snd_sbdma), //! // Output port to use for OPL MIDI playback. Unused. // CONFIG_VARIABLE_INT(snd_mport, snd_mport), //! // Gamma correction level. A value of zero disables gamma // correction, while a value in the range 1-4 gives increasing // levels of gamma correction. // CONFIG_VARIABLE_INT(usegamma, usegamma), //! // Multiplayer chat macro: message to send when alt+0 is pressed. // CONFIG_VARIABLE_STRING(chatmacro0, chat_macros[0]), //! // Multiplayer chat macro: message to send when alt+1 is pressed. // CONFIG_VARIABLE_STRING(chatmacro1, chat_macros[1]), //! // Multiplayer chat macro: message to send when alt+2 is pressed. // CONFIG_VARIABLE_STRING(chatmacro2, chat_macros[2]), //! // Multiplayer chat macro: message to send when alt+3 is pressed. // CONFIG_VARIABLE_STRING(chatmacro3, chat_macros[3]), //! // Multiplayer chat macro: message to send when alt+4 is pressed. // CONFIG_VARIABLE_STRING(chatmacro4, chat_macros[4]), //! // Multiplayer chat macro: message to send when alt+5 is pressed. // CONFIG_VARIABLE_STRING(chatmacro5, chat_macros[5]), //! // Multiplayer chat macro: message to send when alt+6 is pressed. // CONFIG_VARIABLE_STRING(chatmacro6, chat_macros[6]), //! // Multiplayer chat macro: message to send when alt+7 is pressed. // CONFIG_VARIABLE_STRING(chatmacro7, chat_macros[7]), //! // Multiplayer chat macro: message to send when alt+8 is pressed. // CONFIG_VARIABLE_STRING(chatmacro8, chat_macros[8]), //! // Multiplayer chat macro: message to send when alt+9 is pressed. // CONFIG_VARIABLE_STRING(chatmacro9, chat_macros[9]), }; static default_collection_t doom_defaults = { doom_defaults_list, arrlen(doom_defaults_list), NULL, }; //! @begin_config_file chocolate-doom.cfg static default_t extra_defaults_list[] = { //! // If non-zero, video settings will be autoadjusted to a valid // configuration when the screen_width and screen_height variables // do not match any valid configuration. // CONFIG_VARIABLE_INT(autoadjust_video_settings, autoadjust_video_settings), //! // If non-zero, the game will run in full screen mode. If zero, // the game will run in a window. // CONFIG_VARIABLE_INT(fullscreen, fullscreen), //! // If non-zero, the screen will be stretched vertically to display // correctly on a square pixel video mode. // CONFIG_VARIABLE_INT(aspect_ratio_correct, aspect_ratio_correct), //! // Number of milliseconds to wait on startup after the video mode // has been set, before the game will start. This allows the // screen to settle on some monitors that do not display an image // for a brief interval after changing video modes. // CONFIG_VARIABLE_INT(startup_delay, startup_delay), //! // Screen width in pixels. If running in full screen mode, this is // the X dimension of the video mode to use. If running in // windowed mode, this is the width of the window in which the game // will run. // CONFIG_VARIABLE_INT(screen_width, screen_width), //! // Screen height in pixels. If running in full screen mode, this is // the Y dimension of the video mode to use. If running in // windowed mode, this is the height of the window in which the game // will run. // CONFIG_VARIABLE_INT(screen_height, screen_height), //! // Color depth of the screen, in bits. // CONFIG_VARIABLE_INT(screen_bpp, screen_bpp), //! // If this is non-zero, the mouse will be "grabbed" when running // in windowed mode so that it can be used as an input device. // When running full screen, this has no effect. // CONFIG_VARIABLE_INT(grabmouse, grabmouse), //! // If non-zero, all vertical mouse movement is ignored. This // emulates the behavior of the "novert" tool available under DOS // that performs the same function. // CONFIG_VARIABLE_INT(novert, novert), //! // Mouse acceleration factor. When the speed of mouse movement // exceeds the threshold value (mouse_threshold), the speed is // multiplied by this value. // CONFIG_VARIABLE_FLOAT(mouse_acceleration, mouse_acceleration), //! // Mouse acceleration threshold. When the speed of mouse movement // exceeds this threshold value, the speed is multiplied by an // acceleration factor (mouse_acceleration). // CONFIG_VARIABLE_INT(mouse_threshold, mouse_threshold), //! // Sound output sample rate, in Hz. Typical values to use are // 11025, 22050, 44100 and 48000. // CONFIG_VARIABLE_INT(snd_samplerate, snd_samplerate), //! // The I/O port to use to access the OPL chip. Only relevant when // using native OPL music playback. // CONFIG_VARIABLE_INT_HEX(opl_io_port, opl_io_port), //! // If non-zero, the ENDOOM screen is displayed when exiting the // game. If zero, the ENDOOM screen is not displayed. // CONFIG_VARIABLE_INT(show_endoom, show_endoom), //! // If non-zero, the Vanilla savegame limit is enforced; if the // savegame exceeds 180224 bytes in size, the game will exit with // an error. If this has a value of zero, there is no limit to // the size of savegames. // CONFIG_VARIABLE_INT(vanilla_savegame_limit, vanilla_savegame_limit), //! // If non-zero, the Vanilla demo size limit is enforced; the game // exits with an error when a demo exceeds the demo size limit // (128KiB by default). If this has a value of zero, there is no // limit to the size of demos. // CONFIG_VARIABLE_INT(vanilla_demo_limit, vanilla_demo_limit), //! // If non-zero, the game behaves like Vanilla Doom, always assuming // an American keyboard mapping. If this has a value of zero, the // native keyboard mapping of the keyboard is used. // CONFIG_VARIABLE_INT(vanilla_keyboard_mapping, vanilla_keyboard_mapping), //! // Name of the SDL video driver to use. If this is an empty string, // the default video driver is used. // CONFIG_VARIABLE_STRING(video_driver, video_driver), #ifdef FEATURE_MULTIPLAYER //! // Name to use in network games for identification. This is only // used on the "waiting" screen while waiting for the game to start. // CONFIG_VARIABLE_STRING(player_name, net_player_name), #endif //! // Joystick number to use; '0' is the first joystick. A negative // value ('-1') indicates that no joystick is configured. // CONFIG_VARIABLE_INT(joystick_index, joystick_index), //! // Joystick axis to use to for horizontal (X) movement. // CONFIG_VARIABLE_INT(joystick_x_axis, joystick_x_axis), //! // If non-zero, movement on the horizontal joystick axis is inverted. // CONFIG_VARIABLE_INT(joystick_x_invert, joystick_x_invert), //! // Joystick axis to use to for vertical (Y) movement. // CONFIG_VARIABLE_INT(joystick_y_axis, joystick_y_axis), //! // If non-zero, movement on the vertical joystick axis is inverted. // CONFIG_VARIABLE_INT(joystick_y_invert, joystick_y_invert), //! // Joystick button to strafe left. // CONFIG_VARIABLE_INT(joyb_strafeleft, joybstrafeleft), //! // Joystick button to strafe right. // CONFIG_VARIABLE_INT(joyb_straferight, joybstraferight), //! // Joystick button to cycle to the previous weapon. // CONFIG_VARIABLE_INT(joyb_prevweapon, joybprevweapon), //! // Joystick button to cycle to the next weapon. // CONFIG_VARIABLE_INT(joyb_nextweapon, joybnextweapon), //! // Mouse button to strafe left. // CONFIG_VARIABLE_INT(mouseb_strafeleft, mousebstrafeleft), //! // Mouse button to strafe right. // CONFIG_VARIABLE_INT(mouseb_straferight, mousebstraferight), //! // Mouse button to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_INT(mouseb_use, mousebuse), //! // Mouse button to move backwards. // CONFIG_VARIABLE_INT(mouseb_backward, mousebbackward), //! // Mouse button to cycle to the previous weapon. // CONFIG_VARIABLE_INT(mouseb_prevweapon, mousebprevweapon), //! // Mouse button to cycle to the next weapon. // CONFIG_VARIABLE_INT(mouseb_nextweapon, mousebnextweapon), //! // If non-zero, double-clicking a mouse button acts like pressing // the "use" key to use an object in-game, eg. a door or switch. // CONFIG_VARIABLE_INT(dclick_use, dclick_use), #ifdef FEATURE_SOUND //! // Controls whether libsamplerate support is used for performing // sample rate conversions of sound effects. Support for this // must be compiled into the program. // // If zero, libsamplerate support is disabled. If non-zero, // libsamplerate is enabled. Increasing values roughly correspond // to higher quality conversion; the higher the quality, the // slower the conversion process. Linear conversion = 1; // Zero order hold = 2; Fast Sinc filter = 3; Medium quality // Sinc filter = 4; High quality Sinc filter = 5. // CONFIG_VARIABLE_INT(use_libsamplerate, use_libsamplerate), #endif //! // Key to pause or unpause the game. // CONFIG_VARIABLE_KEY(key_pause, key_pause), //! // Key that activates the menu when pressed. // CONFIG_VARIABLE_KEY(key_menu_activate, key_menu_activate), //! // Key that moves the cursor up on the menu. // CONFIG_VARIABLE_KEY(key_menu_up, key_menu_up), //! // Key that moves the cursor down on the menu. // CONFIG_VARIABLE_KEY(key_menu_down, key_menu_down), //! // Key that moves the currently selected slider on the menu left. // CONFIG_VARIABLE_KEY(key_menu_left, key_menu_left), //! // Key that moves the currently selected slider on the menu right. // CONFIG_VARIABLE_KEY(key_menu_right, key_menu_right), //! // Key to go back to the previous menu. // CONFIG_VARIABLE_KEY(key_menu_back, key_menu_back), //! // Key to activate the currently selected menu item. // CONFIG_VARIABLE_KEY(key_menu_forward, key_menu_forward), //! // Key to answer 'yes' to a question in the menu. // CONFIG_VARIABLE_KEY(key_menu_confirm, key_menu_confirm), //! // Key to answer 'no' to a question in the menu. // CONFIG_VARIABLE_KEY(key_menu_abort, key_menu_abort), //! // Keyboard shortcut to bring up the help screen. // CONFIG_VARIABLE_KEY(key_menu_help, key_menu_help), //! // Keyboard shortcut to bring up the save game menu. // CONFIG_VARIABLE_KEY(key_menu_save, key_menu_save), //! // Keyboard shortcut to bring up the load game menu. // CONFIG_VARIABLE_KEY(key_menu_load, key_menu_load), //! // Keyboard shortcut to bring up the sound volume menu. // CONFIG_VARIABLE_KEY(key_menu_volume, key_menu_volume), //! // Keyboard shortcut to toggle the detail level. // CONFIG_VARIABLE_KEY(key_menu_detail, key_menu_detail), //! // Keyboard shortcut to quicksave the current game. // CONFIG_VARIABLE_KEY(key_menu_qsave, key_menu_qsave), //! // Keyboard shortcut to end the game. // CONFIG_VARIABLE_KEY(key_menu_endgame, key_menu_endgame), //! // Keyboard shortcut to toggle heads-up messages. // CONFIG_VARIABLE_KEY(key_menu_messages, key_menu_messages), //! // Keyboard shortcut to load the last quicksave. // CONFIG_VARIABLE_KEY(key_menu_qload, key_menu_qload), //! // Keyboard shortcut to quit the game. // CONFIG_VARIABLE_KEY(key_menu_quit, key_menu_quit), //! // Keyboard shortcut to toggle the gamma correction level. // CONFIG_VARIABLE_KEY(key_menu_gamma, key_menu_gamma), //! // Keyboard shortcut to switch view in multiplayer. // CONFIG_VARIABLE_KEY(key_spy, key_spy), //! // Keyboard shortcut to increase the screen size. // CONFIG_VARIABLE_KEY(key_menu_incscreen, key_menu_incscreen), //! // Keyboard shortcut to decrease the screen size. // CONFIG_VARIABLE_KEY(key_menu_decscreen, key_menu_decscreen), //! // Key to toggle the map view. // CONFIG_VARIABLE_KEY(key_map_toggle, key_map_toggle), //! // Key to pan north when in the map view. // CONFIG_VARIABLE_KEY(key_map_north, key_map_north), //! // Key to pan south when in the map view. // CONFIG_VARIABLE_KEY(key_map_south, key_map_south), //! // Key to pan east when in the map view. // CONFIG_VARIABLE_KEY(key_map_east, key_map_east), //! // Key to pan west when in the map view. // CONFIG_VARIABLE_KEY(key_map_west, key_map_west), //! // Key to zoom in when in the map view. // CONFIG_VARIABLE_KEY(key_map_zoomin, key_map_zoomin), //! // Key to zoom out when in the map view. // CONFIG_VARIABLE_KEY(key_map_zoomout, key_map_zoomout), //! // Key to zoom out the maximum amount when in the map view. // CONFIG_VARIABLE_KEY(key_map_maxzoom, key_map_maxzoom), //! // Key to toggle follow mode when in the map view. // CONFIG_VARIABLE_KEY(key_map_follow, key_map_follow), //! // Key to toggle the grid display when in the map view. // CONFIG_VARIABLE_KEY(key_map_grid, key_map_grid), //! // Key to set a mark when in the map view. // CONFIG_VARIABLE_KEY(key_map_mark, key_map_mark), //! // Key to clear all marks when in the map view. // CONFIG_VARIABLE_KEY(key_map_clearmark, key_map_clearmark), //! // Key to select weapon 1. // CONFIG_VARIABLE_KEY(key_weapon1, key_weapon1), //! // Key to select weapon 2. // CONFIG_VARIABLE_KEY(key_weapon2, key_weapon2), //! // Key to select weapon 3. // CONFIG_VARIABLE_KEY(key_weapon3, key_weapon3), //! // Key to select weapon 4. // CONFIG_VARIABLE_KEY(key_weapon4, key_weapon4), //! // Key to select weapon 5. // CONFIG_VARIABLE_KEY(key_weapon5, key_weapon5), //! // Key to select weapon 6. // CONFIG_VARIABLE_KEY(key_weapon6, key_weapon6), //! // Key to select weapon 7. // CONFIG_VARIABLE_KEY(key_weapon7, key_weapon7), //! // Key to select weapon 8. // CONFIG_VARIABLE_KEY(key_weapon8, key_weapon8), //! // Key to cycle to the previous weapon. // CONFIG_VARIABLE_KEY(key_prevweapon, key_prevweapon), //! // Key to cycle to the next weapon. // CONFIG_VARIABLE_KEY(key_nextweapon, key_nextweapon), //! // Key to re-display last message. // CONFIG_VARIABLE_KEY(key_message_refresh, key_message_refresh), //! // Key to quit the game when recording a demo. // CONFIG_VARIABLE_KEY(key_demo_quit, key_demo_quit), //! // Key to send a message during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msg, key_multi_msg), //! // Key to send a message to the green player during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer1, key_multi_msgplayer[0]), //! // Key to send a message to the indigo player during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer2, key_multi_msgplayer[1]), //! // Key to send a message to the brown player during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer3, key_multi_msgplayer[2]), //! // Key to send a message to the red player during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer4, key_multi_msgplayer[3]), }; static default_collection_t extra_defaults = { extra_defaults_list, arrlen(extra_defaults_list), NULL, }; static const int scantokey[128] = { 0 , 27, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=', KEY_BACKSPACE, 9, 'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', '[', ']', 13, KEY_RCTRL, 'a', 's', 'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', '\'', '`', KEY_RSHIFT,'\\', 'z', 'x', 'c', 'v', 'b', 'n', 'm', ',', '.', '/', KEY_RSHIFT,KEYP_MULTIPLY, KEY_RALT, ' ', KEY_CAPSLOCK,KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_PAUSE,KEY_SCRLCK,KEY_HOME, KEY_UPARROW,KEY_PGUP,KEY_MINUS,KEY_LEFTARROW,KEYP_5,KEY_RIGHTARROW,KEYP_PLUS,KEY_END, KEY_DOWNARROW,KEY_PGDN,KEY_INS,KEY_DEL,0, 0, 0, KEY_F11, KEY_F12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; static void SaveDefaultCollection(default_collection_t *collection) { default_t *defaults; int i, v; FILE *f; f = fopen (collection->filename, "w"); if (!f) return; // can't write the file, but don't complain defaults = collection->defaults; for (i=0 ; i<collection->numdefaults ; i++) { int chars_written; // Print the name and line up all values at 30 characters chars_written = fprintf(f, "%s ", defaults[i].name); for (; chars_written < 30; ++chars_written) fprintf(f, " "); // Print the value switch (defaults[i].type) { case DEFAULT_KEY: // use the untranslated version if we can, to reduce // the possibility of screwing up the user's config // file v = * (int *) defaults[i].location; if (defaults[i].untranslated && v == defaults[i].original_translated) { // Has not been changed since the last time we // read the config file. v = defaults[i].untranslated; } else { // search for a reverse mapping back to a scancode // in the scantokey table int s; for (s=0; s<128; ++s) { if (scantokey[s] == v) { v = s; break; } } } fprintf(f, "%i", v); break; case DEFAULT_INT: fprintf(f, "%i", * (int *) defaults[i].location); break; case DEFAULT_INT_HEX: fprintf(f, "0x%x", * (int *) defaults[i].location); break; case DEFAULT_FLOAT: fprintf(f, "%f", * (float *) defaults[i].location); break; case DEFAULT_STRING: fprintf(f,"\"%s\"", * (char **) (defaults[i].location)); break; } fprintf(f, "\n"); } fclose (f); } // Parses integer values in the configuration file static int ParseIntParameter(char *strparm) { int parm; if (strparm[0] == '0' && strparm[1] == 'x') sscanf(strparm+2, "%x", &parm); else sscanf(strparm, "%i", &parm); return parm; } static void LoadDefaultCollection(default_collection_t *collection) { default_t *defaults = collection->defaults; int i; FILE* f; char defname[80]; char strparm[100]; // read the file in, overriding any set defaults f = fopen(collection->filename, "r"); if (!f) { // File not opened, but don't complain return; } while (!feof(f)) { if (fscanf (f, "%79s %[^\n]\n", defname, strparm) != 2) { // This line doesn't match continue; } // Strip off trailing non-printable characters (\r characters // from DOS text files) while (strlen(strparm) > 0 && !isprint(strparm[strlen(strparm)-1])) { strparm[strlen(strparm)-1] = '\0'; } // Find the setting in the list for (i=0; i<collection->numdefaults; ++i) { default_t *def = &collection->defaults[i]; char *s; int intparm; if (strcmp(defname, def->name) != 0) { // not this one continue; } // parameter found switch (def->type) { case DEFAULT_STRING: s = strdup(strparm + 1); s[strlen(s) - 1] = '\0'; * (char **) def->location = s; break; case DEFAULT_INT: case DEFAULT_INT_HEX: * (int *) def->location = ParseIntParameter(strparm); break; case DEFAULT_KEY: // translate scancodes read from config // file (save the old value in untranslated) intparm = ParseIntParameter(strparm); defaults[i].untranslated = intparm; if (intparm >= 0 && intparm < 128) { intparm = scantokey[intparm]; } else { intparm = 0; } defaults[i].original_translated = intparm; * (int *) def->location = intparm; break; case DEFAULT_FLOAT: * (float *) def->location = (float) atof(strparm); break; } // finish break; } } fclose (f); } // // M_SaveDefaults // void M_SaveDefaults (void) { SaveDefaultCollection(&doom_defaults); SaveDefaultCollection(&extra_defaults); } // // M_LoadDefaults // void M_LoadDefaults (void) { int i; // check for a custom default file //! // @arg <file> // @vanilla // // Load configuration from the specified file, instead of // default.cfg. // i = M_CheckParm ("-config"); if (i && i<myargc-1) { doom_defaults.filename = myargv[i+1]; printf (" default file: %s\n",doom_defaults.filename); } else { doom_defaults.filename = malloc(strlen(configdir) + 20); sprintf(doom_defaults.filename, "%sdefault.cfg", configdir); } printf("saving config in %s\n", doom_defaults.filename); //! // @arg <file> // // Load extra configuration from the specified file, instead // of chocolate-doom.cfg. // i = M_CheckParm("-extraconfig"); if (i && i<myargc-1) { extra_defaults.filename = myargv[i+1]; printf(" extra configuration file: %s\n", extra_defaults.filename); } else { extra_defaults.filename = malloc(strlen(configdir) + strlen(PACKAGE_TARNAME) + 10); sprintf(extra_defaults.filename, "%s%s.cfg", configdir, PACKAGE_TARNAME); } LoadDefaultCollection(&doom_defaults); LoadDefaultCollection(&extra_defaults); } // // SetConfigDir: // // Sets the location of the configuration directory, where configuration // files are stored - default.cfg, chocolate-doom.cfg, savegames, etc. // void M_SetConfigDir(void) { #if !defined(_WIN32) || defined(_WIN32_WCE) // Configuration settings are stored in ~/.chocolate-doom/, // except on Windows, where we behave like Vanilla Doom and // save in the current directory. char *homedir; homedir = getenv("HOME"); if (homedir != NULL) { // put all configuration in a config directory off the // homedir configdir = malloc(strlen(homedir) + strlen(PACKAGE_TARNAME) + 5); sprintf(configdir, "%s%c.%s%c", homedir, DIR_SEPARATOR, PACKAGE_TARNAME, DIR_SEPARATOR); // make the directory if it doesnt already exist M_MakeDirectory(configdir); } else #endif /* #ifndef _WIN32 */ { #if defined(_WIN32) && !defined(_WIN32_WCE) //! // @platform windows // @vanilla // // Save configuration data and savegames in c:\doomdata, // allowing play from CD. // if (M_CheckParm("-cdrom") > 0) { printf(D_CDROM); configdir = strdup("c:\\doomdata\\"); M_MakeDirectory(configdir); } else #endif { configdir = strdup(""); } } } #ifdef _WIN32_WCE static int SystemHasKeyboard(void) { HKEY key; DWORD valtype; DWORD valsize; DWORD result; if (RegOpenKeyExW(HKEY_CURRENT_USER, L"\\Software\\Microsoft\\Shell", 0, KEY_READ, &key) != ERROR_SUCCESS) { return 0; } valtype = REG_SZ; valsize = sizeof(DWORD); if (RegQueryValueExW(key, L"HasKeyboard", NULL, &valtype, (LPBYTE) &result, &valsize) != ERROR_SUCCESS) { result = 0; } // Close the key RegCloseKey(key); return result; } // // Apply custom defaults for Windows CE. // static void M_ApplyWindowsCEDefaults(void) { // If the system doesn't have a keyboard, patch the default // configuration to use the hardware keys. if (!SystemHasKeyboard()) { key_use = KEY_F1; key_fire = KEY_F2; key_menu_activate = KEY_F3; key_map_toggle = KEY_F4; key_menu_help = 0; key_menu_save = 0; key_menu_load = 0; key_menu_volume = 0; key_menu_confirm = KEY_ENTER; key_menu_back = KEY_F2; key_menu_abort = KEY_F2; } } #endif // // Apply custom patches to the default values depending on the // platform we are running on. // void M_ApplyPlatformDefaults(void) { #ifdef _WIN32_WCE M_ApplyWindowsCEDefaults(); #endif // Before SDL_mixer version 1.2.11, MIDI music caused the game // to crash when it looped. If this is an old SDL_mixer version, // disable MIDI. #ifdef __MACOSX__ { const SDL_version *v = Mix_Linked_Version(); if (SDL_VERSIONNUM(v->major, v->minor, v->patch) < SDL_VERSIONNUM(1, 2, 11)) { snd_musicdevice = SNDDEVICE_NONE; } } #endif // Windows Vista or later? Set screen color depth to // 32 bits per pixel, as 8-bit palettized screen modes // don't work properly in recent versions. #if defined(_WIN32) && !defined(_WIN32_WCE) { OSVERSIONINFOEX version_info; ZeroMemory(&version_info, sizeof(OSVERSIONINFOEX)); version_info.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX); GetVersionEx((OSVERSIONINFO *) &version_info); if (version_info.dwPlatformId == VER_PLATFORM_WIN32_NT && version_info.dwMajorVersion >= 6) { screen_bpp = 32; } } #endif }