dxx-rebirth/similar/main/config.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* contains routine(s) to read in the configuration file which contains
* game configuration stuff like detail level, sound card, etc
*
*/
#include <memory>
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "config.h"
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#include "pstypes.h"
#include "game.h"
#include "songs.h"
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#include "kconfig.h"
#include "palette.h"
#include "args.h"
#include "player.h"
#include "digi.h"
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#include "mission.h"
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#include "u_mem.h"
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#include "physfsx.h"
#include "nvparse.h"
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#include "compiler-make_unique.h"
namespace dcx {
CCfg CGameCfg;
}
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namespace dsx {
Cfg GameCfg;
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#define DigiVolumeStr "DigiVolume"
#define MusicVolumeStr "MusicVolume"
#define ReverseStereoStr "ReverseStereo"
#define OrigTrackOrderStr "OrigTrackOrder"
#define MusicTypeStr "MusicType"
#define CMLevelMusicPlayOrderStr "CMLevelMusicPlayOrder"
#define CMLevelMusicTrack0Str "CMLevelMusicTrack0"
#define CMLevelMusicTrack1Str "CMLevelMusicTrack1"
#define CMLevelMusicPathStr "CMLevelMusicPath"
#define CMMiscMusic0Str "CMMiscMusic0"
#define CMMiscMusic1Str "CMMiscMusic1"
#define CMMiscMusic2Str "CMMiscMusic2"
#define CMMiscMusic3Str "CMMiscMusic3"
#define CMMiscMusic4Str "CMMiscMusic4"
#define GammaLevelStr "GammaLevel"
#define LastPlayerStr "LastPlayer"
#define LastMissionStr "LastMission"
#define ResolutionXStr "ResolutionX"
#define ResolutionYStr "ResolutionY"
#define AspectXStr "AspectX"
#define AspectYStr "AspectY"
#define WindowModeStr "WindowMode"
#define TexFiltStr "TexFilt"
#define TexAnisStr "TexAnisotropy"
#if defined(DXX_BUILD_DESCENT_II)
#define MovieTexFiltStr "MovieTexFilt"
#define MovieSubtitlesStr "MovieSubtitles"
#endif
#if DXX_USE_ADLMIDI
#define ADLMIDINumChipsStr "ADLMIDI_NumberOfChips"
#define ADLMIDIBankStr "ADLMIDI_Bank"
#define ADLMIDIEnabledStr "ADLMIDI_Enabled"
#endif
#define VSyncStr "VSync"
#define MultisampleStr "Multisample"
#define FPSIndicatorStr "FPSIndicator"
#define GrabinputStr "GrabInput"
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int ReadConfigFile()
{
// set defaults
GameCfg.DigiVolume = 8;
GameCfg.MusicVolume = 8;
GameCfg.ReverseStereo = 0;
GameCfg.OrigTrackOrder = 0;
Enable building with SDL2 This commit enables Rebirth to build with SDL2, but the result is not perfect. - SDL2 removed some sticky key support. Rebirth may behave differently now in this area. - SDL2 removed some key-repeat related support. Rebirth may behave differently now in this area. - SDL2 gained the ability to make a window fullscreen by sizing it to the desktop instead of by changing the desktop resolution. Rebirth uses this, and it mostly works. - Resizing while in the automap does not notify the automap code, so the view is wrong until the player switches out of automap mode and back in. - SDL2 changed how to enumerate available resolutions. Since fitting the window to the desktop is generally more useful than fitting the desktop to the window, I chose to drop support for enumerating resolutions instead of porting to the new API. Users can now enter an arbitrary window dimension and Rebirth will make an attempt to use it. - It might be useful to cap the window dimension at the desktop dimension, but that is not done yet. - Entering fullscreen mode through the Controls->Graphics submenu failed to notify the relevant subsystems, causing the rendered content not to rescale. For now, compile out the option to toggle full screen through that menu. Toggling through Alt+Enter works properly. Despite these quirks, this is a substantial improvement over the prior commit, where SDL2 cannot be used at all. The remaining issues can be resolved in future work. References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
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#if SDL_MAJOR_VERSION == 1 && defined(__APPLE__) && defined(__MACH__)
GameCfg.MusicType = MUSIC_TYPE_REDBOOK;
#else
GameCfg.MusicType = MUSIC_TYPE_BUILTIN;
#endif
GameCfg.CMLevelMusicPlayOrder = MUSIC_CM_PLAYORDER_CONT;
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CGameCfg.CMLevelMusicTrack[0] = -1;
CGameCfg.CMLevelMusicTrack[1] = -1;
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CGameCfg.CMLevelMusicPath = {};
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CGameCfg.CMMiscMusic = {};
#if defined(__APPLE__) && defined(__MACH__)
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const auto userdir = PHYSFS_getUserDir();
GameCfg.OrigTrackOrder = 1;
#if defined(DXX_BUILD_DESCENT_I)
GameCfg.CMLevelMusicPlayOrder = MUSIC_CM_PLAYORDER_LEVEL;
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CGameCfg.CMLevelMusicPath = "descent.m3u";
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snprintf(CGameCfg.CMMiscMusic[SONG_TITLE].data(), CGameCfg.CMMiscMusic[SONG_TITLE].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/02 Primitive Rage.mp3");
snprintf(CGameCfg.CMMiscMusic[SONG_CREDITS].data(), CGameCfg.CMMiscMusic[SONG_CREDITS].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/05 The Darkness Of Space.mp3");
#elif defined(DXX_BUILD_DESCENT_II)
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CGameCfg.CMLevelMusicPath = "descent2.m3u";
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snprintf(CGameCfg.CMMiscMusic[SONG_TITLE].data(), CGameCfg.CMMiscMusic[SONG_TITLE].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Redbook Soundtrack/Descent II, Macintosh CD-ROM/02 Title.mp3");
snprintf(CGameCfg.CMMiscMusic[SONG_CREDITS].data(), CGameCfg.CMMiscMusic[SONG_CREDITS].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Redbook Soundtrack/Descent II, Macintosh CD-ROM/03 Crawl.mp3");
#endif
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snprintf(CGameCfg.CMMiscMusic[SONG_BRIEFING].data(), CGameCfg.CMMiscMusic[SONG_BRIEFING].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/03 Outerlimits.mp3");
snprintf(CGameCfg.CMMiscMusic[SONG_ENDLEVEL].data(), CGameCfg.CMMiscMusic[SONG_ENDLEVEL].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/04 Close Call.mp3");
snprintf(CGameCfg.CMMiscMusic[SONG_ENDGAME].data(), CGameCfg.CMMiscMusic[SONG_ENDGAME].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/14 Insanity.mp3");
#endif
GameCfg.GammaLevel = 0;
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GameCfg.LastPlayer = {};
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CGameCfg.LastMission = "";
GameCfg.ResolutionX = 640;
GameCfg.ResolutionY = 480;
GameCfg.AspectX = 3;
GameCfg.AspectY = 4;
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CGameCfg.WindowMode = false;
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CGameCfg.TexFilt = 0;
CGameCfg.TexAnisotropy = 0;
#if defined(DXX_BUILD_DESCENT_II)
GameCfg.MovieTexFilt = 0;
GameCfg.MovieSubtitles = 0;
#endif
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CGameCfg.VSync = false;
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CGameCfg.Multisample = 0;
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CGameCfg.FPSIndicator = 0;
CGameCfg.Grabinput = true;
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auto infile = PHYSFSX_openReadBuffered("descent.cfg");
if (!infile)
{
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return 1;
}
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// to be fully safe, assume the whole cfg consists of one big line
for (PHYSFSX_gets_line_t<0> line(PHYSFS_fileLength(infile) + 1); const char *const eol = PHYSFSX_fgets(line, infile);)
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{
const auto lb = line.begin();
if (eol == line.end())
continue;
auto eq = std::find(lb, eol, '=');
if (eq == eol)
continue;
auto value = std::next(eq);
if (cmp(lb, eq, DigiVolumeStr))
convert_integer(GameCfg.DigiVolume, value);
else if (cmp(lb, eq, MusicVolumeStr))
convert_integer(GameCfg.MusicVolume, value);
else if (cmp(lb, eq, ReverseStereoStr))
convert_integer(GameCfg.ReverseStereo, value);
else if (cmp(lb, eq, OrigTrackOrderStr))
convert_integer(GameCfg.OrigTrackOrder, value);
else if (cmp(lb, eq, MusicTypeStr))
convert_integer(GameCfg.MusicType, value);
else if (cmp(lb, eq, CMLevelMusicPlayOrderStr))
convert_integer(GameCfg.CMLevelMusicPlayOrder, value);
else if (cmp(lb, eq, CMLevelMusicTrack0Str))
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convert_integer(CGameCfg.CMLevelMusicTrack[0], value);
else if (cmp(lb, eq, CMLevelMusicTrack1Str))
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convert_integer(CGameCfg.CMLevelMusicTrack[1], value);
else if (cmp(lb, eq, CMLevelMusicPathStr))
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convert_string(CGameCfg.CMLevelMusicPath, value, eol);
else if (cmp(lb, eq, CMMiscMusic0Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_TITLE], value, eol);
else if (cmp(lb, eq, CMMiscMusic1Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_BRIEFING], value, eol);
else if (cmp(lb, eq, CMMiscMusic2Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_ENDLEVEL], value, eol);
else if (cmp(lb, eq, CMMiscMusic3Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_ENDGAME], value, eol);
else if (cmp(lb, eq, CMMiscMusic4Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_CREDITS], value, eol);
else if (cmp(lb, eq, GammaLevelStr))
{
convert_integer(GameCfg.GammaLevel, value);
gr_palette_set_gamma( GameCfg.GammaLevel );
}
else if (cmp(lb, eq, LastPlayerStr))
GameCfg.LastPlayer.copy_lower(value, std::distance(value, eol));
else if (cmp(lb, eq, LastMissionStr))
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convert_string(CGameCfg.LastMission, value, eol);
else if (cmp(lb, eq, ResolutionXStr))
convert_integer(GameCfg.ResolutionX, value);
else if (cmp(lb, eq, ResolutionYStr))
convert_integer(GameCfg.ResolutionY, value);
else if (cmp(lb, eq, AspectXStr))
convert_integer(GameCfg.AspectX, value);
else if (cmp(lb, eq, AspectYStr))
convert_integer(GameCfg.AspectY, value);
else if (cmp(lb, eq, WindowModeStr))
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convert_integer(CGameCfg.WindowMode, value);
else if (cmp(lb, eq, TexFiltStr))
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convert_integer(CGameCfg.TexFilt, value);
else if (cmp(lb, eq, TexAnisStr))
convert_integer(CGameCfg.TexAnisotropy, value);
#if defined(DXX_BUILD_DESCENT_II)
else if (cmp(lb, eq, MovieTexFiltStr))
convert_integer(GameCfg.MovieTexFilt, value);
else if (cmp(lb, eq, MovieSubtitlesStr))
convert_integer(GameCfg.MovieSubtitles, value);
#endif
#if DXX_USE_ADLMIDI
else if (cmp(lb, eq, ADLMIDINumChipsStr))
convert_integer(CGameCfg.ADLMIDI_num_chips, value);
else if (cmp(lb, eq, ADLMIDIBankStr))
convert_integer(CGameCfg.ADLMIDI_bank, value);
else if (cmp(lb, eq, ADLMIDIEnabledStr))
convert_integer(CGameCfg.ADLMIDI_enabled, value);
#endif
else if (cmp(lb, eq, VSyncStr))
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convert_integer(CGameCfg.VSync, value);
else if (cmp(lb, eq, MultisampleStr))
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convert_integer(CGameCfg.Multisample, value);
else if (cmp(lb, eq, FPSIndicatorStr))
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convert_integer(CGameCfg.FPSIndicator, value);
else if (cmp(lb, eq, GrabinputStr))
convert_integer(CGameCfg.Grabinput, value);
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}
if ( GameCfg.DigiVolume > 8 ) GameCfg.DigiVolume = 8;
if ( GameCfg.MusicVolume > 8 ) GameCfg.MusicVolume = 8;
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if (GameCfg.ResolutionX >= 320 && GameCfg.ResolutionY >= 200)
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{
Game_screen_mode.width = GameCfg.ResolutionX;
Game_screen_mode.height = GameCfg.ResolutionY;
}
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return 0;
}
int WriteConfigFile()
{
GameCfg.GammaLevel = gr_palette_get_gamma();
auto infile = PHYSFSX_openWriteBuffered("descent.cfg");
if (!infile)
{
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return 1;
}
PHYSFSX_printf(infile, "%s=%d\n", DigiVolumeStr, GameCfg.DigiVolume);
PHYSFSX_printf(infile, "%s=%d\n", MusicVolumeStr, GameCfg.MusicVolume);
PHYSFSX_printf(infile, "%s=%d\n", ReverseStereoStr, GameCfg.ReverseStereo);
PHYSFSX_printf(infile, "%s=%d\n", OrigTrackOrderStr, GameCfg.OrigTrackOrder);
PHYSFSX_printf(infile, "%s=%d\n", MusicTypeStr, GameCfg.MusicType);
PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicPlayOrderStr, GameCfg.CMLevelMusicPlayOrder);
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PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack0Str, CGameCfg.CMLevelMusicTrack[0]);
PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack1Str, CGameCfg.CMLevelMusicTrack[1]);
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PHYSFSX_printf(infile, "%s=%s\n", CMLevelMusicPathStr, CGameCfg.CMLevelMusicPath.data());
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PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic0Str, CGameCfg.CMMiscMusic[SONG_TITLE].data());
PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic1Str, CGameCfg.CMMiscMusic[SONG_BRIEFING].data());
PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic2Str, CGameCfg.CMMiscMusic[SONG_ENDLEVEL].data());
PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic3Str, CGameCfg.CMMiscMusic[SONG_ENDGAME].data());
PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic4Str, CGameCfg.CMMiscMusic[SONG_CREDITS].data());
PHYSFSX_printf(infile, "%s=%d\n", GammaLevelStr, GameCfg.GammaLevel);
PHYSFSX_printf(infile, "%s=%s\n", LastPlayerStr, static_cast<const char *>(InterfaceUniqueState.PilotName));
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PHYSFSX_printf(infile, "%s=%s\n", LastMissionStr, static_cast<const char *>(CGameCfg.LastMission));
PHYSFSX_printf(infile, "%s=%i\n", ResolutionXStr, SM_W(Game_screen_mode));
PHYSFSX_printf(infile, "%s=%i\n", ResolutionYStr, SM_H(Game_screen_mode));
PHYSFSX_printf(infile, "%s=%i\n", AspectXStr, GameCfg.AspectX);
PHYSFSX_printf(infile, "%s=%i\n", AspectYStr, GameCfg.AspectY);
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PHYSFSX_printf(infile, "%s=%i\n", WindowModeStr, CGameCfg.WindowMode);
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PHYSFSX_printf(infile, "%s=%i\n", TexFiltStr, CGameCfg.TexFilt);
PHYSFSX_printf(infile, "%s=%i\n", TexAnisStr, CGameCfg.TexAnisotropy);
#if defined(DXX_BUILD_DESCENT_II)
PHYSFSX_printf(infile, "%s=%i\n", MovieTexFiltStr, GameCfg.MovieTexFilt);
PHYSFSX_printf(infile, "%s=%i\n", MovieSubtitlesStr, GameCfg.MovieSubtitles);
#endif
#if DXX_USE_ADLMIDI
PHYSFSX_printf(infile, "%s=%i\n", ADLMIDINumChipsStr, CGameCfg.ADLMIDI_num_chips);
PHYSFSX_printf(infile, "%s=%i\n", ADLMIDIBankStr, CGameCfg.ADLMIDI_bank);
PHYSFSX_printf(infile, "%s=%i\n", ADLMIDIEnabledStr, CGameCfg.ADLMIDI_enabled);
#endif
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PHYSFSX_printf(infile, "%s=%i\n", VSyncStr, CGameCfg.VSync);
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PHYSFSX_printf(infile, "%s=%i\n", MultisampleStr, CGameCfg.Multisample);
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PHYSFSX_printf(infile, "%s=%i\n", FPSIndicatorStr, CGameCfg.FPSIndicator);
PHYSFSX_printf(infile, "%s=%i\n", GrabinputStr, CGameCfg.Grabinput);
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return 0;
}
}