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"
#if defined(DXX_BUILD_DESCENT_II)
#define MovieTexFiltStr "MovieTexFilt"
#define MovieSubtitlesStr "MovieSubtitles"
#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;
#if defined(__APPLE__) && defined(__MACH__)
GameCfg.MusicType = MUSIC_TYPE_REDBOOK;
#else
GameCfg.MusicType = MUSIC_TYPE_BUILTIN;
#endif
GameCfg.CMLevelMusicPlayOrder = MUSIC_CM_PLAYORDER_CONT;
GameCfg.CMLevelMusicTrack[0] = -1;
GameCfg.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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GameCfg.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;
#if defined(DXX_BUILD_DESCENT_II)
GameCfg.MovieTexFilt = 0;
GameCfg.MovieSubtitles = 0;
#endif
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CGameCfg.VSync = false;
GameCfg.Multisample = 0;
GameCfg.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))
convert_integer(GameCfg.CMLevelMusicTrack[0], value);
else if (cmp(lb, eq, CMLevelMusicTrack1Str))
convert_integer(GameCfg.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))
convert_string(GameCfg.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);
#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
else if (cmp(lb, eq, VSyncStr))
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convert_integer(CGameCfg.VSync, value);
else if (cmp(lb, eq, MultisampleStr))
convert_integer(GameCfg.Multisample, value);
else if (cmp(lb, eq, FPSIndicatorStr))
convert_integer(GameCfg.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);
PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack0Str, GameCfg.CMLevelMusicTrack[0]);
PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack1Str, GameCfg.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 *>(get_local_player().callsign));
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PHYSFSX_printf(infile, "%s=%s\n", LastMissionStr, static_cast<const char *>(GameCfg.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);
#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
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PHYSFSX_printf(infile, "%s=%i\n", VSyncStr, CGameCfg.VSync);
PHYSFSX_printf(infile, "%s=%i\n", MultisampleStr, GameCfg.Multisample);
PHYSFSX_printf(infile, "%s=%i\n", FPSIndicatorStr, GameCfg.FPSIndicator);
PHYSFSX_printf(infile, "%s=%i\n", GrabinputStr, CGameCfg.Grabinput);
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return 0;
}
}