dxx-rebirth/similar/main/config.cpp
Kp a76487405c Make ADL MIDI runtime configurable
Add configuration file entries for number of chips, bank index, and
whether to use ADL MIDI.  Currently, there is no GUI for this.
Interested users must enable it via direct configuration file editing.
A menu interface will come later.
2018-10-18 02:18:56 +00:00

300 lines
12 KiB
C++

/*
* 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.
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>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "config.h"
#include "pstypes.h"
#include "game.h"
#include "songs.h"
#include "kconfig.h"
#include "palette.h"
#include "args.h"
#include "player.h"
#include "digi.h"
#include "mission.h"
#include "u_mem.h"
#include "physfsx.h"
#include "nvparse.h"
#include "compiler-make_unique.h"
namespace dcx {
CCfg CGameCfg;
}
namespace dsx {
Cfg GameCfg;
#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"
int ReadConfigFile()
{
// set defaults
GameCfg.DigiVolume = 8;
GameCfg.MusicVolume = 8;
GameCfg.ReverseStereo = 0;
GameCfg.OrigTrackOrder = 0;
#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;
CGameCfg.CMLevelMusicTrack[0] = -1;
CGameCfg.CMLevelMusicTrack[1] = -1;
CGameCfg.CMLevelMusicPath = {};
CGameCfg.CMMiscMusic = {};
#if defined(__APPLE__) && defined(__MACH__)
const auto userdir = PHYSFS_getUserDir();
GameCfg.OrigTrackOrder = 1;
#if defined(DXX_BUILD_DESCENT_I)
GameCfg.CMLevelMusicPlayOrder = MUSIC_CM_PLAYORDER_LEVEL;
CGameCfg.CMLevelMusicPath = "descent.m3u";
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)
CGameCfg.CMLevelMusicPath = "descent2.m3u";
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
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;
GameCfg.LastPlayer = {};
CGameCfg.LastMission = "";
GameCfg.ResolutionX = 640;
GameCfg.ResolutionY = 480;
GameCfg.AspectX = 3;
GameCfg.AspectY = 4;
CGameCfg.WindowMode = false;
CGameCfg.TexFilt = 0;
CGameCfg.TexAnisotropy = 0;
#if defined(DXX_BUILD_DESCENT_II)
GameCfg.MovieTexFilt = 0;
GameCfg.MovieSubtitles = 0;
#endif
CGameCfg.VSync = false;
CGameCfg.Multisample = 0;
CGameCfg.FPSIndicator = 0;
CGameCfg.Grabinput = true;
auto infile = PHYSFSX_openReadBuffered("descent.cfg");
if (!infile)
{
return 1;
}
// 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);)
{
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(CGameCfg.CMLevelMusicTrack[0], value);
else if (cmp(lb, eq, CMLevelMusicTrack1Str))
convert_integer(CGameCfg.CMLevelMusicTrack[1], value);
else if (cmp(lb, eq, CMLevelMusicPathStr))
convert_string(CGameCfg.CMLevelMusicPath, value, eol);
else if (cmp(lb, eq, CMMiscMusic0Str))
convert_string(CGameCfg.CMMiscMusic[SONG_TITLE], value, eol);
else if (cmp(lb, eq, CMMiscMusic1Str))
convert_string(CGameCfg.CMMiscMusic[SONG_BRIEFING], value, eol);
else if (cmp(lb, eq, CMMiscMusic2Str))
convert_string(CGameCfg.CMMiscMusic[SONG_ENDLEVEL], value, eol);
else if (cmp(lb, eq, CMMiscMusic3Str))
convert_string(CGameCfg.CMMiscMusic[SONG_ENDGAME], value, eol);
else if (cmp(lb, eq, CMMiscMusic4Str))
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(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))
convert_integer(CGameCfg.WindowMode, value);
else if (cmp(lb, eq, TexFiltStr))
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))
convert_integer(CGameCfg.VSync, value);
else if (cmp(lb, eq, MultisampleStr))
convert_integer(CGameCfg.Multisample, value);
else if (cmp(lb, eq, FPSIndicatorStr))
convert_integer(CGameCfg.FPSIndicator, value);
else if (cmp(lb, eq, GrabinputStr))
convert_integer(CGameCfg.Grabinput, value);
}
if ( GameCfg.DigiVolume > 8 ) GameCfg.DigiVolume = 8;
if ( GameCfg.MusicVolume > 8 ) GameCfg.MusicVolume = 8;
if (GameCfg.ResolutionX >= 320 && GameCfg.ResolutionY >= 200)
{
Game_screen_mode.width = GameCfg.ResolutionX;
Game_screen_mode.height = GameCfg.ResolutionY;
}
return 0;
}
int WriteConfigFile()
{
GameCfg.GammaLevel = gr_palette_get_gamma();
auto infile = PHYSFSX_openWriteBuffered("descent.cfg");
if (!infile)
{
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, CGameCfg.CMLevelMusicTrack[0]);
PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack1Str, CGameCfg.CMLevelMusicTrack[1]);
PHYSFSX_printf(infile, "%s=%s\n", CMLevelMusicPathStr, CGameCfg.CMLevelMusicPath.data());
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));
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);
PHYSFSX_printf(infile, "%s=%i\n", WindowModeStr, CGameCfg.WindowMode);
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
PHYSFSX_printf(infile, "%s=%i\n", VSyncStr, CGameCfg.VSync);
PHYSFSX_printf(infile, "%s=%i\n", MultisampleStr, CGameCfg.Multisample);
PHYSFSX_printf(infile, "%s=%i\n", FPSIndicatorStr, CGameCfg.FPSIndicator);
PHYSFSX_printf(infile, "%s=%i\n", GrabinputStr, CGameCfg.Grabinput);
return 0;
}
}