56c98f5345
Return the PHYSFS error code on failure, so that callers can report why the open failed.
315 lines
13 KiB
C++
315 lines
13 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* contains routine(s) to read in the configuration file which contains
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* game configuration stuff like detail level, sound card, etc
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*
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*/
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#include <memory>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include "config.h"
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#include "pstypes.h"
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#include "game.h"
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#include "songs.h"
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#include "kconfig.h"
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#include "palette.h"
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#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"
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#include "nvparse.h"
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#include "ogl_init.h"
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#include <memory>
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namespace dcx {
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CCfg CGameCfg;
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}
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namespace dsx {
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Cfg GameCfg;
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#define DigiVolumeStr "DigiVolume"
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#define MusicVolumeStr "MusicVolume"
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#define ReverseStereoStr "ReverseStereo"
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#define OrigTrackOrderStr "OrigTrackOrder"
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#define MusicTypeStr "MusicType"
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#define CMLevelMusicPlayOrderStr "CMLevelMusicPlayOrder"
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#define CMLevelMusicTrack0Str "CMLevelMusicTrack0"
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#define CMLevelMusicTrack1Str "CMLevelMusicTrack1"
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#define CMLevelMusicPathStr "CMLevelMusicPath"
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#define CMMiscMusic0Str "CMMiscMusic0"
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#define CMMiscMusic1Str "CMMiscMusic1"
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#define CMMiscMusic2Str "CMMiscMusic2"
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#define CMMiscMusic3Str "CMMiscMusic3"
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#define CMMiscMusic4Str "CMMiscMusic4"
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#define GammaLevelStr "GammaLevel"
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#define LastPlayerStr "LastPlayer"
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#define LastMissionStr "LastMission"
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#define ResolutionXStr "ResolutionX"
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#define ResolutionYStr "ResolutionY"
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#define AspectXStr "AspectX"
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#define AspectYStr "AspectY"
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#define WindowModeStr "WindowMode"
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#define TexFiltStr "TexFilt"
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#define TexAnisStr "TexAnisotropy"
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#if defined(DXX_BUILD_DESCENT_II)
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#define MovieTexFiltStr "MovieTexFilt"
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#define MovieSubtitlesStr "MovieSubtitles"
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#endif
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#if DXX_USE_ADLMIDI
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#define ADLMIDINumChipsStr "ADLMIDI_NumberOfChips"
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#define ADLMIDIBankStr "ADLMIDI_Bank"
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#define ADLMIDIEnabledStr "ADLMIDI_Enabled"
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#endif
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#define VSyncStr "VSync"
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#define MultisampleStr "Multisample"
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#define FPSIndicatorStr "FPSIndicator"
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#define GrabinputStr "GrabInput"
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int ReadConfigFile()
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{
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// set defaults
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GameCfg.DigiVolume = 8;
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GameCfg.MusicVolume = 8;
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GameCfg.ReverseStereo = 0;
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GameCfg.OrigTrackOrder = 0;
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#if DXX_USE_SDL_REDBOOK_AUDIO && defined(__APPLE__) && defined(__MACH__)
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GameCfg.MusicType = MUSIC_TYPE_REDBOOK;
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#else
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GameCfg.MusicType = MUSIC_TYPE_BUILTIN;
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#endif
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CGameCfg.CMLevelMusicPlayOrder = LevelMusicPlayOrder::Continuous;
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CGameCfg.CMLevelMusicTrack[0] = -1;
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CGameCfg.CMLevelMusicTrack[1] = -1;
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CGameCfg.CMLevelMusicPath = {};
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CGameCfg.CMMiscMusic = {};
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#if defined(__APPLE__) && defined(__MACH__)
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const auto userdir = PHYSFS_getUserDir();
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GameCfg.OrigTrackOrder = 1;
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#if defined(DXX_BUILD_DESCENT_I)
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CGameCfg.CMLevelMusicPlayOrder = LevelMusicPlayOrder::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");
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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");
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#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");
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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");
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#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");
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snprintf(CGameCfg.CMMiscMusic[SONG_ENDLEVEL].data(), CGameCfg.CMMiscMusic[SONG_ENDLEVEL].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/04 Close Call.mp3");
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snprintf(CGameCfg.CMMiscMusic[SONG_ENDGAME].data(), CGameCfg.CMMiscMusic[SONG_ENDGAME].size(), "%s%s", userdir, "Music/iTunes/iTunes Music/Insanity/Descent/14 Insanity.mp3");
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#endif
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CGameCfg.GammaLevel = 0;
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GameCfg.LastPlayer = {};
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CGameCfg.LastMission = "";
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CGameCfg.ResolutionX = 1024;
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CGameCfg.ResolutionY = 768;
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GameCfg.AspectX = 3;
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GameCfg.AspectY = 4;
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CGameCfg.WindowMode = false;
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CGameCfg.TexFilt = opengl_texture_filter::classic;
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CGameCfg.TexAnisotropy = 0;
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#if defined(DXX_BUILD_DESCENT_II)
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GameCfg.MovieTexFilt = 0;
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GameCfg.MovieSubtitles = 0;
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#endif
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CGameCfg.VSync = false;
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CGameCfg.Multisample = 0;
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CGameCfg.FPSIndicator = 0;
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CGameCfg.Grabinput = true;
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auto infile = PHYSFSX_openReadBuffered("descent.cfg").first;
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if (!infile)
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{
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return 1;
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}
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// to be fully safe, assume the whole cfg consists of one big line
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for (PHYSFSX_gets_line_t<0> line(PHYSFS_fileLength(infile) + 1); const char *const eol = PHYSFSX_fgets(line, infile);)
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{
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const auto lb = line.begin();
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if (eol == line.end())
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continue;
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auto eq = std::find(lb, eol, '=');
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if (eq == eol)
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continue;
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auto value = std::next(eq);
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if (cmp(lb, eq, DigiVolumeStr))
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convert_integer(GameCfg.DigiVolume, value);
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else if (cmp(lb, eq, MusicVolumeStr))
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convert_integer(GameCfg.MusicVolume, value);
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else if (cmp(lb, eq, ReverseStereoStr))
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convert_integer(GameCfg.ReverseStereo, value);
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else if (cmp(lb, eq, OrigTrackOrderStr))
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convert_integer(GameCfg.OrigTrackOrder, value);
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else if (cmp(lb, eq, MusicTypeStr))
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convert_integer(GameCfg.MusicType, value);
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else if (cmp(lb, eq, CMLevelMusicPlayOrderStr))
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{
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unsigned CMLevelMusicPlayOrder;
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if (convert_integer(CMLevelMusicPlayOrder, value) && CMLevelMusicPlayOrder <= static_cast<unsigned>(LevelMusicPlayOrder::Random))
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CGameCfg.CMLevelMusicPlayOrder = static_cast<LevelMusicPlayOrder>(CMLevelMusicPlayOrder);
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}
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else if (cmp(lb, eq, CMLevelMusicTrack0Str))
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convert_integer(CGameCfg.CMLevelMusicTrack[0], value);
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else if (cmp(lb, eq, CMLevelMusicTrack1Str))
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convert_integer(CGameCfg.CMLevelMusicTrack[1], value);
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else if (cmp(lb, eq, CMLevelMusicPathStr))
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convert_string(CGameCfg.CMLevelMusicPath, value, eol);
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else if (cmp(lb, eq, CMMiscMusic0Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_TITLE], value, eol);
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else if (cmp(lb, eq, CMMiscMusic1Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_BRIEFING], value, eol);
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else if (cmp(lb, eq, CMMiscMusic2Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_ENDLEVEL], value, eol);
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else if (cmp(lb, eq, CMMiscMusic3Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_ENDGAME], value, eol);
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else if (cmp(lb, eq, CMMiscMusic4Str))
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convert_string(CGameCfg.CMMiscMusic[SONG_CREDITS], value, eol);
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else if (cmp(lb, eq, GammaLevelStr))
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{
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convert_integer(CGameCfg.GammaLevel, value);
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gr_palette_set_gamma(CGameCfg.GammaLevel);
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}
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else if (cmp(lb, eq, LastPlayerStr))
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GameCfg.LastPlayer.copy_lower(value, std::distance(value, eol));
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else if (cmp(lb, eq, LastMissionStr))
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convert_string(CGameCfg.LastMission, value, eol);
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else if (cmp(lb, eq, ResolutionXStr))
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convert_integer(CGameCfg.ResolutionX, value);
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else if (cmp(lb, eq, ResolutionYStr))
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convert_integer(CGameCfg.ResolutionY, value);
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else if (cmp(lb, eq, AspectXStr))
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convert_integer(GameCfg.AspectX, value);
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else if (cmp(lb, eq, AspectYStr))
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convert_integer(GameCfg.AspectY, value);
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else if (cmp(lb, eq, WindowModeStr))
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convert_integer(CGameCfg.WindowMode, value);
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else if (cmp(lb, eq, TexFiltStr))
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{
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uint8_t TexFilt;
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if (convert_integer(TexFilt, value))
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{
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switch (TexFilt)
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{
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case static_cast<unsigned>(opengl_texture_filter::classic):
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case static_cast<unsigned>(opengl_texture_filter::upscale):
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case static_cast<unsigned>(opengl_texture_filter::trilinear):
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CGameCfg.TexFilt = opengl_texture_filter{TexFilt};
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break;
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}
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}
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}
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else if (cmp(lb, eq, TexAnisStr))
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convert_integer(CGameCfg.TexAnisotropy, value);
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#if defined(DXX_BUILD_DESCENT_II)
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else if (cmp(lb, eq, MovieTexFiltStr))
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convert_integer(GameCfg.MovieTexFilt, value);
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else if (cmp(lb, eq, MovieSubtitlesStr))
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convert_integer(GameCfg.MovieSubtitles, value);
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#endif
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#if DXX_USE_ADLMIDI
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else if (cmp(lb, eq, ADLMIDINumChipsStr))
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convert_integer(CGameCfg.ADLMIDI_num_chips, value);
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else if (cmp(lb, eq, ADLMIDIBankStr))
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convert_integer(CGameCfg.ADLMIDI_bank, value);
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else if (cmp(lb, eq, ADLMIDIEnabledStr))
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convert_integer(CGameCfg.ADLMIDI_enabled, value);
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#endif
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else if (cmp(lb, eq, VSyncStr))
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convert_integer(CGameCfg.VSync, value);
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else if (cmp(lb, eq, MultisampleStr))
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convert_integer(CGameCfg.Multisample, value);
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else if (cmp(lb, eq, FPSIndicatorStr))
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convert_integer(CGameCfg.FPSIndicator, value);
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else if (cmp(lb, eq, GrabinputStr))
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convert_integer(CGameCfg.Grabinput, value);
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}
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if ( GameCfg.DigiVolume > 8 ) GameCfg.DigiVolume = 8;
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if ( GameCfg.MusicVolume > 8 ) GameCfg.MusicVolume = 8;
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if (CGameCfg.ResolutionX >= 320 && CGameCfg.ResolutionY >= 200)
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{
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Game_screen_mode.width = CGameCfg.ResolutionX;
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Game_screen_mode.height = CGameCfg.ResolutionY;
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}
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return 0;
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}
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int WriteConfigFile()
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{
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CGameCfg.GammaLevel = gr_palette_get_gamma();
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auto infile = PHYSFSX_openWriteBuffered("descent.cfg").first;
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if (!infile)
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{
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return 1;
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}
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PHYSFSX_printf(infile, "%s=%d\n", DigiVolumeStr, GameCfg.DigiVolume);
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PHYSFSX_printf(infile, "%s=%d\n", MusicVolumeStr, GameCfg.MusicVolume);
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PHYSFSX_printf(infile, "%s=%d\n", ReverseStereoStr, GameCfg.ReverseStereo);
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PHYSFSX_printf(infile, "%s=%d\n", OrigTrackOrderStr, GameCfg.OrigTrackOrder);
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PHYSFSX_printf(infile, "%s=%d\n", MusicTypeStr, GameCfg.MusicType);
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PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicPlayOrderStr, static_cast<int>(CGameCfg.CMLevelMusicPlayOrder));
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PHYSFSX_printf(infile, "%s=%d\n", CMLevelMusicTrack0Str, CGameCfg.CMLevelMusicTrack[0]);
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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());
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PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic1Str, CGameCfg.CMMiscMusic[SONG_BRIEFING].data());
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PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic2Str, CGameCfg.CMMiscMusic[SONG_ENDLEVEL].data());
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PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic3Str, CGameCfg.CMMiscMusic[SONG_ENDGAME].data());
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PHYSFSX_printf(infile, "%s=%s\n", CMMiscMusic4Str, CGameCfg.CMMiscMusic[SONG_CREDITS].data());
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PHYSFSX_printf(infile, "%s=%d\n", GammaLevelStr, CGameCfg.GammaLevel);
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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));
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PHYSFSX_printf(infile, "%s=%i\n", ResolutionXStr, SM_W(Game_screen_mode));
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PHYSFSX_printf(infile, "%s=%i\n", ResolutionYStr, SM_H(Game_screen_mode));
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PHYSFSX_printf(infile, "%s=%i\n", AspectXStr, GameCfg.AspectX);
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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, static_cast<unsigned>(CGameCfg.TexFilt));
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PHYSFSX_printf(infile, "%s=%i\n", TexAnisStr, CGameCfg.TexAnisotropy);
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#if defined(DXX_BUILD_DESCENT_II)
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PHYSFSX_printf(infile, "%s=%i\n", MovieTexFiltStr, GameCfg.MovieTexFilt);
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PHYSFSX_printf(infile, "%s=%i\n", MovieSubtitlesStr, GameCfg.MovieSubtitles);
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#endif
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#if DXX_USE_ADLMIDI
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PHYSFSX_printf(infile, "%s=%i\n", ADLMIDINumChipsStr, CGameCfg.ADLMIDI_num_chips);
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PHYSFSX_printf(infile, "%s=%i\n", ADLMIDIBankStr, CGameCfg.ADLMIDI_bank);
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PHYSFSX_printf(infile, "%s=%i\n", ADLMIDIEnabledStr, CGameCfg.ADLMIDI_enabled);
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#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);
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PHYSFSX_printf(infile, "%s=%i\n", GrabinputStr, CGameCfg.Grabinput);
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return 0;
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}
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}
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