ref: b5d5725ce1a29fe00d9536873d765895624dbe60
dir: /src/m_config.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 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. // // DESCRIPTION: // Configuration file interface. // #include <stdio.h> #include <stdlib.h> #include <string.h> #include <ctype.h> #include <errno.h> #include <assert.h> #include <locale.h> #include "SDL_filesystem.h" #include "config.h" #include "doomtype.h" #include "doomkeys.h" #include "i_system.h" #include "m_argv.h" #include "m_config.h" #include "m_misc.h" #include "z_zone.h" // // DEFAULTS // // Location where all configuration data is stored - // default.cfg, savegames, etc. const char *configdir; static char *autoload_path = ""; // Default filenames for configuration files. static const char *default_main_config; static const char *default_extra_config; typedef enum { DEFAULT_INT, DEFAULT_INT_HEX, DEFAULT_STRING, DEFAULT_FLOAT, DEFAULT_KEY, } default_type_t; typedef struct { // Name of the variable const char *name; // Pointer to the location in memory of the variable union { int *i; char **s; float *f; } 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; // If true, this config variable has been bound to a variable // and is being used. boolean bound; } default_t; typedef struct { default_t *defaults; int numdefaults; const char *filename; } default_collection_t; #define CONFIG_VARIABLE_GENERIC(name, type) \ { #name, {NULL}, type, 0, 0, false } #define CONFIG_VARIABLE_KEY(name) \ CONFIG_VARIABLE_GENERIC(name, DEFAULT_KEY) #define CONFIG_VARIABLE_INT(name) \ CONFIG_VARIABLE_GENERIC(name, DEFAULT_INT) #define CONFIG_VARIABLE_INT_HEX(name) \ CONFIG_VARIABLE_GENERIC(name, DEFAULT_INT_HEX) #define CONFIG_VARIABLE_FLOAT(name) \ CONFIG_VARIABLE_GENERIC(name, DEFAULT_FLOAT) #define CONFIG_VARIABLE_STRING(name) \ CONFIG_VARIABLE_GENERIC(name, DEFAULT_STRING) //! @begin_config_file default 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), //! // Volume of sound effects, range 0-15. // CONFIG_VARIABLE_INT(sfx_volume), //! // Volume of in-game music, range 0-15. // CONFIG_VARIABLE_INT(music_volume), //! // @game strife // // If non-zero, dialogue text is displayed over characters' pictures // when engaging actors who have voices. // CONFIG_VARIABLE_INT(show_talk), //! // @game strife // // Volume of voice sound effects, range 0-15. // CONFIG_VARIABLE_INT(voice_volume), //! // @game doom // // 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), //! // Keyboard key to turn right. // CONFIG_VARIABLE_KEY(key_right), //! // Keyboard key to turn left. // CONFIG_VARIABLE_KEY(key_left), //! // Keyboard key to move forward. // CONFIG_VARIABLE_KEY(key_up), //! // Keyboard key to move backward. // CONFIG_VARIABLE_KEY(key_down), //! // Keyboard key to strafe left. // CONFIG_VARIABLE_KEY(key_strafeleft), //! // Keyboard key to strafe right. // CONFIG_VARIABLE_KEY(key_straferight), //! // @game strife // // Keyboard key to use health. // CONFIG_VARIABLE_KEY(key_useHealth), //! // @game hexen // // Keyboard key to jump. // CONFIG_VARIABLE_KEY(key_jump), //! // @game heretic hexen // // Keyboard key to fly upward. // CONFIG_VARIABLE_KEY(key_flyup), //! // @game heretic hexen // // Keyboard key to fly downwards. // CONFIG_VARIABLE_KEY(key_flydown), //! // @game heretic hexen // // Keyboard key to center flying. // CONFIG_VARIABLE_KEY(key_flycenter), //! // @game heretic hexen // // Keyboard key to look up. // CONFIG_VARIABLE_KEY(key_lookup), //! // @game heretic hexen // // Keyboard key to look down. // CONFIG_VARIABLE_KEY(key_lookdown), //! // @game heretic hexen // // Keyboard key to center the view. // CONFIG_VARIABLE_KEY(key_lookcenter), //! // @game strife // // Keyboard key to query inventory. // CONFIG_VARIABLE_KEY(key_invquery), //! // @game strife // // Keyboard key to display mission objective. // CONFIG_VARIABLE_KEY(key_mission), //! // @game strife // // Keyboard key to display inventory popup. // CONFIG_VARIABLE_KEY(key_invPop), //! // @game strife // // Keyboard key to display keys popup. // CONFIG_VARIABLE_KEY(key_invKey), //! // @game strife // // Keyboard key to jump to start of inventory. // CONFIG_VARIABLE_KEY(key_invHome), //! // @game strife // // Keyboard key to jump to end of inventory. // CONFIG_VARIABLE_KEY(key_invEnd), //! // @game heretic hexen // // Keyboard key to scroll left in the inventory. // CONFIG_VARIABLE_KEY(key_invleft), //! // @game heretic hexen // // Keyboard key to scroll right in the inventory. // CONFIG_VARIABLE_KEY(key_invright), //! // @game strife // // Keyboard key to scroll left in the inventory. // CONFIG_VARIABLE_KEY(key_invLeft), //! // @game strife // // Keyboard key to scroll right in the inventory. // CONFIG_VARIABLE_KEY(key_invRight), //! // @game heretic hexen // // Keyboard key to use the current item in the inventory. // CONFIG_VARIABLE_KEY(key_useartifact), //! // @game strife // // Keyboard key to use inventory item. // CONFIG_VARIABLE_KEY(key_invUse), //! // @game strife // // Keyboard key to drop an inventory item. // CONFIG_VARIABLE_KEY(key_invDrop), //! // @game strife // // Keyboard key to look up. // CONFIG_VARIABLE_KEY(key_lookUp), //! // @game strife // // Keyboard key to look down. // CONFIG_VARIABLE_KEY(key_lookDown), //! // Keyboard key to fire the currently selected weapon. // CONFIG_VARIABLE_KEY(key_fire), //! // Keyboard key to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_KEY(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), //! // Keyboard key to make the player run. // CONFIG_VARIABLE_KEY(key_speed), //! // If non-zero, mouse input is enabled. If zero, mouse input is // disabled. // CONFIG_VARIABLE_INT(use_mouse), //! // Mouse button to fire the currently selected weapon. // CONFIG_VARIABLE_INT(mouseb_fire), //! // 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), //! // Mouse button to move forward. // CONFIG_VARIABLE_INT(mouseb_forward), //! // Mouse button to turn on running. When held down, the player // will run while moving. // CONFIG_VARIABLE_INT(mouseb_speed), //! // @game hexen strife // // Mouse button to jump. // CONFIG_VARIABLE_INT(mouseb_jump), //! // If non-zero, joystick input is enabled. // CONFIG_VARIABLE_INT(use_joystick), //! // Joystick virtual button that fires the current weapon. // CONFIG_VARIABLE_INT(joyb_fire), //! // Joystick virtual button that makes the player strafe while // held down. // CONFIG_VARIABLE_INT(joyb_strafe), //! // Joystick virtual button to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_INT(joyb_use), //! // Joystick virtual button that makes the player run while held // down. // // If this has a value of 20 or greater, the player will always run, // even if use_joystick is 0. // CONFIG_VARIABLE_INT(joyb_speed), //! // @game hexen strife // // Joystick virtual button that makes the player jump. // CONFIG_VARIABLE_INT(joyb_jump), //! // @game doom heretic hexen // // 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), //! // @game strife // // 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(screensize), //! // @game doom // // Screen detail. Zero gives normal "high detail" mode, while // a non-zero value gives "low detail" mode. // CONFIG_VARIABLE_INT(detaillevel), //! // Number of sounds that will be played simultaneously. // CONFIG_VARIABLE_INT(snd_channels), //! // Music output device. A non-zero value gives MIDI sound output, // while a value of zero disables music. // CONFIG_VARIABLE_INT(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), //! // SoundBlaster I/O port. Unused. // CONFIG_VARIABLE_INT(snd_sbport), //! // SoundBlaster IRQ. Unused. // CONFIG_VARIABLE_INT(snd_sbirq), //! // SoundBlaster DMA channel. Unused. // CONFIG_VARIABLE_INT(snd_sbdma), //! // Output port to use for OPL MIDI playback. Unused. // CONFIG_VARIABLE_INT(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), //! // @game hexen // // Directory in which to store savegames. // CONFIG_VARIABLE_STRING(savedir), //! // @game hexen // // Controls whether messages are displayed in the heads-up display. // If this has a non-zero value, messages are displayed. // CONFIG_VARIABLE_INT(messageson), //! // @game strife // // Name of background flat used by view border. // CONFIG_VARIABLE_STRING(back_flat), //! // @game strife // // Multiplayer nickname (?). // CONFIG_VARIABLE_STRING(nickname), //! // Multiplayer chat macro: message to send when alt+0 is pressed. // CONFIG_VARIABLE_STRING(chatmacro0), //! // Multiplayer chat macro: message to send when alt+1 is pressed. // CONFIG_VARIABLE_STRING(chatmacro1), //! // Multiplayer chat macro: message to send when alt+2 is pressed. // CONFIG_VARIABLE_STRING(chatmacro2), //! // Multiplayer chat macro: message to send when alt+3 is pressed. // CONFIG_VARIABLE_STRING(chatmacro3), //! // Multiplayer chat macro: message to send when alt+4 is pressed. // CONFIG_VARIABLE_STRING(chatmacro4), //! // Multiplayer chat macro: message to send when alt+5 is pressed. // CONFIG_VARIABLE_STRING(chatmacro5), //! // Multiplayer chat macro: message to send when alt+6 is pressed. // CONFIG_VARIABLE_STRING(chatmacro6), //! // Multiplayer chat macro: message to send when alt+7 is pressed. // CONFIG_VARIABLE_STRING(chatmacro7), //! // Multiplayer chat macro: message to send when alt+8 is pressed. // CONFIG_VARIABLE_STRING(chatmacro8), //! // Multiplayer chat macro: message to send when alt+9 is pressed. // CONFIG_VARIABLE_STRING(chatmacro9), //! // @game strife // // Serial port number to use for SERSETUP.EXE (unused). // CONFIG_VARIABLE_INT(comport), }; static default_collection_t doom_defaults = { doom_defaults_list, arrlen(doom_defaults_list), NULL, }; //! @begin_config_file extended static default_t extra_defaults_list[] = { //! // 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), //! // Position of the window on the screen when running in windowed // mode. Accepted values are: "" (empty string) - don't care, // "center" - place window at center of screen, "x,y" - place // window at the specified coordinates. // CONFIG_VARIABLE_STRING(window_position), //! // If non-zero, the game will run in full screen mode. If zero, // the game will run in a window. // CONFIG_VARIABLE_INT(fullscreen), //! // Index of the display on which the game should run. This has no // effect if running in windowed mode (fullscreen=0) and // window_position is not set to "center". // CONFIG_VARIABLE_INT(video_display), //! // If non-zero, the screen will be stretched vertically to display // correctly on a square pixel video mode. // CONFIG_VARIABLE_INT(aspect_ratio_correct), //! // If non-zero, forces integer scales for resolution-independent rendering. // CONFIG_VARIABLE_INT(integer_scaling), // If non-zero, any pillar/letter boxes drawn around the game area // will "flash" when the game palette changes, simulating the VGA // "porch" CONFIG_VARIABLE_INT(vga_porch_flash), //! // Window width when running in windowed mode. // CONFIG_VARIABLE_INT(window_width), //! // Window height when running in windowed mode. // CONFIG_VARIABLE_INT(window_height), //! // Width for screen mode when running fullscreen. // If this and fullscreen_height are both set to zero, we run // fullscreen as a desktop window that covers the entire screen, // rather than ever switching screen modes. It should usually // be unnecessary to set this value. // CONFIG_VARIABLE_INT(fullscreen_width), //! // Height for screen mode when running fullscreen. // See documentation for fullscreen_width. // CONFIG_VARIABLE_INT(fullscreen_height), //! // If non-zero, force the use of a software renderer. For use on // systems lacking hardware acceleration. // CONFIG_VARIABLE_INT(force_software_renderer), //! // Maximum number of pixels to use for intermediate scaling buffer. // More pixels mean that the screen can be rendered more precisely, // but there are diminishing returns on quality. The default limits to // 16,000,000 pixels, which is enough to cover 4K monitor standards. CONFIG_VARIABLE_INT(max_scaling_buffer_pixels), //! // 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), //! // @game heretic hexen strife // // If non-zero, display the graphical startup screen. // CONFIG_VARIABLE_INT(graphical_startup), //! // @game doom heretic strife // // If non-zero, the ENDOOM text screen is displayed when exiting the // game. If zero, the ENDOOM screen is not displayed. // CONFIG_VARIABLE_INT(show_endoom), //! // @game doom strife // // If non-zero, a disk activity indicator is displayed when data is read // from disk. If zero, the disk activity indicator is not displayed. // CONFIG_VARIABLE_INT(show_diskicon), //! // If non-zero, save screenshots in PNG format. If zero, screenshots are // saved in PCX format, as Vanilla Doom does. // CONFIG_VARIABLE_INT(png_screenshots), //! // Sound output sample rate, in Hz. Typical values to use are // 11025, 22050, 44100 and 48000. // CONFIG_VARIABLE_INT(snd_samplerate), //! // Maximum number of bytes to allocate for caching converted sound // effects in memory. If set to zero, there is no limit applied. // CONFIG_VARIABLE_INT(snd_cachesize), //! // Maximum size of the output sound buffer size in milliseconds. // Sound output is generated periodically in slices. Higher values // might be more efficient but will introduce latency to the // sound output. The default is 28ms (one slice per tic with the // 35fps timer). // CONFIG_VARIABLE_INT(snd_maxslicetime_ms), //! // If non-zero, sound effects will have their pitch varied up or // down by a random amount during play. If zero, sound effects // play back at their default pitch. // CONFIG_VARIABLE_INT(snd_pitchshift), //! // External command to invoke to perform MIDI playback. If set to // the empty string, SDL_mixer's internal MIDI playback is used. // This only has any effect when snd_musicdevice is set to General // MIDI output. // CONFIG_VARIABLE_STRING(snd_musiccmd), //! // Value to set for the DMXOPTION environment variable. If this contains // "-opl3", output for an OPL3 chip is generated when in OPL MIDI // playback mode. // CONFIG_VARIABLE_STRING(snd_dmxoption), //! // 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), //! // 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), //! // Scaling factor used by libsamplerate. This is used when converting // sounds internally back into integer form; normally it should not // be necessary to change it from the default value. The only time // it might be needed is if a PWAD file is loaded that contains very // loud sounds, in which case the conversion may cause sound clipping // and the scale factor should be reduced. The lower the value, the // quieter the sound effects become, so it should be set as high as is // possible without clipping occurring. CONFIG_VARIABLE_FLOAT(libsamplerate_scale), //! // Full path to a directory in which WAD files and dehacked patches // can be placed to be automatically loaded on startup. A subdirectory // of this directory matching the IWAD name is checked to find the // files to load. CONFIG_VARIABLE_STRING(autoload_path), //! // Full path to a directory containing configuration files for // substitute music packs. These packs contain high quality renderings // of game music to be played instead of using the system's built-in // MIDI playback. // CONFIG_VARIABLE_STRING(music_pack_path), //! // Full path to a soundfont file to use with FluidSynth MIDI playback. // CONFIG_VARIABLE_STRING(fluidsynth_sf_path), //! // Full path to a Timidity configuration file to use for MIDI // playback. The file will be evaluated from the directory where // it is evaluated, so there is no need to add "dir" commands // into it. // CONFIG_VARIABLE_STRING(timidity_cfg_path), //! // Path to GUS patch files to use when operating in GUS emulation // mode. // CONFIG_VARIABLE_STRING(gus_patch_path), //! // Number of kilobytes of RAM to use in GUS emulation mode. Valid // values are 256, 512, 768 or 1024. // CONFIG_VARIABLE_INT(gus_ram_kb), #ifdef _WIN32 //! // MIDI device for native Windows MIDI. // CONFIG_VARIABLE_STRING(winmm_midi_device), //! // Reverb level for native Windows MIDI, default 40, range 0-127. // CONFIG_VARIABLE_INT(winmm_reverb_level), //! // Chorus level for native Windows MIDI, default 0, range 0-127. // CONFIG_VARIABLE_INT(winmm_chorus_level), #endif //! // @game doom strife // // 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), //! // @game doom strife // // 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), //! // 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), //! // 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), //! // 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), //! // 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), //! // 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 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 button to strafe left. // CONFIG_VARIABLE_INT(mouseb_strafeleft), //! // Mouse button to strafe right. // CONFIG_VARIABLE_INT(mouseb_straferight), //! // Mouse button to turn left. // CONFIG_VARIABLE_INT(mouseb_turnleft), //! // Mouse button to turn right. // CONFIG_VARIABLE_INT(mouseb_turnright), //! // Mouse button to "use" an object, eg. a door or switch. // CONFIG_VARIABLE_INT(mouseb_use), //! // Mouse button to move backwards. // CONFIG_VARIABLE_INT(mouseb_backward), //! // Mouse button to cycle to the previous weapon. // CONFIG_VARIABLE_INT(mouseb_prevweapon), //! // Mouse button to cycle to the next weapon. // CONFIG_VARIABLE_INT(mouseb_nextweapon), //! // @game heretic // // Mouse button to move to the left in the inventory. // CONFIG_VARIABLE_INT(mouseb_invleft), //! // @game heretic // // Mouse button to move to the right in the inventory. // CONFIG_VARIABLE_INT(mouseb_invright), //! // @game heretic hexen // // Mouse button to use artifact. // CONFIG_VARIABLE_INT(mouseb_useartifact), //! // 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), //! // SDL GUID string indicating the joystick to use. An empty string // indicates that no joystick is configured. // CONFIG_VARIABLE_STRING(joystick_guid), //! // Index of SDL joystick to use; this is only used in the case where // multiple identical joystick devices are connected which have the // same GUID, to distinguish between devices. // CONFIG_VARIABLE_INT(joystick_index), //! // Joystick axis to use to for horizontal (X) movement. // CONFIG_VARIABLE_INT(joystick_x_axis), //! // If non-zero, movement on the horizontal joystick axis is inverted. // CONFIG_VARIABLE_INT(joystick_x_invert), //! // Joystick axis to use to for vertical (Y) movement. // CONFIG_VARIABLE_INT(joystick_y_axis), //! // If non-zero, movement on the vertical joystick axis is inverted. // CONFIG_VARIABLE_INT(joystick_y_invert), //! // Joystick axis to use to for strafing movement. // CONFIG_VARIABLE_INT(joystick_strafe_axis), //! // If non-zero, movement on the joystick axis used for strafing // is inverted. // CONFIG_VARIABLE_INT(joystick_strafe_invert), //! // Joystick axis to use to for looking up and down. // CONFIG_VARIABLE_INT(joystick_look_axis), //! // If non-zero, movement on the joystick axis used for looking // is inverted. // CONFIG_VARIABLE_INT(joystick_look_invert), //! // The physical joystick button that corresponds to joystick // virtual button #0. // CONFIG_VARIABLE_INT(joystick_physical_button0), //! // The physical joystick button that corresponds to joystick // virtual button #1. // CONFIG_VARIABLE_INT(joystick_physical_button1), //! // The physical joystick button that corresponds to joystick // virtual button #2. // CONFIG_VARIABLE_INT(joystick_physical_button2), //! // The physical joystick button that corresponds to joystick // virtual button #3. // CONFIG_VARIABLE_INT(joystick_physical_button3), //! // The physical joystick button that corresponds to joystick // virtual button #4. // CONFIG_VARIABLE_INT(joystick_physical_button4), //! // The physical joystick button that corresponds to joystick // virtual button #5. // CONFIG_VARIABLE_INT(joystick_physical_button5), //! // The physical joystick button that corresponds to joystick // virtual button #6. // CONFIG_VARIABLE_INT(joystick_physical_button6), //! // The physical joystick button that corresponds to joystick // virtual button #7. // CONFIG_VARIABLE_INT(joystick_physical_button7), //! // The physical joystick button that corresponds to joystick // virtual button #8. // CONFIG_VARIABLE_INT(joystick_physical_button8), //! // The physical joystick button that corresponds to joystick // virtual button #9. // CONFIG_VARIABLE_INT(joystick_physical_button9), //! // The physical joystick button that corresponds to joystick // virtual button #10. // CONFIG_VARIABLE_INT(joystick_physical_button10), //! // Joystick virtual button to make the player strafe left. // CONFIG_VARIABLE_INT(joyb_strafeleft), //! // Joystick virtual button to make the player strafe right. // CONFIG_VARIABLE_INT(joyb_straferight), //! // Joystick virtual button to activate the menu. // CONFIG_VARIABLE_INT(joyb_menu_activate), //! // Joystick virtual button to toggle the automap. // CONFIG_VARIABLE_INT(joyb_toggle_automap), //! // Joystick virtual button that cycles to the previous weapon. // CONFIG_VARIABLE_INT(joyb_prevweapon), //! // Joystick virtual button that cycles to the next weapon. // CONFIG_VARIABLE_INT(joyb_nextweapon), //! // Key to pause or unpause the game. // CONFIG_VARIABLE_KEY(key_pause), //! // Key that activates the menu when pressed. // CONFIG_VARIABLE_KEY(key_menu_activate), //! // Key that moves the cursor up on the menu. // CONFIG_VARIABLE_KEY(key_menu_up), //! // Key that moves the cursor down on the menu. // CONFIG_VARIABLE_KEY(key_menu_down), //! // Key that moves the currently selected slider on the menu left. // CONFIG_VARIABLE_KEY(key_menu_left), //! // Key that moves the currently selected slider on the menu right. // CONFIG_VARIABLE_KEY(key_menu_right), //! // Key to go back to the previous menu. // CONFIG_VARIABLE_KEY(key_menu_back), //! // Key to activate the currently selected menu item. // CONFIG_VARIABLE_KEY(key_menu_forward), //! // Key to answer 'yes' to a question in the menu. // CONFIG_VARIABLE_KEY(key_menu_confirm), //! // Key to answer 'no' to a question in the menu. // CONFIG_VARIABLE_KEY(key_menu_abort), //! // Keyboard shortcut to bring up the help screen. // CONFIG_VARIABLE_KEY(key_menu_help), //! // Keyboard shortcut to bring up the save game menu. // CONFIG_VARIABLE_KEY(key_menu_save), //! // Keyboard shortcut to bring up the load game menu. // CONFIG_VARIABLE_KEY(key_menu_load), //! // Keyboard shortcut to bring up the sound volume menu. // CONFIG_VARIABLE_KEY(key_menu_volume), //! // Keyboard shortcut to toggle the detail level. // CONFIG_VARIABLE_KEY(key_menu_detail), //! // Keyboard shortcut to quicksave the current game. // CONFIG_VARIABLE_KEY(key_menu_qsave), //! // Keyboard shortcut to end the game. // CONFIG_VARIABLE_KEY(key_menu_endgame), //! // Keyboard shortcut to toggle heads-up messages. // CONFIG_VARIABLE_KEY(key_menu_messages), //! // Keyboard shortcut to load the last quicksave. // CONFIG_VARIABLE_KEY(key_menu_qload), //! // Keyboard shortcut to quit the game. // CONFIG_VARIABLE_KEY(key_menu_quit), //! // Keyboard shortcut to toggle the gamma correction level. // CONFIG_VARIABLE_KEY(key_menu_gamma), //! // Keyboard shortcut to switch view in multiplayer. // CONFIG_VARIABLE_KEY(key_spy), //! // Keyboard shortcut to increase the screen size. // CONFIG_VARIABLE_KEY(key_menu_incscreen), //! // Keyboard shortcut to decrease the screen size. // CONFIG_VARIABLE_KEY(key_menu_decscreen), //! // Keyboard shortcut to save a screenshot. // CONFIG_VARIABLE_KEY(key_menu_screenshot), //! // Key to toggle the map view. // CONFIG_VARIABLE_KEY(key_map_toggle), //! // Key to pan north when in the map view. // CONFIG_VARIABLE_KEY(key_map_north), //! // Key to pan south when in the map view. // CONFIG_VARIABLE_KEY(key_map_south), //! // Key to pan east when in the map view. // CONFIG_VARIABLE_KEY(key_map_east), //! // Key to pan west when in the map view. // CONFIG_VARIABLE_KEY(key_map_west), //! // Key to zoom in when in the map view. // CONFIG_VARIABLE_KEY(key_map_zoomin), //! // Key to zoom out when in the map view. // CONFIG_VARIABLE_KEY(key_map_zoomout), //! // Key to zoom out the maximum amount when in the map view. // CONFIG_VARIABLE_KEY(key_map_maxzoom), //! // Key to toggle follow mode when in the map view. // CONFIG_VARIABLE_KEY(key_map_follow), //! // Key to toggle the grid display when in the map view. // CONFIG_VARIABLE_KEY(key_map_grid), //! // Key to set a mark when in the map view. // CONFIG_VARIABLE_KEY(key_map_mark), //! // Key to clear all marks when in the map view. // CONFIG_VARIABLE_KEY(key_map_clearmark), //! // Key to select weapon 1. // CONFIG_VARIABLE_KEY(key_weapon1), //! // Key to select weapon 2. // CONFIG_VARIABLE_KEY(key_weapon2), //! // Key to select weapon 3. // CONFIG_VARIABLE_KEY(key_weapon3), //! // Key to select weapon 4. // CONFIG_VARIABLE_KEY(key_weapon4), //! // Key to select weapon 5. // CONFIG_VARIABLE_KEY(key_weapon5), //! // Key to select weapon 6. // CONFIG_VARIABLE_KEY(key_weapon6), //! // Key to select weapon 7. // CONFIG_VARIABLE_KEY(key_weapon7), //! // Key to select weapon 8. // CONFIG_VARIABLE_KEY(key_weapon8), //! // Key to cycle to the previous weapon. // CONFIG_VARIABLE_KEY(key_prevweapon), //! // Key to cycle to the next weapon. // CONFIG_VARIABLE_KEY(key_nextweapon), //! // @game heretic // // Key to use "quartz flask" artifact. // CONFIG_VARIABLE_KEY(key_arti_quartz), //! // @game heretic // // Key to use "mystic urn" artifact. // CONFIG_VARIABLE_KEY(key_arti_urn), //! // @game heretic // // Key to use "timebomb of the ancients" artifact. // CONFIG_VARIABLE_KEY(key_arti_bomb), //! // @game heretic // // Key to use "tome of power" artifact. // CONFIG_VARIABLE_KEY(key_arti_tome), //! // @game heretic // // Key to use "ring of invincibility" artifact. // CONFIG_VARIABLE_KEY(key_arti_ring), //! // @game heretic // // Key to use "chaos device" artifact. // CONFIG_VARIABLE_KEY(key_arti_chaosdevice), //! // @game heretic // // Key to use "shadowsphere" artifact. // CONFIG_VARIABLE_KEY(key_arti_shadowsphere), //! // @game heretic // // Key to use "wings of wrath" artifact. // CONFIG_VARIABLE_KEY(key_arti_wings), //! // @game heretic // // Key to use "torch" artifact. // CONFIG_VARIABLE_KEY(key_arti_torch), //! // @game heretic // // Key to use "morph ovum" artifact. // CONFIG_VARIABLE_KEY(key_arti_morph), //! // @game hexen // // Key to use one of each artifact. // CONFIG_VARIABLE_KEY(key_arti_all), //! // @game hexen // // Key to use "quartz flask" artifact. // CONFIG_VARIABLE_KEY(key_arti_health), //! // @game hexen // // Key to use "flechette" artifact. // CONFIG_VARIABLE_KEY(key_arti_poisonbag), //! // @game hexen // // Key to use "disc of repulsion" artifact. // CONFIG_VARIABLE_KEY(key_arti_blastradius), //! // @game hexen // // Key to use "chaos device" artifact. // CONFIG_VARIABLE_KEY(key_arti_teleport), //! // @game hexen // // Key to use "banishment device" artifact. // CONFIG_VARIABLE_KEY(key_arti_teleportother), //! // @game hexen // // Key to use "porkalator" artifact. // CONFIG_VARIABLE_KEY(key_arti_egg), //! // @game hexen // // Key to use "icon of the defender" artifact. // CONFIG_VARIABLE_KEY(key_arti_invulnerability), //! // Key to re-display last message. // CONFIG_VARIABLE_KEY(key_message_refresh), //! // Key to quit the game when recording a demo. // CONFIG_VARIABLE_KEY(key_demo_quit), //! // Key to send a message during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msg), //! // Key to send a message to player 1 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer1), //! // Key to send a message to player 2 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer2), //! // Key to send a message to player 3 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer3), //! // Key to send a message to player 4 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer4), //! // @game hexen strife // // Key to send a message to player 5 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer5), //! // @game hexen strife // // Key to send a message to player 6 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer6), //! // @game hexen strife // // Key to send a message to player 7 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer7), //! // @game hexen strife // // Key to send a message to player 8 during multiplayer games. // CONFIG_VARIABLE_KEY(key_multi_msgplayer8), }; static default_collection_t extra_defaults = { extra_defaults_list, arrlen(extra_defaults_list), NULL, }; // Search a collection for a variable static default_t *SearchCollection(default_collection_t *collection, const char *name) { int i; for (i=0; i<collection->numdefaults; ++i) { if (!strcmp(name, collection->defaults[i].name)) { return &collection->defaults[i]; } } return NULL; } // Mapping from DOS keyboard scan code to internal key code (as defined // in doomkey.h). I think I (fraggle) reused this from somewhere else // but I can't find where. Anyway, notes: // * KEY_PAUSE is wrong - it's in the KEY_NUMLOCK spot. This shouldn't // matter in terms of Vanilla compatibility because neither of // those were valid for key bindings. // * There is no proper scan code for PrintScreen (on DOS machines it // sends an interrupt). So I added a fake scan code of 126 for it. // The presence of this is important so we can bind PrintScreen as // a screenshot key. 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_NUMLOCK?*/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, KEY_PRTSCR, 0 }; static void SaveDefaultCollection(default_collection_t *collection) { default_t *defaults; int i, v; FILE *f; f = M_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; // Ignore unbound variables if (!defaults[i].bound) { continue; } // 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 = *defaults[i].location.i; if (v == KEY_RSHIFT) { // Special case: for shift, force scan code for // right shift, as this is what Vanilla uses. // This overrides the change check below, to fix // configuration files made by old versions that // mistakenly used the scan code for left shift. v = 54; } else 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", *defaults[i].location.i); break; case DEFAULT_INT_HEX: fprintf(f, "0x%x", *defaults[i].location.i); break; case DEFAULT_FLOAT: fprintf(f, "%f", *defaults[i].location.f); break; case DEFAULT_STRING: fprintf(f,"\"%s\"", *defaults[i].location.s); break; } fprintf(f, "\n"); } fclose (f); } // Parses integer values in the configuration file static int ParseIntParameter(const char *strparm) { int parm; if (strparm[0] == '0' && strparm[1] == 'x') sscanf(strparm+2, "%x", (unsigned int *) &parm); else sscanf(strparm, "%i", &parm); return parm; } static void SetVariable(default_t *def, const char *value) { int intparm; // parameter found switch (def->type) { case DEFAULT_STRING: *def->location.s = M_StringDuplicate(value); break; case DEFAULT_INT: case DEFAULT_INT_HEX: *def->location.i = ParseIntParameter(value); break; case DEFAULT_KEY: // translate scancodes read from config // file (save the old value in untranslated) intparm = ParseIntParameter(value); def->untranslated = intparm; if (intparm >= 0 && intparm < 128) { intparm = scantokey[intparm]; } else { intparm = 0; } def->original_translated = intparm; *def->location.i = intparm; break; case DEFAULT_FLOAT: { // Different locales use different decimal separators. // However, the choice of the current locale isn't always // under our own control. If the atof() function fails to // parse the string representing the floating point number // using the current locale's decimal separator, it will // return 0, resulting in silent sound effects. To // mitigate this, we replace the first non-digit, // non-minus character in the string with the current // locale's decimal separator before passing it to atof(). struct lconv *lc = localeconv(); char dec, *str; int i = 0; dec = lc->decimal_point[0]; str = M_StringDuplicate(value); // Skip sign indicators. if (str[i] == '-' || str[i] == '+') { i++; } for ( ; str[i] != '\0'; i++) { if (!isdigit(str[i])) { str[i] = dec; break; } } *def->location.f = (float) atof(str); free(str); } break; } } static void LoadDefaultCollection(default_collection_t *collection) { FILE *f; default_t *def; char defname[80]; char strparm[100]; // read the file in, overriding any set defaults f = M_fopen(collection->filename, "r"); if (f == NULL) { // File not opened, but don't complain. // It's probably just the first time they ran the game. return; } while (!feof(f)) { if (fscanf(f, "%79s %99[^\n]\n", defname, strparm) != 2) { // This line doesn't match continue; } // Find the setting in the list def = SearchCollection(collection, defname); if (def == NULL || !def->bound) { // Unknown variable? Unbound variables are also treated // as unknown. 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'; } // Surrounded by quotes? If so, remove them. if (strlen(strparm) >= 2 && strparm[0] == '"' && strparm[strlen(strparm) - 1] == '"') { strparm[strlen(strparm) - 1] = '\0'; memmove(strparm, strparm + 1, sizeof(strparm) - 1); } SetVariable(def, strparm); } fclose (f); } // Set the default filenames to use for configuration files. void M_SetConfigFilenames(const char *main_config, const char *extra_config) { default_main_config = main_config; default_extra_config = extra_config; } // // M_SaveDefaults // void M_SaveDefaults (void) { SaveDefaultCollection(&doom_defaults); SaveDefaultCollection(&extra_defaults); } // // Save defaults to alternate filenames // void M_SaveDefaultsAlternate(const char *main, const char *extra) { const char *orig_main; const char *orig_extra; // Temporarily change the filenames orig_main = doom_defaults.filename; orig_extra = extra_defaults.filename; doom_defaults.filename = main; extra_defaults.filename = extra; M_SaveDefaults(); // Restore normal filenames doom_defaults.filename = orig_main; extra_defaults.filename = orig_extra; } // // M_LoadDefaults // void M_LoadDefaults (void) { int i; // This variable is a special snowflake for no good reason. M_BindStringVariable("autoload_path", &autoload_path); // check for a custom default file //! // @arg <file> // @vanilla // // Load main configuration from the specified file, instead of the // default. // i = M_CheckParmWithArgs("-config", 1); if (i) { doom_defaults.filename = myargv[i+1]; printf (" default file: %s\n",doom_defaults.filename); } else { doom_defaults.filename = M_StringJoin(configdir, default_main_config, NULL); } printf("saving config in %s\n", doom_defaults.filename); //! // @arg <file> // // Load additional configuration from the specified file, instead of // the default. // i = M_CheckParmWithArgs("-extraconfig", 1); if (i) { extra_defaults.filename = myargv[i+1]; printf(" extra configuration file: %s\n", extra_defaults.filename); } else { extra_defaults.filename = M_StringJoin(configdir, default_extra_config, NULL); } LoadDefaultCollection(&doom_defaults); LoadDefaultCollection(&extra_defaults); } // Get a configuration file variable by its name static default_t *GetDefaultForName(const char *name) { default_t *result; // Try the main list and the extras result = SearchCollection(&doom_defaults, name); if (result == NULL) { result = SearchCollection(&extra_defaults, name); } // Not found? Internal error. if (result == NULL) { I_Error("Unknown configuration variable: '%s'", name); } return result; } // // Bind a variable to a given configuration file variable, by name. // void M_BindIntVariable(const char *name, int *location) { default_t *variable; variable = GetDefaultForName(name); assert(variable->type == DEFAULT_INT || variable->type == DEFAULT_INT_HEX || variable->type == DEFAULT_KEY); variable->location.i = location; variable->bound = true; } void M_BindFloatVariable(const char *name, float *location) { default_t *variable; variable = GetDefaultForName(name); assert(variable->type == DEFAULT_FLOAT); variable->location.f = location; variable->bound = true; } void M_BindStringVariable(const char *name, char **location) { default_t *variable; variable = GetDefaultForName(name); assert(variable->type == DEFAULT_STRING); variable->location.s = location; variable->bound = true; } // Set the value of a particular variable; an API function for other // parts of the program to assign values to config variables by name. boolean M_SetVariable(const char *name, const char *value) { default_t *variable; variable = GetDefaultForName(name); if (variable == NULL || !variable->bound) { return false; } SetVariable(variable, value); return true; } // Get the value of a variable. int M_GetIntVariable(const char *name) { default_t *variable; variable = GetDefaultForName(name); if (variable == NULL || !variable->bound || (variable->type != DEFAULT_INT && variable->type != DEFAULT_INT_HEX)) { return 0; } return *variable->location.i; } const char *M_GetStringVariable(const char *name) { default_t *variable; variable = GetDefaultForName(name); if (variable == NULL || !variable->bound || variable->type != DEFAULT_STRING) { return NULL; } return *variable->location.s; } float M_GetFloatVariable(const char *name) { default_t *variable; variable = GetDefaultForName(name); if (variable == NULL || !variable->bound || variable->type != DEFAULT_FLOAT) { return 0; } return *variable->location.f; } // Get the path to the default configuration dir to use, if NULL // is passed to M_SetConfigDir. static char *GetDefaultConfigDir(void) { #if !defined(_WIN32) || defined(_WIN32_WCE) // Configuration settings are stored in an OS-appropriate path // determined by SDL. On typical Unix systems, this might be // ~/.local/share/chocolate-doom. On Windows, we behave like // Vanilla Doom and save in the current directory. char *result; char *copy; result = SDL_GetPrefPath("", PACKAGE_TARNAME); if (result != NULL) { copy = M_StringDuplicate(result); SDL_free(result); return copy; } #endif /* #ifndef _WIN32 */ return M_StringDuplicate(exedir); } // // SetConfigDir: // // Sets the location of the configuration directory, where configuration // files are stored - default.cfg, chocolate-doom.cfg, savegames, etc. // void M_SetConfigDir(const char *dir) { // Use the directory that was passed, or find the default. if (dir != NULL) { configdir = dir; } else { configdir = GetDefaultConfigDir(); } if (strcmp(configdir, exedir) != 0) { printf("Using %s for configuration and saves\n", configdir); } // Make the directory if it doesn't already exist: M_MakeDirectory(configdir); } #define MUSIC_PACK_README \ "Extract music packs into this directory in .flac or .ogg format;\n" \ "they will be automatically loaded based on filename to replace the\n" \ "in-game music with high quality versions.\n\n" \ "For more information check here:\n\n" \ " <https://www.chocolate-doom.org/wiki/index.php/Digital_music_packs>\n\n" // Set the value of music_pack_path if it is currently empty, and create // the directory if necessary. void M_SetMusicPackDir(void) { const char *current_path; char *prefdir, *music_pack_path, *readme_path; current_path = M_GetStringVariable("music_pack_path"); if (current_path != NULL && strlen(current_path) > 0) { return; } prefdir = SDL_GetPrefPath("", PACKAGE_TARNAME); if (prefdir == NULL) { printf("M_SetMusicPackDir: SDL_GetPrefPath failed, music pack directory not set\n"); return; } music_pack_path = M_StringJoin(prefdir, "music-packs", NULL); M_MakeDirectory(prefdir); M_MakeDirectory(music_pack_path); M_SetVariable("music_pack_path", music_pack_path); // We write a README file with some basic instructions on how to use // the directory. readme_path = M_StringJoin(music_pack_path, DIR_SEPARATOR_S, "README.txt", NULL); M_WriteFile(readme_path, MUSIC_PACK_README, strlen(MUSIC_PACK_README)); free(readme_path); free(music_pack_path); SDL_free(prefdir); } // // Calculate the path to the directory to use to store save games. // Creates the directory as necessary. // char *M_GetSaveGameDir(const char *iwadname) { char *savegamedir; char *topdir; int p; //! // @arg <directory> // // Specify a path from which to load and save games. If the directory // does not exist then it will automatically be created. // p = M_CheckParmWithArgs("-savedir", 1); if (p) { savegamedir = myargv[p + 1]; if (!M_FileExists(savegamedir)) { M_MakeDirectory(savegamedir); } // add separator at end just in case savegamedir = M_StringJoin(savegamedir, DIR_SEPARATOR_S, NULL); printf("Save directory changed to %s.\n", savegamedir); } #ifdef _WIN32 // In -cdrom mode, we write savegames to a specific directory // in addition to configs. else if (M_ParmExists("-cdrom")) { savegamedir = M_StringDuplicate(configdir); } #endif // If not "doing" a configuration directory (Windows), don't "do" // a savegame directory, either. else if (!strcmp(configdir, exedir)) { savegamedir = M_StringDuplicate(""); } else { // ~/.local/share/chocolate-doom/savegames topdir = M_StringJoin(configdir, "savegames", NULL); M_MakeDirectory(topdir); // eg. ~/.local/share/chocolate-doom/savegames/doom2.wad/ savegamedir = M_StringJoin(topdir, DIR_SEPARATOR_S, iwadname, DIR_SEPARATOR_S, NULL); M_MakeDirectory(savegamedir); free(topdir); } return savegamedir; } // // Calculate the path to the directory for autoloaded WADs/DEHs. // Creates the directory as necessary. // char *M_GetAutoloadDir(const char *iwadname) { char *result; if (autoload_path == NULL || strlen(autoload_path) == 0) { char *prefdir; prefdir = SDL_GetPrefPath("", PACKAGE_TARNAME); if (prefdir == NULL) { printf("M_GetAutoloadDir: SDL_GetPrefPath failed\n"); return NULL; } autoload_path = M_StringJoin(prefdir, "autoload", NULL); SDL_free(prefdir); } M_MakeDirectory(autoload_path); result = M_StringJoin(autoload_path, DIR_SEPARATOR_S, iwadname, NULL); M_MakeDirectory(result); // TODO: Add README file return result; }