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//
// 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:
// Search for and locate an IWAD file, and initialize according
// to the IWAD type.
//
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#include "deh_str.h"
#include "doomkeys.h"
#include "d_iwad.h"
#include "i_system.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_misc.h"
#include "w_wad.h"
#include "z_zone.h"
static const iwad_t iwads[] =
{
{ "doom2.wad", doom2, commercial, "Doom II" },
{ "plutonia.wad", pack_plut, commercial, "Final Doom: Plutonia Experiment" },
{ "tnt.wad", pack_tnt, commercial, "Final Doom: TNT: Evilution" },
{ "doom.wad", doom, retail, "Doom" },
{ "doom1.wad", doom, shareware, "Doom Shareware" },
{ "chex.wad", pack_chex, retail, "Chex Quest" },
{ "hacx.wad", pack_hacx, commercial, "Hacx" },
{ "freedoom2.wad", doom2, commercial, "Freedoom: Phase 2" },
{ "freedoom1.wad", doom, retail, "Freedoom: Phase 1" },
{ "freedm.wad", doom2, commercial, "FreeDM" },
{ "heretic.wad", heretic, retail, "Heretic" },
{ "heretic1.wad", heretic, shareware, "Heretic Shareware" },
{ "hexen.wad", hexen, commercial, "Hexen" },
//{ "strife0.wad", strife, commercial, "Strife" }, // haleyjd: STRIFE-FIXME
{ "strife1.wad", strife, commercial, "Strife" },
};
boolean D_IsIWADName(const char *name)
{
int i;
for (i = 0; i < arrlen(iwads); i++)
{
if (!strcasecmp(name, iwads[i].name))
{
return true;
}
}
return false;
}
// Array of locations to search for IWAD files
//
// "128 IWAD search directories should be enough for anybody".
#define MAX_IWAD_DIRS 128
static boolean iwad_dirs_built = false;
static char *iwad_dirs[MAX_IWAD_DIRS];
static int num_iwad_dirs = 0;
static void AddIWADDir(char *dir)
{
if (num_iwad_dirs < MAX_IWAD_DIRS)
{
iwad_dirs[num_iwad_dirs] = dir;
++num_iwad_dirs;
}
}
// This is Windows-specific code that automatically finds the location
// of installed IWAD files. The registry is inspected to find special
// keys installed by the Windows installers for various CD versions
// of Doom. From these keys we can deduce where to find an IWAD.
#if defined(_WIN32) && !defined(_WIN32_WCE)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
typedef struct
{
HKEY root;
char *path;
char *value;
} registry_value_t;
#define UNINSTALLER_STRING "\\uninstl.exe /S "
// Keys installed by the various CD editions. These are actually the
// commands to invoke the uninstaller and look like this:
//
// C:\Program Files\Path\uninstl.exe /S C:\Program Files\Path
//
// With some munging we can find where Doom was installed.
// [AlexMax] From the persepctive of a 64-bit executable, 32-bit registry
// keys are located in a different spot.
#if _WIN64
#define SOFTWARE_KEY "Software\\Wow6432Node"
#else
#define SOFTWARE_KEY "Software"
#endif
static registry_value_t uninstall_values[] =
{
// Ultimate Doom, CD version (Depths of Doom trilogy)
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Microsoft\\Windows\\CurrentVersion\\"
"Uninstall\\Ultimate Doom for Windows 95",
"UninstallString",
},
// Doom II, CD version (Depths of Doom trilogy)
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Microsoft\\Windows\\CurrentVersion\\"
"Uninstall\\Doom II for Windows 95",
"UninstallString",
},
// Final Doom
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Microsoft\\Windows\\CurrentVersion\\"
"Uninstall\\Final Doom for Windows 95",
"UninstallString",
},
// Shareware version
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Microsoft\\Windows\\CurrentVersion\\"
"Uninstall\\Doom Shareware for Windows 95",
"UninstallString",
},
};
// Values installed by the GOG.com and Collector's Edition versions
static registry_value_t root_path_keys[] =
{
// Doom Collector's Edition
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Activision\\DOOM Collector's Edition\\v1.0",
"INSTALLPATH",
},
// Doom II
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1435848814",
"PATH",
},
// Doom 3: BFG Edition
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1135892318",
"PATH",
},
// Final Doom
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1435848742",
"PATH",
},
// Ultimate Doom
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1435827232",
"PATH",
},
// Strife: Veteran Edition
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1432899949",
"PATH",
},
// Heretic
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1290366318",
"PATH",
},
// Hexen
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1247951670",
"PATH",
},
// Hexen: Deathkings of a Dark Citadel
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\GOG.com\\Games\\1983497091",
"PATH",
},
};
// Subdirectories of the above install path, where IWADs are installed.
static char *root_path_subdirs[] =
{
".",
"Doom2",
"Final Doom",
"Ultimate Doom",
"Plutonia",
"TNT",
"base\\wads",
};
// Location where Steam is installed
static registry_value_t steam_install_location =
{
HKEY_LOCAL_MACHINE,
SOFTWARE_KEY "\\Valve\\Steam",
"InstallPath",
};
// Subdirs of the steam install directory where IWADs are found
static char *steam_install_subdirs[] =
{
"steamapps\\common\\doom 2\\base",
"steamapps\\common\\final doom\\base",
"steamapps\\common\\ultimate doom\\base",
"steamapps\\common\\heretic shadow of the serpent riders\\base",
"steamapps\\common\\hexen\\base",
"steamapps\\common\\hexen deathkings of the dark citadel\\base",
// From Doom 3: BFG Edition:
"steamapps\\common\\DOOM 3 BFG Edition\\base\\wads",
// From Strife: Veteran Edition:
"steamapps\\common\\Strife",
};
#define STEAM_BFG_GUS_PATCHES \
"steamapps\\common\\DOOM 3 BFG Edition\\base\\classicmusic\\instruments"
static char *GetRegistryString(registry_value_t *reg_val)
{
HKEY key;
DWORD len;
DWORD valtype;
char *result;
// Open the key (directory where the value is stored)
if (RegOpenKeyEx(reg_val->root, reg_val->path,
0, KEY_READ, &key) != ERROR_SUCCESS)
{
return NULL;
}
result = NULL;
// Find the type and length of the string, and only accept strings.
if (RegQueryValueEx(key, reg_val->value,
NULL, &valtype, NULL, &len) == ERROR_SUCCESS
&& valtype == REG_SZ)
{
// Allocate a buffer for the value and read the value
result = malloc(len + 1);
if (RegQueryValueEx(key, reg_val->value, NULL, &valtype,
(unsigned char *) result, &len) != ERROR_SUCCESS)
{
free(result);
result = NULL;
}
else
{
// Ensure the value is null-terminated
result[len] = '\0';
}
}
// Close the key
RegCloseKey(key);
return result;
}
// Check for the uninstall strings from the CD versions
static void CheckUninstallStrings(void)
{
unsigned int i;
for (i=0; i<arrlen(uninstall_values); ++i)
{
char *val;
char *path;
char *unstr;
val = GetRegistryString(&uninstall_values[i]);
if (val == NULL)
{
continue;
}
unstr = strstr(val, UNINSTALLER_STRING);
if (unstr == NULL)
{
free(val);
}
else
{
path = unstr + strlen(UNINSTALLER_STRING);
AddIWADDir(path);
}
}
}
// Check for GOG.com and Doom: Collector's Edition
static void CheckInstallRootPaths(void)
{
unsigned int i;
for (i=0; i<arrlen(root_path_keys); ++i)
{
char *install_path;
char *subpath;
unsigned int j;
install_path = GetRegistryString(&root_path_keys[i]);
if (install_path == NULL)
{
continue;
}
for (j=0; j<arrlen(root_path_subdirs); ++j)
{
subpath = M_StringJoin(install_path, DIR_SEPARATOR_S,
root_path_subdirs[j], NULL);
AddIWADDir(subpath);
}
free(install_path);
}
}
// Check for Doom downloaded via Steam
static void CheckSteamEdition(void)
{
char *install_path;
char *subpath;
size_t i;
install_path = GetRegistryString(&steam_install_location);
if (install_path == NULL)
{
return;
}
for (i=0; i<arrlen(steam_install_subdirs); ++i)
{
subpath = M_StringJoin(install_path, DIR_SEPARATOR_S,
steam_install_subdirs[i], NULL);
AddIWADDir(subpath);
}
free(install_path);
}
// The BFG edition ships with a full set of GUS patches. If we find them,
// we can autoconfigure to use them.
static void CheckSteamGUSPatches(void)
{
const char *current_path;
char *install_path;
char *test_patch_path, *patch_path;
// Already configured? Don't stomp on the user's choices.
current_path = M_GetStringVariable("gus_patch_path");
if (current_path != NULL && strlen(current_path) > 0)
{
return;
}
install_path = GetRegistryString(&steam_install_location);
if (install_path == NULL)
{
return;
}
patch_path = M_StringJoin(install_path, "\\", STEAM_BFG_GUS_PATCHES,
NULL);
test_patch_path = M_StringJoin(patch_path, "\\ACBASS.PAT", NULL);
// Does acbass.pat exist? If so, then set gus_patch_path.
if (M_FileExists(test_patch_path))
{
M_SetVariable("gus_patch_path", patch_path);
}
free(test_patch_path);
free(patch_path);
free(install_path);
}
// Default install directories for DOS Doom
static void CheckDOSDefaults(void)
{
// These are the default install directories used by the deice
// installer program:
AddIWADDir("\\doom2"); // Doom II
AddIWADDir("\\plutonia"); // Final Doom
AddIWADDir("\\tnt");
AddIWADDir("\\doom_se"); // Ultimate Doom
AddIWADDir("\\doom"); // Shareware / Registered Doom
AddIWADDir("\\dooms"); // Shareware versions
AddIWADDir("\\doomsw");
AddIWADDir("\\heretic"); // Heretic
AddIWADDir("\\hrtic_se"); // Heretic Shareware from Quake disc
AddIWADDir("\\hexen"); // Hexen
AddIWADDir("\\hexendk"); // Hexen Deathkings of the Dark Citadel
AddIWADDir("\\strife"); // Strife
}
#endif
// Returns true if the specified path is a path to a file
// of the specified name.
static boolean DirIsFile(const char *path, const char *filename)
{
return strchr(path, DIR_SEPARATOR) != NULL
&& !strcasecmp(M_BaseName(path), filename);
}
// Check if the specified directory contains the specified IWAD
// file, returning the full path to the IWAD if found, or NULL
// if not found.
static char *CheckDirectoryHasIWAD(const char *dir, const char *iwadname)
{
char *filename;
char *probe;
// As a special case, the "directory" may refer directly to an
// IWAD file if the path comes from DOOMWADDIR or DOOMWADPATH.
probe = M_FileCaseExists(dir);
if (DirIsFile(dir, iwadname) && probe != NULL)
{
return probe;
}
// Construct the full path to the IWAD if it is located in
// this directory, and check if it exists.
if (!strcmp(dir, "."))
{
filename = M_StringDuplicate(iwadname);
}
else
{
filename = M_StringJoin(dir, DIR_SEPARATOR_S, iwadname, NULL);
}
free(probe);
probe = M_FileCaseExists(filename);
free(filename);
if (probe != NULL)
{
return probe;
}
return NULL;
}
// Search a directory to try to find an IWAD
// Returns the location of the IWAD if found, otherwise NULL.
static char *SearchDirectoryForIWAD(const char *dir, int mask, GameMission_t *mission)
{
char *filename;
size_t i;
for (i=0; i<arrlen(iwads); ++i)
{
if (((1 << iwads[i].mission) & mask) == 0)
{
continue;
}
filename = CheckDirectoryHasIWAD(dir, DEH_String(iwads[i].name));
if (filename != NULL)
{
*mission = iwads[i].mission;
return filename;
}
}
return NULL;
}
// When given an IWAD with the '-iwad' parameter,
// attempt to identify it by its name.
static GameMission_t IdentifyIWADByName(const char *name, int mask)
{
size_t i;
GameMission_t mission;
name = M_BaseName(name);
mission = none;
for (i=0; i<arrlen(iwads); ++i)
{
// Check if the filename is this IWAD name.
// Only use supported missions:
if (((1 << iwads[i].mission) & mask) == 0)
continue;
// Check if it ends in this IWAD name.
if (!strcasecmp(name, iwads[i].name))
{
mission = iwads[i].mission;
break;
}
}
return mission;
}
// Add IWAD directories parsed from splitting a path string containing
// paths separated by PATH_SEPARATOR. 'suffix' is a string to concatenate
// to the end of the paths before adding them.
static void AddIWADPath(const char *path, const char *suffix)
{
char *left, *p, *dup_path;
dup_path = M_StringDuplicate(path);
// Split into individual dirs within the list.
left = dup_path;
for (;;)
{
p = strchr(left, PATH_SEPARATOR);
if (p != NULL)
{
// Break at the separator and use the left hand side
// as another iwad dir
*p = '\0';
AddIWADDir(M_StringJoin(left, suffix, NULL));
left = p + 1;
}
else
{
break;
}
}
AddIWADDir(M_StringJoin(left, suffix, NULL));
free(dup_path);
}
#ifndef _WIN32
// Add standard directories where IWADs are located on Unix systems.
// To respect the freedesktop.org specification we support overriding
// using standard environment variables. See the XDG Base Directory
// Specification:
// <http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html>
static void AddXdgDirs(void)
{
char *env, *tmp_env;
// Quote:
// > $XDG_DATA_HOME defines the base directory relative to which
// > user specific data files should be stored. If $XDG_DATA_HOME
// > is either not set or empty, a default equal to
// > $HOME/.local/share should be used.
env = getenv("XDG_DATA_HOME");
tmp_env = NULL;
if (env == NULL)
{
const char *homedir = getenv("HOME");
if (homedir == NULL)
{
homedir = "/";
}
tmp_env = M_StringJoin(homedir, "/.local/share", NULL);
env = tmp_env;
}
// We support $XDG_DATA_HOME/games/doom (which will usually be
// ~/.local/share/games/doom) as a user-writeable extension to
// the usual /usr/share/games/doom location.
AddIWADDir(M_StringJoin(env, "/games/doom", NULL));
free(tmp_env);
// Quote:
// > $XDG_DATA_DIRS defines the preference-ordered set of base
// > directories to search for data files in addition to the
// > $XDG_DATA_HOME base directory. The directories in $XDG_DATA_DIRS
// > should be seperated with a colon ':'.
// >
// > If $XDG_DATA_DIRS is either not set or empty, a value equal to
// > /usr/local/share/:/usr/share/ should be used.
env = getenv("XDG_DATA_DIRS");
if (env == NULL)
{
// (Trailing / omitted from paths, as it is added below)
env = "/usr/local/share:/usr/share";
}
// The "standard" location for IWADs on Unix that is supported by most
// source ports is /usr/share/games/doom - we support this through the
// XDG_DATA_DIRS mechanism, through which it can be overridden.
AddIWADPath(env, "/games/doom");
AddIWADPath(env, "/doom");
// The convention set by RBDOOM-3-BFG is to install Doom 3: BFG
// Edition into this directory, under which includes the Doom
// Classic WADs.
AddIWADPath(env, "/games/doom3bfg/base/wads");
}
#ifndef __MACOSX__
// Steam on Linux allows installing some select Windows games,
// including the classic Doom series (running DOSBox via Wine). We
// could parse *.vdf files to more accurately detect installation
// locations, but the defaults are likely to be good enough for just
// about everyone.
static void AddSteamDirs(void)
{
char *homedir, *steampath;
homedir = getenv("HOME");
if (homedir == NULL)
{
homedir = "/";
}
steampath = M_StringJoin(homedir, "/.steam/root/steamapps/common", NULL);
AddIWADPath(steampath, "/Doom 2/base");
AddIWADPath(steampath, "/Master Levels of Doom/doom2");
AddIWADPath(steampath, "/Ultimate Doom/base");
AddIWADPath(steampath, "/Final Doom/base");
AddIWADPath(steampath, "/DOOM 3 BFG Edition/base/wads");
AddIWADPath(steampath, "/Heretic Shadow of the Serpent Riders/base");
AddIWADPath(steampath, "/Hexen/base");
AddIWADPath(steampath, "/Hexen Deathkings of the Dark Citadel/base");
AddIWADPath(steampath, "/Strife");
free(steampath);
}
#endif // __MACOSX__
#endif // !_WIN32
//
// Build a list of IWAD files
//
static void BuildIWADDirList(void)
{
char *env;
if (iwad_dirs_built)
{
return;
}
// Look in the current directory. Doom always does this.
AddIWADDir(".");
// Next check the directory where the executable is located. This might
// be different from the current directory.
AddIWADDir(M_DirName(myargv[0]));
// Add DOOMWADDIR if it is in the environment
env = getenv("DOOMWADDIR");
if (env != NULL)
{
AddIWADDir(env);
}
// Add dirs from DOOMWADPATH:
env = getenv("DOOMWADPATH");
if (env != NULL)
{
AddIWADPath(env, "");
}
#ifdef _WIN32
// Search the registry and find where IWADs have been installed.
CheckUninstallStrings();
CheckInstallRootPaths();
CheckSteamEdition();
CheckDOSDefaults();
// Check for GUS patches installed with the BFG edition!
CheckSteamGUSPatches();
#else
AddXdgDirs();
#ifndef __MACOSX__
AddSteamDirs();
#endif
#endif
// Don't run this function again.
iwad_dirs_built = true;
}
//
// Searches WAD search paths for an WAD with a specific filename.
//
char *D_FindWADByName(const char *name)
{
char *path;
char *probe;
int i;
// Absolute path?
probe = M_FileCaseExists(name);
if (probe != NULL)
{
return probe;
}
BuildIWADDirList();
// Search through all IWAD paths for a file with the given name.
for (i=0; i<num_iwad_dirs; ++i)
{
// As a special case, if this is in DOOMWADDIR or DOOMWADPATH,
// the "directory" may actually refer directly to an IWAD
// file.
probe = M_FileCaseExists(iwad_dirs[i]);
if (DirIsFile(iwad_dirs[i], name) && probe != NULL)
{
return probe;
}
free(probe);
// Construct a string for the full path
path = M_StringJoin(iwad_dirs[i], DIR_SEPARATOR_S, name, NULL);
probe = M_FileCaseExists(path);
if (probe != NULL)
{
return probe;
}
free(path);
}
// File not found
return NULL;
}
//
// D_TryWADByName
//
// Searches for a WAD by its filename, or returns a copy of the filename
// if not found.
//
char *D_TryFindWADByName(const char *filename)
{
char *result;
result = D_FindWADByName(filename);
if (result != NULL)
{
return result;
}
else
{
return M_StringDuplicate(filename);
}
}
//
// FindIWAD
// Checks availability of IWAD files by name,
// to determine whether registered/commercial features
// should be executed (notably loading PWADs).
//
char *D_FindIWAD(int mask, GameMission_t *mission)
{
char *result;
const char *iwadfile;
int iwadparm;
int i;
// Check for the -iwad parameter
//!
// Specify an IWAD file to use.
//
// @arg <file>
//
iwadparm = M_CheckParmWithArgs("-iwad", 1);
if (iwadparm)
{
// Search through IWAD dirs for an IWAD with the given name.
iwadfile = myargv[iwadparm + 1];
result = D_FindWADByName(iwadfile);
if (result == NULL)
{
I_Error("IWAD file '%s' not found!", iwadfile);
}
*mission = IdentifyIWADByName(result, mask);
}
else
{
// Search through the list and look for an IWAD
result = NULL;
BuildIWADDirList();
for (i=0; result == NULL && i<num_iwad_dirs; ++i)
{
result = SearchDirectoryForIWAD(iwad_dirs[i], mask, mission);
}
}
return result;
}
// Find all IWADs in the IWAD search path matching the given mask.
const iwad_t **D_FindAllIWADs(int mask)
{
const iwad_t **result;
int result_len;
char *filename;
int i;
result = malloc(sizeof(iwad_t *) * (arrlen(iwads) + 1));
result_len = 0;
// Try to find all IWADs
for (i=0; i<arrlen(iwads); ++i)
{
if (((1 << iwads[i].mission) & mask) == 0)
{
continue;
}
filename = D_FindWADByName(iwads[i].name);
if (filename != NULL)
{
result[result_len] = &iwads[i];
++result_len;
}
}
// End of list
result[result_len] = NULL;
return result;
}
//
// Get the IWAD name used for savegames.
//
const char *D_SaveGameIWADName(GameMission_t gamemission, GameVariant_t gamevariant)
{
size_t i;
// Determine the IWAD name to use for savegames.
// This determines the directory the savegame files get put into.
//
// Note that we match on gamemission rather than on IWAD name.
// This ensures that doom1.wad and doom.wad saves are stored
// in the same place.
if (gamevariant == freedoom)
{
if (gamemission == doom)
{
return "freedoom1.wad";
}
else if (gamemission == doom2)
{
return "freedoom2.wad";
}
}
else if (gamevariant == freedm && gamemission == doom2)
{
return "freedm.wad";
}
for (i=0; i<arrlen(iwads); ++i)
{
if (gamemission == iwads[i].mission)
{
return iwads[i].name;
}
}
// Default fallback:
return "unknown.wad";
}
const char *D_SuggestIWADName(GameMission_t mission, GameMode_t mode)
{
int i;
for (i = 0; i < arrlen(iwads); ++i)
{