/* Copyright (C) 2012 Sebastian Herbord. All rights reserved. This file is part of Mod Organizer. Mod Organizer 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 3 of the License, or (at your option) any later version. Mod Organizer 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. You should have received a copy of the GNU General Public License along with Mod Organizer. If not, see . */ #include "gameinfo.h" #include "windows_error.h" #include "oblivioninfo.h" #include "fallout3info.h" #include "falloutnvinfo.h" #include "skyriminfo.h" #include "util.h" #include #include #include #include #include namespace MOShared { GameInfo* GameInfo::s_Instance = nullptr; GameInfo::GameInfo(const std::wstring &moDirectory, const std::wstring &moDataDirectory, const std::wstring &gameDirectory) : m_GameDirectory(gameDirectory), m_OrganizerDirectory(moDirectory), m_OrganizerDataDirectory(moDataDirectory) { atexit(&cleanup); } void GameInfo::cleanup() { delete GameInfo::s_Instance; GameInfo::s_Instance = nullptr; } void GameInfo::identifyMyGamesDirectory(const std::wstring &file) { // this function attempts 3 (three!) ways to determine the correct "My Games" folder. wchar_t myDocuments[MAX_PATH]; memset(myDocuments, '\0', MAX_PATH * sizeof(wchar_t)); m_MyGamesDirectory.clear(); // a) this is the way it should work. get the configured My Documents\My Games directory if (::SHGetFolderPathW(nullptr, CSIDL_PERSONAL, nullptr, SHGFP_TYPE_CURRENT, myDocuments) == S_OK) { m_MyGamesDirectory = std::wstring(myDocuments) + L"\\My Games"; } // b) if there is no directory there, look in the default directory if (m_MyGamesDirectory.empty() || !FileExists(m_MyGamesDirectory + L"\\" + file)) { if (::SHGetFolderPathW(nullptr, CSIDL_PERSONAL, nullptr, SHGFP_TYPE_DEFAULT, myDocuments) == S_OK) { std::wstring fromDefault = std::wstring(myDocuments) + L"\\My Games"; if (FileExists(fromDefault + L"\\" + file)) { m_MyGamesDirectory = fromDefault; } } } // c) finally, look in the registry. This is discouraged if (m_MyGamesDirectory.empty() || !FileExists(m_MyGamesDirectory + L"\\" + file)) { std::wstring fromRegistry = getSpecialPath(L"Personal") + L"\\My Games"; if (FileExists(fromRegistry + L"\\" + file)) { m_MyGamesDirectory = fromRegistry; } } } bool GameInfo::identifyGame(const std::wstring &moDirectory, const std::wstring &moDataDirectory, const std::wstring &searchPath) { if (OblivionInfo::identifyGame(searchPath)) { s_Instance = new OblivionInfo(moDirectory, moDataDirectory, searchPath); } else if (Fallout3Info::identifyGame(searchPath)) { s_Instance = new Fallout3Info(moDirectory, moDataDirectory, searchPath); } else if (FalloutNVInfo::identifyGame(searchPath)) { s_Instance = new FalloutNVInfo(moDirectory, moDataDirectory, searchPath); } else if (SkyrimInfo::identifyGame(searchPath)) { s_Instance = new SkyrimInfo(moDirectory, moDataDirectory, searchPath); } return s_Instance != nullptr; } bool GameInfo::init(const std::wstring &moDirectory, const std::wstring &moDataDirectory, const std::wstring &gamePath) { if (s_Instance == nullptr) { if (gamePath.length() == 0) { // search upward in the directory until a recognized game-binary is found std::wstring searchPath(moDirectory); while (!identifyGame(moDirectory, moDataDirectory, searchPath)) { size_t lastSep = searchPath.find_last_of(L"/\\"); if (lastSep == std::string::npos) { return false; } searchPath.erase(lastSep); } } else if (!identifyGame(moDirectory, moDataDirectory, gamePath)) { return false; } } return true; } GameInfo &GameInfo::instance() { assert(s_Instance != nullptr && "gameinfo not yet initialized"); return *s_Instance; } std::wstring GameInfo::getGameDirectory() const { return m_GameDirectory; } bool GameInfo::requiresSteam() const { return FileExists(getGameDirectory() + L"\\steam_api.dll"); } std::wstring GameInfo::getLocalAppFolder() const { wchar_t localAppFolder[MAX_PATH]; memset(localAppFolder, '\0', MAX_PATH * sizeof(wchar_t)); if (::SHGetFolderPathW(nullptr, CSIDL_LOCAL_APPDATA, nullptr, SHGFP_TYPE_CURRENT, localAppFolder) == S_OK) { return localAppFolder; } else { // fallback: try the registry return getSpecialPath(L"Local AppData"); } } std::wstring GameInfo::getSpecialPath(LPCWSTR name) const { HKEY key; LONG errorcode = ::RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Microsoft\\Windows\\CurrentVersion\\Explorer\\User Shell Folders", 0, KEY_QUERY_VALUE, &key); if (errorcode != ERROR_SUCCESS) { throw windows_error("failed to look up special folder (path)", errorcode); } WCHAR temp[MAX_PATH]; DWORD bufferSize = MAX_PATH; errorcode = ::RegQueryValueExW(key, name, nullptr, nullptr, (LPBYTE)temp, &bufferSize); if (errorcode != ERROR_SUCCESS) { throw windows_error((boost::format("failed to look up special folder (%1%)") % ToString(name, true)).str(), errorcode); } WCHAR temp2[MAX_PATH]; // try to expand variables in the path, if any if (::ExpandEnvironmentStringsW(temp, temp2, MAX_PATH) != 0) { return temp2; } else { return temp; } } } // namespace MOShared