- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.
The 3 main points of exit are:
* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.
# Conflicts:
# src/posix/cocoa/st_start.mm
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.
As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.
# Conflicts:
# src/win32/i_main.cpp
Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface.
This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.
# Conflicts:
# src/CMakeLists.txt
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.
This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.
# Conflicts:
# src/files_decompress.cpp
# Conflicts:
# src/d_main.cpp
The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.
This was the last player class.
This code was also cleaned up for non-Windows systems where CD Audio is not implemented.
Instead of providing an empty implementation, all related code is now explicitly deactivated.
# Conflicts:
# src/CMakeLists.txt
They were already clean of unwanted external references, but including this file made it hard to keep it that way.
This also moves a few useful definitions around to less 'dirty' headers.
# Conflicts:
# src/rendering/swrenderer/textures/warptexture.cpp
# Conflicts:
# src/doomtype.h
# src/sound/midisources/midisource.cpp
# src/sound/midisources/midisource_smf.cpp
# src/sound/midisources/midisource_xmi.cpp
* the window class name was still ASCII, thanks to some totally pointless and ultimately dangerous type cast to LPCTSTR which rendered all type checks ineffective.
* use wWinMain instead of WinMain so that a Unicode argv gets created. For whatever reason, the ANSI startup leaves this variable empty.
* added a 'disablecrashlog' CCMD for Windows. It is a lot more useful with a debugger present to get the standard crash notification from the system which allows opening a debugger than the crash log and no option to open a debugger.
This still contained pieces where a multibyte string was passed through SendMessage and WM_SETTEXT. All these have been replaced with SetWindowTextW.
This commit also removes the never used crash log upload code and all associated assets because it is extremely unlikely that such a feature will ever be implemented.
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
# Conflicts:
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/win32/base_sysfb.cpp
# src/win32/i_main.cpp
# src/win32/win32basevideo.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/version.h
# src/win32/i_main.cpp
# src/win32/i_system.cpp
# src/win32/optwin32.h
# src/win32/win32gliface.cpp
# wadsrc/static/language.enu
Default language is now always American English, just like on Linux and macOS.
# Conflicts:
# src/g_cvars.cpp
# src/gamedata/stringtable.cpp
# src/textures/texturemanager.cpp
# Conflicts:
# src/win32/i_system.cpp