Both now use the Unicode capable I_Find* interface instead of duplicating all its functionality in multiple platform dependent incarnations.
# Conflicts:
# src/cmdlib.cpp
# src/gamedata/textures/image.cpp
# src/resourcefiles/file_directory.cpp
# Conflicts:
# src/resourcefiles/file_directory.cpp
This is not useful by itself but can be used for adding new features later, e.g. mod-wide compatibility settings or file specific lump replacement or injection.
# Conflicts:
# src/resourcefiles/resourcefile.cpp
# Conflicts:
# src/resourcefiles/resourcefile.cpp
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
It's "doom.id.doom1/2" instead of "doom.doom1/2" now.
The config file's content will be renamed and for lump filtering a fallback has been added - note that you cannot combine both naming schemes! The old one has to be considered deprecated now.
This also removes the duplicated content necessitated by the old naming scheme.
# Conflicts:
# src/version.h
src/p_udmf.cpp:2052:6: error: no matching member function for call to 'OpenMem'
src/sc_man.h:24:7: note: candidate function not viable: expects an l-value for 2nd argument
src/sc_man.h:23:7: note: candidate function not viable: requires 3 arguments, but 2 were provided
src/resourcefiles/file_directory.cpp:198:32: error: use of undeclared identifier 'Filename'; did you mean 'FileName'?
This should be dealt with at the source, not one level up, so that it also works properly if the GetReader function of the ResourceFile object is called directly and not through the resource manager.
The native byte order converters were defined as macros which hid some issues due to lack of type checks.
Additionally the ???Long variants taking 'long' variables were removed, because longs are not always 32 bits so this could be destructive.
As a result of this, removed several DWORDs from struct definitions in i_crash.cpp.
* initial positioning in a subsection of a file failed. This mainly affected music playback.
* made the FileRdr constructor which takes a FileReaderInterface private so that everything that needs it must be explicitly declared as friend.
* removed a few redundant construction initializers for FileRdrs.
* loading compressed nodes needs to check the validity of its reader.
* use GetLength to detemine the size of a Zip file instead of doing another seek to the end.
* removed duplicate Length variables.
Since this is a non-standard function it's better kept to as few places as possible, so now DirEntryExists returns an additional flag to say what type an entry is and is being used nearly everywhere where stat was used, excluding a few low level parts in the POSIX code.
This one was particularly nasty because Windows also defines a DWORD, but in Windows it is an unsigned long, not an unsigned int so changing types caused type conflicts and not all could be removed.
Those referring to the Windows type have to be kept, fortunately they are mostly in the Win32 directory, with a handful of exceptions elsewhere.
This should only be accepted if the subdirectory contains at least one identifiable game definition lump to avoid catching some patch mods with only a few files.