This is one of those things where the work needed to make it robust stands in no relation to the gain.
This simply isn't worth the hassle of going through the entire code and fixing every single use of the 2D texture drawing functions.
Unfortunately this means that the graphics items for the menu cannot be replaced this way because their size will most likely differ, but considering that the only candidates for this are the contents of Doom's main menu, the episode menu, the skill menu and the single player summary screen, it's simply not worth it.
In all these cases the IWAD contents can just as easily be replaced with text and user mods which want to offer localized menus will have to work within the confines of the system, e.g. making sure that all menu items are designed to have proper size for substitution to work or by requesting text based menus, which will be added as a modding feature later.
This variable is needed long after the function which sets it up will be exited. So this either needs to be dynamically allocated or static, and in this case using a static variable is simpler. However, unlike before, it is only being accessed in the one function that needs to initialize it and pass to the summary screen and nowhere else.
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
* prefer accent-less lower case over uppercase letters if an accented lower case letter cannot be found.
* added accent-less mappings for Latin Extended 1 (0x100-0x17f) and some easy to handle characters between 0x200 and 0x220. This should allow to display all Eastern European text without empty gaps for missing letters.
* 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.
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
- Implement page string names for dialog lumps
- Create special new GZDoom name space for ZSDF
- add usdf_gzdoom spec document
- fixed: restored original behavior with negative conversation id's for the original strife dialog lumps
- reposition the binary strife fix in a more appropriate location
- add compatibility fix for negative numbers in responses in USDF/ZSDF (don't know if it's actually necessary)
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.
The Linux backend looked like it didn't handle anything non-ASCII at all, but this all needs to be tested.
Windows will be a bit more work because it requires using the Unicode API for creating the main window.
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.
Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
This is dpne as a two-stage approach. TXT_LOGTEXTxxx will always take precedence over the log lumps, and TXT_ILOGxxx will only replace the original IWAD content.
This is so that PWADs replacing these lumps don't get overridden by the default texts.
The added table may be overkill but this way the font engine is prepared for things to come.
Currently the text placement in the menu seems a bit broken, that's a task for later.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
It now reads everything into a two-dimensional TMap and creates a list of mappings that apply to the current setting.
The constant need for reloading was the main blocker in redesigning how Dehacked strings get inserted. Currently they override everything, but IWAD-based Dehacked text shouldn't block PWAD overrides from PWADs' LANGUAGE lumps and instead be treated as coming from an [en default] block.
This also renames the main block from [enu default] to [en default], because it should be treated as the English default for all English locales and not just make it fall through to the base default as it did before.
src/p_acs.cpp:3250:75: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:354:56: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:438:51: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:548:58: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:572:59: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:584:58: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
Thanks to the lazy counter it used in its stat display I never noticed that the serializer was incomplete and that UnlinkFromMap did not call its super method.
After changing the counter to be actively counting on each call, all the other issues became immediately apparent.
The interpolator had been changed long ago to use proper GC tracking, so interpolations only can get collected if they had been fully orphaned.
This comment was the main reason why the design flaw in this code never got fixed until recently.
It seems there can be rare conditions where an interpolation is 'lost' and later garbage collected. If that happens after the owning map is gone, all pointers in the interpolation object will be invalid and Destroy would crash while trying to unlink it. So anything that explicitly deletes an interpolation now has to manually unlink it from the map first so that OnDestroy can be kept clean of map references.
Now all this content can be localized. However, since this is actual game content it was placed in a secondary file in zd_extra.pk3, so that it won't affect the GPL-compatible status of the main one.
src/posix/cocoa/i_input.mm:95:22: error: use of undeclared identifier 'E_CheckUiProcessors'
src/posix/cocoa/i_input.mm:200:21: error: use of undeclared identifier 'E_CheckRequireMouse'
src/posix/sdl/i_input.cpp:183:19: error: use of undeclared identifier 'E_CheckUiProcessors'
src/events.cpp:540:1: error: pasting formed '::RenderFrame', an invalid preprocessing token
src/events.cpp:541:1: error: pasting formed '::WorldLightning', an invalid preprocessing token
src/events.cpp:542:1: error: pasting formed '::WorldTick', an invalid preprocessing token
src/events.cpp:543:1: error: pasting formed '::UiTick', an invalid preprocessing token
src/events.cpp:544:1: error: pasting formed '::PostUiTick', an invalid preprocessing token
The software renderer does not have any safeguards against such a mapping and crashes on it.
This code was a quick hack from ancient times from when ZDoom did not have robust texture management and some recent changes ran afoul of this very special exception.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
The original place in I_CheckNativeMouse is unsafe because that function can get called from the system message queue which can result in a bad global state of the VM for such a call because it can be recursively invoked from code that may temporarily alter some settings.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
Two files were split:
g_level.h contained both the game data definitions and some prototypes belonging to the game logic. These were split up.
decallib.cpp contained both the data and the animation thinkers. The thinkers are now in their own file.
There is one exception in ACS for a net arbitrator check.
Aside from this the bot_observer CVAR was also removed. This was never implemented properly and could stomp upon custom player settings.
The playsim really has no idea what the renderer is supposed to do here and the current system has some serious issues that eventually need addressing. So it is better to just set a flag that an actor needs to have its view interpolation reset if being used as a camera and let the render code deal with it.
This will keep the playsim clean of future changes to this feature.
src/posix/cocoa/i_video.mm:559:2: error: use of undeclared identifier 'atterm'
src/posix/sdl/hardware.cpp:85:28: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_input.cpp:261:10: error: ‘gamestate’ was not declared in this scope
src/posix/sdl/i_input.cpp:261:23: error: ‘GS_LEVEL’ was not declared in this scope
src/posix/sdl/i_input.cpp:263:48: error: ‘GS_INTERMISSION’ was not declared in this scope
src/posix/sdl/i_input.cpp:263:80: error: ‘GS_FINALE’ was not declared in this scope
src/posix/sdl/i_system.cpp:115:25: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_system.cpp:372:30: error: invalid use of incomplete type ‘const struct dirent’
src/posix/sdl/i_system.cpp:375:42: error: ‘findstate_t’ has not been declared
src/posix/sdl/i_system.cpp:391:12: error: request for member ‘current’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:392:12: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:392:56: error: request for member ‘namelist’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:393:22: error: ‘alphasort’ was not declared in this scope
src/posix/sdl/i_system.cpp:393:31: error: ‘scandir’ was not declared in this scope
src/posix/sdl/i_system.cpp:394:16: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:401:31: error: ‘findstate_t’ has not been declared
src/posix/sdl/i_system.cpp:403:2: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:403:15: error: ‘state’ was not declared in this scope
src/posix/sdl/i_system.cpp:403:37: error: expected primary-expression before ‘)’ token
src/posix/sdl/i_system.cpp:404:33: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:406:39: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:413:2: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:413:15: error: ‘state’ was not declared in this scope
src/posix/sdl/i_system.cpp:413:37: error: expected primary-expression before ‘)’ token
src/posix/sdl/i_system.cpp:425:16: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:425:29: error: expected primary-expression before ‘const’
src/posix/sdl/i_system.cpp:426:1: error: expected ‘,’ or ‘;’ before ‘{’ token
src/posix/sdl/i_main.cpp:160:6: error: ‘gamestate’ was not declared in this scope
src/posix/sdl/i_main.cpp:160:19: error: ‘GS_LEVEL’ was not declared in this scope
src/posix/sdl/i_main.cpp:160:44: error: ‘GS_TITLELEVEL’ was not declared in this scope
src/posix/sdl/i_main.cpp:217:18: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_main.cpp:242:11: error: ‘I_Quit’ was not declared in this scope
src/gameconfigfile.cpp:126:27: error: ‘SHARE_DIR’ was not declared in this scope
src/scripting/decorate/thingdef_parse.cpp:929:2: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/decorate/thingdef_parse.cpp:937:3: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/decorate/thingdef_states.cpp:564:2: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/vm/jit_runtime.cpp:957:2: error: ‘unique_ptr’ is not a member of ‘std’
src/scripting/vm/jit_runtime.cpp:957:38: error: expected primary-expression before ‘>’ token
src/scripting/vm/jit_runtime.cpp:957:40: error: ‘nativeSymbols’ was not declared in this scope
src/utility/cmdlib.cpp:962:2: error: ‘DIR’ was not declared in this scope
src/utility/cmdlib.cpp:962:7: error: ‘directory’ was not declared in this scope
src/utility/cmdlib.cpp:962:34: error: ‘opendir’ was not declared in this scope
src/utility/cmdlib.cpp:967:33: error: ‘readdir’ was not declared in this scope
src/utility/cmdlib.cpp:969:10: error: invalid use of incomplete type ‘struct ScanDirectory(TArray<FFileList>&, const char*)::dirent’
src/utility/cmdlib.cpp:973:34: error: invalid use of incomplete type ‘struct ScanDirectory(TArray<FFileList>&, const char*)::dirent’
src/utility/cmdlib.cpp:985:20: error: ‘closedir’ was not declared in this scope
src\sound\mididevices\music_opl_mididevice.cpp(112): error C3861: 'I_DebugPrint': identifier not found
src\sound\mididevices\music_opl_mididevice.cpp(206): error C3861: 'I_DebugPrint': identifier not found
src\sound\mididevices\music_opl_mididevice.cpp(234): error C3861: 'I_DebugPrint': identifier not found
src\sound\mididevices\music_opl_mididevice.cpp(244): error C3861: 'I_DebugPrint': identifier not found
The menu is a very 'dirty' header, and forcing it to be pulled in with something entirely unrelated is not good - even though only two files include oalsound.h.
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
This is supposed to be come the place where all pure play code should be placed, but for that all CVARs and CCMDs and other things that do not directly handle play data should be taken out to make code reviewing easier. These now get collected in two separate files, g_cvars.cpp and g_dumpinfo.cpp respectively.
The sole ZScript property in here has also been moved - to thingdef_properties.cpp.
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
The Map loader may not access any global state at all - everything it can touch must be exchangable.
Furthermore, if we want to sandbox each level, there may be no direct access to any kind of global state whatsoever from the play code.
It used the current console player's camera, not the actual camera being used for rendering. Although this is the same most of the time, let's better do it right.
This also removes a few leftover references to the player array elsewhwere in the hardware renderer
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.
In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.