#define UNICODE
#include <windows.h>
#else
-
#include <errno.h>
#include <unistd.h>
-
#endif
if the crash happens before the game is loaded
*/
-void Error(const char *error, ...)
-{
- va_list argptr;
- char text[4096];
+void Error( const char *error, ... ){
+ va_list argptr;
+ char text[4096];
- va_start(argptr, error);
- vsprintf(text, error, argptr);
- va_end(argptr);
+ va_start( argptr,error );
+ vsprintf( text, error,argptr );
+ va_end( argptr );
- strcat(text, "\n");
+ strcat( text, "\n" );
#if GDEF_OS_WINDOWS
- if ( GetLastError() != 0 ) {
- LPVOID lpMsgBuf;
- FormatMessage(
- FORMAT_MESSAGE_ALLOCATE_BUFFER |
- FORMAT_MESSAGE_FROM_SYSTEM |
- FORMAT_MESSAGE_IGNORE_INSERTS,
- 0,
- GetLastError(),
- MAKELANGID( LANG_NEUTRAL, SUBLANG_DEFAULT ), // Default language
- (LPTSTR) &lpMsgBuf,
- 0,
- 0
- );
- strcat( text, "GetLastError: " );
- /*
- Gtk will only crunch 0<=char<=127
- this is a bit hackish, but I didn't find useful functions in win32 API for this
- http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
- */
- TCHAR *scan, *next = (TCHAR*)lpMsgBuf;
- do
- {
- scan = next;
- text[strlen( text ) + 1] = '\0';
- if ( ( scan[0] >= 0 ) && ( scan[0] <= 127 ) ) {
- text[strlen( text )] = char(scan[0]);
- }
- else{
- text[strlen( text )] = '?';
- }
- next = CharNext( scan );
- } while ( next != scan );
- strcat( text, "\n" );
- LocalFree( lpMsgBuf );
- }
+ if ( GetLastError() != 0 ) {
+ LPVOID lpMsgBuf;
+ FormatMessage(
+ FORMAT_MESSAGE_ALLOCATE_BUFFER |
+ FORMAT_MESSAGE_FROM_SYSTEM |
+ FORMAT_MESSAGE_IGNORE_INSERTS,
+ 0,
+ GetLastError(),
+ MAKELANGID( LANG_NEUTRAL, SUBLANG_DEFAULT ), // Default language
+ (LPTSTR) &lpMsgBuf,
+ 0,
+ 0
+ );
+ strcat( text, "GetLastError: " );
+ /*
+ Gtk will only crunch 0<=char<=127
+ this is a bit hackish, but I didn't find useful functions in win32 API for this
+ http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
+ */
+ TCHAR *scan, *next = (TCHAR*)lpMsgBuf;
+ do
+ {
+ scan = next;
+ text[strlen( text ) + 1] = '\0';
+ if ( ( scan[0] >= 0 ) && ( scan[0] <= 127 ) ) {
+ text[strlen( text )] = char(scan[0]);
+ }
+ else{
+ text[strlen( text )] = '?';
+ }
+ next = CharNext( scan );
+ } while ( next != scan );
+ strcat( text, "\n" );
+ LocalFree( lpMsgBuf );
+ }
#else
- if (errno != 0) {
- strcat(text, "errno: ");
- strcat(text, strerror(errno));
- strcat(text, "\n");
- }
+ if ( errno != 0 ) {
+ strcat( text, "errno: " );
+ strcat( text, strerror( errno ) );
+ strcat( text, "\n" );
+ }
#endif
#if 0
- // we need to have a current context to call glError()
- if ( g_glwindow_globals.d_glBase != 0 ) {
- // glGetError .. can record several errors, clears after calling
- //++timo TODO: be able to deal with several errors if necessary, for now I'm just warning about pending error messages
- // NOTE: forget that, most boards don't seem to follow the OpenGL standard
- GLenum iGLError = glGetError();
- if ( iGLError != GL_NO_ERROR ) {
- // use our own gluErrorString
- strcat( text, "gluErrorString: " );
- strcat( text, (char*)gluErrorString( iGLError ) );
- strcat( text, "\n" );
- }
- }
+ // we need to have a current context to call glError()
+ if ( g_glwindow_globals.d_glBase != 0 ) {
+ // glGetError .. can record several errors, clears after calling
+ //++timo TODO: be able to deal with several errors if necessary, for now I'm just warning about pending error messages
+ // NOTE: forget that, most boards don't seem to follow the OpenGL standard
+ GLenum iGLError = glGetError();
+ if ( iGLError != GL_NO_ERROR ) {
+ // use our own gluErrorString
+ strcat( text, "gluErrorString: " );
+ strcat( text, (char*)gluErrorString( iGLError ) );
+ strcat( text, "\n" );
+ }
+ }
#endif
- strcat(text, "An unrecoverable error has occured.\n");
+ strcat( text, "An unrecoverable error has occured.\n" );
- ERROR_MESSAGE(text);
+ ERROR_MESSAGE( text );
- // force close logging if necessary
- Sys_LogFile(false);
+ // force close logging if necessary
+ Sys_LogFile( false );
- _exit(1);
+ _exit( 1 );
}