mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
391 lines
7 KiB
Text
391 lines
7 KiB
Text
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// Demon, type 1 (green, like D'Sparil's) -----------------------------------
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ACTOR Demon1 31
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{
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Game Hexen
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SpawnID 3
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Health 250
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Painchance 50
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Speed 13
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Radius 32
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Height 64
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Mass 220
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Monster
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+TELESTOMP
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+FLOORCLIP
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SeeSound "DemonSight"
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AttackSound "DemonAttack"
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PainSound "DemonPain"
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DeathSound "DemonDeath"
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ActiveSound "DemonActive"
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Obituary "$OB_DEMON1"
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const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM;
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States
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{
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Spawn:
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DEMN AA 10 A_Look
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Loop
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See:
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DEMN ABCD 4 A_Chase
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Loop
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Pain:
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DEMN E 4
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DEMN E 4 A_Pain
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Goto See
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Melee:
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DEMN E 6 A_FaceTarget
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DEMN F 8 A_FaceTarget
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DEMN G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
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Goto See
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Missile:
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DEMN E 5 A_FaceTarget
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DEMN F 6 A_FaceTarget
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DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0)
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Goto See
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Death:
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DEMN HI 6
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DEMN J 6 A_Scream
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DEMN K 6 A_NoBlocking
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DEMN L 6 A_QueueCorpse
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DEMN MNO 6
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DEMN P -1
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Stop
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XDeath:
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DEMN H 6
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DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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Goto Death+2
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Ice:
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DEMN Q 5 A_FreezeDeath
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DEMN Q 1 A_FreezeDeathChunks
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Wait
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}
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}
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// Demon, type 1, mashed ----------------------------------------------------
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ACTOR Demon1Mash : Demon1
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{
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Game Hexen
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SpawnID 100
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Death:
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XDeath:
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Ice:
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Stop
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}
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}
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// Demon chunk, base class --------------------------------------------------
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ACTOR DemonChunk
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{
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Radius 5
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Height 5
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+CORPSE
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+FLOORCLIP
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+NOTELEPORT
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}
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// Demon, type 1, chunk 1 ---------------------------------------------------
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ACTOR Demon1Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DEMA A 4
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DEMA A 10 A_QueueCorpse
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DEMA A 20
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Wait
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Death:
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DEMA A -1
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Stop
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}
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}
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// Demon, type 1, chunk 2 ---------------------------------------------------
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ACTOR Demon1Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DEMB A 4
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DEMB A 10 A_QueueCorpse
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DEMB A 20
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Wait
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Death:
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DEMB A -1
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Stop
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}
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}
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ACTOR Demon1Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DEMC A 4
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DEMC A 10 A_QueueCorpse
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DEMC A 20
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Wait
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Death:
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DEMC A -1
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Stop
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}
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}
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// Demon, type 1, chunk 4 ---------------------------------------------------
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ACTOR Demon1Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DEMD A 4
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DEMD A 10 A_QueueCorpse
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DEMD A 20
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Wait
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Death:
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DEMD A -1
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Stop
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}
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}
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// Demon, type 1, chunk 5 ---------------------------------------------------
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ACTOR Demon1Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DEME A 4
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DEME A 10 A_QueueCorpse
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DEME A 20
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Wait
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Death:
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DEME A -1
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Stop
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}
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}
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// Demon, type 1, projectile ------------------------------------------------
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ACTOR Demon1FX1
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{
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Speed 15
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Radius 10
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Height 6
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Damage 5
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DamageType Fire
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Projectile
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "DemonMissileFire"
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DeathSound "DemonMissileExplode"
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States
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{
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Spawn:
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DMFX ABC 4 Bright
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Loop
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Death:
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DMFX DE 4 Bright
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DMFX FGH 3 Bright
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Stop
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}
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}
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// Demon, type 2 (brown) ----------------------------------------------------
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ACTOR Demon2 : Demon1 8080
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{
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Game Hexen
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Obituary "$OB_DEMON2"
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States
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{
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Spawn:
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DEM2 AA 10 A_Look
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Loop
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See:
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DEM2 ABCD 4 A_Chase
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Loop
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Pain:
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DEM2 E 4
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DEM2 E 4 A_Pain
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Goto See
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Melee:
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DEM2 E 6 A_FaceTarget
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DEM2 F 8 A_FaceTarget
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DEM2 G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
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Goto See
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Missile:
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DEM2 E 5 A_FaceTarget
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DEM2 F 6 A_FaceTarget
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DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0)
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Goto See
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Death:
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DEM2 HI 6
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DEM2 J 6 A_Scream
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DEM2 K 6 A_NoBlocking
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DEM2 L 6 A_QueueCorpse
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DEM2 MNO 6
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DEM2 P -1
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Stop
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XDeath:
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DEM2 H 6
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
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Goto Death+2
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}
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}
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// Demon, type 2, mashed ----------------------------------------------------
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ACTOR Demon2Mash : Demon2
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{
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Game Hexen
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SpawnID 101
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+NOBLOOD
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+BLASTED
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-TELESTOMP
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+NOICEDEATH
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RenderStyle Translucent
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Alpha 0.4
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States
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{
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Death:
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XDeath:
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Ice:
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Stop
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}
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}
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// Demon, type 2, chunk 1 ---------------------------------------------------
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ACTOR Demon2Chunk1 : DemonChunk
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{
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States
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{
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Spawn:
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DMBA A 4
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DMBA A 10 A_QueueCorpse
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DMBA A 20
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Wait
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Death:
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DMBA A -1
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Stop
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}
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}
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// Demon, type 2, chunk 2 ---------------------------------------------------
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ACTOR Demon2Chunk2 : DemonChunk
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{
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States
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{
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Spawn:
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DMBB A 4
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DMBB A 10 A_QueueCorpse
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DMBB A 20
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Wait
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Death:
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DMBB A -1
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Stop
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}
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}
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// Demon, type 2, chunk 3 ---------------------------------------------------
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ACTOR Demon2Chunk3 : DemonChunk
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{
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States
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{
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Spawn:
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DMBC A 4
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DMBC A 10 A_QueueCorpse
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DMBC A 20
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Wait
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Death:
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DMBC A -1
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Stop
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}
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}
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// Demon, type 2, chunk 4 ---------------------------------------------------
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ACTOR Demon2Chunk4 : DemonChunk
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{
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States
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{
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Spawn:
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DMBD A 4
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DMBD A 10 A_QueueCorpse
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DMBD A 20
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Wait
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Death:
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DMBD A -1
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Stop
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}
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}
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// Demon, type 2, chunk 5 ---------------------------------------------------
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ACTOR Demon2Chunk5 : DemonChunk
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{
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States
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{
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Spawn:
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DMBE A 4
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DMBE A 10 A_QueueCorpse
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DMBE A 20
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Wait
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Death:
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DMBE A -1
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Stop
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}
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}
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// Demon, type 2, projectile ------------------------------------------------
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ACTOR Demon2FX1
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{
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Speed 15
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Radius 10
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Height 6
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Damage 5
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DamageType Fire
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Projectile
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+SPAWNSOUNDSOURCE
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RenderStyle Add
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SeeSound "DemonMissileFire"
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DeathSound "DemonMissileExplode"
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States
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{
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Spawn:
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D2FX ABCDEF 4 Bright
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Loop
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Death:
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D2FX GHIJ 4 Bright
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D2FX KL 3 Bright
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Stop
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}
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}
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