gzdoom-gles/src/skins.cpp
Marrub 0b460ccb03 Squashed commit of the following:
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date:   Tue Oct 30 04:01:09 2018 -0400

    ProMessage -> PronounMessage

commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 23:56:58 2018 -0400

    improve variable naming

commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 19:52:32 2018 -0400

    add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00

126 lines
5.2 KiB
C++

/*
** skins.c: Player "skins" (actually alternate sprites/animations)
*/
/*
NOTE: Please ignore this for now. I wrote this up and never bothered
to write the code that implements it. Some of these things are
already obsolete, such as the use of death1-death4. A single
death sound with a random choice like in SNDINFO would be better
and more flexible.
Each skin uses a single wad file with a SKINDEF lump and supporting
graphics and sounds. An S_SKIN lump is optional, for compatibilty
with Doom Legacy. If both a SKINDEF and S_SKIN lump are present,
SKINDEF is used, and S_SKIN is ignored. For information on the
content of an S_SKIN lump, refer to the Doom Legacy skin docs.
Every SKINDEF lump must contain an [Info] section with one or more
of the following entries:
Name (req) Name of the skin.
Sprite (opt) Default sprite to use for animations. If every
animation you define also specifies a sprite,
then you don't need this here.
Face (opt) Replaces the face graphics in the status bar. Since
only Doom has a face in its status bar, this entry
is only useful when playing Doom.
Gender (opt) The gender to use for deciding which player sounds
to use for sounds not defined in the [Sounds] section.
Can be male, female, neutral or cyborg.
The default is male.
ColorRange (opt) The range of palette entries to recolor to match
the player's color. Specified as <first>,<last>.
For Doom, this defaults to 112,127. For Heretic,
225,240. For Hexen, 146,163.
Use a [Sounds] section to specify new sounds for the skin. In this section,
each entry is the name of a player sound to replace, and the value after
the equals sign is the lump to use for that sound. Currently defined player
sounds are:
death1 Randomly chosen sounds when the player dies.
death2
death3
death4
xdeath1 Player had an "extreme" death.
xdeath2 (Hexen)
xdeath3 (Hexen)
wimpydeath (Heretic) Player dies from an attack of less than 10 damage.
crazydeath (Heretic) Player's health after death is in the range (-100,50].
burndeath (Hexen) Player was burnt to death.
pain100_1 Pain sounds when health is in the range (75,100].
pain100_2
pain75_1 Pain sounds when health is in the range (50,75].
pain75_2
pain50_1 Pain sounds when health is in the range (25,50].
pain50_2
pain25_1 Pain sounds when health is in the range (0,25].
pain25_2
grunt1 Player runs into a wall too fast on an icy floor.
land1 Player lands on the ground.
jump1 Player jumps up.
gibbed Player is gibbed.
fist (Doom) Player uses her fist.
usefail Player presses +use on an non-usable line.
puzzfail (Hexen) Player tried to use a puzzle item where it didn't work.
weaponlaugh (Heretic) Player picks up a weapon.
evillaugh (Heretic) Player uses a Tome of Power or Chaos Device.
poison Player is being poisoned.
falling (Hexen) Player is falling far.
splat Player fell too far and was killed on impact.
As you can see, the sound names are the same as the player sounds defined in
zdoom.wad's SNDINFO lump, but with only the part after the last slash.
The remaining sections in the SKINDEF lump define animations for the player.
Only the Idle animation is required. The rest are all optional, and ZDoom will
try to use the best possible alternative for animations you do not specify.
Each animation is defined in a different section with the same name as the
animation. Valid entries in an animation section are:
Sprite (opt) Name of the sprite to use for this animation. If
omitted, the sprite specified in the [Info] lump will
be used.
Rate (opt) Speed at which to play through the frames in this
animation (in tics). If omitted, a rate of four
tics/frame will be used.
Frames (req) A list of frames to play for the animation.
At its simplest, Frames lists the frames of the sprite to play (A-Z, [, \, ],
^, and _), in the order they are to be played, with no spaces. There are some
optional character that can appear after a frame letter to do something
special for that frame:
* Sprite is drawn fullbright.
! Play pain sound.
@ Play death sound.
# Set player to non-solid (death animations only).
% Pop off player's skull (needs HeadFlying and HeadOnGround animations).
$ Plays the sound "misc/burn".
^ Play gibbed sound.
( Begin frozen death sequence.
) Finish frozen death sequence by bursting into shards of ice.
Possible animations are:
Idle Player is standing around doing nothing.
Running Player is running.
Attacking Player is attacking but not currently firing.
Firing Player is attacking and currently firing.
Climbing Player is climbing a ladder.
Crouching Player is crouching but not moving.
Crawling Player is crawling around.
JumpUp Player is jumping.
Falling Player is falling.
Landing Player just hit the ground after falling.
Swimming Player is swimming in water.
Death Player died normally.
ExtremeDeath Player died violently.
BurnDeath Player was burnt to death.
FreezeDeath Player was frozen to death.
HeadFlying Player's head after popping off body.
HeadOnGround Player's head after landing on ground.
*/