mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-06 21:11:43 +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)
274 lines
4.4 KiB
Text
274 lines
4.4 KiB
Text
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// Boss spot ----------------------------------------------------------------
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ACTOR BossSpot : SpecialSpot 56
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{
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Game Heretic
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SpawnID 141
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+INVISIBLE
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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ACTOR Sorcerer1 7
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{
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Game Heretic
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SpawnID 142
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Health 2000
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Radius 28
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Height 100
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Mass 800
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Speed 16
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PainChance 56
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Monster
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+BOSS
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+DONTMORPH
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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SeeSound "dsparilserpent/sight"
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AttackSound "dsparilserpent/attack"
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PainSound "dsparilserpent/pain"
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DeathSound "dsparilserpent/death"
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ActiveSound "dsparilserpent/active"
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Obituary "$OB_DSPARIL1"
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HitObituary "$OB_DSPARIL1HIT"
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action native A_Sor1Pain ();
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action native A_Sor1Chase ();
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action native A_Srcr1Attack ();
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action native A_SorcererRise ();
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States
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{
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Spawn:
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SRCR AB 10 A_Look
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Loop
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See:
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SRCR ABCD 5 A_Sor1Chase
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Loop
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Pain:
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SRCR Q 6 A_Sor1Pain
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Goto See
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Missile:
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Missile2:
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SRCR S 10 A_FaceTarget
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Death:
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SRCR E 7
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SRCR F 7 A_Scream
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SRCR G 7
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SRCR HIJK 6
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SRCR L 25 A_PlaySoundEx("dsparil/zap", "body")
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SRCR MN 5
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SRCR O 4
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SRCR L 25 A_PlaySoundEx("dsparil/zap", "body")
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SRCR MN 5
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SRCR O 4
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SRCR L 12
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SRCR P -1 A_SorcererRise
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}
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}
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// Sorcerer FX 1 ------------------------------------------------------------
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ACTOR SorcererFX1
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{
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Game Heretic
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SpawnID 144
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Radius 10
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Height 10
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Speed 20
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FastSpeed 28
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Damage 10
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DamageType Fire
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Projectile
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RenderStyle Add
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States
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{
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Spawn:
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FX14 ABC 6 BRIGHT
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Loop
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Death:
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FX14 DEFGH 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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ACTOR Sorcerer2
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{
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Game Heretic
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SpawnID 143
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Health 3500
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Radius 16
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Height 70
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Mass 300
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Speed 14
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Painchance 32
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Monster
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+DROPOFF
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+BOSS
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+DONTMORPH
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+FULLVOLACTIVE
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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SeeSound "dsparil/sight"
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AttackSound "dsparil/attack"
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PainSound "dsparil/pain"
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ActiveSound "dsparil/active"
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Obituary "$OB_DSPARIL2"
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HitObituary "$OB_DSPARIL2HIT"
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action native A_Srcr2Decide ();
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action native A_Srcr2Attack ();
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action native A_Sor2DthInit ();
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action native A_Sor2DthLoop ();
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States
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{
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Spawn:
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SOR2 MN 10 A_Look
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Loop
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See:
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SOR2 MNOP 4 A_Chase
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Loop
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Rise:
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SOR2 AB 4
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SOR2 C 4 A_PlaySoundEx("dsparil/rise", "Body")
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SOR2 DEF 4
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SOR2 G 12 A_PlaySoundEx("dsparil/sight", "Body")
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Goto See
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Pain:
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SOR2 Q 3
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SOR2 Q 6 A_Pain
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Goto See
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Missile:
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SOR2 R 9 A_Srcr2Decide
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SOR2 S 9 A_FaceTarget
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SOR2 T 20 A_Srcr2Attack
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Goto See
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Teleport:
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SOR2 LKJIHG 6
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Goto See
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Death:
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SDTH A 8 A_Sor2DthInit
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SDTH B 8
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SDTH C 8 A_PlaySoundEx("dsparil/scream", "Body")
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DeathLoop:
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SDTH DE 7
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SDTH F 7 A_Sor2DthLoop
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SDTH G 6 A_PlaySoundEx("dsparil/explode", "Body")
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SDTH H 6
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SDTH I 18
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SDTH J 6 A_NoBlocking
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SDTH K 6 A_PlaySoundEx("dsparil/bones", "Body")
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SDTH LMN 6
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SDTH O -1 A_BossDeath
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Stop
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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ACTOR Sorcerer2FX1
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{
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Radius 10
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Height 6
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Speed 20
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FastSpeed 28
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Damage 1
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Projectile
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RenderStyle Add
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action native A_BlueSpark ();
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States
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{
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Spawn:
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FX16 ABC 3 BRIGHT A_BlueSpark
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Loop
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Death:
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FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
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FX16 HIJKL 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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ACTOR Sorcerer2FXSpark
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{
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Radius 20
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Height 16
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle Add
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States
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{
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Spawn:
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FX16 DEF 12 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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ACTOR Sorcerer2FX2
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{
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Game Heretic
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SpawnID 146
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Radius 10
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Height 6
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Speed 6
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Damage 10
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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action native A_GenWizard ();
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States
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{
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Spawn:
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FX11 A 35 BRIGHT
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FX11 A 5 BRIGHT A_GenWizard
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FX11 B 5 BRIGHT
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Goto Spawn+1
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Death:
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FX11 CDEFG 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 Telefade ------------------------------------------------------
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ACTOR Sorcerer2Telefade
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{
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+NOBLOCKMAP
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States
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{
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Spawn:
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SOR2 GHIJKL 6
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Stop
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}
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}
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