gzdoom-gles/wadsrc/static/actors/heretic/dsparil.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
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)
2008-07-23 04:57:26 +00:00

274 lines
4.4 KiB
Text

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