gzdoom-gles/wadsrc/static/actors/hexen/puzzleitems.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

296 lines
4.9 KiB
Text

// Yorick's Skull -----------------------------------------------------------
ACTOR PuzzSkull : PuzzleItem 9002
{
Game Hexen
SpawnID 76
PuzzleItem.Number 0
Inventory.Icon ARTISKLL
Inventory.PickupMessage "$TXT_ARTIPUZZSKULL"
States
{
Spawn:
ASKU A -1
Stop
}
}
// Heart of D'Sparil --------------------------------------------------------
ACTOR PuzzGemBig : PuzzleItem 9003
{
Game Hexen
SpawnID 77
PuzzleItem.Number 1
Inventory.Icon ARTIBGEM
Inventory.PickupMessage "$TXT_ARTIPUZZGEMBIG"
States
{
Spawn:
ABGM A -1
Stop
}
}
// Red Gem (Ruby Planet) ----------------------------------------------------
ACTOR PuzzGemRed : PuzzleItem 9004
{
Game Hexen
SpawnID 78
PuzzleItem.Number 2
Inventory.Icon ARTIGEMR
Inventory.PickupMessage "$TXT_ARTIPUZZGEMRED"
States
{
Spawn:
AGMR A -1
Stop
}
}
// Green Gem 1 (Emerald Planet) ---------------------------------------------
ACTOR PuzzGemGreen1 : PuzzleItem 9005
{
Game Hexen
SpawnID 79
PuzzleItem.Number 3
Inventory.Icon ARTIGEMG
Inventory.PickupMessage "$TXT_ARTIPUZZGEMGREEN1"
States
{
Spawn:
AGMG A -1
Stop
}
}
// Green Gem 2 (Emerald Planet) ---------------------------------------------
ACTOR PuzzGemGreen2 : PuzzleItem 9009
{
Game Hexen
SpawnID 80
PuzzleItem.Number 4
Inventory.Icon ARTIGMG2
Inventory.PickupMessage "$TXT_ARTIPUZZGEMGREEN2"
States
{
Spawn:
AGG2 A -1
Stop
}
}
// Blue Gem 1 (Sapphire Planet) ---------------------------------------------
ACTOR PuzzGemBlue1 : PuzzleItem 9006
{
Game Hexen
SpawnID 81
PuzzleItem.Number 5
Inventory.Icon ARTIGEMB
Inventory.PickupMessage "$TXT_ARTIPUZZGEMBLUE1"
States
{
Spawn:
AGMB A -1
Stop
}
}
// Blue Gem 2 (Sapphire Planet) ---------------------------------------------
ACTOR PuzzGemBlue2 : PuzzleItem 9010
{
Game Hexen
SpawnID 82
PuzzleItem.Number 6
Inventory.Icon ARTIGMB2
Inventory.PickupMessage "$TXT_ARTIPUZZGEMBLUE2"
States
{
Spawn:
AGB2 A -1
Stop
}
}
// Book 1 (Daemon Codex) ----------------------------------------------------
ACTOR PuzzBook1 : PuzzleItem 9007
{
Game Hexen
SpawnID 83
PuzzleItem.Number 7
Inventory.Icon ARTIBOK1
Inventory.PickupMessage "$TXT_ARTIPUZZBOOK1"
States
{
Spawn:
ABK1 A -1
Stop
}
}
// Book 2 (Liber Oscura) ----------------------------------------------------
ACTOR PuzzBook2 : PuzzleItem 9008
{
Game Hexen
SpawnID 84
PuzzleItem.Number 8
Inventory.Icon ARTIBOK2
Inventory.PickupMessage "$TXT_ARTIPUZZBOOK2"
States
{
Spawn:
ABK2 A -1
Stop
}
}
// Flame Mask ---------------------------------------------------------------
ACTOR PuzzFlameMask : PuzzleItem 9014
{
Game Hexen
PuzzleItem.Number 9
Inventory.Icon ARTISKL2
Inventory.PickupMessage "$TXT_ARTIPUZZSKULL2"
States
{
Spawn:
ASK2 A -1
Stop
}
}
// Fighter Weapon (Glaive Seal) ---------------------------------------------
ACTOR PuzzFWeapon : PuzzleItem 9015
{
Game Hexen
PuzzleItem.Number 10
Inventory.Icon ARTIFWEP
Inventory.PickupMessage "$TXT_ARTIPUZZFWEAPON"
States
{
Spawn:
AFWP A -1
Stop
}
}
// Cleric Weapon (Holy Relic) -----------------------------------------------
ACTOR PuzzCWeapon : PuzzleItem 9016
{
Game Hexen
PuzzleItem.Number 11
Inventory.Icon ARTICWEP
Inventory.PickupMessage "$TXT_ARTIPUZZCWEAPON"
States
{
Spawn:
ACWP A -1
Stop
}
}
// Mage Weapon (Sigil of the Magus) -----------------------------------------
ACTOR PuzzMWeapon : PuzzleItem 9017
{
Game Hexen
PuzzleItem.Number 12
Inventory.Icon ARTIMWEP
Inventory.PickupMessage "$TXT_ARTIPUZZMWEAPON"
States
{
Spawn:
AMWP A -1
Stop
}
}
// Clock Gear 1 -------------------------------------------------------------
ACTOR PuzzGear1 : PuzzleItem 9018
{
Game Hexen
PuzzleItem.Number 13
Inventory.Icon ARTIGEAR
Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
States
{
Spawn:
AGER ABCDEFGH 4 Bright
Loop
}
}
// Clock Gear 2 -------------------------------------------------------------
ACTOR PuzzGear2 : PuzzleItem 9019
{
Game Hexen
PuzzleItem.Number 14
Inventory.Icon ARTIGER2
Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
States
{
Spawn:
AGR2 ABCDEFGH 4 Bright
Loop
}
}
// Clock Gear 3 -------------------------------------------------------------
ACTOR PuzzGear3 : PuzzleItem 9020
{
Game Hexen
PuzzleItem.Number 15
Inventory.Icon ARTIGER3
Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
States
{
Spawn:
AGR3 ABCDEFGH 4 Bright
Loop
}
}
// Clock Gear 4 -------------------------------------------------------------
ACTOR PuzzGear4 : PuzzleItem 9021
{
Game Hexen
PuzzleItem.Number 16
Inventory.Icon ARTIGER4
Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
States
{
Spawn:
AGR4 ABCDEFGH 4 Bright
Loop
}
}