mirror of
https://github.com/ZDoom/gzdoom.git
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SVN r71 (trunk)
This commit is contained in:
parent
eff7c898cf
commit
29cd024aba
31 changed files with 1718 additions and 1105 deletions
|
@ -1,3 +1,32 @@
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April 30, 2006 (Changes by Graf Zahl)
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- Removed the DCorpseQueue class. It was no longer used and since
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the savegames it might have been used in have become incompatible
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a long time ago there is no reason to keep it around anymore.
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- Fixed: level.maptime must be set to 0 every time a level is loaded.
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- Converted a_doomarmor.cpp and a_doomkeys.cpp to DECORATE.
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- Replaced all need key messages that weren't already in LANGUAGE with
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a LANGUAGE identifier. Also made the messages for Hexen's keys unique
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strings instead of constructing them at run time.
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- Added: Pickup messages can now handle embedded localized strings - like
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the need key messages
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- Converted a_hereticdecorations.cpp as well.
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- Time to put the capabilities of Zip files to good use:
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Converted a_doomdecorations.cpp into a DECORATE lump to test my changes.
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(The EXE got 24 kb shorter by that - much more than I expected...)
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- Added a 'game' property to DECORATE so that game specific IDs can be
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defined.
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- Added an #include directive to the DECORATE parser.
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- Also removed ABreakableDecoration. Using AActor and the metadata
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for the death and burn height gives the same results with less code.
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- Removed the ADecoration class. It just inherited from AActor without
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adding any functionality of its own.
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- Added functions to sc_man to save and restore the full script state.
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This allows recursive use of the script parser.
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- Changed SC_Open to check for full names in a ZIP first.
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- Fixed: Ammo2 no longer gets displayed when it is identical to Ammo1.
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- Re-enabled the death camera due to public demand but made it switchable
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by a CVAR.
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April 29, 2006 (Changes by Graf Zahl)
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- ZDoom now loads zdoom.pk3 instead of zdoom.wad.
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- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
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@ -77,44 +77,9 @@ struct FExtraInfo
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bool ExplosionShooterImmune;
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};
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class ADecoration : public AActor
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class ASimpleProjectile : public AActor
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{
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DECLARE_STATELESS_ACTOR (ADecoration, AActor);
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};
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IMPLEMENT_ABSTRACT_ACTOR (ADecoration)
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class ABreakableDecoration : public ADecoration
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{
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DECLARE_STATELESS_ACTOR (ABreakableDecoration, ADecoration);
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public:
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void Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << DeathHeight << BurnHeight;
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}
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void Die (AActor *source, AActor *inflictor)
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{
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Super::Die (source, inflictor);
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flags &= ~MF_CORPSE; // Don't be a corpse
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if (DamageType == MOD_FIRE)
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{
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height = BurnHeight; // Use burn height
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}
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else
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{
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height = DeathHeight; // Use death height
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}
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};
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fixed_t DeathHeight;
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fixed_t BurnHeight;
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};
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IMPLEMENT_ABSTRACT_ACTOR (ABreakableDecoration)
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class ASimpleProjectile : public ADecoration
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{
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DECLARE_STATELESS_ACTOR (ASimpleProjectile, ADecoration);
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DECLARE_STATELESS_ACTOR (ASimpleProjectile, AActor);
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public:
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void Serialize (FArchive &arc)
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{
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@ -363,10 +328,32 @@ static void ParseDecorate (void (*process)(FState *, int))
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EDefinitionType def;
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FActorInfo *info;
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char *typeName;
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int recursion=0;
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// Get actor class name. The A prefix is added automatically.
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while (SC_GetString ())
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while (true)
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{
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if (!SC_GetString ())
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{
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if (recursion==0) return;
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SC_RestoreScriptState();
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recursion--;
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continue;
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}
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if (SC_Compare ("#include"))
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{
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int lump;
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SC_MustGetString();
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// This is not using SC_Open because it can print a more useful error message when done here
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lump = Wads.CheckNumForFullName(sc_String);
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if (lump==-1) lump = Wads.CheckNumForName(sc_String);
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if (lump==-1) SC_ScriptError("Lump '%s' not found", sc_String);
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SC_SaveScriptState();
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SC_OpenLumpNum(lump, sc_String);
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recursion++;
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continue;
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}
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if (SC_Compare ("Actor"))
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{
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ProcessActor (process);
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@ -380,7 +367,7 @@ static void ParseDecorate (void (*process)(FState *, int))
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}
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else if (SC_Compare ("Breakable"))
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{
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parent = RUNTIME_CLASS(ABreakableDecoration);
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parent = RUNTIME_CLASS(AActor);
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def = DEF_BreakableDecoration;
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SC_MustGetString ();
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}
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@ -392,7 +379,7 @@ static void ParseDecorate (void (*process)(FState *, int))
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}
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else
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{
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parent = RUNTIME_CLASS(ADecoration);
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parent = RUNTIME_CLASS(AActor);
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def = DEF_Decoration;
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}
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@ -424,6 +411,10 @@ static void ParseDecorate (void (*process)(FState *, int))
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{
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info->GameFilter |= GAME_Raven;
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}
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else if (SC_Compare ("Strife"))
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{
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info->GameFilter |= GAME_Strife;
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}
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else if (SC_Compare ("Any"))
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{
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info->GameFilter = GAME_Any;
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@ -534,15 +525,8 @@ static void ParseDecorate (void (*process)(FState *, int))
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info->OwnedStates[extra.DeathStart].Action = A_ScreamAndUnblock;
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}
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if (extra.DeathHeight == 0)
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{
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((ABreakableDecoration *)(info->Defaults))->DeathHeight =
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((ABreakableDecoration *)(info->Defaults))->height;
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}
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else
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{
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((ABreakableDecoration *)(info->Defaults))->DeathHeight = extra.DeathHeight;
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}
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if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(info->Defaults))->height;
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info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
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}
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((AActor *)(info->Defaults))->DeathState = &info->OwnedStates[extra.DeathStart];
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}
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@ -580,15 +564,9 @@ static void ParseDecorate (void (*process)(FState *, int))
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info->OwnedStates[extra.FireDeathStart].Action = A_ActiveAndUnblock;
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}
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if (extra.BurnHeight == 0)
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{
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((ABreakableDecoration *)(info->Defaults))->BurnHeight =
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((ABreakableDecoration *)(info->Defaults))->height;
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}
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else
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{
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((ABreakableDecoration *)(info->Defaults))->BurnHeight = extra.BurnHeight;
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}
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if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(info->Defaults))->height;
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info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight);
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((AActor *)(info->Defaults))->BDeathState = &info->OwnedStates[extra.FireDeathStart];
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}
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@ -1,102 +0,0 @@
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#include "info.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "gstrings.h"
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#include "gi.h"
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// Armor bonus --------------------------------------------------------------
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class AArmorBonus : public ABasicArmorBonus
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{
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DECLARE_ACTOR (AArmorBonus, ABasicArmorBonus)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTARMBONUS");
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}
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};
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FState AArmorBonus::States[] =
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{
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S_NORMAL (BON2, 'A', 6, NULL , &States[1]),
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S_NORMAL (BON2, 'B', 6, NULL , &States[2]),
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S_NORMAL (BON2, 'C', 6, NULL , &States[3]),
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S_NORMAL (BON2, 'D', 6, NULL , &States[4]),
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S_NORMAL (BON2, 'C', 6, NULL , &States[5]),
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S_NORMAL (BON2, 'B', 6, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (AArmorBonus, Doom, 2015, 22)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
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PROP_BasicArmorBonus_SaveAmount (1)
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PROP_BasicArmorBonus_MaxSaveAmount (200) // deh.MaxArmor
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PROP_Inventory_FlagsSet (IF_ALWAYSPICKUP)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM1A0")
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END_DEFAULTS
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// Green armor --------------------------------------------------------------
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class AGreenArmor : public ABasicArmorPickup
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{
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DECLARE_ACTOR (AGreenArmor, ABasicArmorPickup)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTARMOR");
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}
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};
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FState AGreenArmor::States[] =
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{
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S_NORMAL (ARM1, 'A', 6, NULL , &States[1]),
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S_BRIGHT (ARM1, 'B', 7, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (AGreenArmor, Doom, 2018, 68)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_BasicArmorPickup_SavePercent (FRACUNIT/3)
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PROP_BasicArmorPickup_SaveAmount (100) // 100*deh.GreenAC
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM1A0")
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END_DEFAULTS
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// Blue armor ---------------------------------------------------------------
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class ABlueArmor : public ABasicArmorPickup
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{
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DECLARE_ACTOR (ABlueArmor, ABasicArmorPickup)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTMEGA");
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}
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};
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FState ABlueArmor::States[] =
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{
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S_NORMAL (ARM2, 'A', 6, NULL , &States[1]),
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S_BRIGHT (ARM2, 'B', 6, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (ABlueArmor, Doom, 2019, 69)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_BasicArmorPickup_SavePercent (FRACUNIT/2)
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PROP_BasicArmorPickup_SaveAmount (200) // 100*deh.BlueAC
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM2A0")
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END_DEFAULTS
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@ -1,403 +0,0 @@
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#include "actor.h"
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#include "info.h"
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/********** Decorations ***********/
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#define _DECCOMMON(cls,ednum,rad,hi,ns,id) \
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class cls : public AActor { DECLARE_STATELESS_ACTOR (cls, AActor) static FState States[ns]; }; \
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IMPLEMENT_ACTOR (cls, Doom, ednum, id) \
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PROP_SpawnState(0) \
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PROP_RadiusFixed(rad) \
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PROP_HeightFixed(hi)
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#define _DECSTARTSTATES(cls,ns) \
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FState cls::States[ns] =
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#define DECID(cls,ednum,id,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,id) \
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PROP_Flags (MF_SOLID) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DEC(cls,ednum,rad,hi,ns) \
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DECID(cls,ednum,0,rad,hi,ns)
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#define DECNSOLID(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECHANG(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECHANGNS(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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PROP_Flags (MF_SPAWNCEILING|MF_NOGRAVITY) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECNBLOCKID(cls,ednum,id,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,id) \
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/*PROP_Flags (MF_NOBLOCKMAP)*/ \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define SUBCLASS_NS(cls,super,ednum,rad,hi) \
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class cls : public super { DECLARE_STATELESS_ACTOR (cls, super) }; \
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IMPLEMENT_STATELESS_ACTOR (cls, Doom, ednum, 0) \
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PROP_RadiusFixed (rad) \
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PROP_HeightFixed (hi) \
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PROP_FlagsClear (MF_SOLID) \
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END_DEFAULTS
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// Tech lamp ---------------------------------------------------------------
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DEC (ATechLamp, 85, 16, 80, 4)
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{
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S_BRIGHT (TLMP, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TLMP, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TLMP, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TLMP, 'D', 4, NULL, &States[0])
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};
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// Tech lamp 2 -------------------------------------------------------------
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DEC (ATechLamp2, 86, 16, 60, 4)
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{
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S_BRIGHT (TLP2, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TLP2, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TLP2, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TLP2, 'D', 4, NULL, &States[0])
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};
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// Column ------------------------------------------------------------------
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DEC (AColumn, 2028, 16, 48, 1)
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{
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S_BRIGHT (COLU, 'A', -1, NULL, NULL)
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};
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// Tall green column -------------------------------------------------------
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DEC (ATallGreenColumn, 30, 16, 52, 1)
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{
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S_NORMAL (COL1, 'A', -1, NULL, NULL)
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};
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// Short green column ------------------------------------------------------
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DEC (AShortGreenColumn, 31, 16, 40, 1)
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{
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S_NORMAL (COL2, 'A', -1, NULL, NULL)
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};
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||||
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// Tall red column ---------------------------------------------------------
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DEC (ATallRedColumn, 32, 16, 52, 1)
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{
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S_NORMAL (COL3, 'A', -1, NULL, NULL)
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};
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||||
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// Short red column --------------------------------------------------------
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DEC (AShortRedColumn, 33, 16, 40, 1)
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{
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S_NORMAL (COL4, 'A', -1, NULL, NULL)
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};
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||||
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||||
// Skull column ------------------------------------------------------------
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DEC (ASkullColumn, 37, 16, 40, 1)
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{
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S_NORMAL (COL6, 'A', -1, NULL, NULL)
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};
|
||||
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||||
// Heart column ------------------------------------------------------------
|
||||
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DEC (AHeartColumn, 36, 16, 40, 2)
|
||||
{
|
||||
S_NORMAL (COL5, 'A', 14, NULL, &States[1]),
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S_NORMAL (COL5, 'B', 14, NULL, &States[0])
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};
|
||||
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||||
// Evil eye ----------------------------------------------------------------
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||||
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||||
DEC (AEvilEye, 41, 16, 54, 4)
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||||
{
|
||||
S_BRIGHT (CEYE, 'A', 6, NULL, &States[1]),
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S_BRIGHT (CEYE, 'B', 6, NULL, &States[2]),
|
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S_BRIGHT (CEYE, 'C', 6, NULL, &States[3]),
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S_BRIGHT (CEYE, 'B', 6, NULL, &States[0])
|
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};
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||||
|
||||
// Floating skull ----------------------------------------------------------
|
||||
|
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DEC (AFloatingSkull, 42, 16, 26, 3)
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||||
{
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||||
S_BRIGHT (FSKU, 'A', 6, NULL, &States[1]),
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S_BRIGHT (FSKU, 'B', 6, NULL, &States[2]),
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S_BRIGHT (FSKU, 'C', 6, NULL, &States[0])
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||||
};
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||||
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||||
// Torch tree --------------------------------------------------------------
|
||||
|
||||
DEC (ATorchTree, 43, 16, 56, 1)
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||||
{
|
||||
S_NORMAL (TRE1, 'A', -1, NULL, NULL)
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};
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||||
|
||||
// Blue torch --------------------------------------------------------------
|
||||
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DEC (ABlueTorch, 44, 16, 68, 4)
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{
|
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S_BRIGHT (TBLU, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TBLU, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (TBLU, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (TBLU, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Green torch -------------------------------------------------------------
|
||||
|
||||
DEC (AGreenTorch, 45, 16, 68, 4)
|
||||
{
|
||||
S_BRIGHT (TGRN, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TGRN, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TGRN, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (TGRN, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Red torch ---------------------------------------------------------------
|
||||
|
||||
DEC (ARedTorch, 46, 16, 68, 4)
|
||||
{
|
||||
S_BRIGHT (TRED, 'A', 4, NULL, &States[1]),
|
||||
S_BRIGHT (TRED, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (TRED, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (TRED, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Short blue torch --------------------------------------------------------
|
||||
|
||||
DEC (AShortBlueTorch, 55, 16, 37, 4)
|
||||
{
|
||||
S_BRIGHT (SMBT, 'A', 4, NULL, &States[1]),
|
||||
S_BRIGHT (SMBT, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (SMBT, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (SMBT, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Short green torch -------------------------------------------------------
|
||||
|
||||
DEC (AShortGreenTorch, 56, 16, 37, 4)
|
||||
{
|
||||
S_BRIGHT (SMGT, 'A', 4, NULL, &States[1]),
|
||||
S_BRIGHT (SMGT, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (SMGT, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (SMGT, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Short red torch ---------------------------------------------------------
|
||||
|
||||
DEC (AShortRedTorch, 57, 16, 37, 4)
|
||||
{
|
||||
S_BRIGHT (SMRT, 'A', 4, NULL, &States[1]),
|
||||
S_BRIGHT (SMRT, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (SMRT, 'C', 4, NULL, &States[3]),
|
||||
S_BRIGHT (SMRT, 'D', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Stalagtite --------------------------------------------------------------
|
||||
|
||||
DEC (AStalagtite, 47, 16, 40, 1)
|
||||
{
|
||||
S_NORMAL (SMIT, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Tech pillar -------------------------------------------------------------
|
||||
|
||||
DEC (ATechPillar, 48, 16, 128, 1)
|
||||
{
|
||||
S_NORMAL (ELEC, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Candle stick ------------------------------------------------------------
|
||||
|
||||
DECNSOLID (ACandlestick, 34, 20, 14, 1)
|
||||
{
|
||||
S_BRIGHT (CAND, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Candelabra --------------------------------------------------------------
|
||||
|
||||
DEC (ACandelabra, 35, 16, 60, 1)
|
||||
{
|
||||
S_BRIGHT (CBRA, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Bloody twitch -----------------------------------------------------------
|
||||
|
||||
DECHANG (ABloodyTwitch, 49, 16, 68, 4)
|
||||
{
|
||||
S_NORMAL (GOR1, 'A', 10, NULL, &States[1]),
|
||||
S_NORMAL (GOR1, 'B', 15, NULL, &States[2]),
|
||||
S_NORMAL (GOR1, 'C', 8, NULL, &States[3]),
|
||||
S_NORMAL (GOR1, 'B', 6, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Meat 2 ------------------------------------------------------------------
|
||||
|
||||
DECHANG (AMeat2, 50, 16, 84, 1)
|
||||
{
|
||||
S_NORMAL (GOR2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Meat 3 ------------------------------------------------------------------
|
||||
|
||||
DECHANG (AMeat3, 51, 16, 84, 1)
|
||||
{
|
||||
S_NORMAL (GOR3, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Meat 4 ------------------------------------------------------------------
|
||||
|
||||
DECHANG (AMeat4, 52, 16, 68, 1)
|
||||
{
|
||||
S_NORMAL (GOR4, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Meat 5 ------------------------------------------------------------------
|
||||
|
||||
DECHANG (AMeat5, 53, 16, 52, 1)
|
||||
{
|
||||
S_NORMAL (GOR5, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Nonsolid meat -----------------------------------------------------------
|
||||
|
||||
SUBCLASS_NS (ANonsolidMeat2, AMeat2, 59, 20, 84)
|
||||
SUBCLASS_NS (ANonsolidMeat3, AMeat3, 61, 20, 52)
|
||||
SUBCLASS_NS (ANonsolidMeat4, AMeat4, 60, 20, 68)
|
||||
SUBCLASS_NS (ANonsolidMeat5, AMeat5, 62, 20, 52)
|
||||
|
||||
// Nonsolid bloody twitch --------------------------------------------------
|
||||
|
||||
SUBCLASS_NS (ANonsolidTwitch, ABloodyTwitch, 63, 20, 68)
|
||||
|
||||
// Head on a stick ---------------------------------------------------------
|
||||
|
||||
DEC (AHeadOnAStick, 27, 16, 56, 1)
|
||||
{
|
||||
S_NORMAL (POL4, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Heads (plural!) on a stick ----------------------------------------------
|
||||
|
||||
DEC (AHeadsOnAStick, 28, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (POL2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Head candles ------------------------------------------------------------
|
||||
|
||||
DEC (AHeadCandles, 29, 16, 42, 2)
|
||||
{
|
||||
S_BRIGHT (POL3, 'A', 6, NULL, &States[1]),
|
||||
S_BRIGHT (POL3, 'B', 6, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Dead on a stick ---------------------------------------------------------
|
||||
|
||||
DEC (ADeadStick, 25, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (POL1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Still alive on a stick --------------------------------------------------
|
||||
|
||||
DEC (ALiveStick, 26, 16, 64, 2)
|
||||
{
|
||||
S_NORMAL (POL6, 'A', 6, NULL, &States[1]),
|
||||
S_NORMAL (POL6, 'B', 8, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Big tree ----------------------------------------------------------------
|
||||
|
||||
DEC (ABigTree, 54, 32, 108, 1)
|
||||
{
|
||||
S_NORMAL (TRE2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Burning barrel ----------------------------------------------------------
|
||||
|
||||
DECID (ABurningBarrel, 70, 149, 16, 32, 3)
|
||||
{
|
||||
S_BRIGHT (FCAN, 'A', 4, NULL, &States[1]),
|
||||
S_BRIGHT (FCAN, 'B', 4, NULL, &States[2]),
|
||||
S_BRIGHT (FCAN, 'C', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
// Hanging with no guts ----------------------------------------------------
|
||||
|
||||
DECHANG (AHangNoGuts, 73, 16, 88, 1)
|
||||
{
|
||||
S_NORMAL (HDB1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from bottom with no brain ---------------------------------------
|
||||
|
||||
DECHANG (AHangBNoBrain, 74, 16, 88, 1)
|
||||
{
|
||||
S_NORMAL (HDB2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from top, looking down ------------------------------------------
|
||||
|
||||
DECHANG (AHangTLookingDown, 75, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (HDB3, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from top, looking up --------------------------------------------
|
||||
|
||||
DECHANG (AHangTLookingUp, 77, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (HDB5, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from top, skully ------------------------------------------------
|
||||
|
||||
DECHANG (AHangTSkull, 76, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (HDB4, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from top without a brain ----------------------------------------
|
||||
|
||||
DECHANG (AHangTNoBrain, 78, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (HDB6, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Colon gibs --------------------------------------------------------------
|
||||
|
||||
DECNBLOCKID (AColonGibs, 79, 147, 20, 4, 1)
|
||||
{
|
||||
S_NORMAL (POB1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Small pool o' blood -----------------------------------------------------
|
||||
|
||||
DECNBLOCKID (ASmallBloodPool, 80, 148, 20, 1, 1)
|
||||
{
|
||||
S_NORMAL (POB2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// brain stem lying on the ground ------------------------------------------
|
||||
|
||||
DECNBLOCKID (ABrainStem, 81, 150, 20, 4, 1)
|
||||
{
|
||||
S_NORMAL (BRS1, 'A', -1, NULL, NULL)
|
||||
};
|
|
@ -1,164 +0,0 @@
|
|||
#include "info.h"
|
||||
#include "a_pickups.h"
|
||||
#include "d_player.h"
|
||||
#include "gstrings.h"
|
||||
#include "p_local.h"
|
||||
#include "a_keys.h"
|
||||
#include "gstrings.h"
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ADoomKey, Doom, -1, 0)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
|
||||
END_DEFAULTS
|
||||
|
||||
// Blue key card ------------------------------------------------------------
|
||||
|
||||
class ABlueCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ABlueCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ABlueCard::States[] =
|
||||
{
|
||||
S_NORMAL (BKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (BKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABlueCard, Doom, 5, 85)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS0")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABlueCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTBLUECARD");
|
||||
}
|
||||
|
||||
// Yellow key card ----------------------------------------------------------
|
||||
|
||||
class AYellowCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (AYellowCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState AYellowCard::States[] =
|
||||
{
|
||||
S_NORMAL (YKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (YKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AYellowCard, Doom, 6, 87)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS1")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *AYellowCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTYELWCARD");
|
||||
}
|
||||
|
||||
// Red key card -------------------------------------------------------------
|
||||
|
||||
class ARedCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ARedCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ARedCard::States[] =
|
||||
{
|
||||
S_NORMAL (RKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (RKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARedCard, Doom, 13, 86)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS2")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ARedCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTREDCARD");
|
||||
}
|
||||
|
||||
// Blue skull key -----------------------------------------------------------
|
||||
|
||||
class ABlueSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ABlueSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ABlueSkull::States[] =
|
||||
{
|
||||
S_NORMAL (BSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (BSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABlueSkull, Doom, 40, 90)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS3")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABlueSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTBLUESKUL");
|
||||
}
|
||||
|
||||
// Yellow skull key ---------------------------------------------------------
|
||||
|
||||
class AYellowSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (AYellowSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState AYellowSkull::States[] =
|
||||
{
|
||||
S_NORMAL (YSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (YSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AYellowSkull, Doom, 39, 88)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS4")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *AYellowSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTYELWSKUL");
|
||||
}
|
||||
|
||||
// Red skull key ------------------------------------------------------------
|
||||
|
||||
class ARedSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ARedSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ARedSkull::States[] =
|
||||
{
|
||||
S_NORMAL (RSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (RSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARedSkull, Doom, 38, 89)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS5")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ARedSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTREDSKUL");
|
||||
}
|
||||
|
|
@ -634,7 +634,7 @@ private:
|
|||
TAG_DONE);
|
||||
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
|
||||
ammotop = -4 - BigHeight;
|
||||
if (ammo2 != NULL)
|
||||
if (ammo2 != NULL && ammo2!=ammo1)
|
||||
{
|
||||
// Draw secondary ammo just above the primary ammo
|
||||
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));
|
||||
|
|
|
@ -1,147 +0,0 @@
|
|||
#include "actor.h"
|
||||
#include "info.h"
|
||||
|
||||
/********** Decorations ***********/
|
||||
|
||||
#define _DECCOMMON(cls,ednum,rad,hi,ns) \
|
||||
class cls : public AActor { DECLARE_STATELESS_ACTOR (cls, AActor) static FState States[ns]; }; \
|
||||
IMPLEMENT_ACTOR (cls, Heretic, ednum, 0) \
|
||||
PROP_SpawnState (0) \
|
||||
PROP_RadiusFixed (rad) \
|
||||
PROP_HeightFixed (hi)
|
||||
|
||||
#define _DECSTARTSTATES(cls,ns) \
|
||||
FState cls::States[ns] =
|
||||
|
||||
#define DECF(cls,ednum,rad,hi,ns,fl) \
|
||||
_DECCOMMON(cls,ednum,rad,hi,ns) \
|
||||
PROP_Flags (fl) \
|
||||
END_DEFAULTS \
|
||||
_DECSTARTSTATES(cls,ns)
|
||||
|
||||
#define DEC(cls,ednum,rad,hi,ns) \
|
||||
DECF(cls,ednum,rad,hi,ns,MF_SOLID)
|
||||
|
||||
#define DECNSOLID(cls,ednum,rad,hi,ns) \
|
||||
_DECCOMMON(cls,ednum,rad,hi,ns) END_DEFAULTS _DECSTARTSTATES(cls,ns)
|
||||
|
||||
#define DECHANG(cls,ednum,rad,hi,ns) \
|
||||
DECF(cls,ednum,rad,hi,ns,MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
|
||||
|
||||
#define DECHANGNS(cls,ednum,rad,hi,ns) \
|
||||
DECF(cls,ednum,rad,hi,ns,MF_SPAWNCEILING|MF_NOGRAVITY)
|
||||
|
||||
#define DECFLOATNS(cls,ednum,rad,hi,ns) \
|
||||
DECF(cls,ednum,rad,hi,ns,MF_NOGRAVITY)
|
||||
|
||||
#define DECNBLOCK(cls,ednum,rad,hi,ns) \
|
||||
DECF(cls,ednum,rad,hi,ns,MF_NOBLOCKMAP)
|
||||
|
||||
DECHANGNS (ASkullHang70, 17, 20, 70, 1)
|
||||
{
|
||||
S_NORMAL (SKH1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (ASkullHang60, 24, 20, 60, 1)
|
||||
{
|
||||
S_NORMAL (SKH2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (ASkullHang45, 25, 20, 45, 1)
|
||||
{
|
||||
S_NORMAL (SKH3, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (ASkullHang35, 26, 20, 35, 1)
|
||||
{
|
||||
S_NORMAL (SKH4, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (AChandelier, 28, 20, 60, 3)
|
||||
{
|
||||
S_NORMAL (CHDL, 'A', 4, NULL, &States[1]),
|
||||
S_NORMAL (CHDL, 'B', 4, NULL, &States[2]),
|
||||
S_NORMAL (CHDL, 'C', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
DEC (ASerpentTorch, 27, 12, 54, 3)
|
||||
{
|
||||
S_NORMAL (SRTC, 'A', 4, NULL, &States[1]),
|
||||
S_NORMAL (SRTC, 'B', 4, NULL, &States[2]),
|
||||
S_NORMAL (SRTC, 'C', 4, NULL, &States[0])
|
||||
};
|
||||
|
||||
DEC (ASmallPillar, 29, 16, 34, 1)
|
||||
{
|
||||
S_NORMAL (SMPL, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DEC (AStalagmiteSmall, 37, 8, 32, 1)
|
||||
{
|
||||
S_NORMAL (STGS, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DEC (AStalagmiteLarge, 38, 12, 64, 1)
|
||||
{
|
||||
S_NORMAL (STGL, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANG (AStalactiteSmall, 39, 8, 36, 1)
|
||||
{
|
||||
S_NORMAL (STCS, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANG (AStalactiteLarge, 40, 12, 68, 1)
|
||||
{
|
||||
S_NORMAL (STCL, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
|
||||
DEC (AFireBrazier, 76, 16, 44, 8)
|
||||
{
|
||||
S_BRIGHT (KFR1, 'A', 3, NULL, &States[1]),
|
||||
S_BRIGHT (KFR1, 'B', 3, NULL, &States[2]),
|
||||
S_BRIGHT (KFR1, 'C', 3, NULL, &States[3]),
|
||||
S_BRIGHT (KFR1, 'D', 3, NULL, &States[4]),
|
||||
S_BRIGHT (KFR1, 'E', 3, NULL, &States[5]),
|
||||
S_BRIGHT (KFR1, 'F', 3, NULL, &States[6]),
|
||||
S_BRIGHT (KFR1, 'G', 3, NULL, &States[7]),
|
||||
S_BRIGHT (KFR1, 'H', 3, NULL, &States[0])
|
||||
};
|
||||
|
||||
DEC (ABarrel, 44, 12, 32, 1)
|
||||
{
|
||||
S_NORMAL (BARL, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DEC (ABrownPillar, 47, 14, 128, 1)
|
||||
{
|
||||
S_NORMAL (BRPL, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (AMoss1, 48, 20, 23, 1)
|
||||
{
|
||||
S_NORMAL (MOS1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
DECHANGNS (AMoss2, 49, 20, 27, 1)
|
||||
{
|
||||
S_NORMAL (MOS2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
/*DECFLOATNS (AWallTorch, 50, 20, 16, 3)*/
|
||||
_DECCOMMON(AWallTorch, 50, 20, 16, 3)
|
||||
PROP_Flags (MF_NOGRAVITY)
|
||||
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
|
||||
END_DEFAULTS
|
||||
_DECSTARTSTATES(AWallTorch, 3)
|
||||
{
|
||||
S_BRIGHT (WTRH, 'A', 6, NULL, &States[1]),
|
||||
S_BRIGHT (WTRH, 'B', 6, NULL, &States[2]),
|
||||
S_BRIGHT (WTRH, 'C', 6, NULL, &States[0])
|
||||
};
|
||||
|
||||
DECHANG (AHangingCorpse, 51, 8, 104, 1)
|
||||
{
|
||||
S_NORMAL (HCOR, 'A', -1, NULL, NULL)
|
||||
};
|
|
@ -408,6 +408,11 @@ private:
|
|||
|
||||
// Ammo
|
||||
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
||||
if (ammo1==ammo2)
|
||||
{
|
||||
// Don't show the same ammo twice.
|
||||
ammo2=NULL;
|
||||
}
|
||||
if (oldammo1 != ammo1 || oldammo2 != ammo2 ||
|
||||
oldammocount1 != ammocount1 || oldammocount2 != ammocount2)
|
||||
{
|
||||
|
@ -600,7 +605,7 @@ private:
|
|||
DTA_HUDRules, HUD_Normal,
|
||||
DTA_CenterBottomOffset, true,
|
||||
TAG_DONE);
|
||||
if (ammo2 != NULL)
|
||||
if (ammo2 != NULL && ammo2!=ammo1)
|
||||
{
|
||||
// Draw secondary ammo just above the primary ammo
|
||||
DrINumberOuter (ammo2->Amount, -29, -56);
|
||||
|
|
|
@ -448,6 +448,11 @@ private:
|
|||
int drawbar;
|
||||
|
||||
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
|
||||
if (ammo1==ammo2)
|
||||
{
|
||||
// Don't show the same ammo twice.
|
||||
ammo2=NULL;
|
||||
}
|
||||
|
||||
// If the weapon uses some ammo that is not mana, do not draw
|
||||
// the mana bars; draw the specific used ammo instead.
|
||||
|
|
|
@ -1735,6 +1735,7 @@ void G_DoLoadLevel (int position, bool autosave)
|
|||
}
|
||||
|
||||
level.starttime = gametic;
|
||||
level.maptime = 0;
|
||||
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
|
||||
G_FinishTravel ();
|
||||
if (players[consoleplayer].camera == NULL ||
|
||||
|
|
|
@ -331,45 +331,6 @@ void DCorpsePointer::Serialize (FArchive &arc)
|
|||
arc << Corpse << Count;
|
||||
}
|
||||
|
||||
// Pointers to members cannot be assigned to single array elements,
|
||||
// so this class is deprecated. It exists now only for compatibility with
|
||||
// old savegames.
|
||||
|
||||
class DCorpseQueue : public DThinker
|
||||
{
|
||||
DECLARE_CLASS (DCorpseQueue, DThinker)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
void Serialize (FArchive &arc);
|
||||
void Tick ();
|
||||
protected:
|
||||
AActor *CorpseQueue[CORPSEQUEUESIZE];
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(DCorpseQueue)
|
||||
|
||||
void DCorpseQueue::Serialize (FArchive &arc)
|
||||
{
|
||||
int foo = 0;
|
||||
int i;
|
||||
|
||||
Super::Serialize (arc);
|
||||
for (i = 0; i < CORPSEQUEUESIZE; ++i)
|
||||
arc << CorpseQueue[i];
|
||||
arc << foo;
|
||||
}
|
||||
|
||||
void DCorpseQueue::Tick ()
|
||||
{
|
||||
for (int i = 0; i < CORPSEQUEUESIZE; ++i)
|
||||
{
|
||||
if (CorpseQueue[i] != NULL)
|
||||
{
|
||||
new DCorpsePointer (CorpseQueue[i]);
|
||||
}
|
||||
}
|
||||
Destroy ();
|
||||
}
|
||||
|
||||
// throw another corpse on the queue
|
||||
void A_QueueCorpse (AActor *actor)
|
||||
|
|
|
@ -812,6 +812,40 @@ void AInventory::Hide ()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
static void PrintPickupMessage (const char *str)
|
||||
{
|
||||
if (str != NULL)
|
||||
{
|
||||
string temp;
|
||||
|
||||
if (strchr (str, '$'))
|
||||
{
|
||||
// The message or part of it is from the LANGUAGE lump
|
||||
string name;
|
||||
|
||||
size_t part1 = strcspn (str, "$");
|
||||
temp = string(str, part1);
|
||||
|
||||
size_t part2 = strcspn (str + part1 + 1, "$");
|
||||
name = string(str + part1 + 1, part2);
|
||||
|
||||
temp += GStrings(name.GetChars());
|
||||
if (str[part1 + 1 + part2] == '$')
|
||||
{
|
||||
temp += str + part1 + part2 + 2;
|
||||
}
|
||||
str = temp.GetChars();
|
||||
}
|
||||
Printf (PRINT_LOW, "%s\n", str);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Touch
|
||||
|
@ -845,7 +879,7 @@ void AInventory::Touch (AActor *toucher)
|
|||
{
|
||||
StaticLastMessageTic = gametic;
|
||||
StaticLastMessage = message;
|
||||
Printf (PRINT_LOW, "%s\n", message);
|
||||
PrintPickupMessage (message);
|
||||
StatusBar->FlashCrosshair ();
|
||||
}
|
||||
|
||||
|
|
|
@ -478,7 +478,7 @@ private:
|
|||
DTA_HUDRules, HUD_Normal,
|
||||
DTA_CenterBottomOffset, true,
|
||||
TAG_DONE);
|
||||
if (ammo2 != NULL)
|
||||
if (ammo2 != NULL && ammo1!=ammo2)
|
||||
{
|
||||
// Draw secondary ammo just above the primary ammo
|
||||
DrINumberOuter (ammo2->Amount, -23, -48, false, 7);
|
||||
|
|
|
@ -101,6 +101,7 @@ static bool r_showviewer;
|
|||
|
||||
CVAR (String, r_viewsize, "", CVAR_NOSET)
|
||||
CVAR (Int, r_polymost, 0, 0)
|
||||
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
|
||||
|
||||
fixed_t r_BaseVisibility;
|
||||
fixed_t r_WallVisibility;
|
||||
|
@ -993,7 +994,7 @@ void R_SetupFrame (AActor *actor)
|
|||
}
|
||||
|
||||
if (player != NULL &&
|
||||
((player->cheats & CF_CHASECAM)/* || (camera->health <= 0)*/) &&
|
||||
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) &&
|
||||
(camera->RenderStyle != STYLE_None) &&
|
||||
!(camera->renderflags & RF_INVISIBLE) &&
|
||||
camera->sprite != 0) // Sprite 0 is always TNT1
|
||||
|
|
101
src/sc_man.cpp
101
src/sc_man.cpp
|
@ -62,7 +62,7 @@ char *sc_ScriptsDir = "";
|
|||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
static char ScriptName[128];
|
||||
static string ScriptName;
|
||||
static char *ScriptBuffer;
|
||||
static char *ScriptPtr;
|
||||
static char *ScriptEndPtr;
|
||||
|
@ -86,7 +86,9 @@ static bool Escape=true;
|
|||
|
||||
void SC_Open (const char *name)
|
||||
{
|
||||
SC_OpenLumpNum (Wads.GetNumForName (name), name);
|
||||
int lump = Wads.CheckNumForFullName(name);
|
||||
if (lump==-1) lump = Wads.GetNumForName(name);
|
||||
SC_OpenLumpNum(lump, name);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -102,7 +104,8 @@ void SC_OpenFile (const char *name)
|
|||
{
|
||||
SC_Close ();
|
||||
ScriptSize = M_ReadFile (name, (byte **)&ScriptBuffer);
|
||||
ExtractFileBase (name, ScriptName);
|
||||
ScriptName = name; // This is used for error messages so the full file name is preferable
|
||||
//ExtractFileBase (name, ScriptName);
|
||||
FreeScript = true;
|
||||
SC_PrepareScript ();
|
||||
}
|
||||
|
@ -121,7 +124,7 @@ void SC_OpenMem (const char *name, char *buffer, int size)
|
|||
SC_Close ();
|
||||
ScriptSize = size;
|
||||
ScriptBuffer = buffer;
|
||||
strcpy (ScriptName, name);
|
||||
ScriptName = name;
|
||||
FreeScript = false;
|
||||
SC_PrepareScript ();
|
||||
}
|
||||
|
@ -140,7 +143,7 @@ void SC_OpenLumpNum (int lump, const char *name)
|
|||
ScriptSize = Wads.LumpLength (lump);
|
||||
ScriptBuffer = new char[ScriptSize];
|
||||
Wads.ReadLump (lump, ScriptBuffer);
|
||||
strcpy (ScriptName, name);
|
||||
ScriptName = name;
|
||||
FreeScript = true;
|
||||
SC_PrepareScript ();
|
||||
}
|
||||
|
@ -164,6 +167,7 @@ static void SC_PrepareScript (void)
|
|||
AlreadyGot = false;
|
||||
SavedScriptPtr = NULL;
|
||||
CMode = false;
|
||||
Escape = true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -596,7 +600,7 @@ BOOL SC_GetFloat (void)
|
|||
if (*stopper != 0)
|
||||
{
|
||||
I_Error ("SC_GetFloat: Bad numeric constant \"%s\".\n"
|
||||
"Script %s, Line %d\n", sc_String, ScriptName, sc_Line);
|
||||
"Script %s, Line %d\n", sc_String, ScriptName.GetChars(), sc_Line);
|
||||
}
|
||||
sc_Number = (int)sc_Float;
|
||||
return true;
|
||||
|
@ -747,7 +751,7 @@ void STACK_ARGS SC_ScriptError (const char *message, ...)
|
|||
va_end (arglist);
|
||||
}
|
||||
|
||||
I_Error ("Script error, \"%s\" line %d:\n%s\n", ScriptName,
|
||||
I_Error ("Script error, \"%s\" line %d:\n%s\n", ScriptName.GetChars(),
|
||||
sc_Line, composed.GetChars());
|
||||
}
|
||||
|
||||
|
@ -764,3 +768,86 @@ static void CheckOpen(void)
|
|||
I_FatalError ("SC_ call before SC_Open().");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Script state saving
|
||||
// This allows recursive script execution
|
||||
// This does not save the last token!
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct SavedScript
|
||||
{
|
||||
int sc_Line;
|
||||
BOOL sc_End;
|
||||
BOOL sc_Crossed;
|
||||
BOOL sc_FileScripts;
|
||||
|
||||
string * ScriptName;
|
||||
char *ScriptBuffer;
|
||||
char *ScriptPtr;
|
||||
char *ScriptEndPtr;
|
||||
bool ScriptOpen;
|
||||
int ScriptSize;
|
||||
bool FreeScript;
|
||||
char *SavedScriptPtr;
|
||||
int SavedScriptLine;
|
||||
bool CMode;
|
||||
bool Escape;
|
||||
};
|
||||
|
||||
|
||||
static TArray<SavedScript> SavedScripts;
|
||||
|
||||
void SC_SaveScriptState()
|
||||
{
|
||||
SavedScript ss;
|
||||
|
||||
ss.sc_Line = sc_Line;
|
||||
ss.sc_End = sc_End;
|
||||
ss.sc_Crossed = sc_Crossed;
|
||||
ss.sc_FileScripts = sc_FileScripts;
|
||||
ss.ScriptName = ::new string(ScriptName);
|
||||
ss.ScriptBuffer = ScriptBuffer;
|
||||
ss.ScriptPtr = ScriptPtr;
|
||||
ss.ScriptEndPtr = ScriptEndPtr;
|
||||
ss.ScriptOpen = ScriptOpen;
|
||||
ss.ScriptSize = ScriptSize;
|
||||
ss.FreeScript = FreeScript;
|
||||
ss.SavedScriptPtr = SavedScriptPtr;
|
||||
ss.SavedScriptLine = SavedScriptLine;
|
||||
ss.CMode = CMode;
|
||||
ss.Escape = Escape;
|
||||
SavedScripts.Push(ss);
|
||||
ScriptOpen = false;
|
||||
}
|
||||
|
||||
void SC_RestoreScriptState()
|
||||
{
|
||||
if (SavedScripts.Size()>0)
|
||||
{
|
||||
SavedScript ss;
|
||||
|
||||
SavedScripts.Pop(ss);
|
||||
sc_Line = ss.sc_Line;
|
||||
sc_End = ss.sc_End;
|
||||
sc_Crossed = ss.sc_Crossed;
|
||||
sc_FileScripts = ss.sc_FileScripts;
|
||||
ScriptName = *ss.ScriptName;
|
||||
delete ss.ScriptName;
|
||||
ScriptBuffer = ss.ScriptBuffer;
|
||||
ScriptPtr = ss.ScriptPtr;
|
||||
ScriptEndPtr = ss.ScriptEndPtr;
|
||||
ScriptOpen = ss.ScriptOpen;
|
||||
ScriptSize = ss.ScriptSize;
|
||||
FreeScript = ss.FreeScript;
|
||||
SavedScriptPtr = ss.SavedScriptPtr;
|
||||
SavedScriptLine = ss.SavedScriptLine;
|
||||
CMode = ss.CMode;
|
||||
Escape = ss.Escape;
|
||||
SavedScripts.ShrinkToFit();
|
||||
AlreadyGot = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,6 +26,8 @@ BOOL SC_Compare (const char *text);
|
|||
int SC_MatchString (const char **strings);
|
||||
int SC_MustMatchString (const char **strings);
|
||||
void STACK_ARGS SC_ScriptError (const char *message, ...);
|
||||
void SC_SaveScriptState();
|
||||
void SC_RestoreScriptState();
|
||||
|
||||
extern char *sc_String;
|
||||
extern int sc_StringLen;
|
||||
|
|
|
@ -2073,6 +2073,42 @@ static void ActorSkipSuper (AActor *defaults, Baggage &bag)
|
|||
ResetActor(defaults, &bag);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ActorGame (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetString ();
|
||||
if (SC_Compare ("Doom"))
|
||||
{
|
||||
bag.Info->GameFilter |= GAME_Doom;
|
||||
}
|
||||
else if (SC_Compare ("Heretic"))
|
||||
{
|
||||
bag.Info->GameFilter |= GAME_Heretic;
|
||||
}
|
||||
else if (SC_Compare ("Hexen"))
|
||||
{
|
||||
bag.Info->GameFilter |= GAME_Hexen;
|
||||
}
|
||||
else if (SC_Compare ("Raven"))
|
||||
{
|
||||
bag.Info->GameFilter |= GAME_Raven;
|
||||
}
|
||||
else if (SC_Compare ("Strife"))
|
||||
{
|
||||
bag.Info->GameFilter |= GAME_Strife;
|
||||
}
|
||||
else if (SC_Compare ("Any"))
|
||||
{
|
||||
bag.Info->GameFilter = GAME_Any;
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_ScriptError ("Unknown game type %s", sc_String);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -2890,6 +2926,7 @@ static void InventoryIcon (AInventory *defaults, Baggage &bag)
|
|||
defaults->Icon = TexMan.AddPatch (sc_String, ns_sprites);
|
||||
if (defaults->Icon<=0)
|
||||
{
|
||||
if (bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype)
|
||||
Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->Name+1);
|
||||
}
|
||||
}
|
||||
|
@ -3239,6 +3276,7 @@ static const ActorProps props[] =
|
|||
{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
|
||||
{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
|
||||
{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
|
||||
{ "game", ActorGame, RUNTIME_CLASS(AActor) },
|
||||
{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
|
||||
{ "greetings", ActorGreetingsState, RUNTIME_CLASS(AActor) },
|
||||
{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
|
||||
|
|
|
@ -126,44 +126,6 @@ FWadCollection Wads;
|
|||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// strupr
|
||||
//
|
||||
// Suprisingly, glibc lacks this
|
||||
//==========================================================================
|
||||
|
||||
#ifdef NEED_STRUPR
|
||||
void strupr (char *s)
|
||||
{
|
||||
while (*s) {
|
||||
*s = toupper (*s);
|
||||
++s;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// filelength
|
||||
//
|
||||
// Suprisingly, glibc lacks this
|
||||
//==========================================================================
|
||||
|
||||
#ifdef NEED_FILELENGTH
|
||||
int filelength (int handle)
|
||||
{
|
||||
struct stat fileinfo;
|
||||
|
||||
if (fstat (handle, &fileinfo) == -1)
|
||||
{
|
||||
close (handle);
|
||||
I_Error ("Error fstating");
|
||||
}
|
||||
return fileinfo.st_size;
|
||||
}
|
||||
#endif
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// uppercoppy
|
||||
|
@ -532,8 +494,7 @@ void FWadCollection::AddFile (const char *filename, const char * data, int lengt
|
|||
strcpy(base, lname);
|
||||
char * dot = strrchr(base,'.');
|
||||
if (dot) *dot=0;
|
||||
strupr(base);
|
||||
strncpy(lump_p->name, base, 8);
|
||||
uppercopy(lump_p->name, base);
|
||||
lump_p->fullname = copystring(name);
|
||||
lump_p->position = LittleLong(zip_fh->dwFileOffset) + sizeof(FZipLocalHeader) + LittleShort(zip_fh->wFileNameSize);
|
||||
lump_p->size = zip_fh->dwSize;
|
||||
|
@ -600,8 +561,7 @@ void FWadCollection::AddFile (const char *filename, const char * data, int lengt
|
|||
singleinfo.FilePos = 0;
|
||||
singleinfo.Size = LittleLong(wadinfo->GetLength());
|
||||
ExtractFileBase (filename, name);
|
||||
strupr (name);
|
||||
strncpy (singleinfo.Name, name, 8);
|
||||
uppercopy(singleinfo.Name, name);
|
||||
NumLumps++;
|
||||
}
|
||||
Printf ("\n");
|
||||
|
|
|
@ -30,6 +30,14 @@ typedef struct
|
|||
|
||||
} filelump_t;
|
||||
|
||||
/*
|
||||
// appendlump(wadfile, filename):
|
||||
//
|
||||
// open the file by filename, write all of its contents to the wadfile
|
||||
//
|
||||
// returns: 0 = success, 1 = error
|
||||
*/
|
||||
|
||||
int appendlump (FILE *wadfile, char *filename)
|
||||
{
|
||||
char readbuf[64*1024];
|
||||
|
@ -45,28 +53,55 @@ int appendlump (FILE *wadfile, char *filename)
|
|||
}
|
||||
while (lumpfile != NULL)
|
||||
{
|
||||
// try to read a chunk of data
|
||||
readlen = fread (readbuf, 1, sizeof(readbuf), lumpfile);
|
||||
|
||||
// if we reached the end, or hit an error
|
||||
if (readlen < sizeof(readbuf))
|
||||
{
|
||||
// if it's an error,
|
||||
if (ferror (lumpfile))
|
||||
{
|
||||
// diagnose
|
||||
fprintf (stderr, "Error reading %s: %s\n", filename, strerror(errno));
|
||||
// set return code to error
|
||||
ret |= 1;
|
||||
}
|
||||
// in any case, close the lump file to break the loop
|
||||
fclose (lumpfile);
|
||||
lumpfile = NULL;
|
||||
}
|
||||
|
||||
// write whatever data we have in the buffer
|
||||
|
||||
// if we hit an error (less bytes written than given)
|
||||
if (fwrite (readbuf, 1, readlen, wadfile) < readlen)
|
||||
{
|
||||
// diagnose
|
||||
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
|
||||
// close the lump file to break the loop
|
||||
fclose (lumpfile);
|
||||
lumpfile = NULL;
|
||||
// set return code to error
|
||||
ret |= 1;
|
||||
}
|
||||
// if the lump file got closed, the loop exits
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
/*
|
||||
// appendtozip(zipFile, zipname, filename):
|
||||
//
|
||||
// write a given lump file (filename) to the zipFile as zipname
|
||||
//
|
||||
// zipFile: zip object to be written to
|
||||
//
|
||||
// zipname: name of the file inside the zip
|
||||
// filename: file to read data from
|
||||
//
|
||||
// returns: 0 = success, 1 = error
|
||||
*/
|
||||
int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
|
||||
{
|
||||
char *readbuf;
|
||||
|
@ -79,11 +114,16 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
|
|||
time_t currenttime;
|
||||
struct tm * ltime;
|
||||
|
||||
// clear zip_inf structure
|
||||
memset(&zip_inf, 0, sizeof(zip_inf));
|
||||
|
||||
// try to determine local time
|
||||
time(¤ttime);
|
||||
ltime = localtime(¤ttime);
|
||||
memset(&zip_inf, 0, sizeof(zip_inf));
|
||||
// if succeeded,
|
||||
if (ltime != NULL)
|
||||
{
|
||||
// put it into the zip_inf structure
|
||||
zip_inf.tmz_date.tm_sec = ltime->tm_sec;
|
||||
zip_inf.tmz_date.tm_min = ltime->tm_min;
|
||||
zip_inf.tmz_date.tm_hour = ltime->tm_hour;
|
||||
|
@ -92,16 +132,19 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
|
|||
zip_inf.tmz_date.tm_year = ltime->tm_year;
|
||||
}
|
||||
|
||||
|
||||
// lumpfile = source file
|
||||
lumpfile = fopen (filename, "rb");
|
||||
if (lumpfile == NULL)
|
||||
{
|
||||
fprintf (stderr, "Could not open %s: %s\n", filename, strerror(errno));
|
||||
return 1;
|
||||
}
|
||||
// len = source size
|
||||
fseek (lumpfile, 0, SEEK_END);
|
||||
len = ftell(lumpfile);
|
||||
fseek (lumpfile, 0, SEEK_SET);
|
||||
|
||||
// allocate a buffer for the whole source file
|
||||
readbuf = (char*)malloc(len);
|
||||
if (readbuf == NULL)
|
||||
{
|
||||
|
@ -109,15 +152,21 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
|
|||
fprintf (stderr, "Could not allocate %d bytes\n", len);
|
||||
return 1;
|
||||
}
|
||||
// read the whole source file into buffer
|
||||
readlen = fread (readbuf, 1, len, lumpfile);
|
||||
fclose(lumpfile);
|
||||
|
||||
// if read less bytes than expected,
|
||||
if (readlen != len)
|
||||
{
|
||||
// diagnose and return error
|
||||
free (readbuf);
|
||||
fprintf (stderr, "Unable to read %s\n", filename);
|
||||
return 1;
|
||||
}
|
||||
// file loaded
|
||||
|
||||
// create zip entry, giving entry name and zip_inf data
|
||||
if (Z_OK != zipOpenNewFileInZip(zipfile, zipname, &zip_inf, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_BEST_COMPRESSION))
|
||||
{
|
||||
free (readbuf);
|
||||
|
@ -125,44 +174,68 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
|
|||
return 1;
|
||||
}
|
||||
|
||||
// write data into zipfile (zipfile remembers the state)
|
||||
if (Z_OK != zipWriteInFileInZip(zipfile, readbuf, (unsigned)len))
|
||||
{
|
||||
free (readbuf);
|
||||
fprintf (stderr, "Unable to write %s to zip\n", filename);
|
||||
return 1;
|
||||
}
|
||||
// done writing data
|
||||
free (readbuf);
|
||||
|
||||
// close the zip entry
|
||||
if (Z_OK != zipCloseFileInZip(zipfile))
|
||||
{
|
||||
fprintf (stderr, "Unable to close %s in zip\n", filename);
|
||||
return 1;
|
||||
}
|
||||
// all done
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
// buildwad(listfile, listfilename, makecmd, makefile)
|
||||
//
|
||||
// go through the listfile, either:
|
||||
// writing dependencies (listfile + lumps with files) into a makefile,
|
||||
// -or-
|
||||
// writing lumps into a wad/zip file
|
||||
//
|
||||
// listfile: already opened source file
|
||||
// listfilename: filename, if any - only for the makefile
|
||||
// makecmd: given as argv[0] - only for the makefile
|
||||
// makefile: output filename for makefile. determines mode:
|
||||
// - if specified, we're writing deps into a makefile
|
||||
// - otherwise, we're writing lumps into a wad/zip
|
||||
//
|
||||
*/
|
||||
int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
||||
{
|
||||
// destination we're writing output into -
|
||||
// one of these:
|
||||
zipFile zipfile = NULL;
|
||||
FILE *wadfile = NULL;
|
||||
|
||||
wadinfo_t header;
|
||||
filelump_t directory[MAX_LUMPS];
|
||||
char str[256];
|
||||
FILE *wadfile = NULL;
|
||||
char str[256]; // buffer for reading listfile line by line
|
||||
char *pt;
|
||||
char *lumpname, *filename;
|
||||
int lineno = 0;
|
||||
int ret = 0;
|
||||
int i;
|
||||
|
||||
// prepare PWAD data
|
||||
strncpy (header.magic, "PWAD", 4);
|
||||
header.infotableofs = 0;
|
||||
header.numlumps = 0;
|
||||
memset (directory, 0, sizeof(directory));
|
||||
|
||||
// read the listfile line by line
|
||||
while (fgets (str, sizeof(str), listfile))
|
||||
{
|
||||
lineno++;
|
||||
lineno++; // counting lines for diagnostic purposes
|
||||
|
||||
// Strip comments
|
||||
pt = strchr (str, '#');
|
||||
|
@ -189,7 +262,7 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
return 1;
|
||||
}
|
||||
|
||||
if (!makefile)
|
||||
if (!makefile) // if it's not a makefile,
|
||||
{
|
||||
int ln = (int)strlen(pt+1);
|
||||
|
||||
|
@ -210,8 +283,9 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
}
|
||||
else filename = makefile;
|
||||
|
||||
if (!zipfile)
|
||||
if (!zipfile) // if we didn't end up opening zip, it's a regular file
|
||||
{
|
||||
// open wadfile
|
||||
wadfile = fopen (filename, makefile ? "w" : "wb");
|
||||
if (wadfile == NULL)
|
||||
{
|
||||
|
@ -229,7 +303,7 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
} // @
|
||||
|
||||
// Everything up to the next whitespace is the lump name
|
||||
lumpname = pt;
|
||||
|
@ -247,17 +321,20 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
if (*filename == 0) filename = NULL;
|
||||
}
|
||||
|
||||
|
||||
// must have output selected
|
||||
if (wadfile == NULL && zipfile == NULL)
|
||||
{
|
||||
fprintf (stderr, "Line %d: No wad specified before lumps.\n", lineno);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// if we're writing a makefile,
|
||||
if (makefile)
|
||||
{
|
||||
// and the lump has a filename,
|
||||
if (filename != NULL)
|
||||
{
|
||||
// add it as a dependency (with quotes, if needed)
|
||||
if (strchr (filename, ' '))
|
||||
{
|
||||
fprintf (wadfile, " \\\n\t\"%s\"", filename);
|
||||
|
@ -268,42 +345,67 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else // not writing a makefile
|
||||
{
|
||||
if (zipfile == NULL)
|
||||
if (zipfile == NULL) // must be a wadfile
|
||||
{
|
||||
// convert lumpname to uppercase
|
||||
for (i = 0; lumpname[i]; ++i)
|
||||
{
|
||||
lumpname[i] = toupper(lumpname[i]);
|
||||
}
|
||||
// put name into directory entry
|
||||
strncpy (directory[header.numlumps].name, lumpname, 8);
|
||||
// put filepos into directory entry
|
||||
directory[header.numlumps].filepos = ftell (wadfile);
|
||||
// if filename given,
|
||||
if (filename != NULL)
|
||||
{
|
||||
// append data to the wadfile
|
||||
ret |= appendlump (wadfile, filename);
|
||||
}
|
||||
// put size into directory entry (how many bytes were just written)
|
||||
directory[header.numlumps].size = ftell (wadfile) - directory[header.numlumps].filepos;
|
||||
}
|
||||
else if (filename != NULL)
|
||||
else if (filename != NULL) // writing a zip, and filename is non-null
|
||||
{
|
||||
// convert lumpname to lowercase
|
||||
for (i = 0; lumpname[i]; ++i)
|
||||
{
|
||||
lumpname[i] = tolower(lumpname[i]);
|
||||
}
|
||||
// add lump data to the zip
|
||||
ret |= appendtozip(zipfile, lumpname, filename);
|
||||
}
|
||||
// count all lumps
|
||||
header.numlumps++;
|
||||
}
|
||||
}
|
||||
|
||||
} // end of line-by-line reading
|
||||
|
||||
// the finishing touches:
|
||||
// - makefile: terminate the line, and write the action line
|
||||
// - unzipped wad: write the directory at the end,
|
||||
// and update the header with directory's position
|
||||
// - zipped wad: just close it
|
||||
|
||||
// if we were writing a plain file,
|
||||
if (wadfile != NULL)
|
||||
{
|
||||
// if it's makefile,
|
||||
if (makefile)
|
||||
{
|
||||
// terminate the dependencies line,
|
||||
// and write the action command
|
||||
fprintf (wadfile, "\n\t%s %s\n", makecmd, listfilename);
|
||||
}
|
||||
else
|
||||
else // otherwise, it's plain wad
|
||||
{
|
||||
// the directory of lumps will be written at the end,
|
||||
// starting at the current position - put it into the header
|
||||
header.infotableofs = ftell (wadfile);
|
||||
|
||||
// swap endianness, if needed
|
||||
#ifdef WORDS_BIGENDIAN
|
||||
#define SWAP(x) ((((x)>>24)|(((x)>>8) & 0xff00)|(((x)<<8) & 0xff0000)|((x)<<24)))
|
||||
|
||||
|
@ -313,29 +415,37 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
|
|||
directory[i].size = SWAP(directory[i].size);
|
||||
}
|
||||
#endif
|
||||
// write the whole directory of lumps
|
||||
if (fwrite (directory, sizeof(directory[0]), header.numlumps, wadfile) != header.numlumps)
|
||||
{
|
||||
// failed to write the whole directory
|
||||
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
|
||||
ret |= 1;
|
||||
}
|
||||
else
|
||||
else // success - seek to 0 and rewrite the header, now with offset
|
||||
{
|
||||
// endianness
|
||||
#ifdef WORDS_BIGENDIAN
|
||||
SWAP(header.infotableofs);
|
||||
SWAP(header.numlumps);
|
||||
#endif
|
||||
// seek to 0
|
||||
fseek (wadfile, 0, SEEK_SET);
|
||||
|
||||
// rewrite the header
|
||||
if (fwrite (&header, sizeof(header), 1, wadfile) != 1)
|
||||
{
|
||||
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
|
||||
ret |= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // plain wad
|
||||
|
||||
fclose (wadfile);
|
||||
}
|
||||
} // wadfile!=NULL - wad or makefile
|
||||
else if (zipfile != NULL)
|
||||
{
|
||||
// zip - just close it
|
||||
zipClose(zipfile, NULL);
|
||||
}
|
||||
return ret;
|
||||
|
@ -393,6 +503,6 @@ int __cdecl main (int argc, char **argv)
|
|||
return ret;
|
||||
|
||||
baduse:
|
||||
fprintf (stderr, "Usage: makewad [-make makecommand makefile] [listfile]\n");
|
||||
fprintf (stderr, "Usage: makewad [-make makefile] [listfile]\n");
|
||||
return 1;
|
||||
}
|
||||
|
|
5
wadsrc/decorate/decorate.txt
Normal file
5
wadsrc/decorate/decorate.txt
Normal file
|
@ -0,0 +1,5 @@
|
|||
#include "actors/doom/doomarmor.txt"
|
||||
#include "actors/doom/doomkeys.txt"
|
||||
#include "actors/doom/doomdecorations.txt"
|
||||
|
||||
#include "actors/heretic/hereticdecorations.txt"
|
66
wadsrc/decorate/doom/doomarmor.txt
Normal file
66
wadsrc/decorate/doom/doomarmor.txt
Normal file
|
@ -0,0 +1,66 @@
|
|||
|
||||
// Armor bonus --------------------------------------------------------------
|
||||
|
||||
Actor ArmorBonus : BasicArmorBonus 2015
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 22
|
||||
Radius 20
|
||||
Height 16
|
||||
Inventory.Pickupmessage "$GOTARMBONUS"
|
||||
Inventory.Icon "ARM1A0"
|
||||
Armor.Savepercent 33.33333
|
||||
Armor.Saveamount 1
|
||||
Armor.Maxsaveamount 200
|
||||
+COUNTITEM
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BON2 ABCDCB 6
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Green armor --------------------------------------------------------------
|
||||
|
||||
Actor GreenArmor : BasicArmorPickup 2018
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 68
|
||||
Radius 20
|
||||
Height 16
|
||||
Inventory.Pickupmessage "$GOTARMOR"
|
||||
Inventory.Icon "ARM1A0"
|
||||
Armor.Savepercent 33.33333
|
||||
Armor.Saveamount 100
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ARM1 A 6
|
||||
ARM1 B 7 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Blue armor ---------------------------------------------------------------
|
||||
|
||||
Actor BlueArmor : BasicArmorPickup 2019
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 69
|
||||
Radius 20
|
||||
Height 16
|
||||
Inventory.Pickupmessage "$GOTMEGA"
|
||||
Inventory.Icon "ARM2A0"
|
||||
Armor.Savepercent 50
|
||||
Armor.Saveamount 200
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ARM2 A 6
|
||||
ARM2 B 6 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
754
wadsrc/decorate/doom/doomdecorations.txt
Normal file
754
wadsrc/decorate/doom/doomdecorations.txt
Normal file
|
@ -0,0 +1,754 @@
|
|||
|
||||
// Tech lamp ---------------------------------------------------------------
|
||||
|
||||
ACTOR TechLamp 85
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 80
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TLMP ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Tech lamp 2 -------------------------------------------------------------
|
||||
|
||||
ACTOR TechLamp2 86
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 60
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TLP2 ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Column ------------------------------------------------------------------
|
||||
|
||||
ACTOR Column 2028
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 48
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COLU A -1 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Tall green column -------------------------------------------------------
|
||||
|
||||
ACTOR TallGreenColumn 30
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 52
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Short green column ------------------------------------------------------
|
||||
|
||||
ACTOR ShortGreenColumn 31
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 40
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Tall red column ---------------------------------------------------------
|
||||
|
||||
ACTOR TallRedColumn 32
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 52
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL3 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Short red column --------------------------------------------------------
|
||||
|
||||
ACTOR ShortRedColumn 33
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 40
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL4 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Skull column ------------------------------------------------------------
|
||||
|
||||
ACTOR SkullColumn 37
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 40
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL6 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Heart column ------------------------------------------------------------
|
||||
|
||||
ACTOR HeartColumn 36
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 40
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COL5 AB 14
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Evil eye ----------------------------------------------------------------
|
||||
|
||||
ACTOR EvilEye 41
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 54
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CEYE ABCB 6 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Floating skull ----------------------------------------------------------
|
||||
|
||||
ACTOR FloatingSkull 42
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 26
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FSKU ABC 6 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Torch tree --------------------------------------------------------------
|
||||
|
||||
ACTOR TorchTree 43
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 56
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRE1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Blue torch --------------------------------------------------------------
|
||||
|
||||
ACTOR BlueTorch 44
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 68
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TBLU ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Green torch -------------------------------------------------------------
|
||||
|
||||
ACTOR GreenTorch 45
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 68
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TGRN ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Red torch ---------------------------------------------------------------
|
||||
|
||||
ACTOR RedTorch 46
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 68
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRED ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Short blue torch --------------------------------------------------------
|
||||
|
||||
ACTOR ShortBlueTorch 55
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 37
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SMBT ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Short green torch -------------------------------------------------------
|
||||
|
||||
ACTOR ShortGreenTorch 56
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 37
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SMGT ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Short red torch ---------------------------------------------------------
|
||||
|
||||
ACTOR ShortRedTorch 57
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 37
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SMRT ABCD 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Stalagtite --------------------------------------------------------------
|
||||
|
||||
ACTOR Stalagtite 47
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 40
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SMIT A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Tech pillar -------------------------------------------------------------
|
||||
|
||||
ACTOR TechPillar 48
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 128
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ELEC A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Candle stick ------------------------------------------------------------
|
||||
|
||||
ACTOR Candlestick 34
|
||||
{
|
||||
Game Doom
|
||||
Radius 20
|
||||
Height 14
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CAND A -1 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Candelabra --------------------------------------------------------------
|
||||
|
||||
ACTOR Candelabra 35
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 60
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CBRA A -1 BRIGHT
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Bloody twitch -----------------------------------------------------------
|
||||
|
||||
ACTOR BloodyTwitch 49
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 68
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GOR1 A 10
|
||||
GOR1 B 15
|
||||
GOR1 C 8
|
||||
GOR1 B 6
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Meat 2 ------------------------------------------------------------------
|
||||
|
||||
ACTOR Meat2 50
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 84
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GOR2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Meat 3 ------------------------------------------------------------------
|
||||
|
||||
ACTOR Meat3 51
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 84
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GOR3 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Meat 4 ------------------------------------------------------------------
|
||||
|
||||
ACTOR Meat4 52
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 68
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GOR4 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Meat 5 ------------------------------------------------------------------
|
||||
|
||||
ACTOR Meat5 53
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 52
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GOR5 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Nonsolid meat -----------------------------------------------------------
|
||||
|
||||
ACTOR NonsolidMeat2 : Meat2 59
|
||||
{
|
||||
Game Doom
|
||||
-SOLID
|
||||
Radius 20
|
||||
}
|
||||
|
||||
ACTOR NonsolidMeat3 : Meat3 61
|
||||
{
|
||||
Game Doom
|
||||
-SOLID
|
||||
Radius 20
|
||||
}
|
||||
|
||||
ACTOR NonsolidMeat4 : Meat4 60
|
||||
{
|
||||
Game Doom
|
||||
-SOLID
|
||||
Radius 20
|
||||
}
|
||||
|
||||
ACTOR NonsolidMeat5 : Meat5 62
|
||||
{
|
||||
Game Doom
|
||||
-SOLID
|
||||
Radius 20
|
||||
}
|
||||
|
||||
// Nonsolid bloody twitch --------------------------------------------------
|
||||
|
||||
ACTOR NonsolidTwitch : BloodyTwitch 63
|
||||
{
|
||||
Game Doom
|
||||
-SOLID
|
||||
Radius 20
|
||||
}
|
||||
|
||||
// Head on a stick ---------------------------------------------------------
|
||||
|
||||
ACTOR HeadOnAStick 27
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 56
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POL4 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Heads (plural!) on a stick ----------------------------------------------
|
||||
|
||||
ACTOR HeadsOnAStick 28
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POL2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Head candles ------------------------------------------------------------
|
||||
|
||||
ACTOR HeadCandles 29
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 42
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POL3 AB 6 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Dead on a stick ---------------------------------------------------------
|
||||
|
||||
ACTOR DeadStick 25
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POL1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Still alive on a stick --------------------------------------------------
|
||||
|
||||
ACTOR LiveStick 26
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POL6 A 6
|
||||
POL6 B 8
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Big tree ----------------------------------------------------------------
|
||||
|
||||
ACTOR BigTree 54
|
||||
{
|
||||
Game Doom
|
||||
Radius 32
|
||||
Height 108
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRE2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Burning barrel ----------------------------------------------------------
|
||||
|
||||
ACTOR BurningBarrel 70
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 149
|
||||
Radius 16
|
||||
Height 32
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FCAN ABC 4 BRIGHT
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging with no guts ----------------------------------------------------
|
||||
|
||||
ACTOR HangNoGuts 73
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 88
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging from bottom with no brain ---------------------------------------
|
||||
|
||||
ACTOR HangBNoBrain 74
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 88
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging from top, looking down ------------------------------------------
|
||||
|
||||
ACTOR HangTLookingDown 75
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB3 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging from top, looking up --------------------------------------------
|
||||
|
||||
ACTOR HangTLookingUp 77
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB5 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging from top, skully ------------------------------------------------
|
||||
|
||||
ACTOR HangTSkull 76
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB4 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hanging from top without a brain ----------------------------------------
|
||||
|
||||
ACTOR AHangTNoBrain 78
|
||||
{
|
||||
Game Doom
|
||||
Radius 16
|
||||
Height 64
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
+SPAWNCEILING
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HDB6 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Colon gibs --------------------------------------------------------------
|
||||
|
||||
ACTOR ColonGibs 79
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 147
|
||||
Radius 20
|
||||
Height 4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POB1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Small pool o' blood -----------------------------------------------------
|
||||
|
||||
ACTOR SmallBloodPool 80
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 148
|
||||
Radius 20
|
||||
Height 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
POB2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// brain stem lying on the ground ------------------------------------------
|
||||
|
||||
ACTOR BrainStem 81
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 150
|
||||
Radius 20
|
||||
Height 4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BRS1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
110
wadsrc/decorate/doom/doomkeys.txt
Normal file
110
wadsrc/decorate/doom/doomkeys.txt
Normal file
|
@ -0,0 +1,110 @@
|
|||
|
||||
Actor DoomKey : Key
|
||||
{
|
||||
Radius 20
|
||||
Height 16
|
||||
+NOTDMATCH
|
||||
}
|
||||
|
||||
// Blue key card ------------------------------------------------------------
|
||||
|
||||
Actor BlueCard : DoomKey 5
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 85
|
||||
Inventory.Pickupmessage "$GOTBLUECARD"
|
||||
Inventory.Icon "STKEYS0"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BKEY A 10
|
||||
BKEY B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Yellow key card ----------------------------------------------------------
|
||||
|
||||
Actor YellowCard : DoomKey 6
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 87
|
||||
Inventory.Pickupmessage "$GOTYELWCARD"
|
||||
Inventory.Icon "STKEYS1"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
YKEY A 10
|
||||
YKEY B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Red key card -------------------------------------------------------------
|
||||
|
||||
Actor RedCard : DoomKey 13
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 86
|
||||
Inventory.Pickupmessage "$GOTREDCARD"
|
||||
Inventory.Icon "STKEYS2"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RKEY A 10
|
||||
RKEY B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Blue skull key -----------------------------------------------------------
|
||||
|
||||
Actor BlueSkull : DoomKey 40
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 90
|
||||
Inventory.Pickupmessage "$GOTBLUESKUL"
|
||||
Inventory.Icon "STKEYS3"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BSKU A 10
|
||||
BSKU B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Yellow skull key ---------------------------------------------------------
|
||||
|
||||
Actor YellowSkull : DoomKey 39
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 88
|
||||
Inventory.Pickupmessage "$GOTYELWSKUL"
|
||||
Inventory.Icon "STKEYS4"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
YSKU A 10
|
||||
YSKU B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
||||
// Red skull key ------------------------------------------------------------
|
||||
|
||||
Actor RedSkull : DoomKey 38
|
||||
{
|
||||
Game Doom
|
||||
SpawnID 89
|
||||
Inventory.Pickupmessage "$GOTREDSKUL"
|
||||
Inventory.Icon "STKEYS5"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
RSKU A 10
|
||||
RSKU B 10 bright
|
||||
loop
|
||||
}
|
||||
}
|
||||
|
266
wadsrc/decorate/heretic/hereticdecorations.txt
Normal file
266
wadsrc/decorate/heretic/hereticdecorations.txt
Normal file
|
@ -0,0 +1,266 @@
|
|||
ACTOR SkullHang70 17
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 70
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SKH1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR SkullHang60 24
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 60
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SKH2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR SkullHang45 25
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 45
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SKH3 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR SkullHang35 26
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 35
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SKH4 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR Chandelier 28
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 60
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CHDL ABC 4
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR SerpentTorch 27
|
||||
{
|
||||
Game Heretic
|
||||
Radius 12
|
||||
Height 54
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SRTC ABC 4
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR SmallPillar 29
|
||||
{
|
||||
Game Heretic
|
||||
Radius 16
|
||||
Height 34
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SMPL A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR StalagmiteSmall 37
|
||||
{
|
||||
Game Heretic
|
||||
Radius 8
|
||||
Height 32
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
STGS A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR StalagmiteLarge 38
|
||||
{
|
||||
Game Heretic
|
||||
Radius 12
|
||||
Height 64
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
STGL A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR StalactiteSmall 39
|
||||
{
|
||||
Game Heretic
|
||||
Radius 8
|
||||
Height 36
|
||||
+SOLID
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
STCS A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR StalactiteLarge 40
|
||||
{
|
||||
Game Heretic
|
||||
Radius 12
|
||||
Height 68
|
||||
+SOLID
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
STCL A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR FireBrazier 76
|
||||
{
|
||||
Game Heretic
|
||||
Radius 16
|
||||
Height 44
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
KFR1 ABCDEFGH 3 Bright
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR Barrel 44
|
||||
{
|
||||
Game Heretic
|
||||
Radius 12
|
||||
Height 32
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BARL A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR BrownPillar 47
|
||||
{
|
||||
Game Heretic
|
||||
Radius 14
|
||||
Height 128
|
||||
+SOLID
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
BRPL A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR Moss1 48
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 23
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MOS1 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR Moss2 49
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 27
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MOS2 A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR WallTorch 50
|
||||
{
|
||||
Game Heretic
|
||||
Radius 20
|
||||
Height 16
|
||||
+NOGRAVITY
|
||||
+FIXMAPTHINGPOS
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WTRH ABC 6 Bright
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR HangingCorpse 51
|
||||
{
|
||||
Game Heretic
|
||||
Radius 8
|
||||
Height 104
|
||||
+SOLID
|
||||
+SPAWNCEILING
|
||||
+NOGRAVITY
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HCOR A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
|
@ -85,6 +85,12 @@ PD_YELLOWO = "You need a yellow key to activate this object";
|
|||
PD_BLUEK = "You need a blue key to open this door";
|
||||
PD_REDK = "You need a red key to open this door";
|
||||
PD_YELLOWK = "You need a yellow key to open this door";
|
||||
PD_BLUECO = "You need a blue card to activate this object";
|
||||
PD_REDCO = "You need a red card to activate this object";
|
||||
PD_YELLOWCO = "You need a yellow card to activate this object";
|
||||
PD_BLUESO = "You need a blue skull to activate this object";
|
||||
PD_REDSO = "You need a red skull to activate this object";
|
||||
PD_YELLOWSO = "You need a yellow skull to activate this object";
|
||||
GGSAVED = "game saved.";
|
||||
HUSTR_MSGU = "[Message unsent]";
|
||||
|
||||
|
@ -529,8 +535,12 @@ PD_BLUES = "You need a blue skull to open this door";
|
|||
PD_REDS = "You need a red skull to open this door";
|
||||
PD_YELLOWS = "You need a yellow skull to open this door";
|
||||
PD_ANY = "Any key will open this door";
|
||||
PD_ANYOBJ = "Any key will activate this object";
|
||||
PD_ALL3 = "You need all three keys to open this door";
|
||||
PD_ALL3O = "You need all three keys to activate this object";
|
||||
PD_ALL6 = "You need all six keys to open this door";
|
||||
PD_ALL6O = "You need all six keys to activate this object";
|
||||
PD_ALLKEYS = "You need all the keys";
|
||||
|
||||
// Gameflow messages
|
||||
TXT_FRAGLIMIT = "Fraglimit hit.";
|
||||
|
@ -895,6 +905,18 @@ TXT_KEY_HORN = "HORN KEY";
|
|||
TXT_KEY_SWAMP = "SWAMP KEY";
|
||||
TXT_KEY_CASTLE = "CASTLE KEY";
|
||||
|
||||
TXT_NEED_KEY_STEEL = "You need the STEEL KEY";
|
||||
TXT_NEED_KEY_CAVE = "You need the CAVE KEY";
|
||||
TXT_NEED_KEY_AXE = "You need the AXE KEY";
|
||||
TXT_NEED_KEY_FIRE = "You need the FIRE KEY";
|
||||
TXT_NEED_KEY_EMERALD = "You need the EMERALD KEY";
|
||||
TXT_NEED_KEY_DUNGEON = "You need the DUNGEON KEY";
|
||||
TXT_NEED_KEY_SILVER = "You need the SILVER KEY";
|
||||
TXT_NEED_KEY_RUSTED = "You need the RUSTED KEY";
|
||||
TXT_NEED_KEY_HORN = "You need the HORN KEY";
|
||||
TXT_NEED_KEY_SWAMP = "You need the SWAMP KEY";
|
||||
TXT_NEED_KEY_CASTLE = "You need the CASTLE KEY";
|
||||
|
||||
// Artifacts
|
||||
|
||||
TXT_ARTIINVULNERABILITY2 = "ICON OF THE DEFENDER";
|
||||
|
@ -948,6 +970,21 @@ TXT_QUIETUS_PIECE = "SEGMENT OF QUIETUS";
|
|||
TXT_WRAITHVERGE_PIECE = "SEGMENT OF WRAITHVERGE";
|
||||
TXT_BLOODSCOURGE_PIECE = "SEGMENT OF BLOODSCOURGE";
|
||||
|
||||
// Strife locks
|
||||
|
||||
TXT_NEEDKEY = "You don't have the key";
|
||||
TXT_NEED_PASSCARD = "You need a passcard";
|
||||
TXT_NEED_PASSCARD_DOOR = "You need a pass card key to open this door";
|
||||
TXT_NEED_IDCARD = "You need an ID card"
|
||||
TXT_NEED_PRISONKEY = "You don't have the key to the prison";
|
||||
TXT_NEED_HANDPRINT = "Hand print not on file";
|
||||
TXT_NEED_GOLDKEY = "You need the Gold Key";
|
||||
TXT_NEED_IDBADGE = "You need an ID Badge";
|
||||
TXT_NEED_IDBADGE_DOOR = "You need an ID Badge to open this door";
|
||||
TXT_NEED_SILVERKEY = "You need the Silver Key";
|
||||
TXT_NEED_BRASSKEY = "You need the Brass Key";
|
||||
TXT_NEED_REDCRYSTAL = "You need the Red Crystal";
|
||||
TXT_NEED_BLUECRYSTAL = "You need the Blue Crystal";
|
||||
|
||||
// Bloodbath announcer
|
||||
|
||||
|
|
|
@ -547,6 +547,14 @@ PD_YELLOWS = "ti serve una chiave-teschio gialla per aprire questa porta";
|
|||
PD_ANY = "Una chiave qualunque aprira' questa porta";
|
||||
PD_ALL3 = "Ti servono tutte le tre chiavi per aprire questa porta";
|
||||
PD_ALL6 = "Ti servono tutte le sei chiavi per aprire questa porta";
|
||||
PD_ALL3O = "Ti servono tutte le tre chiavi per attivare questo oggetto ";
|
||||
PD_ALL6O = "Ti servono tutte le sei chiavi per attivare questo oggetto ";
|
||||
PD_BLUECO = "ti serve una tessera blu per attivare questo oggetto ";
|
||||
PD_REDCO = "ti serve una tessera rossa per attivare questo oggetto ";
|
||||
PD_YELLOWCO = "ti serve una tessera gialla per attivare questo oggetto ";
|
||||
PD_BLUESO = "ti serve una chiave-teschio blu per attivare questo oggetto ";
|
||||
PD_REDSO = "ti serve una chiave-teschio rossa per attivare questo oggetto ";
|
||||
PD_YELLOWSO = "ti serve una chiave-teschio gialla per attivare questo oggetto ";
|
||||
|
||||
// Gameflow messages
|
||||
TXT_FRAGLIMIT = "Fraglimit raggiunto.";
|
||||
|
|
|
@ -7,7 +7,7 @@ Lock 1 Doom
|
|||
{
|
||||
RedCard
|
||||
Message "$PD_REDC"
|
||||
RemoteMessage "You need a red card to activate this object"
|
||||
RemoteMessage "$PD_REDCO"
|
||||
Mapcolor 255 0 0
|
||||
}
|
||||
|
||||
|
@ -16,7 +16,7 @@ Lock 2 Doom
|
|||
{
|
||||
BlueCard
|
||||
Message "$PD_BLUEC"
|
||||
RemoteMessage "You need a blue card to activate this object"
|
||||
RemoteMessage "$PD_BLUECO"
|
||||
Mapcolor 0 0 255
|
||||
}
|
||||
|
||||
|
@ -25,7 +25,7 @@ Lock 3 Doom
|
|||
{
|
||||
YellowCard
|
||||
Message "$PD_YELLOWC"
|
||||
RemoteMessage "You need a yellow card to activate this object"
|
||||
RemoteMessage "$PD_YELLOWCO"
|
||||
Mapcolor 255 255 0
|
||||
}
|
||||
|
||||
|
@ -34,7 +34,7 @@ Lock 4 Doom
|
|||
{
|
||||
RedSkull
|
||||
Message "$PD_REDS"
|
||||
RemoteMessage "You need a red skull to activate this object"
|
||||
RemoteMessage "$PD_REDSO"
|
||||
Mapcolor 255 0 0
|
||||
}
|
||||
|
||||
|
@ -43,7 +43,7 @@ Lock 5 Doom
|
|||
{
|
||||
BlueSkull
|
||||
Message "$PD_BLUES"
|
||||
RemoteMessage "You need a blue skull to activate this object"
|
||||
RemoteMessage "$PD_BLUESO"
|
||||
Mapcolor 0 0 255
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,7 @@ Lock 6 Doom
|
|||
{
|
||||
YellowSkull
|
||||
Message "$PD_YELLOWS"
|
||||
RemoteMessage "You need a yellow skull to activate this object"
|
||||
RemoteMessage "$PD_YELLOWSO"
|
||||
Mapcolor 255 255 0
|
||||
}
|
||||
|
||||
|
@ -112,15 +112,15 @@ Lock 134 Doom
|
|||
|
||||
Lock 100
|
||||
{
|
||||
Message "Any key will open this door"
|
||||
RemoteMessage "Any key will activate this object"
|
||||
Message "$PD_ANY"
|
||||
RemoteMessage "$PD_ANYOBJ"
|
||||
Mapcolor 128 128 255
|
||||
}
|
||||
|
||||
Lock 228
|
||||
{
|
||||
Message "Any key will open this door"
|
||||
RemoteMessage "Any key will activate this object"
|
||||
Message "$PD_ANY"
|
||||
RemoteMessage "$PD_ANYOBJ"
|
||||
Mapcolor 128 128 255
|
||||
}
|
||||
|
||||
|
@ -130,7 +130,7 @@ Lock 229 Doom
|
|||
Any { YellowCard YellowSkull KeyYellow}
|
||||
Any { RedCard RedSkull KeyGreen}
|
||||
Message "$PD_ALL3"
|
||||
RemoteMessage "You need all three keys to activate this object"
|
||||
RemoteMessage "$PD_ALL3O"
|
||||
}
|
||||
|
||||
Lock 101 Doom
|
||||
|
@ -142,7 +142,7 @@ Lock 101 Doom
|
|||
RedCard
|
||||
RedSkull
|
||||
Message "$PD_ALL6"
|
||||
RemoteMessage "You need all six keys to activate this object"
|
||||
RemoteMessage "$PD_ALL6O"
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -203,7 +203,7 @@ Lock 229 Heretic
|
|||
KeyYellow
|
||||
KeyBlue
|
||||
Message "$PD_ALL3"
|
||||
RemoteMessage "You need all three keys to activate this object"
|
||||
RemoteMessage "$PD_ALL3O"
|
||||
}
|
||||
|
||||
Lock 101 Heretic
|
||||
|
@ -212,7 +212,7 @@ Lock 101 Heretic
|
|||
KeyYellow
|
||||
KeyBlue
|
||||
Message "$PD_ALL3"
|
||||
RemoteMessage "You need all three keys to activate this object"
|
||||
RemoteMessage "$PD_ALL3O"
|
||||
}
|
||||
|
||||
|
||||
|
@ -223,7 +223,7 @@ Lock 101 Heretic
|
|||
Lock 1 Hexen
|
||||
{
|
||||
KeySteel
|
||||
Message "You need the $TXT_KEY_STEEL"
|
||||
Message "$TXT_NEED_KEY_STEEL"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
@ -231,7 +231,7 @@ Lock 1 Hexen
|
|||
Lock 2 Hexen
|
||||
{
|
||||
KeyCave
|
||||
Message "You need the $TXT_KEY_CAVE"
|
||||
Message "$TXT_NEED_KEY_CAVE"
|
||||
Mapcolor 255 218 0
|
||||
}
|
||||
|
||||
|
@ -239,7 +239,7 @@ Lock 2 Hexen
|
|||
Lock 3 Hexen
|
||||
{
|
||||
KeyAxe
|
||||
Message "You need the $TXT_KEY_AXE"
|
||||
Message "$TXT_NEED_KEY_AXE"
|
||||
Mapcolor 64 64 255
|
||||
}
|
||||
|
||||
|
@ -247,7 +247,7 @@ Lock 3 Hexen
|
|||
Lock 4 Hexen
|
||||
{
|
||||
KeyFire
|
||||
Message "You need the $TXT_KEY_FIRE"
|
||||
Message "$TXT_NEED_KEY_FIRE"
|
||||
Mapcolor 255 128 0
|
||||
}
|
||||
|
||||
|
@ -255,7 +255,7 @@ Lock 4 Hexen
|
|||
Lock 5 Hexen
|
||||
{
|
||||
KeyEmerald
|
||||
Message "You need the $TXT_KEY_EMERALD"
|
||||
Message "$TXT_NEED_KEY_EMERALD"
|
||||
Mapcolor 0 255 0
|
||||
}
|
||||
|
||||
|
@ -263,7 +263,7 @@ Lock 5 Hexen
|
|||
Lock 6 Hexen
|
||||
{
|
||||
KeyDungeon
|
||||
Message "You need the $TXT_KEY_DUNGEON"
|
||||
Message "$TXT_NEED_KEY_DUNGEON"
|
||||
Mapcolor 47 151 255
|
||||
}
|
||||
|
||||
|
@ -271,7 +271,7 @@ Lock 6 Hexen
|
|||
Lock 7 Hexen
|
||||
{
|
||||
KeySilver
|
||||
Message "You need the $TXT_KEY_SILVER"
|
||||
Message "$TXT_NEED_KEY_SILVER"
|
||||
Mapcolor 154 152 188
|
||||
}
|
||||
|
||||
|
@ -279,7 +279,7 @@ Lock 7 Hexen
|
|||
Lock 8 Hexen
|
||||
{
|
||||
KeyRusted
|
||||
Message "You need the $TXT_KEY_RUSTED"
|
||||
Message "$TXT_NEED_KEY_RUSTED"
|
||||
Mapcolor 156 76 0
|
||||
}
|
||||
|
||||
|
@ -287,7 +287,7 @@ Lock 8 Hexen
|
|||
Lock 9 Hexen
|
||||
{
|
||||
KeyHorn
|
||||
Message "You need the $TXT_KEY_HORN"
|
||||
Message "$TXT_NEED_KEY_HORN"
|
||||
Mapcolor 255 218 0
|
||||
}
|
||||
|
||||
|
@ -295,7 +295,7 @@ Lock 9 Hexen
|
|||
Lock 10 Hexen
|
||||
{
|
||||
KeySwamp
|
||||
Message "You need the $TXT_KEY_SWAMP"
|
||||
Message "$TXT_NEED_KEY_SWAMP"
|
||||
Mapcolor 64 255 64
|
||||
}
|
||||
|
||||
|
@ -303,7 +303,7 @@ Lock 10 Hexen
|
|||
Lock 11 Hexen
|
||||
{
|
||||
KeyCastle
|
||||
Message "You need the $TXT_KEY_CASTLE"
|
||||
Message "$TXT_NEED_KEY_CASTLE"
|
||||
Mapcolor 255 64 64
|
||||
}
|
||||
|
||||
|
@ -321,7 +321,7 @@ Lock 101 Hexen
|
|||
KeyHorn
|
||||
KeySwamp
|
||||
KeyCastle
|
||||
Message "You need all the keys"
|
||||
Message "$PD_ALLKEYS"
|
||||
}
|
||||
|
||||
Lock 229 Hexen
|
||||
|
@ -337,7 +337,7 @@ Lock 229 Hexen
|
|||
KeyHorn
|
||||
KeySwamp
|
||||
KeyCastle
|
||||
Message "You need all the keys"
|
||||
Message "$PD_ALLKEYS"
|
||||
}
|
||||
|
||||
|
||||
|
@ -354,7 +354,7 @@ Lock 1 Strife
|
|||
Lock 2 Strife
|
||||
{
|
||||
GovsKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
@ -362,8 +362,8 @@ Lock 2 Strife
|
|||
Lock 3 Strife
|
||||
{
|
||||
Passcard
|
||||
RemoteMessage "You need a passcard"
|
||||
Message "You need a pass card key to open this door"
|
||||
RemoteMessage "$TXT_NEED_PASSCARD"
|
||||
Message "$TXT_NEED_PASSCARD_DOOR"
|
||||
Mapcolor 128 266 150
|
||||
}
|
||||
|
||||
|
@ -371,7 +371,7 @@ Lock 3 Strife
|
|||
Lock 4 Strife
|
||||
{
|
||||
IDBadge
|
||||
Message "You need an ID card"
|
||||
Message "$TXT_NEED_IDCARD"
|
||||
Mapcolor 255 128 0
|
||||
}
|
||||
|
||||
|
@ -379,7 +379,7 @@ Lock 4 Strife
|
|||
Lock 5 Strife
|
||||
{
|
||||
PrisonKey
|
||||
Message "You don't have the key to the prison"
|
||||
Message "$TXT_NEED_PRISONKEY"
|
||||
Mapcolor 0 255 0
|
||||
}
|
||||
|
||||
|
@ -387,7 +387,7 @@ Lock 5 Strife
|
|||
Lock 6 Strife
|
||||
{
|
||||
SeveredHand
|
||||
Message "Hand print not on file"
|
||||
Message "$TXT_NEED_HANDPRINT"
|
||||
Mapcolor 255 151 100
|
||||
}
|
||||
|
||||
|
@ -395,7 +395,7 @@ Lock 6 Strife
|
|||
Lock 7 Strife
|
||||
{
|
||||
Power1Key
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
@ -403,7 +403,7 @@ Lock 7 Strife
|
|||
Lock 8 Strife
|
||||
{
|
||||
Power2Key
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
@ -411,7 +411,7 @@ Lock 8 Strife
|
|||
Lock 9 Strife
|
||||
{
|
||||
Power3Key
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
@ -419,7 +419,7 @@ Lock 9 Strife
|
|||
Lock 10 Strife
|
||||
{
|
||||
GoldKey
|
||||
Message "You need the Gold Key"
|
||||
Message "$TXT_NEED_GOLDKEY"
|
||||
Mapcolor 255 200 0
|
||||
}
|
||||
|
||||
|
@ -427,134 +427,134 @@ Lock 10 Strife
|
|||
Lock 11 Strife
|
||||
{
|
||||
IDCard
|
||||
RemoteMessage "You need an ID badge"
|
||||
Message "You need an ID badge to open this door"
|
||||
RemoteMessage "$TXT_NEED_IDBADGE"
|
||||
Message "$TXT_NEED_IDBADGE_DOOR"
|
||||
Mapcolor 200 0 0
|
||||
}
|
||||
|
||||
Lock 12 Strife
|
||||
{
|
||||
SilverKey
|
||||
Message "You need a Silver Key"
|
||||
Message "$TXT_NEED_SILVERKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 13 Strife
|
||||
{
|
||||
OracleKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 14 Strife
|
||||
{
|
||||
MilitaryID
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 15 Strife
|
||||
{
|
||||
OrderKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 16 Strife
|
||||
{
|
||||
WarehouseKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 17 Strife
|
||||
{
|
||||
BrassKey
|
||||
Message "You need a brass key"
|
||||
Message "$TXT_NEED_BRASSKEY"
|
||||
Mapcolor 150 75 0
|
||||
}
|
||||
|
||||
Lock 18 Strife
|
||||
{
|
||||
RedCrystalKey
|
||||
Message "You need the Red Crystal"
|
||||
Message "$TXT_NEED_REDCRYSTAL"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 19 Strife
|
||||
{
|
||||
BlueCrystalKey
|
||||
Message "You need the Blue Crystal"
|
||||
Message "$TXT_NEED_BLUECRYSTAL"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 20 Strife
|
||||
{
|
||||
ChapelKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 21 Strife
|
||||
{
|
||||
CatacombKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 22 Strife
|
||||
{
|
||||
SecurityKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 23 Strife
|
||||
{
|
||||
CoreKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 24 Strife
|
||||
{
|
||||
MaulerKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 25 Strife
|
||||
{
|
||||
FactoryKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 26 Strife
|
||||
{
|
||||
MineKey
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 27 Strife
|
||||
{
|
||||
NewKey5
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 50 Strife
|
||||
{
|
||||
PrisonPass
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
Lock 51 Strife
|
||||
{
|
||||
OraclePass
|
||||
Message "You don't have the key"
|
||||
Message "$TXT_NEEDKEY"
|
||||
Mapcolor 150 150 150
|
||||
}
|
||||
|
||||
|
|
|
@ -229,6 +229,26 @@
|
|||
RelativePath=".\languages\italian.txt">
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Decorate"
|
||||
Filter="">
|
||||
<File
|
||||
RelativePath=".\decorate\decorate.txt">
|
||||
</File>
|
||||
<Filter
|
||||
Name="Doom"
|
||||
Filter="">
|
||||
<File
|
||||
RelativePath=".\decorate\doom\doomarmor.txt">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\decorate\doom\doomdecorations.txt">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\decorate\doom\doomkeys.txt">
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<File
|
||||
RelativePath=".\Makefile">
|
||||
|
|
|
@ -286,7 +286,7 @@ include "xlat/defines.i"
|
|||
// should give results equivalent to hardware Legacy rendering.
|
||||
284 = 0, TranslucentLine (lineid, 128, 0)
|
||||
285 = 0, TranslucentLine (lineid, 192, 0)
|
||||
286 = 0, TranslucentLine (lineid, 208, 0)
|
||||
286 = 0, TranslucentLine (lineid, 48, 0)
|
||||
287 = 0, TranslucentLine (lineid, 128, 1)
|
||||
|
||||
281 = 0, ExtraFloor_LightOnly (tag, 0) // thick extra floor
|
||||
|
|
|
@ -176,3 +176,15 @@ strfinfo.txt mapinfo/strife.txt
|
|||
========
|
||||
# Strife's helper script
|
||||
acs/strfhelp.o strfhelp.o
|
||||
|
||||
|
||||
========
|
||||
# Decorate stuff
|
||||
|
||||
decorate.txt decorate/decorate.txt
|
||||
|
||||
actors/doom/doomarmor.txt decorate/doom/doomarmor.txt
|
||||
actors/doom/doomkeys.txt decorate/doom/doomkeys.txt
|
||||
actors/doom/doomdecorations.txt decorate/doom/doomdecorations.txt
|
||||
|
||||
actors/heretic/hereticdecorations.txt decorate/heretic/hereticdecorations.txt
|
||||
|
|
60
zdoom.vcproj
60
zdoom.vcproj
|
@ -2901,21 +2901,6 @@
|
|||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doomarmor.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doomartifacts.cpp">
|
||||
<FileConfiguration
|
||||
|
@ -2931,21 +2916,6 @@
|
|||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doomdecorations.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doomglobal.h">
|
||||
</File>
|
||||
|
@ -2979,21 +2949,6 @@
|
|||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doomkeys.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_doom\a_doommisc.cpp">
|
||||
<FileConfiguration
|
||||
|
@ -3365,21 +3320,6 @@
|
|||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_heretic\a_hereticdecorations.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalOptions="" /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" " /I /fmod/api/inc" "/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_heretic\a_hereticglobal.h">
|
||||
</File>
|
||||
|
|
Loading…
Reference in a new issue