gzdoom/wadsrc/static/actors/strife/strifekeys.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

516 lines
8.6 KiB
Text

ACTOR StrifeKey : Key
{
Radius 20
Height 16
+NOTDMATCH
+FLOORCLIP
}
// Base Key -----------------------------------------------------------------
ACTOR BaseKey : StrifeKey 230
{
Game Strife
ConversationID 133, 129, 132
Inventory.Icon "I_FUSL"
Tag "Base_Key"
Inventory.PickupMessage "$TXT_BASEKEY"
States
{
Spawn:
FUSL A -1
Stop
}
}
// Govs Key -----------------------------------------------------------------
ACTOR GovsKey : StrifeKey
{
Game Strife
ConversationID 134, 130, 133
Inventory.Icon "I_REBL"
Tag "Govs_Key" // "Rebel_Key" in the Teaser
Inventory.PickupMessage "$TXT_GOVSKEY"
States
{
Spawn:
REBL A -1
Stop
}
}
// Passcard -----------------------------------------------------------------
ACTOR Passcard : StrifeKey 185
{
Game Strife
ConversationID 135, 131, 134
Inventory.Icon "I_TPAS"
Tag "Passcard"
Inventory.PickupMessage "$TXT_PASSCARD"
States
{
Spawn:
TPAS A -1
Stop
}
}
// ID Badge -----------------------------------------------------------------
ACTOR IDBadge : StrifeKey 184
{
Game Strife
ConversationID 136, 132, 135
Inventory.Icon "I_CRD1"
Tag "ID_Badge"
Inventory.PickupMessage "$TXT_IDBADGE"
States
{
Spawn:
CRD1 A -1
Stop
}
}
// Prison Key ---------------------------------------------------------------
ACTOR PrisonKey : StrifeKey
{
Game Strife
ConversationID 137, 133, 136
Inventory.Icon "I_PRIS"
Tag "Prison_Key"
Inventory.GiveQuest 11
Inventory.PickupMessage "$TXT_PRISONKEY"
States
{
Spawn:
PRIS A -1
Stop
}
}
// Severed Hand -------------------------------------------------------------
ACTOR SeveredHand : StrifeKey 91
{
Game Strife
ConversationID 138, 134, 137
Inventory.Icon "I_HAND"
Tag "Severed_Hand"
Inventory.GiveQuest 12
Inventory.PickupMessage "$TXT_SEVEREDHAND"
States
{
Spawn:
HAND A -1
Stop
}
}
// Power1 Key ---------------------------------------------------------------
ACTOR Power1Key : StrifeKey
{
Game Strife
ConversationID 139, 135, 138
Inventory.Icon "I_PWR1"
Tag "Power1_Key"
Inventory.PickupMessage "$TXT_POWER1KEY"
States
{
Spawn:
PWR1 A -1
Stop
}
}
// Power2 Key ---------------------------------------------------------------
ACTOR Power2Key : StrifeKey
{
Game Strife
ConversationID 140, 136, 139
Inventory.Icon "I_PWR2"
Tag "Power2_Key"
Inventory.PickupMessage "$TXT_POWER2KEY"
States
{
Spawn:
PWR2 A -1
Stop
}
}
// Power3 Key ---------------------------------------------------------------
ACTOR Power3Key : StrifeKey
{
Game Strife
ConversationID 141, 137, 140
Inventory.Icon "I_PWR3"
Tag "Power3_Key"
Inventory.PickupMessage "$TXT_POWER3KEY"
States
{
Spawn:
PWR3 A -1
Stop
}
}
// Gold Key -----------------------------------------------------------------
ACTOR GoldKey : StrifeKey 40
{
Game Strife
ConversationID 142, 138, 141
Inventory.Icon "I_KY1G"
Tag "Gold_Key"
Inventory.PickupMessage "$TXT_GOLDKEY"
States
{
Spawn:
KY1G A -1
Stop
}
}
// ID Card ------------------------------------------------------------------
ACTOR IDCard : StrifeKey 13
{
Game Strife
ConversationID 143, 139, 142
Inventory.Icon "I_CRD2"
Tag "ID_Card"
Inventory.PickupMessage "$TXT_IDCARD"
States
{
Spawn:
CRD2 A -1
Stop
}
}
// Silver Key ---------------------------------------------------------------
ACTOR SilverKey : StrifeKey 38
{
Game Strife
ConversationID 144, 140, 143
Inventory.Icon "I_KY2S"
Tag "Silver_Key"
Inventory.PickupMessage "$TXT_SILVERKEY"
States
{
Spawn:
KY2S A -1
Stop
}
}
// Oracle Key ---------------------------------------------------------------
ACTOR OracleKey : StrifeKey 61
{
Game Strife
ConversationID 145, 141, 144
Inventory.Icon "I_ORAC"
Tag "Oracle_Key"
Inventory.PickupMessage "$TXT_ORACLEKEY"
States
{
Spawn:
ORAC A -1
Stop
}
}
// Military ID --------------------------------------------------------------
ACTOR MilitaryID : StrifeKey
{
Game Strife
ConversationID 146, 142, 145
Inventory.Icon "I_GYID"
Tag "Military ID"
Inventory.PickupMessage "$TXT_MILITARYID"
States
{
Spawn:
GYID A -1
Stop
}
}
// Order Key ----------------------------------------------------------------
ACTOR OrderKey : StrifeKey 86
{
Game Strife
ConversationID 147, 143, 146
Inventory.Icon "I_FUBR"
Tag "Order_Key"
Inventory.PickupMessage "$TXT_ORDERKEY"
States
{
Spawn:
FUBR A -1
Stop
}
}
// Warehouse Key ------------------------------------------------------------
ACTOR WarehouseKey : StrifeKey 166
{
Game Strife
ConversationID 148, 144, 147
Inventory.Icon "I_WARE"
Tag "Warehouse_Key"
Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
States
{
Spawn:
WARE A -1
Stop
}
}
// Brass Key ----------------------------------------------------------------
ACTOR BrassKey : StrifeKey 39
{
Game Strife
ConversationID 149, 145, 148
Inventory.Icon "I_KY3B"
Tag "Brass_Key"
Inventory.PickupMessage "$TXT_BRASSKEY"
States
{
Spawn:
KY3B A -1
Stop
}
}
// Red Crystal Key ----------------------------------------------------------
ACTOR RedCrystalKey : StrifeKey 192
{
Game Strife
ConversationID 150, 146, 149
Inventory.Icon "I_RCRY"
Tag "Red_Crystal_Key"
Inventory.PickupMessage "$TXT_REDCRYSTAL"
States
{
Spawn:
RCRY A -1 Bright
Stop
}
}
// Blue Crystal Key ---------------------------------------------------------
ACTOR BlueCrystalKey : StrifeKey 193
{
Game Strife
ConversationID 151, 147, 150
Inventory.Icon "I_BCRY"
Tag "Blue_Crystal_Key"
Inventory.PickupMessage "$TXT_BLUECRYSTAL"
States
{
Spawn:
BCRY A -1 Bright
Stop
}
}
// Chapel Key ---------------------------------------------------------------
ACTOR ChapelKey : StrifeKey 195
{
Game Strife
ConversationID 152, 148, 151
Inventory.Icon "I_CHAP"
Tag "Chapel_Key"
Inventory.PickupMessage "$TXT_CHAPELKEY"
States
{
Spawn:
CHAP A -1
Stop
}
}
// Catacomb Key -------------------------------------------------------------
ACTOR CatacombKey : StrifeKey
{
Game Strife
ConversationID 153, 149, 152
Inventory.Icon "I_TUNL"
Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser
Inventory.GiveQuest 28
Inventory.PickupMessage "$TXT_CATACOMBKEY"
States
{
Spawn:
TUNL A -1
Stop
}
}
// Security Key -------------------------------------------------------------
ACTOR SecurityKey : StrifeKey
{
Game Strife
ConversationID 154, 150, 153
Inventory.Icon "I_SECK"
Tag "Security_Key"
Inventory.PickupMessage "$TXT_SECURITYKEY"
States
{
Spawn:
SECK A -1
Stop
}
}
// Core Key -----------------------------------------------------------------
ACTOR CoreKey : StrifeKey 236
{
Game Strife
ConversationID 155, 151, 154
Inventory.Icon "I_GOID"
Tag "Core_Key" // "New_Key1" in the Teaser
Inventory.PickupMessage "$TXT_COREKEY"
States
{
Spawn:
GOID A -1
Stop
}
}
// Mauler Key ---------------------------------------------------------------
ACTOR MaulerKey : StrifeKey 233
{
Game Strife
ConversationID 156, 152, 155
Inventory.Icon "I_BLTK"
Tag "Mauler_Key" // "New_Key2" in the Teaser
Inventory.PickupMessage "$TXT_MAULERKEY"
States
{
Spawn:
BLTK A -1
Stop
}
}
// Factory Key --------------------------------------------------------------
ACTOR FactoryKey : StrifeKey 234
{
Game Strife
ConversationID 157, 153, 156
Inventory.Icon "I_PROC"
Tag "Factory_Key" // "New_Key3" in the Teaser
Inventory.PickupMessage "$TXT_FACTORYKEY"
States
{
Spawn:
PROC A -1
Stop
}
}
// Mine Key -----------------------------------------------------------------
ACTOR MineKey : StrifeKey 235
{
Game Strife
ConversationID 158, 154, 157
Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
Tag "MINE_KEY"
Inventory.PickupMessage "$TXT_MINEKEY"
States
{
Spawn:
MINE A -1
Stop
}
}
// New Key5 -----------------------------------------------------------------
ACTOR NewKey5 : StrifeKey
{
Game Strife
ConversationID 159, 155, 158
Inventory.Icon "I_BLTK"
Tag "New_Key5"
Inventory.PickupMessage "$TXT_NEWKEY5"
States
{
Spawn:
BLTK A -1
Stop
}
}
// Oracle Pass --------------------------------------------------------------
ACTOR OraclePass : Inventory
{
Game Strife
ConversationID 311, 292, 309
+INVENTORY.INVBAR
Inventory.Icon "I_OTOK"
Inventory.GiveQuest 18
Inventory.PickupMessage "$TXT_ORACLEPASS"
Tag "Oracle_Pass"
States
{
Spawn:
OTOK A -1
Stop
}
}