mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 21:11:44 +00:00
fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
309 lines
4.4 KiB
Text
309 lines
4.4 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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ACTOR ZWingedStatueNoSkull : SwitchingDecoration 9011
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{
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Game Hexen
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Radius 10
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Height 62
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+SOLID
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States
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{
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Spawn:
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STWN A -1
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Stop
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Active:
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STWN B -1
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Stop
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}
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}
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// Gem pedestal -------------------------------------------------------------
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ACTOR ZGemPedestal : SwitchingDecoration 9012
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{
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Game Hexen
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Radius 10
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Height 40
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+SOLID
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States
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{
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Spawn:
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GMPD A -1
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Stop
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Active:
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GMPD B -1
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Stop
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}
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}
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// Tree (destructible) ------------------------------------------------------
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ACTOR TreeDestructible 8062
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{
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Game Hexen
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Health 70
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Radius 15
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Height 180
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DeathHeight 24
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Mass 0x7fffffff
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PainSound "TreeExplode"
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DeathSound "TreeBreak"
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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States
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{
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Spawn:
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TRDT A -1
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Stop
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Death:
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TRDT B 5
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TRDT C 5 A_Scream
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TRDT DEF 5
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TRDT G -1
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Stop
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Burn:
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TRDT H 5 Bright A_Pain
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TRDT IJKL 5 Bright
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TRDT M 5 Bright A_Explode(10, 128)
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TRDT N 5 Bright
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TRDT OP 5
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TRDT Q -1
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Stop
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}
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}
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// Twined torch -------------------------------------------------------------
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ACTOR ZTwinedTorch : SwitchableDecoration 116
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{
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Game Hexen
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Radius 10
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Height 64
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+SOLID
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States
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{
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Active:
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TWTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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TWTR ABCDEFGH 4 Bright
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Loop
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Inactive:
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TWTR I -1
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Stop
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}
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}
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ACTOR ZTwinedTorchUnlit : ZTwinedTorch 117
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Wall torch ---------------------------------------------------------------
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ACTOR ZWallTorch : SwitchableDecoration 54
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{
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Game Hexen
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+NOBLOCKMAP
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+NOGRAVITY
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+FIXMAPTHINGPOS
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Radius 6.5
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States
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{
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Active:
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WLTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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WLTR ABCDEFGH 5 Bright
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Loop
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Inactive:
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WLTR I -1
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Stop
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}
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}
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ACTOR ZWallTorchUnlit : ZWallTorch 55
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Shrub1 -------------------------------------------------------------------
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ACTOR ZShrub1 8101
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{
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Game Hexen
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Radius 8
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Height 24
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB1 A -1
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Stop
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Burn:
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SHB1 B 7 Bright
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SHB1 C 6 Bright A_Scream
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SHB1 D 5 Bright
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Stop
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}
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}
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// Shrub2 -------------------------------------------------------------------
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ACTOR ZShrub2 8102
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{
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Game Hexen
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Radius 16
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Height 40
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB2 A -1
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Stop
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Burn:
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SHB2 B 7 Bright
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SHB2 C 6 Bright A_Scream
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SHB2 D 5 Bright A_Explode(30, 64)
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SHB2 E 5 Bright
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Stop
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}
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}
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// Fire Bull ----------------------------------------------------------------
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ACTOR ZFireBull : SwitchableDecoration 8042
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{
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Game Hexen
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Radius 20
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Height 80
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+SOLID
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States
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{
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Active:
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FBUL I 4 Bright A_PlaySound("Ignite")
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FBUL J 4 Bright
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Spawn:
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FBUL ABCDEFG 4 Bright
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Loop
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Inactive:
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FBUL JI 4 Bright
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FBUL H -1
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Stop
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}
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}
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ACTOR ZFireBullUnlit : ZFireBull 8043
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive+2
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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ACTOR ZXmasTree 8068
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{
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Game Hexen
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Radius 11
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Height 130
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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XMAS A -1
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Stop
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Burn:
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XMAS B 6 Bright
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XMAS C 6 Bright A_Scream
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XMAS D 5 Bright
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XMAS E 5 Bright A_Explode(30, 64)
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XMAS F 5 Bright
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XMAS G 4 Bright
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XMAS H 5
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XMAS I 4 A_NoBlocking
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XMAS J 4
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XMAS K -1
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Stop
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}
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}
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// Cauldron -----------------------------------------------------------------
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ACTOR ZCauldron : SwitchableDecoration 8069
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{
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Game Hexen
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Radius 12
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Height 26
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+SOLID
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States
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{
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Active:
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CDRN B 0 Bright A_PlaySound("Ignite")
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Spawn:
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CDRN BCDEFGH 4 Bright
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Loop
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Inactive:
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CDRN A -1
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Stop
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}
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}
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ACTOR ZCauldronUnlit : ZCauldron 8070
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Water Drip ---------------------------------------------------------------
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ACTOR HWaterDrip
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{
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Game Hexen
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SpawnID 95
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+MISSILE
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+LOWGRAVITY
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+NOTELEPORT
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Mass 1
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DeathSound "Drip"
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States
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{
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Spawn:
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HWAT A -1
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Stop
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}
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}
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