gzdoom/wadsrc/static/mapinfo/strife.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

278 lines
4.6 KiB
Text

// MAPINFO for Strife (full version and teaser)
skill baby
AmmoFactor 2
DamageFactor 0.5
EasyBossBrain
SpawnFilter "Baby"
PicName "M_JKILL"
Key t
skill easy
SpawnFilter "Easy"
PicName "M_ROUGH"
Key r
skill normal
SpawnFilter "Normal"
PicName "M_HURT"
Key v
skill hard
SpawnFilter "Hard"
PicName "M_ULTRA"
Key e
skill nightmare
AmmoFactor 2
FastMonsters
DisableCheats
RespawnTime 16
SpawnFilter "Nightmare"
PicName "M_NMARE"
Key b
defaultmap
forcenoskystretch
strifefallingdamage
nointermission
clipmidtextures
noinfighting
map MAP01 "AREA 1: sanctuary"
next MAP02
sky1 SKYMNT02 0
music D_ACTION
cluster 1
map MAP02 "AREA 2: town"
next MAP03
sky1 SKYMNT02 0
music D_TAVERN
cluster 1
map MAP03 "AREA 3: front base"
next MAP04
sky1 SKYMNT02 0
music D_DANGER
cluster 1
noallies
redirect Sigil map30
map MAP04 "AREA 4: power station"
next MAP05
sky1 SKYMNT02 0
music D_FAST
cluster 1
map MAP05 "AREA 5: prison"
next MAP06
sky1 SKYMNT02 0
music D_INTRO
cluster 1
map MAP06 "AREA 6: sewers"
next MAP07
sky1 SKYMNT02 0
music D_DARKER
cluster 1
map MAP07 "AREA 7: castle"
next MAP08
sky1 SKYMNT02 0
music D_STRIKE
cluster 1
redirect Sigil map10
map MAP08 "AREA 8: Audience Chamber"
next MAP09
sky1 SKYMNT02 0
music D_SLIDE
cluster 1
map MAP09 "AREA 9: Castle: Programmer's Keep"
next MAP10
sky1 SKYMNT02 0
music D_TRIBAL
cluster 1
// These are the sky changes for the first 8 maps
specialaction "Programmer", ACS_Execute, 0, 1, 256
specialaction "Programmer", ACS_Execute, 0, 2, 256
specialaction "Programmer", ACS_Execute, 0, 3, 256
specialaction "Programmer", ACS_Execute, 0, 4, 256
specialaction "Programmer", ACS_Execute, 0, 5, 256
specialaction "Programmer", ACS_Execute, 0, 6, 256
specialaction "Programmer", ACS_Execute, 0, 7, 256
specialaction "Programmer", ACS_Execute, 0, 8, 256
// It seems that Strife was originally going to print the text
// from the C1TEXT lump when you move from map 9 to map 10, but
// that idea apparently got scrapped as the game developed.
map MAP10 "AREA 10: New Front Base"
next MAP11
sky1 SKYMNT01 0
music D_MARCH
cluster 1
map MAP11 "AREA 11: Borderlands"
next MAP12
sky1 SKYMNT01 0
music D_DANGER
cluster 1
map MAP12 "AREA 12: the temple of the oracle"
next MAP13
sky1 SKYMNT01 0
music D_MOOD
cluster 1
map MAP13 "AREA 13: Catacombs"
next MAP14
sky1 SKYMNT01 0
music D_CASTLE
cluster 1
map MAP14 "AREA 14: mines"
next MAP15
sky1 SKYMNT01 0
music D_DARKER
cluster 1
map MAP15 "AREA 15: Fortress: Administration"
next MAP16
sky1 SKYMNT01 0
music D_ACTION
cluster 1
map MAP16 "AREA 16: Fortress: Bishop's Tower"
next MAP17
sky1 SKYMNT01 0
music D_FIGHT
cluster 1
map MAP17 "AREA 17: Fortress: The Bailey"
next MAP18
sky1 SKYMNT01 0
music D_SPENSE
cluster 1
map MAP18 "AREA 18: Fortress: Stores"
next MAP19
sky1 SKYMNT01 0
music D_SLIDE
cluster 1
map MAP19 "AREA 19: Fortress: Security Complex"
next MAP20
sky1 SKYMNT01 0
music D_STRIKE
cluster 1
map MAP20 "AREA 20: Factory: Receiving"
next MAP21
sky1 SKYMNT01 0
music D_DARK
cluster 1
map MAP21 "AREA 21: Factory: Manufacturing"
next MAP22
sky1 SKYMNT01 0
music D_TECH
cluster 1
map MAP22 "AREA 22: Factory: Forge"
next MAP23
sky1 SKYMNT01 0
music D_SLIDE
cluster 1
map MAP23 "AREA 23: Order Commons"
next MAP24
sky1 SKYMNT01 0
music D_DRONE
cluster 1
map MAP24 "AREA 24: Factory: Conversion Chapel"
next MAP25
sky1 SKYMNT01 0
music D_PANTHR
cluster 1
map MAP25 "AREA 25: Catacombs: Ruined Temple"
next MAP26
sky1 SKYMNT01 0
music D_SAD
cluster 1
map MAP26 "AREA 26: proving grounds"
next MAP27
sky1 SKYMNT01 0
music D_INSTRY
cluster 1
map MAP27 "AREA 27: The Lab"
next MAP28
sky1 SKYMNT01 0
music D_TECH
cluster 1
map MAP28 "AREA 28: Alien Ship"
next MAP29
sky1 SKYMNT01 0
music D_ACTION
cluster 1
map MAP29 "AREA 29: Entity's Lair"
next EndGameS
sky1 SKYMNT01 0
music D_INSTRY
cluster 1
deathslideshow
map MAP30 "AREA 30: Abandoned Front Base"
next MAP31
sky1 SKYMNT01 0
music D_DRONE
cluster 1
map MAP31 "AREA 31: Training Facility"
next MAP01
sky1 SKYMNT01 0
music D_FIGHT
cluster 1
map MAP32 "AREA 1: Sanctuary"
next MAP33
sky1 SKYMNT02 0
music D_MAP1
cluster 2
map MAP33 "AREA 2: Town"
next MAP34
sky1 SKYMNT02 0
music D_MAP2
cluster 2
map MAP34 "AREA 3: Movement Base"
next EndBuyStrife
sky1 SKYMNT02 0
music D_MAP3
cluster 2
noallies
clusterdef 1
hub
clusterdef 2
hub
exittext T1TEXT
music d_fmfast
pic PANEL7
exittextislump
clearepisodes
episode MAP02 teaser MAP33
name "Quest for the Sigil"