qzdoom-gpl/wadsrc/static/terrain.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

145 lines
2.3 KiB
Text

// Splashes ----------------------------------------------------------------
splash Water
{
smallclass WaterSplashBase
smallclip 12
smallsound world/drip
baseclass WaterSplashBase
chunkclass WaterSplash
chunkxvelshift 8
chunkyvelshift 8
chunkzvelshift 8
chunkbasezvel 2
sound world/watersplash
}
splash Sludge
{
smallclass SludgeSplash
smallclip 12
smallsound world/sludgegloop
baseclass SludgeSplash
chunkclass SludgeChunk
chunkxvelshift 8
chunkyvelshift 8
chunkzvelshift 8
chunkbasezvel 1
sound world/sludgegloop
}
splash Lava
{
smallclass LavaSplash
smallclip 12
smallsound world/lavasizzle
baseclass LavaSplash
chunkclass LavaSmoke
chunkxvelshift -1
chunkyvelshift -1
chunkzvelshift 7
chunkbasezvel 1
sound world/lavasizzle
}
splash WaterSound
{
smallclass None
baseclass None
chunkclass None
sound world/watersplash
noalert
}
// Terrain types -----------------------------------------------------------
terrain Water
{
splash Water
footclip 10
liquid
}
terrain Sludge
{
splash Sludge
footclip 10
liquid
}
ifheretic
terrain Lava
{
splash Lava
footclip 10
liquid
}
endif
ifhexen
terrain Lava
{
splash Lava
footclip 10
liquid
damageamount 5
damagetype lava
damagetimemask 31
}
terrain Ice
{
// A friction > 1 is actually less friction
friction 1.70824008138
// Ice doesn't actually do any damage. This is just so that things
// that freeze to death take longer to melt on this terrain.
damagetype ice
}
endif
terrain JustASound
{
splash WaterSound
liquid
footclip 12
}
// Floor -> terrain mappings -----------------------------------------------
ifheretic
floor FLTWAWA1 Water
floor FLTFLWW1 Water
floor FLTLAVA1 Lava
floor FLATHUH1 Lava
floor FLTSLUD1 Sludge
endif
ifhexen
floor X_005 Water
floor X_001 Lava
floor X_009 Sludge
floor F_033 Ice
endif
ifstrife
floor F_WATR03 JustASound
floor F_WATR02 JustASound
floor F_WATR01 JustASound
floor F_VWATR3 JustASound
floor F_VWATR2 JustASound
floor P_VWATR1 JustASound
floor F_HWATR3 JustASound
floor F_HWATR2 JustASound
floor F_HWATR1 JustASound
floor F_PWATR3 JustASound
floor F_PWATR2 JustASound
floor F_PWATR1 JustASound
endif