mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-15 14:41:20 +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)
206 lines
3.4 KiB
Text
206 lines
3.4 KiB
Text
/*
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* Quest Item Usage:
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*
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* 1 You got Beldin's ring
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* 2 You got the Chalice
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* 3 You got 300 gold, so it's time to visit Irale and the governor
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* 4 Accepted the governor's power coupling mission
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* 5 Accepted the governor's mission to kill Derwin
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* 6 You broke the Front's power coupling
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* 7 You took out the scanning team
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* 8 You got the broken power coupling
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* 9 You got the ear
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* 10 You got the prison pass
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* 11 You got the prison key
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* 12 You got the severed hand
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* 13 You've freed the prisoners!
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* 14 You've Blown Up the Crystal
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* 15 You got the guard uniform
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* 16 You've Blown Up the Gates (/Piston)
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* 17 You watched the Sigil slideshow on map10
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* 18 You got the Oracle pass
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* 19 You met Quincy and talked to him about the Bishop
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* 20
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* 21 You Killed the Bishop!
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* 22 The Oracle has told you to kill Macil
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* 23 You've Killed The Oracle!
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* 24 You Killed Macil!
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* 25 You've destroyed the Converter!
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* 26 You've Killed The Loremaster!
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* 27 You've Blown Up the Computer
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* 28 You got the catacomb key
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* 29 You destroyed the mind control device in the mines
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* 30
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* 31
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*/
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ACTOR QuestItem : Inventory
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{
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Quest Items -------------------------------------------------------------
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ACTOR QuestItem1 : QuestItem
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{
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ConversationID 312, 293, 310
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}
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ACTOR QuestItem2 : QuestItem
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{
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ConversationID 313, 294, 311
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}
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ACTOR QuestItem3 : QuestItem
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{
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ConversationID 314, 295, 312
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}
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ACTOR QuestItem4 : QuestItem
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{
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ConversationID 315, 296, 313
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Tag "quest4"
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}
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ACTOR QuestItem5 : QuestItem
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{
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ConversationID 316, 297, 314
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Tag "quest5"
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}
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ACTOR QuestItem6 : QuestItem
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{
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ConversationID 317, 298, 315
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Tag "quest4"
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}
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ACTOR QuestItem7 : QuestItem
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{
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ConversationID 318, -1, -1
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}
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ACTOR QuestItem8 : QuestItem
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{
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ConversationID 319, -1, -1
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}
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ACTOR QuestItem9 : QuestItem
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{
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ConversationID 320, -1, -1
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}
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ACTOR QuestItem10 : QuestItem
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{
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ConversationID 321, -1, -1
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}
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ACTOR QuestItem11 : QuestItem
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{
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ConversationID 322, -1, -1
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}
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ACTOR QuestItem12 : QuestItem
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{
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ConversationID 323, -1, -1
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}
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ACTOR QuestItem13 : QuestItem
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{
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ConversationID 324, -1, -1
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}
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ACTOR QuestItem14 : QuestItem
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{
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ConversationID 325, -1, -1
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}
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ACTOR QuestItem15 : QuestItem
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{
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ConversationID 326, -1, -1
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}
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ACTOR QuestItem16 : QuestItem
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{
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ConversationID 327, -1, -1
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}
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ACTOR QuestItem17 : QuestItem
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{
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ConversationID 328, -1, -1
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}
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ACTOR QuestItem18 : QuestItem
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{
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ConversationID 329, -1, -1
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}
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ACTOR QuestItem19 : QuestItem
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{
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ConversationID 330, -1, -1
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}
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ACTOR QuestItem20 : QuestItem
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{
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ConversationID 331, -1, -1
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}
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ACTOR QuestItem21 : QuestItem
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{
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ConversationID 332, -1, -1
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}
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ACTOR QuestItem22 : QuestItem
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{
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ConversationID 333, -1, -1
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}
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ACTOR QuestItem23 : QuestItem
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{
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ConversationID 334, -1, -1
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}
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ACTOR QuestItem24 : QuestItem
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{
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ConversationID 335, -1, -1
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}
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ACTOR QuestItem25 : QuestItem
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{
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ConversationID 336, -1, -1
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}
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ACTOR QuestItem26 : QuestItem
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{
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ConversationID 337, -1, -1
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}
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ACTOR QuestItem27 : QuestItem
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{
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ConversationID 338, -1, -1
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}
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ACTOR QuestItem28 : QuestItem
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{
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ConversationID 339, -1, -1
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}
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ACTOR QuestItem29 : QuestItem
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{
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ConversationID 340, -1, -1
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}
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ACTOR QuestItem30 : QuestItem
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{
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ConversationID 341, -1, -1
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}
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ACTOR QuestItem31 : QuestItem
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{
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ConversationID 342, -1, -1
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}
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