mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 09:41:21 +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)
373 lines
6.6 KiB
Text
373 lines
6.6 KiB
Text
// Med patch -----------------------------------------------------------------
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ACTOR MedPatch : HealthPickup 2011
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{
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Game Strife
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ConversationID 125, 121, 124
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Health 10
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 20
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Tag "Med_patch"
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Inventory.Icon "I_STMP"
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Inventory.PickupMessage "$TXT_MEDPATCH"
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States
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{
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Spawn:
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STMP A -1
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Stop
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}
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}
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// Medical Kit ---------------------------------------------------------------
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ACTOR MedicalKit : HealthPickup 2012
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{
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Game Strife
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ConversationID 126, 122, 125
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Health 25
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15
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Tag "Medical_kit"
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Inventory.Icon "I_MDKT"
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Inventory.PickupMessage "$TXT_MEDICALKIT"
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States
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{
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Spawn:
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MDKT A -1
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Stop
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}
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}
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// Surgery Kit --------------------------------------------------------------
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ACTOR SurgeryKit : HealthPickup 83
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{
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Game Strife
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ConversationID 127, 123, 126
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+FLOORCLIP
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+INVENTORY.INVBAR
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Health -100
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Inventory.MaxAmount 5
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Tag "Surgery_Kit" // "full_health" in the Teaser
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Inventory.Icon "I_FULL"
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Inventory.PickupMessage "$TXT_SURGERYKIT"
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States
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{
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Spawn:
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FULL AB 35
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Loop
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}
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}
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// StrifeMap ----------------------------------------------------------------
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ACTOR StrifeMap : MapRevealer 2026
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{
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Game Strife
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SpawnID 137
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ConversationID 164, 160, 163
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_STRIFEMAP"
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States
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{
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Spawn:
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SMAP AB 6 Bright
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Loop
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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ACTOR BeldinsRing : Inventory
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{
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Game Strife
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 173, 165, 169
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Tag "ring"
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Inventory.Icon "I_RING"
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Inventory.GiveQuest 1
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Inventory.PickupMessage "$TXT_BELDINSRING"
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States
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{
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Spawn:
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RING A -1
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Stop
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}
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}
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// Offering Chalice ---------------------------------------------------------
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ACTOR OfferingChalice : Inventory 205
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{
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Game Strife
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 174, 166, 170
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Radius 10
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Height 16
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Tag "Offering_Chalice"
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Inventory.Icon "I_RELC"
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
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Inventory.GiveQuest 2
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States
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{
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Spawn:
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RELC A -1
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Stop
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}
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}
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// Ear ----------------------------------------------------------------------
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ACTOR Ear : Inventory
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{
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Game Strife
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 175, 167, 171
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Tag "ear"
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Inventory.Icon "I_EARS"
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Inventory.PickupMessage "$TXT_EAR"
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Inventory.GiveQuest 9
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States
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{
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Spawn:
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EARS A -1
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Stop
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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ACTOR BrokenPowerCoupling : Inventory 226
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{
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Game Strife
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ConversationID 289, -1, -1
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Health 40
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16
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Height 16
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Tag "BROKEN_POWER_COUPLING"
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Inventory.MaxAmount 1
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Inventory.Icon "I_COUP"
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Inventory.PickupMessage "$TXT_BROKENCOUPLING"
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Inventory.GiveQuest 8
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States
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{
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Spawn:
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COUP C -1
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Stop
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}
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}
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// Shadow Armor -------------------------------------------------------------
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ACTOR ShadowArmor : PowerupGiver 2024
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{
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Game Strife
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SpawnID 135
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ConversationID 160, 156, 159
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+FLOORCLIP
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+VISIBILITYPULSE
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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RenderStyle Translucent
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Tag "Shadow_armor"
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Inventory.MaxAmount 2
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Powerup.Type "Shadow"
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Inventory.Icon "I_SHD1"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_SHADOWARMOR"
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States
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{
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Spawn:
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SHD1 A -1 Bright
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Stop
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}
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}
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// Environmental suit -------------------------------------------------------
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ACTOR EnvironmentalSuit : PowerupGiver 2025
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{
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Game Strife
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SpawnID 136
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ConversationID 161, 157, 160
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5
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Powerup.Type "Mask"
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Tag "Environmental_Suit"
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Inventory.Icon "I_MASK"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_ENVSUIT"
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States
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{
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Spawn:
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MASK A -1
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Stop
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}
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}
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// Guard Uniform ------------------------------------------------------------
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ACTOR GuardUniform : Inventory 90
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{
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Game Strife
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ConversationID 162, 158, 161
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Guard_Uniform"
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Inventory.Icon "I_UNIF"
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Inventory.PickupMessage "$TXT_GUARDUNIFORM"
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Inventory.GiveQuest 15
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States
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{
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Spawn:
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UNIF A -1
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Stop
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}
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}
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// Officer's Uniform --------------------------------------------------------
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ACTOR OfficersUniform : Inventory 52
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{
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Game Strife
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ConversationID 163, 159, 162
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Officer's_Uniform"
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Inventory.Icon "I_OFIC"
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Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
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States
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{
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Spawn:
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OFIC A -1
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Stop
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}
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}
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// Flame Thrower Parts ------------------------------------------------------
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ACTOR FlameThrowerParts : Inventory
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{
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Game Strife
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ConversationID 191, 185, 189
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.Icon "I_BFLM"
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Tag "flame_thrower_parts"
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Inventory.PickupMessage "$TXT_FTHROWERPARTS"
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States
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{
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Spawn:
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BFLM A -1
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Stop
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}
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}
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// InterrogatorReport -------------------------------------------------------
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// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
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// find that Acolyte in the map. It seems to be totally unused in the
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// final game.
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ACTOR InterrogatorReport : Inventory
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{
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Game Strife
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ConversationID 308, 289, 306
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+FLOORCLIP
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Tag "report"
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Inventory.PickupMessage "$TXT_REPORT"
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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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// Info ---------------------------------------------------------------------
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ACTOR Info : Inventory
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{
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Game Strife
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ConversationID 300, 282, 299
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "info"
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Inventory.Icon "I_TOKN"
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Inventory.PickupMessage "$TXT_INFO"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Targeter -----------------------------------------------------------------
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ACTOR Targeter : PowerupGiver 207
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{
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Game Strife
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ConversationID 167, 169, 173
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Tag "Targeter"
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Powerup.Type "Targeter"
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Inventory.MaxAmount 5
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Inventory.Icon "I_TARG"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_TARGETER"
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States
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{
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Spawn:
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TARG A -1
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Stop
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}
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}
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// Communicator -----------------------------------------------------------------
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ACTOR Communicator : Inventory 206
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{
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Game Strife
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ConversationID 176, 168, 172
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+NOTDMATCH
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Tag "Communicator"
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Inventory.Icon "I_COMM"
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_COMMUNICATOR"
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States
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{
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Spawn:
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COMM A -1
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Stop
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}
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}
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