SVN r71 (trunk)

This commit is contained in:
Christoph Oelckers 2006-04-30 21:49:18 +00:00
parent eff7c898cf
commit 29cd024aba
31 changed files with 1718 additions and 1105 deletions

View file

@ -1,3 +1,32 @@
April 30, 2006 (Changes by Graf Zahl)
- Removed the DCorpseQueue class. It was no longer used and since
the savegames it might have been used in have become incompatible
a long time ago there is no reason to keep it around anymore.
- Fixed: level.maptime must be set to 0 every time a level is loaded.
- Converted a_doomarmor.cpp and a_doomkeys.cpp to DECORATE.
- Replaced all need key messages that weren't already in LANGUAGE with
a LANGUAGE identifier. Also made the messages for Hexen's keys unique
strings instead of constructing them at run time.
- Added: Pickup messages can now handle embedded localized strings - like
the need key messages
- Converted a_hereticdecorations.cpp as well.
- Time to put the capabilities of Zip files to good use:
Converted a_doomdecorations.cpp into a DECORATE lump to test my changes.
(The EXE got 24 kb shorter by that - much more than I expected...)
- Added a 'game' property to DECORATE so that game specific IDs can be
defined.
- Added an #include directive to the DECORATE parser.
- Also removed ABreakableDecoration. Using AActor and the metadata
for the death and burn height gives the same results with less code.
- Removed the ADecoration class. It just inherited from AActor without
adding any functionality of its own.
- Added functions to sc_man to save and restore the full script state.
This allows recursive use of the script parser.
- Changed SC_Open to check for full names in a ZIP first.
- Fixed: Ammo2 no longer gets displayed when it is identical to Ammo1.
- Re-enabled the death camera due to public demand but made it switchable
by a CVAR.
April 29, 2006 (Changes by Graf Zahl)
- ZDoom now loads zdoom.pk3 instead of zdoom.wad.
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can

View file

@ -77,44 +77,9 @@ struct FExtraInfo
bool ExplosionShooterImmune;
};
class ADecoration : public AActor
class ASimpleProjectile : public AActor
{
DECLARE_STATELESS_ACTOR (ADecoration, AActor);
};
IMPLEMENT_ABSTRACT_ACTOR (ADecoration)
class ABreakableDecoration : public ADecoration
{
DECLARE_STATELESS_ACTOR (ABreakableDecoration, ADecoration);
public:
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << DeathHeight << BurnHeight;
}
void Die (AActor *source, AActor *inflictor)
{
Super::Die (source, inflictor);
flags &= ~MF_CORPSE; // Don't be a corpse
if (DamageType == MOD_FIRE)
{
height = BurnHeight; // Use burn height
}
else
{
height = DeathHeight; // Use death height
}
};
fixed_t DeathHeight;
fixed_t BurnHeight;
};
IMPLEMENT_ABSTRACT_ACTOR (ABreakableDecoration)
class ASimpleProjectile : public ADecoration
{
DECLARE_STATELESS_ACTOR (ASimpleProjectile, ADecoration);
DECLARE_STATELESS_ACTOR (ASimpleProjectile, AActor);
public:
void Serialize (FArchive &arc)
{
@ -363,10 +328,32 @@ static void ParseDecorate (void (*process)(FState *, int))
EDefinitionType def;
FActorInfo *info;
char *typeName;
int recursion=0;
// Get actor class name. The A prefix is added automatically.
while (SC_GetString ())
while (true)
{
if (!SC_GetString ())
{
if (recursion==0) return;
SC_RestoreScriptState();
recursion--;
continue;
}
if (SC_Compare ("#include"))
{
int lump;
SC_MustGetString();
// This is not using SC_Open because it can print a more useful error message when done here
lump = Wads.CheckNumForFullName(sc_String);
if (lump==-1) lump = Wads.CheckNumForName(sc_String);
if (lump==-1) SC_ScriptError("Lump '%s' not found", sc_String);
SC_SaveScriptState();
SC_OpenLumpNum(lump, sc_String);
recursion++;
continue;
}
if (SC_Compare ("Actor"))
{
ProcessActor (process);
@ -380,7 +367,7 @@ static void ParseDecorate (void (*process)(FState *, int))
}
else if (SC_Compare ("Breakable"))
{
parent = RUNTIME_CLASS(ABreakableDecoration);
parent = RUNTIME_CLASS(AActor);
def = DEF_BreakableDecoration;
SC_MustGetString ();
}
@ -392,7 +379,7 @@ static void ParseDecorate (void (*process)(FState *, int))
}
else
{
parent = RUNTIME_CLASS(ADecoration);
parent = RUNTIME_CLASS(AActor);
def = DEF_Decoration;
}
@ -424,6 +411,10 @@ static void ParseDecorate (void (*process)(FState *, int))
{
info->GameFilter |= GAME_Raven;
}
else if (SC_Compare ("Strife"))
{
info->GameFilter |= GAME_Strife;
}
else if (SC_Compare ("Any"))
{
info->GameFilter = GAME_Any;
@ -534,15 +525,8 @@ static void ParseDecorate (void (*process)(FState *, int))
info->OwnedStates[extra.DeathStart].Action = A_ScreamAndUnblock;
}
if (extra.DeathHeight == 0)
{
((ABreakableDecoration *)(info->Defaults))->DeathHeight =
((ABreakableDecoration *)(info->Defaults))->height;
}
else
{
((ABreakableDecoration *)(info->Defaults))->DeathHeight = extra.DeathHeight;
}
if (extra.DeathHeight == 0) extra.DeathHeight = ((AActor*)(info->Defaults))->height;
info->Class->Meta.SetMetaFixed (AMETA_DeathHeight, extra.DeathHeight);
}
((AActor *)(info->Defaults))->DeathState = &info->OwnedStates[extra.DeathStart];
}
@ -580,15 +564,9 @@ static void ParseDecorate (void (*process)(FState *, int))
info->OwnedStates[extra.FireDeathStart].Action = A_ActiveAndUnblock;
}
if (extra.BurnHeight == 0)
{
((ABreakableDecoration *)(info->Defaults))->BurnHeight =
((ABreakableDecoration *)(info->Defaults))->height;
}
else
{
((ABreakableDecoration *)(info->Defaults))->BurnHeight = extra.BurnHeight;
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(info->Defaults))->height;
info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, extra.BurnHeight);
((AActor *)(info->Defaults))->BDeathState = &info->OwnedStates[extra.FireDeathStart];
}

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@ -1,102 +0,0 @@
#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "p_local.h"
#include "gstrings.h"
#include "gi.h"
// Armor bonus --------------------------------------------------------------
class AArmorBonus : public ABasicArmorBonus
{
DECLARE_ACTOR (AArmorBonus, ABasicArmorBonus)
protected:
virtual const char *PickupMessage ()
{
return GStrings("GOTARMBONUS");
}
};
FState AArmorBonus::States[] =
{
S_NORMAL (BON2, 'A', 6, NULL , &States[1]),
S_NORMAL (BON2, 'B', 6, NULL , &States[2]),
S_NORMAL (BON2, 'C', 6, NULL , &States[3]),
S_NORMAL (BON2, 'D', 6, NULL , &States[4]),
S_NORMAL (BON2, 'C', 6, NULL , &States[5]),
S_NORMAL (BON2, 'B', 6, NULL , &States[0])
};
IMPLEMENT_ACTOR (AArmorBonus, Doom, 2015, 22)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
PROP_BasicArmorBonus_SaveAmount (1)
PROP_BasicArmorBonus_MaxSaveAmount (200) // deh.MaxArmor
PROP_Inventory_FlagsSet (IF_ALWAYSPICKUP)
PROP_SpawnState (0)
PROP_Inventory_Icon ("ARM1A0")
END_DEFAULTS
// Green armor --------------------------------------------------------------
class AGreenArmor : public ABasicArmorPickup
{
DECLARE_ACTOR (AGreenArmor, ABasicArmorPickup)
protected:
virtual const char *PickupMessage ()
{
return GStrings("GOTARMOR");
}
};
FState AGreenArmor::States[] =
{
S_NORMAL (ARM1, 'A', 6, NULL , &States[1]),
S_BRIGHT (ARM1, 'B', 7, NULL , &States[0])
};
IMPLEMENT_ACTOR (AGreenArmor, Doom, 2018, 68)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_BasicArmorPickup_SavePercent (FRACUNIT/3)
PROP_BasicArmorPickup_SaveAmount (100) // 100*deh.GreenAC
PROP_SpawnState (0)
PROP_Inventory_Icon ("ARM1A0")
END_DEFAULTS
// Blue armor ---------------------------------------------------------------
class ABlueArmor : public ABasicArmorPickup
{
DECLARE_ACTOR (ABlueArmor, ABasicArmorPickup)
protected:
virtual const char *PickupMessage ()
{
return GStrings("GOTMEGA");
}
};
FState ABlueArmor::States[] =
{
S_NORMAL (ARM2, 'A', 6, NULL , &States[1]),
S_BRIGHT (ARM2, 'B', 6, NULL , &States[0])
};
IMPLEMENT_ACTOR (ABlueArmor, Doom, 2019, 69)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL)
PROP_BasicArmorPickup_SavePercent (FRACUNIT/2)
PROP_BasicArmorPickup_SaveAmount (200) // 100*deh.BlueAC
PROP_SpawnState (0)
PROP_Inventory_Icon ("ARM2A0")
END_DEFAULTS

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@ -1,403 +0,0 @@
#include "actor.h"
#include "info.h"
/********** Decorations ***********/
#define _DECCOMMON(cls,ednum,rad,hi,ns,id) \
class cls : public AActor { DECLARE_STATELESS_ACTOR (cls, AActor) static FState States[ns]; }; \
IMPLEMENT_ACTOR (cls, Doom, ednum, id) \
PROP_SpawnState(0) \
PROP_RadiusFixed(rad) \
PROP_HeightFixed(hi)
#define _DECSTARTSTATES(cls,ns) \
FState cls::States[ns] =
#define DECID(cls,ednum,id,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns,id) \
PROP_Flags (MF_SOLID) \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define DEC(cls,ednum,rad,hi,ns) \
DECID(cls,ednum,0,rad,hi,ns)
#define DECNSOLID(cls,ednum,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns,0) \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define DECHANG(cls,ednum,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns,0) \
PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY) \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define DECHANGNS(cls,ednum,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns,0) \
PROP_Flags (MF_SPAWNCEILING|MF_NOGRAVITY) \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define DECNBLOCKID(cls,ednum,id,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns,id) \
/*PROP_Flags (MF_NOBLOCKMAP)*/ \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define SUBCLASS_NS(cls,super,ednum,rad,hi) \
class cls : public super { DECLARE_STATELESS_ACTOR (cls, super) }; \
IMPLEMENT_STATELESS_ACTOR (cls, Doom, ednum, 0) \
PROP_RadiusFixed (rad) \
PROP_HeightFixed (hi) \
PROP_FlagsClear (MF_SOLID) \
END_DEFAULTS
// Tech lamp ---------------------------------------------------------------
DEC (ATechLamp, 85, 16, 80, 4)
{
S_BRIGHT (TLMP, 'A', 4, NULL, &States[1]),
S_BRIGHT (TLMP, 'B', 4, NULL, &States[2]),
S_BRIGHT (TLMP, 'C', 4, NULL, &States[3]),
S_BRIGHT (TLMP, 'D', 4, NULL, &States[0])
};
// Tech lamp 2 -------------------------------------------------------------
DEC (ATechLamp2, 86, 16, 60, 4)
{
S_BRIGHT (TLP2, 'A', 4, NULL, &States[1]),
S_BRIGHT (TLP2, 'B', 4, NULL, &States[2]),
S_BRIGHT (TLP2, 'C', 4, NULL, &States[3]),
S_BRIGHT (TLP2, 'D', 4, NULL, &States[0])
};
// Column ------------------------------------------------------------------
DEC (AColumn, 2028, 16, 48, 1)
{
S_BRIGHT (COLU, 'A', -1, NULL, NULL)
};
// Tall green column -------------------------------------------------------
DEC (ATallGreenColumn, 30, 16, 52, 1)
{
S_NORMAL (COL1, 'A', -1, NULL, NULL)
};
// Short green column ------------------------------------------------------
DEC (AShortGreenColumn, 31, 16, 40, 1)
{
S_NORMAL (COL2, 'A', -1, NULL, NULL)
};
// Tall red column ---------------------------------------------------------
DEC (ATallRedColumn, 32, 16, 52, 1)
{
S_NORMAL (COL3, 'A', -1, NULL, NULL)
};
// Short red column --------------------------------------------------------
DEC (AShortRedColumn, 33, 16, 40, 1)
{
S_NORMAL (COL4, 'A', -1, NULL, NULL)
};
// Skull column ------------------------------------------------------------
DEC (ASkullColumn, 37, 16, 40, 1)
{
S_NORMAL (COL6, 'A', -1, NULL, NULL)
};
// Heart column ------------------------------------------------------------
DEC (AHeartColumn, 36, 16, 40, 2)
{
S_NORMAL (COL5, 'A', 14, NULL, &States[1]),
S_NORMAL (COL5, 'B', 14, NULL, &States[0])
};
// Evil eye ----------------------------------------------------------------
DEC (AEvilEye, 41, 16, 54, 4)
{
S_BRIGHT (CEYE, 'A', 6, NULL, &States[1]),
S_BRIGHT (CEYE, 'B', 6, NULL, &States[2]),
S_BRIGHT (CEYE, 'C', 6, NULL, &States[3]),
S_BRIGHT (CEYE, 'B', 6, NULL, &States[0])
};
// Floating skull ----------------------------------------------------------
DEC (AFloatingSkull, 42, 16, 26, 3)
{
S_BRIGHT (FSKU, 'A', 6, NULL, &States[1]),
S_BRIGHT (FSKU, 'B', 6, NULL, &States[2]),
S_BRIGHT (FSKU, 'C', 6, NULL, &States[0])
};
// Torch tree --------------------------------------------------------------
DEC (ATorchTree, 43, 16, 56, 1)
{
S_NORMAL (TRE1, 'A', -1, NULL, NULL)
};
// Blue torch --------------------------------------------------------------
DEC (ABlueTorch, 44, 16, 68, 4)
{
S_BRIGHT (TBLU, 'A', 4, NULL, &States[1]),
S_BRIGHT (TBLU, 'B', 4, NULL, &States[2]),
S_BRIGHT (TBLU, 'C', 4, NULL, &States[3]),
S_BRIGHT (TBLU, 'D', 4, NULL, &States[0])
};
// Green torch -------------------------------------------------------------
DEC (AGreenTorch, 45, 16, 68, 4)
{
S_BRIGHT (TGRN, 'A', 4, NULL, &States[1]),
S_BRIGHT (TGRN, 'B', 4, NULL, &States[2]),
S_BRIGHT (TGRN, 'C', 4, NULL, &States[3]),
S_BRIGHT (TGRN, 'D', 4, NULL, &States[0])
};
// Red torch ---------------------------------------------------------------
DEC (ARedTorch, 46, 16, 68, 4)
{
S_BRIGHT (TRED, 'A', 4, NULL, &States[1]),
S_BRIGHT (TRED, 'B', 4, NULL, &States[2]),
S_BRIGHT (TRED, 'C', 4, NULL, &States[3]),
S_BRIGHT (TRED, 'D', 4, NULL, &States[0])
};
// Short blue torch --------------------------------------------------------
DEC (AShortBlueTorch, 55, 16, 37, 4)
{
S_BRIGHT (SMBT, 'A', 4, NULL, &States[1]),
S_BRIGHT (SMBT, 'B', 4, NULL, &States[2]),
S_BRIGHT (SMBT, 'C', 4, NULL, &States[3]),
S_BRIGHT (SMBT, 'D', 4, NULL, &States[0])
};
// Short green torch -------------------------------------------------------
DEC (AShortGreenTorch, 56, 16, 37, 4)
{
S_BRIGHT (SMGT, 'A', 4, NULL, &States[1]),
S_BRIGHT (SMGT, 'B', 4, NULL, &States[2]),
S_BRIGHT (SMGT, 'C', 4, NULL, &States[3]),
S_BRIGHT (SMGT, 'D', 4, NULL, &States[0])
};
// Short red torch ---------------------------------------------------------
DEC (AShortRedTorch, 57, 16, 37, 4)
{
S_BRIGHT (SMRT, 'A', 4, NULL, &States[1]),
S_BRIGHT (SMRT, 'B', 4, NULL, &States[2]),
S_BRIGHT (SMRT, 'C', 4, NULL, &States[3]),
S_BRIGHT (SMRT, 'D', 4, NULL, &States[0])
};
// Stalagtite --------------------------------------------------------------
DEC (AStalagtite, 47, 16, 40, 1)
{
S_NORMAL (SMIT, 'A', -1, NULL, NULL)
};
// Tech pillar -------------------------------------------------------------
DEC (ATechPillar, 48, 16, 128, 1)
{
S_NORMAL (ELEC, 'A', -1, NULL, NULL)
};
// Candle stick ------------------------------------------------------------
DECNSOLID (ACandlestick, 34, 20, 14, 1)
{
S_BRIGHT (CAND, 'A', -1, NULL, NULL)
};
// Candelabra --------------------------------------------------------------
DEC (ACandelabra, 35, 16, 60, 1)
{
S_BRIGHT (CBRA, 'A', -1, NULL, NULL)
};
// Bloody twitch -----------------------------------------------------------
DECHANG (ABloodyTwitch, 49, 16, 68, 4)
{
S_NORMAL (GOR1, 'A', 10, NULL, &States[1]),
S_NORMAL (GOR1, 'B', 15, NULL, &States[2]),
S_NORMAL (GOR1, 'C', 8, NULL, &States[3]),
S_NORMAL (GOR1, 'B', 6, NULL, &States[0])
};
// Meat 2 ------------------------------------------------------------------
DECHANG (AMeat2, 50, 16, 84, 1)
{
S_NORMAL (GOR2, 'A', -1, NULL, NULL)
};
// Meat 3 ------------------------------------------------------------------
DECHANG (AMeat3, 51, 16, 84, 1)
{
S_NORMAL (GOR3, 'A', -1, NULL, NULL)
};
// Meat 4 ------------------------------------------------------------------
DECHANG (AMeat4, 52, 16, 68, 1)
{
S_NORMAL (GOR4, 'A', -1, NULL, NULL)
};
// Meat 5 ------------------------------------------------------------------
DECHANG (AMeat5, 53, 16, 52, 1)
{
S_NORMAL (GOR5, 'A', -1, NULL, NULL)
};
// Nonsolid meat -----------------------------------------------------------
SUBCLASS_NS (ANonsolidMeat2, AMeat2, 59, 20, 84)
SUBCLASS_NS (ANonsolidMeat3, AMeat3, 61, 20, 52)
SUBCLASS_NS (ANonsolidMeat4, AMeat4, 60, 20, 68)
SUBCLASS_NS (ANonsolidMeat5, AMeat5, 62, 20, 52)
// Nonsolid bloody twitch --------------------------------------------------
SUBCLASS_NS (ANonsolidTwitch, ABloodyTwitch, 63, 20, 68)
// Head on a stick ---------------------------------------------------------
DEC (AHeadOnAStick, 27, 16, 56, 1)
{
S_NORMAL (POL4, 'A', -1, NULL, NULL)
};
// Heads (plural!) on a stick ----------------------------------------------
DEC (AHeadsOnAStick, 28, 16, 64, 1)
{
S_NORMAL (POL2, 'A', -1, NULL, NULL)
};
// Head candles ------------------------------------------------------------
DEC (AHeadCandles, 29, 16, 42, 2)
{
S_BRIGHT (POL3, 'A', 6, NULL, &States[1]),
S_BRIGHT (POL3, 'B', 6, NULL, &States[0])
};
// Dead on a stick ---------------------------------------------------------
DEC (ADeadStick, 25, 16, 64, 1)
{
S_NORMAL (POL1, 'A', -1, NULL, NULL)
};
// Still alive on a stick --------------------------------------------------
DEC (ALiveStick, 26, 16, 64, 2)
{
S_NORMAL (POL6, 'A', 6, NULL, &States[1]),
S_NORMAL (POL6, 'B', 8, NULL, &States[0])
};
// Big tree ----------------------------------------------------------------
DEC (ABigTree, 54, 32, 108, 1)
{
S_NORMAL (TRE2, 'A', -1, NULL, NULL)
};
// Burning barrel ----------------------------------------------------------
DECID (ABurningBarrel, 70, 149, 16, 32, 3)
{
S_BRIGHT (FCAN, 'A', 4, NULL, &States[1]),
S_BRIGHT (FCAN, 'B', 4, NULL, &States[2]),
S_BRIGHT (FCAN, 'C', 4, NULL, &States[0])
};
// Hanging with no guts ----------------------------------------------------
DECHANG (AHangNoGuts, 73, 16, 88, 1)
{
S_NORMAL (HDB1, 'A', -1, NULL, NULL)
};
// Hanging from bottom with no brain ---------------------------------------
DECHANG (AHangBNoBrain, 74, 16, 88, 1)
{
S_NORMAL (HDB2, 'A', -1, NULL, NULL)
};
// Hanging from top, looking down ------------------------------------------
DECHANG (AHangTLookingDown, 75, 16, 64, 1)
{
S_NORMAL (HDB3, 'A', -1, NULL, NULL)
};
// Hanging from top, looking up --------------------------------------------
DECHANG (AHangTLookingUp, 77, 16, 64, 1)
{
S_NORMAL (HDB5, 'A', -1, NULL, NULL)
};
// Hanging from top, skully ------------------------------------------------
DECHANG (AHangTSkull, 76, 16, 64, 1)
{
S_NORMAL (HDB4, 'A', -1, NULL, NULL)
};
// Hanging from top without a brain ----------------------------------------
DECHANG (AHangTNoBrain, 78, 16, 64, 1)
{
S_NORMAL (HDB6, 'A', -1, NULL, NULL)
};
// Colon gibs --------------------------------------------------------------
DECNBLOCKID (AColonGibs, 79, 147, 20, 4, 1)
{
S_NORMAL (POB1, 'A', -1, NULL, NULL)
};
// Small pool o' blood -----------------------------------------------------
DECNBLOCKID (ASmallBloodPool, 80, 148, 20, 1, 1)
{
S_NORMAL (POB2, 'A', -1, NULL, NULL)
};
// brain stem lying on the ground ------------------------------------------
DECNBLOCKID (ABrainStem, 81, 150, 20, 4, 1)
{
S_NORMAL (BRS1, 'A', -1, NULL, NULL)
};

View file

@ -1,164 +0,0 @@
#include "info.h"
#include "a_pickups.h"
#include "d_player.h"
#include "gstrings.h"
#include "p_local.h"
#include "a_keys.h"
#include "gstrings.h"
IMPLEMENT_STATELESS_ACTOR (ADoomKey, Doom, -1, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
END_DEFAULTS
// Blue key card ------------------------------------------------------------
class ABlueCard : public ADoomKey
{
DECLARE_ACTOR (ABlueCard, ADoomKey)
public:
const char *PickupMessage ();
};
FState ABlueCard::States[] =
{
S_NORMAL (BKEY, 'A', 10, NULL , &States[1]),
S_BRIGHT (BKEY, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (ABlueCard, Doom, 5, 85)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS0")
END_DEFAULTS
const char *ABlueCard::PickupMessage ()
{
return GStrings("GOTBLUECARD");
}
// Yellow key card ----------------------------------------------------------
class AYellowCard : public ADoomKey
{
DECLARE_ACTOR (AYellowCard, ADoomKey)
public:
const char *PickupMessage ();
};
FState AYellowCard::States[] =
{
S_NORMAL (YKEY, 'A', 10, NULL , &States[1]),
S_BRIGHT (YKEY, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (AYellowCard, Doom, 6, 87)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS1")
END_DEFAULTS
const char *AYellowCard::PickupMessage ()
{
return GStrings("GOTYELWCARD");
}
// Red key card -------------------------------------------------------------
class ARedCard : public ADoomKey
{
DECLARE_ACTOR (ARedCard, ADoomKey)
public:
const char *PickupMessage ();
};
FState ARedCard::States[] =
{
S_NORMAL (RKEY, 'A', 10, NULL , &States[1]),
S_BRIGHT (RKEY, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (ARedCard, Doom, 13, 86)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS2")
END_DEFAULTS
const char *ARedCard::PickupMessage ()
{
return GStrings("GOTREDCARD");
}
// Blue skull key -----------------------------------------------------------
class ABlueSkull : public ADoomKey
{
DECLARE_ACTOR (ABlueSkull, ADoomKey)
public:
const char *PickupMessage ();
};
FState ABlueSkull::States[] =
{
S_NORMAL (BSKU, 'A', 10, NULL , &States[1]),
S_BRIGHT (BSKU, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (ABlueSkull, Doom, 40, 90)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS3")
END_DEFAULTS
const char *ABlueSkull::PickupMessage ()
{
return GStrings("GOTBLUESKUL");
}
// Yellow skull key ---------------------------------------------------------
class AYellowSkull : public ADoomKey
{
DECLARE_ACTOR (AYellowSkull, ADoomKey)
public:
const char *PickupMessage ();
};
FState AYellowSkull::States[] =
{
S_NORMAL (YSKU, 'A', 10, NULL , &States[1]),
S_BRIGHT (YSKU, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (AYellowSkull, Doom, 39, 88)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS4")
END_DEFAULTS
const char *AYellowSkull::PickupMessage ()
{
return GStrings("GOTYELWSKUL");
}
// Red skull key ------------------------------------------------------------
class ARedSkull : public ADoomKey
{
DECLARE_ACTOR (ARedSkull, ADoomKey)
public:
const char *PickupMessage ();
};
FState ARedSkull::States[] =
{
S_NORMAL (RSKU, 'A', 10, NULL , &States[1]),
S_BRIGHT (RSKU, 'B', 10, NULL , &States[0])
};
IMPLEMENT_ACTOR (ARedSkull, Doom, 38, 89)
PROP_SpawnState (0)
PROP_Inventory_Icon ("STKEYS5")
END_DEFAULTS
const char *ARedSkull::PickupMessage ()
{
return GStrings("GOTREDSKUL");
}

View file

@ -634,7 +634,7 @@ private:
TAG_DONE);
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
ammotop = -4 - BigHeight;
if (ammo2 != NULL)
if (ammo2 != NULL && ammo2!=ammo1)
{
// Draw secondary ammo just above the primary ammo
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));

View file

@ -1,147 +0,0 @@
#include "actor.h"
#include "info.h"
/********** Decorations ***********/
#define _DECCOMMON(cls,ednum,rad,hi,ns) \
class cls : public AActor { DECLARE_STATELESS_ACTOR (cls, AActor) static FState States[ns]; }; \
IMPLEMENT_ACTOR (cls, Heretic, ednum, 0) \
PROP_SpawnState (0) \
PROP_RadiusFixed (rad) \
PROP_HeightFixed (hi)
#define _DECSTARTSTATES(cls,ns) \
FState cls::States[ns] =
#define DECF(cls,ednum,rad,hi,ns,fl) \
_DECCOMMON(cls,ednum,rad,hi,ns) \
PROP_Flags (fl) \
END_DEFAULTS \
_DECSTARTSTATES(cls,ns)
#define DEC(cls,ednum,rad,hi,ns) \
DECF(cls,ednum,rad,hi,ns,MF_SOLID)
#define DECNSOLID(cls,ednum,rad,hi,ns) \
_DECCOMMON(cls,ednum,rad,hi,ns) END_DEFAULTS _DECSTARTSTATES(cls,ns)
#define DECHANG(cls,ednum,rad,hi,ns) \
DECF(cls,ednum,rad,hi,ns,MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY)
#define DECHANGNS(cls,ednum,rad,hi,ns) \
DECF(cls,ednum,rad,hi,ns,MF_SPAWNCEILING|MF_NOGRAVITY)
#define DECFLOATNS(cls,ednum,rad,hi,ns) \
DECF(cls,ednum,rad,hi,ns,MF_NOGRAVITY)
#define DECNBLOCK(cls,ednum,rad,hi,ns) \
DECF(cls,ednum,rad,hi,ns,MF_NOBLOCKMAP)
DECHANGNS (ASkullHang70, 17, 20, 70, 1)
{
S_NORMAL (SKH1, 'A', -1, NULL, NULL)
};
DECHANGNS (ASkullHang60, 24, 20, 60, 1)
{
S_NORMAL (SKH2, 'A', -1, NULL, NULL)
};
DECHANGNS (ASkullHang45, 25, 20, 45, 1)
{
S_NORMAL (SKH3, 'A', -1, NULL, NULL)
};
DECHANGNS (ASkullHang35, 26, 20, 35, 1)
{
S_NORMAL (SKH4, 'A', -1, NULL, NULL)
};
DECHANGNS (AChandelier, 28, 20, 60, 3)
{
S_NORMAL (CHDL, 'A', 4, NULL, &States[1]),
S_NORMAL (CHDL, 'B', 4, NULL, &States[2]),
S_NORMAL (CHDL, 'C', 4, NULL, &States[0])
};
DEC (ASerpentTorch, 27, 12, 54, 3)
{
S_NORMAL (SRTC, 'A', 4, NULL, &States[1]),
S_NORMAL (SRTC, 'B', 4, NULL, &States[2]),
S_NORMAL (SRTC, 'C', 4, NULL, &States[0])
};
DEC (ASmallPillar, 29, 16, 34, 1)
{
S_NORMAL (SMPL, 'A', -1, NULL, NULL)
};
DEC (AStalagmiteSmall, 37, 8, 32, 1)
{
S_NORMAL (STGS, 'A', -1, NULL, NULL)
};
DEC (AStalagmiteLarge, 38, 12, 64, 1)
{
S_NORMAL (STGL, 'A', -1, NULL, NULL)
};
DECHANG (AStalactiteSmall, 39, 8, 36, 1)
{
S_NORMAL (STCS, 'A', -1, NULL, NULL)
};
DECHANG (AStalactiteLarge, 40, 12, 68, 1)
{
S_NORMAL (STCL, 'A', -1, NULL, NULL)
};
DEC (AFireBrazier, 76, 16, 44, 8)
{
S_BRIGHT (KFR1, 'A', 3, NULL, &States[1]),
S_BRIGHT (KFR1, 'B', 3, NULL, &States[2]),
S_BRIGHT (KFR1, 'C', 3, NULL, &States[3]),
S_BRIGHT (KFR1, 'D', 3, NULL, &States[4]),
S_BRIGHT (KFR1, 'E', 3, NULL, &States[5]),
S_BRIGHT (KFR1, 'F', 3, NULL, &States[6]),
S_BRIGHT (KFR1, 'G', 3, NULL, &States[7]),
S_BRIGHT (KFR1, 'H', 3, NULL, &States[0])
};
DEC (ABarrel, 44, 12, 32, 1)
{
S_NORMAL (BARL, 'A', -1, NULL, NULL)
};
DEC (ABrownPillar, 47, 14, 128, 1)
{
S_NORMAL (BRPL, 'A', -1, NULL, NULL)
};
DECHANGNS (AMoss1, 48, 20, 23, 1)
{
S_NORMAL (MOS1, 'A', -1, NULL, NULL)
};
DECHANGNS (AMoss2, 49, 20, 27, 1)
{
S_NORMAL (MOS2, 'A', -1, NULL, NULL)
};
/*DECFLOATNS (AWallTorch, 50, 20, 16, 3)*/
_DECCOMMON(AWallTorch, 50, 20, 16, 3)
PROP_Flags (MF_NOGRAVITY)
PROP_Flags4 (MF4_FIXMAPTHINGPOS)
END_DEFAULTS
_DECSTARTSTATES(AWallTorch, 3)
{
S_BRIGHT (WTRH, 'A', 6, NULL, &States[1]),
S_BRIGHT (WTRH, 'B', 6, NULL, &States[2]),
S_BRIGHT (WTRH, 'C', 6, NULL, &States[0])
};
DECHANG (AHangingCorpse, 51, 8, 104, 1)
{
S_NORMAL (HCOR, 'A', -1, NULL, NULL)
};

View file

@ -408,6 +408,11 @@ private:
// Ammo
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1==ammo2)
{
// Don't show the same ammo twice.
ammo2=NULL;
}
if (oldammo1 != ammo1 || oldammo2 != ammo2 ||
oldammocount1 != ammocount1 || oldammocount2 != ammocount2)
{
@ -600,7 +605,7 @@ private:
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
if (ammo2 != NULL)
if (ammo2 != NULL && ammo2!=ammo1)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2->Amount, -29, -56);

View file

@ -448,6 +448,11 @@ private:
int drawbar;
GetCurrentAmmo (ammo1, ammo2, ammocount1, ammocount2);
if (ammo1==ammo2)
{
// Don't show the same ammo twice.
ammo2=NULL;
}
// If the weapon uses some ammo that is not mana, do not draw
// the mana bars; draw the specific used ammo instead.

View file

@ -1735,6 +1735,7 @@ void G_DoLoadLevel (int position, bool autosave)
}
level.starttime = gametic;
level.maptime = 0;
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
G_FinishTravel ();
if (players[consoleplayer].camera == NULL ||

View file

@ -331,45 +331,6 @@ void DCorpsePointer::Serialize (FArchive &arc)
arc << Corpse << Count;
}
// Pointers to members cannot be assigned to single array elements,
// so this class is deprecated. It exists now only for compatibility with
// old savegames.
class DCorpseQueue : public DThinker
{
DECLARE_CLASS (DCorpseQueue, DThinker)
HAS_OBJECT_POINTERS
public:
void Serialize (FArchive &arc);
void Tick ();
protected:
AActor *CorpseQueue[CORPSEQUEUESIZE];
};
IMPLEMENT_CLASS(DCorpseQueue)
void DCorpseQueue::Serialize (FArchive &arc)
{
int foo = 0;
int i;
Super::Serialize (arc);
for (i = 0; i < CORPSEQUEUESIZE; ++i)
arc << CorpseQueue[i];
arc << foo;
}
void DCorpseQueue::Tick ()
{
for (int i = 0; i < CORPSEQUEUESIZE; ++i)
{
if (CorpseQueue[i] != NULL)
{
new DCorpsePointer (CorpseQueue[i]);
}
}
Destroy ();
}
// throw another corpse on the queue
void A_QueueCorpse (AActor *actor)

View file

@ -812,6 +812,40 @@ void AInventory::Hide ()
}
}
//===========================================================================
//
//
//===========================================================================
static void PrintPickupMessage (const char *str)
{
if (str != NULL)
{
string temp;
if (strchr (str, '$'))
{
// The message or part of it is from the LANGUAGE lump
string name;
size_t part1 = strcspn (str, "$");
temp = string(str, part1);
size_t part2 = strcspn (str + part1 + 1, "$");
name = string(str + part1 + 1, part2);
temp += GStrings(name.GetChars());
if (str[part1 + 1 + part2] == '$')
{
temp += str + part1 + part2 + 2;
}
str = temp.GetChars();
}
Printf (PRINT_LOW, "%s\n", str);
}
}
//===========================================================================
//
// AInventory :: Touch
@ -845,7 +879,7 @@ void AInventory::Touch (AActor *toucher)
{
StaticLastMessageTic = gametic;
StaticLastMessage = message;
Printf (PRINT_LOW, "%s\n", message);
PrintPickupMessage (message);
StatusBar->FlashCrosshair ();
}

View file

@ -478,7 +478,7 @@ private:
DTA_HUDRules, HUD_Normal,
DTA_CenterBottomOffset, true,
TAG_DONE);
if (ammo2 != NULL)
if (ammo2 != NULL && ammo1!=ammo2)
{
// Draw secondary ammo just above the primary ammo
DrINumberOuter (ammo2->Amount, -23, -48, false, 7);

View file

@ -101,6 +101,7 @@ static bool r_showviewer;
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Int, r_polymost, 0, 0)
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
fixed_t r_BaseVisibility;
fixed_t r_WallVisibility;
@ -993,7 +994,7 @@ void R_SetupFrame (AActor *actor)
}
if (player != NULL &&
((player->cheats & CF_CHASECAM)/* || (camera->health <= 0)*/) &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) &&
(camera->RenderStyle != STYLE_None) &&
!(camera->renderflags & RF_INVISIBLE) &&
camera->sprite != 0) // Sprite 0 is always TNT1

View file

@ -62,7 +62,7 @@ char *sc_ScriptsDir = "";
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static char ScriptName[128];
static string ScriptName;
static char *ScriptBuffer;
static char *ScriptPtr;
static char *ScriptEndPtr;
@ -86,7 +86,9 @@ static bool Escape=true;
void SC_Open (const char *name)
{
SC_OpenLumpNum (Wads.GetNumForName (name), name);
int lump = Wads.CheckNumForFullName(name);
if (lump==-1) lump = Wads.GetNumForName(name);
SC_OpenLumpNum(lump, name);
}
//==========================================================================
@ -102,7 +104,8 @@ void SC_OpenFile (const char *name)
{
SC_Close ();
ScriptSize = M_ReadFile (name, (byte **)&ScriptBuffer);
ExtractFileBase (name, ScriptName);
ScriptName = name; // This is used for error messages so the full file name is preferable
//ExtractFileBase (name, ScriptName);
FreeScript = true;
SC_PrepareScript ();
}
@ -121,7 +124,7 @@ void SC_OpenMem (const char *name, char *buffer, int size)
SC_Close ();
ScriptSize = size;
ScriptBuffer = buffer;
strcpy (ScriptName, name);
ScriptName = name;
FreeScript = false;
SC_PrepareScript ();
}
@ -140,7 +143,7 @@ void SC_OpenLumpNum (int lump, const char *name)
ScriptSize = Wads.LumpLength (lump);
ScriptBuffer = new char[ScriptSize];
Wads.ReadLump (lump, ScriptBuffer);
strcpy (ScriptName, name);
ScriptName = name;
FreeScript = true;
SC_PrepareScript ();
}
@ -164,6 +167,7 @@ static void SC_PrepareScript (void)
AlreadyGot = false;
SavedScriptPtr = NULL;
CMode = false;
Escape = true;
}
//==========================================================================
@ -596,7 +600,7 @@ BOOL SC_GetFloat (void)
if (*stopper != 0)
{
I_Error ("SC_GetFloat: Bad numeric constant \"%s\".\n"
"Script %s, Line %d\n", sc_String, ScriptName, sc_Line);
"Script %s, Line %d\n", sc_String, ScriptName.GetChars(), sc_Line);
}
sc_Number = (int)sc_Float;
return true;
@ -747,7 +751,7 @@ void STACK_ARGS SC_ScriptError (const char *message, ...)
va_end (arglist);
}
I_Error ("Script error, \"%s\" line %d:\n%s\n", ScriptName,
I_Error ("Script error, \"%s\" line %d:\n%s\n", ScriptName.GetChars(),
sc_Line, composed.GetChars());
}
@ -764,3 +768,86 @@ static void CheckOpen(void)
I_FatalError ("SC_ call before SC_Open().");
}
}
//==========================================================================
//
// Script state saving
// This allows recursive script execution
// This does not save the last token!
//
//==========================================================================
struct SavedScript
{
int sc_Line;
BOOL sc_End;
BOOL sc_Crossed;
BOOL sc_FileScripts;
string * ScriptName;
char *ScriptBuffer;
char *ScriptPtr;
char *ScriptEndPtr;
bool ScriptOpen;
int ScriptSize;
bool FreeScript;
char *SavedScriptPtr;
int SavedScriptLine;
bool CMode;
bool Escape;
};
static TArray<SavedScript> SavedScripts;
void SC_SaveScriptState()
{
SavedScript ss;
ss.sc_Line = sc_Line;
ss.sc_End = sc_End;
ss.sc_Crossed = sc_Crossed;
ss.sc_FileScripts = sc_FileScripts;
ss.ScriptName = ::new string(ScriptName);
ss.ScriptBuffer = ScriptBuffer;
ss.ScriptPtr = ScriptPtr;
ss.ScriptEndPtr = ScriptEndPtr;
ss.ScriptOpen = ScriptOpen;
ss.ScriptSize = ScriptSize;
ss.FreeScript = FreeScript;
ss.SavedScriptPtr = SavedScriptPtr;
ss.SavedScriptLine = SavedScriptLine;
ss.CMode = CMode;
ss.Escape = Escape;
SavedScripts.Push(ss);
ScriptOpen = false;
}
void SC_RestoreScriptState()
{
if (SavedScripts.Size()>0)
{
SavedScript ss;
SavedScripts.Pop(ss);
sc_Line = ss.sc_Line;
sc_End = ss.sc_End;
sc_Crossed = ss.sc_Crossed;
sc_FileScripts = ss.sc_FileScripts;
ScriptName = *ss.ScriptName;
delete ss.ScriptName;
ScriptBuffer = ss.ScriptBuffer;
ScriptPtr = ss.ScriptPtr;
ScriptEndPtr = ss.ScriptEndPtr;
ScriptOpen = ss.ScriptOpen;
ScriptSize = ss.ScriptSize;
FreeScript = ss.FreeScript;
SavedScriptPtr = ss.SavedScriptPtr;
SavedScriptLine = ss.SavedScriptLine;
CMode = ss.CMode;
Escape = ss.Escape;
SavedScripts.ShrinkToFit();
AlreadyGot = false;
}
}

View file

@ -26,6 +26,8 @@ BOOL SC_Compare (const char *text);
int SC_MatchString (const char **strings);
int SC_MustMatchString (const char **strings);
void STACK_ARGS SC_ScriptError (const char *message, ...);
void SC_SaveScriptState();
void SC_RestoreScriptState();
extern char *sc_String;
extern int sc_StringLen;

View file

@ -2073,6 +2073,42 @@ static void ActorSkipSuper (AActor *defaults, Baggage &bag)
ResetActor(defaults, &bag);
}
//==========================================================================
//
//==========================================================================
static void ActorGame (AActor *defaults, Baggage &bag)
{
SC_MustGetString ();
if (SC_Compare ("Doom"))
{
bag.Info->GameFilter |= GAME_Doom;
}
else if (SC_Compare ("Heretic"))
{
bag.Info->GameFilter |= GAME_Heretic;
}
else if (SC_Compare ("Hexen"))
{
bag.Info->GameFilter |= GAME_Hexen;
}
else if (SC_Compare ("Raven"))
{
bag.Info->GameFilter |= GAME_Raven;
}
else if (SC_Compare ("Strife"))
{
bag.Info->GameFilter |= GAME_Strife;
}
else if (SC_Compare ("Any"))
{
bag.Info->GameFilter = GAME_Any;
}
else
{
SC_ScriptError ("Unknown game type %s", sc_String);
}
}
//==========================================================================
//
//==========================================================================
@ -2890,7 +2926,8 @@ static void InventoryIcon (AInventory *defaults, Baggage &bag)
defaults->Icon = TexMan.AddPatch (sc_String, ns_sprites);
if (defaults->Icon<=0)
{
Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->Name+1);
if (bag.Info->GameFilter == GAME_Any || bag.Info->GameFilter & gameinfo.gametype)
Printf("Icon '%s' for '%s' not found\n", sc_String, bag.Info->Class->Name+1);
}
}
}
@ -3239,6 +3276,7 @@ static const ActorProps props[] =
{ "dropitem", ActorDropItem, RUNTIME_CLASS(AActor) },
{ "explosiondamage", ActorExplosionDamage, RUNTIME_CLASS(AActor) },
{ "explosionradius", ActorExplosionRadius, RUNTIME_CLASS(AActor) },
{ "game", ActorGame, RUNTIME_CLASS(AActor) },
{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
{ "greetings", ActorGreetingsState, RUNTIME_CLASS(AActor) },
{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },

View file

@ -126,44 +126,6 @@ FWadCollection Wads;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// strupr
//
// Suprisingly, glibc lacks this
//==========================================================================
#ifdef NEED_STRUPR
void strupr (char *s)
{
while (*s) {
*s = toupper (*s);
++s;
}
}
#endif
//==========================================================================
//
// filelength
//
// Suprisingly, glibc lacks this
//==========================================================================
#ifdef NEED_FILELENGTH
int filelength (int handle)
{
struct stat fileinfo;
if (fstat (handle, &fileinfo) == -1)
{
close (handle);
I_Error ("Error fstating");
}
return fileinfo.st_size;
}
#endif
//==========================================================================
//
// uppercoppy
@ -532,8 +494,7 @@ void FWadCollection::AddFile (const char *filename, const char * data, int lengt
strcpy(base, lname);
char * dot = strrchr(base,'.');
if (dot) *dot=0;
strupr(base);
strncpy(lump_p->name, base, 8);
uppercopy(lump_p->name, base);
lump_p->fullname = copystring(name);
lump_p->position = LittleLong(zip_fh->dwFileOffset) + sizeof(FZipLocalHeader) + LittleShort(zip_fh->wFileNameSize);
lump_p->size = zip_fh->dwSize;
@ -600,8 +561,7 @@ void FWadCollection::AddFile (const char *filename, const char * data, int lengt
singleinfo.FilePos = 0;
singleinfo.Size = LittleLong(wadinfo->GetLength());
ExtractFileBase (filename, name);
strupr (name);
strncpy (singleinfo.Name, name, 8);
uppercopy(singleinfo.Name, name);
NumLumps++;
}
Printf ("\n");

View file

@ -30,6 +30,14 @@ typedef struct
} filelump_t;
/*
// appendlump(wadfile, filename):
//
// open the file by filename, write all of its contents to the wadfile
//
// returns: 0 = success, 1 = error
*/
int appendlump (FILE *wadfile, char *filename)
{
char readbuf[64*1024];
@ -45,28 +53,55 @@ int appendlump (FILE *wadfile, char *filename)
}
while (lumpfile != NULL)
{
// try to read a chunk of data
readlen = fread (readbuf, 1, sizeof(readbuf), lumpfile);
// if we reached the end, or hit an error
if (readlen < sizeof(readbuf))
{
// if it's an error,
if (ferror (lumpfile))
{
// diagnose
fprintf (stderr, "Error reading %s: %s\n", filename, strerror(errno));
// set return code to error
ret |= 1;
}
// in any case, close the lump file to break the loop
fclose (lumpfile);
lumpfile = NULL;
}
// write whatever data we have in the buffer
// if we hit an error (less bytes written than given)
if (fwrite (readbuf, 1, readlen, wadfile) < readlen)
{
// diagnose
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
// close the lump file to break the loop
fclose (lumpfile);
lumpfile = NULL;
// set return code to error
ret |= 1;
}
// if the lump file got closed, the loop exits
}
return ret;
}
/*
// appendtozip(zipFile, zipname, filename):
//
// write a given lump file (filename) to the zipFile as zipname
//
// zipFile: zip object to be written to
//
// zipname: name of the file inside the zip
// filename: file to read data from
//
// returns: 0 = success, 1 = error
*/
int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
{
char *readbuf;
@ -79,11 +114,16 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
time_t currenttime;
struct tm * ltime;
// clear zip_inf structure
memset(&zip_inf, 0, sizeof(zip_inf));
// try to determine local time
time(&currenttime);
ltime = localtime(&currenttime);
memset(&zip_inf, 0, sizeof(zip_inf));
// if succeeded,
if (ltime != NULL)
{
// put it into the zip_inf structure
zip_inf.tmz_date.tm_sec = ltime->tm_sec;
zip_inf.tmz_date.tm_min = ltime->tm_min;
zip_inf.tmz_date.tm_hour = ltime->tm_hour;
@ -92,16 +132,19 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
zip_inf.tmz_date.tm_year = ltime->tm_year;
}
// lumpfile = source file
lumpfile = fopen (filename, "rb");
if (lumpfile == NULL)
{
fprintf (stderr, "Could not open %s: %s\n", filename, strerror(errno));
return 1;
}
// len = source size
fseek (lumpfile, 0, SEEK_END);
len = ftell(lumpfile);
fseek (lumpfile, 0, SEEK_SET);
// allocate a buffer for the whole source file
readbuf = (char*)malloc(len);
if (readbuf == NULL)
{
@ -109,15 +152,21 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
fprintf (stderr, "Could not allocate %d bytes\n", len);
return 1;
}
// read the whole source file into buffer
readlen = fread (readbuf, 1, len, lumpfile);
fclose(lumpfile);
// if read less bytes than expected,
if (readlen != len)
{
// diagnose and return error
free (readbuf);
fprintf (stderr, "Unable to read %s\n", filename);
return 1;
}
// file loaded
// create zip entry, giving entry name and zip_inf data
if (Z_OK != zipOpenNewFileInZip(zipfile, zipname, &zip_inf, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_BEST_COMPRESSION))
{
free (readbuf);
@ -125,44 +174,68 @@ int appendtozip (zipFile zipfile, const char * zipname, const char *filename)
return 1;
}
// write data into zipfile (zipfile remembers the state)
if (Z_OK != zipWriteInFileInZip(zipfile, readbuf, (unsigned)len))
{
free (readbuf);
fprintf (stderr, "Unable to write %s to zip\n", filename);
return 1;
}
// done writing data
free (readbuf);
// close the zip entry
if (Z_OK != zipCloseFileInZip(zipfile))
{
fprintf (stderr, "Unable to close %s in zip\n", filename);
return 1;
}
// all done
return 0;
}
/*
// buildwad(listfile, listfilename, makecmd, makefile)
//
// go through the listfile, either:
// writing dependencies (listfile + lumps with files) into a makefile,
// -or-
// writing lumps into a wad/zip file
//
// listfile: already opened source file
// listfilename: filename, if any - only for the makefile
// makecmd: given as argv[0] - only for the makefile
// makefile: output filename for makefile. determines mode:
// - if specified, we're writing deps into a makefile
// - otherwise, we're writing lumps into a wad/zip
//
*/
int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
{
// destination we're writing output into -
// one of these:
zipFile zipfile = NULL;
FILE *wadfile = NULL;
wadinfo_t header;
filelump_t directory[MAX_LUMPS];
char str[256];
FILE *wadfile = NULL;
char str[256]; // buffer for reading listfile line by line
char *pt;
char *lumpname, *filename;
int lineno = 0;
int ret = 0;
int i;
// prepare PWAD data
strncpy (header.magic, "PWAD", 4);
header.infotableofs = 0;
header.numlumps = 0;
memset (directory, 0, sizeof(directory));
// read the listfile line by line
while (fgets (str, sizeof(str), listfile))
{
lineno++;
lineno++; // counting lines for diagnostic purposes
// Strip comments
pt = strchr (str, '#');
@ -189,7 +262,7 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
return 1;
}
if (!makefile)
if (!makefile) // if it's not a makefile,
{
int ln = (int)strlen(pt+1);
@ -210,8 +283,9 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
}
else filename = makefile;
if (!zipfile)
if (!zipfile) // if we didn't end up opening zip, it's a regular file
{
// open wadfile
wadfile = fopen (filename, makefile ? "w" : "wb");
if (wadfile == NULL)
{
@ -229,7 +303,7 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
}
}
continue;
}
} // @
// Everything up to the next whitespace is the lump name
lumpname = pt;
@ -247,17 +321,20 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
if (*filename == 0) filename = NULL;
}
// must have output selected
if (wadfile == NULL && zipfile == NULL)
{
fprintf (stderr, "Line %d: No wad specified before lumps.\n", lineno);
return 1;
}
// if we're writing a makefile,
if (makefile)
{
// and the lump has a filename,
if (filename != NULL)
{
// add it as a dependency (with quotes, if needed)
if (strchr (filename, ' '))
{
fprintf (wadfile, " \\\n\t\"%s\"", filename);
@ -268,42 +345,67 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
}
}
}
else
else // not writing a makefile
{
if (zipfile == NULL)
if (zipfile == NULL) // must be a wadfile
{
// convert lumpname to uppercase
for (i = 0; lumpname[i]; ++i)
{
lumpname[i] = toupper(lumpname[i]);
}
// put name into directory entry
strncpy (directory[header.numlumps].name, lumpname, 8);
// put filepos into directory entry
directory[header.numlumps].filepos = ftell (wadfile);
// if filename given,
if (filename != NULL)
{
// append data to the wadfile
ret |= appendlump (wadfile, filename);
}
// put size into directory entry (how many bytes were just written)
directory[header.numlumps].size = ftell (wadfile) - directory[header.numlumps].filepos;
}
else if (filename != NULL)
else if (filename != NULL) // writing a zip, and filename is non-null
{
// convert lumpname to lowercase
for (i = 0; lumpname[i]; ++i)
{
lumpname[i] = tolower(lumpname[i]);
}
// add lump data to the zip
ret |= appendtozip(zipfile, lumpname, filename);
}
// count all lumps
header.numlumps++;
}
}
} // end of line-by-line reading
// the finishing touches:
// - makefile: terminate the line, and write the action line
// - unzipped wad: write the directory at the end,
// and update the header with directory's position
// - zipped wad: just close it
// if we were writing a plain file,
if (wadfile != NULL)
{
// if it's makefile,
if (makefile)
{
// terminate the dependencies line,
// and write the action command
fprintf (wadfile, "\n\t%s %s\n", makecmd, listfilename);
}
else
else // otherwise, it's plain wad
{
// the directory of lumps will be written at the end,
// starting at the current position - put it into the header
header.infotableofs = ftell (wadfile);
// swap endianness, if needed
#ifdef WORDS_BIGENDIAN
#define SWAP(x) ((((x)>>24)|(((x)>>8) & 0xff00)|(((x)<<8) & 0xff0000)|((x)<<24)))
@ -313,29 +415,37 @@ int buildwad (FILE *listfile, char *listfilename, char *makecmd, char *makefile)
directory[i].size = SWAP(directory[i].size);
}
#endif
// write the whole directory of lumps
if (fwrite (directory, sizeof(directory[0]), header.numlumps, wadfile) != header.numlumps)
{
// failed to write the whole directory
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
ret |= 1;
}
else
else // success - seek to 0 and rewrite the header, now with offset
{
// endianness
#ifdef WORDS_BIGENDIAN
SWAP(header.infotableofs);
SWAP(header.numlumps);
#endif
// seek to 0
fseek (wadfile, 0, SEEK_SET);
// rewrite the header
if (fwrite (&header, sizeof(header), 1, wadfile) != 1)
{
fprintf (stderr, "Error writing to wad: %s\n", strerror(errno));
ret |= 1;
}
}
}
} // plain wad
fclose (wadfile);
}
} // wadfile!=NULL - wad or makefile
else if (zipfile != NULL)
{
// zip - just close it
zipClose(zipfile, NULL);
}
return ret;
@ -393,6 +503,6 @@ int __cdecl main (int argc, char **argv)
return ret;
baduse:
fprintf (stderr, "Usage: makewad [-make makecommand makefile] [listfile]\n");
fprintf (stderr, "Usage: makewad [-make makefile] [listfile]\n");
return 1;
}

View file

@ -0,0 +1,5 @@
#include "actors/doom/doomarmor.txt"
#include "actors/doom/doomkeys.txt"
#include "actors/doom/doomdecorations.txt"
#include "actors/heretic/hereticdecorations.txt"

View file

@ -0,0 +1,66 @@
// Armor bonus --------------------------------------------------------------
Actor ArmorBonus : BasicArmorBonus 2015
{
Game Doom
SpawnID 22
Radius 20
Height 16
Inventory.Pickupmessage "$GOTARMBONUS"
Inventory.Icon "ARM1A0"
Armor.Savepercent 33.33333
Armor.Saveamount 1
Armor.Maxsaveamount 200
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
States
{
Spawn:
BON2 ABCDCB 6
loop
}
}
// Green armor --------------------------------------------------------------
Actor GreenArmor : BasicArmorPickup 2018
{
Game Doom
SpawnID 68
Radius 20
Height 16
Inventory.Pickupmessage "$GOTARMOR"
Inventory.Icon "ARM1A0"
Armor.Savepercent 33.33333
Armor.Saveamount 100
States
{
Spawn:
ARM1 A 6
ARM1 B 7 bright
loop
}
}
// Blue armor ---------------------------------------------------------------
Actor BlueArmor : BasicArmorPickup 2019
{
Game Doom
SpawnID 69
Radius 20
Height 16
Inventory.Pickupmessage "$GOTMEGA"
Inventory.Icon "ARM2A0"
Armor.Savepercent 50
Armor.Saveamount 200
States
{
Spawn:
ARM2 A 6
ARM2 B 6 bright
loop
}
}

View file

@ -0,0 +1,754 @@
// Tech lamp ---------------------------------------------------------------
ACTOR TechLamp 85
{
Game Doom
Radius 16
Height 80
+SOLID
States
{
Spawn:
TLMP ABCD 4 BRIGHT
Loop
}
}
// Tech lamp 2 -------------------------------------------------------------
ACTOR TechLamp2 86
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
TLP2 ABCD 4 BRIGHT
Loop
}
}
// Column ------------------------------------------------------------------
ACTOR Column 2028
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
COLU A -1 BRIGHT
Stop
}
}
// Tall green column -------------------------------------------------------
ACTOR TallGreenColumn 30
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL1 A -1
Stop
}
}
// Short green column ------------------------------------------------------
ACTOR ShortGreenColumn 31
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL2 A -1
Stop
}
}
// Tall red column ---------------------------------------------------------
ACTOR TallRedColumn 32
{
Game Doom
Radius 16
Height 52
+SOLID
States
{
Spawn:
COL3 A -1
Stop
}
}
// Short red column --------------------------------------------------------
ACTOR ShortRedColumn 33
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL4 A -1
Stop
}
}
// Skull column ------------------------------------------------------------
ACTOR SkullColumn 37
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL6 A -1
Stop
}
}
// Heart column ------------------------------------------------------------
ACTOR HeartColumn 36
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
COL5 AB 14
Loop
}
}
// Evil eye ----------------------------------------------------------------
ACTOR EvilEye 41
{
Game Doom
Radius 16
Height 54
+SOLID
States
{
Spawn:
CEYE ABCB 6 BRIGHT
Loop
}
}
// Floating skull ----------------------------------------------------------
ACTOR FloatingSkull 42
{
Game Doom
Radius 16
Height 26
+SOLID
States
{
Spawn:
FSKU ABC 6 BRIGHT
Loop
}
}
// Torch tree --------------------------------------------------------------
ACTOR TorchTree 43
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
TRE1 A -1
Stop
}
}
// Blue torch --------------------------------------------------------------
ACTOR BlueTorch 44
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TBLU ABCD 4 BRIGHT
Loop
}
}
// Green torch -------------------------------------------------------------
ACTOR GreenTorch 45
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TGRN ABCD 4 BRIGHT
Loop
}
}
// Red torch ---------------------------------------------------------------
ACTOR RedTorch 46
{
Game Doom
Radius 16
Height 68
+SOLID
States
{
Spawn:
TRED ABCD 4 BRIGHT
Loop
}
}
// Short blue torch --------------------------------------------------------
ACTOR ShortBlueTorch 55
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMBT ABCD 4 BRIGHT
Loop
}
}
// Short green torch -------------------------------------------------------
ACTOR ShortGreenTorch 56
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMGT ABCD 4 BRIGHT
Loop
}
}
// Short red torch ---------------------------------------------------------
ACTOR ShortRedTorch 57
{
Game Doom
Radius 16
Height 37
+SOLID
States
{
Spawn:
SMRT ABCD 4 BRIGHT
Loop
}
}
// Stalagtite --------------------------------------------------------------
ACTOR Stalagtite 47
{
Game Doom
Radius 16
Height 40
+SOLID
States
{
Spawn:
SMIT A -1
Stop
}
}
// Tech pillar -------------------------------------------------------------
ACTOR TechPillar 48
{
Game Doom
Radius 16
Height 128
+SOLID
States
{
Spawn:
ELEC A -1
Stop
}
}
// Candle stick ------------------------------------------------------------
ACTOR Candlestick 34
{
Game Doom
Radius 20
Height 14
States
{
Spawn:
CAND A -1 BRIGHT
Stop
}
}
// Candelabra --------------------------------------------------------------
ACTOR Candelabra 35
{
Game Doom
Radius 16
Height 60
+SOLID
States
{
Spawn:
CBRA A -1 BRIGHT
Stop
}
}
// Bloody twitch -----------------------------------------------------------
ACTOR BloodyTwitch 49
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR1 A 10
GOR1 B 15
GOR1 C 8
GOR1 B 6
Loop
}
}
// Meat 2 ------------------------------------------------------------------
ACTOR Meat2 50
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR2 A -1
Stop
}
}
// Meat 3 ------------------------------------------------------------------
ACTOR Meat3 51
{
Game Doom
Radius 16
Height 84
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR3 A -1
Stop
}
}
// Meat 4 ------------------------------------------------------------------
ACTOR Meat4 52
{
Game Doom
Radius 16
Height 68
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR4 A -1
Stop
}
}
// Meat 5 ------------------------------------------------------------------
ACTOR Meat5 53
{
Game Doom
Radius 16
Height 52
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
GOR5 A -1
Stop
}
}
// Nonsolid meat -----------------------------------------------------------
ACTOR NonsolidMeat2 : Meat2 59
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat3 : Meat3 61
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat4 : Meat4 60
{
Game Doom
-SOLID
Radius 20
}
ACTOR NonsolidMeat5 : Meat5 62
{
Game Doom
-SOLID
Radius 20
}
// Nonsolid bloody twitch --------------------------------------------------
ACTOR NonsolidTwitch : BloodyTwitch 63
{
Game Doom
-SOLID
Radius 20
}
// Head on a stick ---------------------------------------------------------
ACTOR HeadOnAStick 27
{
Game Doom
Radius 16
Height 56
+SOLID
States
{
Spawn:
POL4 A -1
Stop
}
}
// Heads (plural!) on a stick ----------------------------------------------
ACTOR HeadsOnAStick 28
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL2 A -1
Stop
}
}
// Head candles ------------------------------------------------------------
ACTOR HeadCandles 29
{
Game Doom
Radius 16
Height 42
+SOLID
States
{
Spawn:
POL3 AB 6 BRIGHT
Loop
}
}
// Dead on a stick ---------------------------------------------------------
ACTOR DeadStick 25
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL1 A -1
Stop
}
}
// Still alive on a stick --------------------------------------------------
ACTOR LiveStick 26
{
Game Doom
Radius 16
Height 64
+SOLID
States
{
Spawn:
POL6 A 6
POL6 B 8
Loop
}
}
// Big tree ----------------------------------------------------------------
ACTOR BigTree 54
{
Game Doom
Radius 32
Height 108
+SOLID
States
{
Spawn:
TRE2 A -1
Stop
}
}
// Burning barrel ----------------------------------------------------------
ACTOR BurningBarrel 70
{
Game Doom
SpawnID 149
Radius 16
Height 32
+SOLID
States
{
Spawn:
FCAN ABC 4 BRIGHT
Loop
}
}
// Hanging with no guts ----------------------------------------------------
ACTOR HangNoGuts 73
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB1 A -1
Stop
}
}
// Hanging from bottom with no brain ---------------------------------------
ACTOR HangBNoBrain 74
{
Game Doom
Radius 16
Height 88
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB2 A -1
Stop
}
}
// Hanging from top, looking down ------------------------------------------
ACTOR HangTLookingDown 75
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB3 A -1
Stop
}
}
// Hanging from top, looking up --------------------------------------------
ACTOR HangTLookingUp 77
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB5 A -1
Stop
}
}
// Hanging from top, skully ------------------------------------------------
ACTOR HangTSkull 76
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB4 A -1
Stop
}
}
// Hanging from top without a brain ----------------------------------------
ACTOR AHangTNoBrain 78
{
Game Doom
Radius 16
Height 64
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
HDB6 A -1
Stop
}
}
// Colon gibs --------------------------------------------------------------
ACTOR ColonGibs 79
{
Game Doom
SpawnID 147
Radius 20
Height 4
States
{
Spawn:
POB1 A -1
Stop
}
}
// Small pool o' blood -----------------------------------------------------
ACTOR SmallBloodPool 80
{
Game Doom
SpawnID 148
Radius 20
Height 1
States
{
Spawn:
POB2 A -1
Stop
}
}
// brain stem lying on the ground ------------------------------------------
ACTOR BrainStem 81
{
Game Doom
SpawnID 150
Radius 20
Height 4
States
{
Spawn:
BRS1 A -1
Stop
}
}

View file

@ -0,0 +1,110 @@
Actor DoomKey : Key
{
Radius 20
Height 16
+NOTDMATCH
}
// Blue key card ------------------------------------------------------------
Actor BlueCard : DoomKey 5
{
Game Doom
SpawnID 85
Inventory.Pickupmessage "$GOTBLUECARD"
Inventory.Icon "STKEYS0"
States
{
Spawn:
BKEY A 10
BKEY B 10 bright
loop
}
}
// Yellow key card ----------------------------------------------------------
Actor YellowCard : DoomKey 6
{
Game Doom
SpawnID 87
Inventory.Pickupmessage "$GOTYELWCARD"
Inventory.Icon "STKEYS1"
States
{
Spawn:
YKEY A 10
YKEY B 10 bright
loop
}
}
// Red key card -------------------------------------------------------------
Actor RedCard : DoomKey 13
{
Game Doom
SpawnID 86
Inventory.Pickupmessage "$GOTREDCARD"
Inventory.Icon "STKEYS2"
States
{
Spawn:
RKEY A 10
RKEY B 10 bright
loop
}
}
// Blue skull key -----------------------------------------------------------
Actor BlueSkull : DoomKey 40
{
Game Doom
SpawnID 90
Inventory.Pickupmessage "$GOTBLUESKUL"
Inventory.Icon "STKEYS3"
States
{
Spawn:
BSKU A 10
BSKU B 10 bright
loop
}
}
// Yellow skull key ---------------------------------------------------------
Actor YellowSkull : DoomKey 39
{
Game Doom
SpawnID 88
Inventory.Pickupmessage "$GOTYELWSKUL"
Inventory.Icon "STKEYS4"
States
{
Spawn:
YSKU A 10
YSKU B 10 bright
loop
}
}
// Red skull key ------------------------------------------------------------
Actor RedSkull : DoomKey 38
{
Game Doom
SpawnID 89
Inventory.Pickupmessage "$GOTREDSKUL"
Inventory.Icon "STKEYS5"
States
{
Spawn:
RSKU A 10
RSKU B 10 bright
loop
}
}

View file

@ -0,0 +1,266 @@
ACTOR SkullHang70 17
{
Game Heretic
Radius 20
Height 70
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH1 A -1
Stop
}
}
ACTOR SkullHang60 24
{
Game Heretic
Radius 20
Height 60
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH2 A -1
Stop
}
}
ACTOR SkullHang45 25
{
Game Heretic
Radius 20
Height 45
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH3 A -1
Stop
}
}
ACTOR SkullHang35 26
{
Game Heretic
Radius 20
Height 35
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH4 A -1
Stop
}
}
ACTOR Chandelier 28
{
Game Heretic
Radius 20
Height 60
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
CHDL ABC 4
Loop
}
}
ACTOR SerpentTorch 27
{
Game Heretic
Radius 12
Height 54
+SOLID
States
{
Spawn:
SRTC ABC 4
Loop
}
}
ACTOR SmallPillar 29
{
Game Heretic
Radius 16
Height 34
+SOLID
States
{
Spawn:
SMPL A -1
Stop
}
}
ACTOR StalagmiteSmall 37
{
Game Heretic
Radius 8
Height 32
+SOLID
States
{
Spawn:
STGS A -1
Stop
}
}
ACTOR StalagmiteLarge 38
{
Game Heretic
Radius 12
Height 64
+SOLID
States
{
Spawn:
STGL A -1
Stop
}
}
ACTOR StalactiteSmall 39
{
Game Heretic
Radius 8
Height 36
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
STCS A -1
Stop
}
}
ACTOR StalactiteLarge 40
{
Game Heretic
Radius 12
Height 68
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
STCL A -1
Stop
}
}
ACTOR FireBrazier 76
{
Game Heretic
Radius 16
Height 44
+SOLID
States
{
Spawn:
KFR1 ABCDEFGH 3 Bright
Loop
}
}
ACTOR Barrel 44
{
Game Heretic
Radius 12
Height 32
+SOLID
States
{
Spawn:
BARL A -1
Stop
}
}
ACTOR BrownPillar 47
{
Game Heretic
Radius 14
Height 128
+SOLID
States
{
Spawn:
BRPL A -1
Stop
}
}
ACTOR Moss1 48
{
Game Heretic
Radius 20
Height 23
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
MOS1 A -1
Stop
}
}
ACTOR Moss2 49
{
Game Heretic
Radius 20
Height 27
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
MOS2 A -1
Stop
}
}
ACTOR WallTorch 50
{
Game Heretic
Radius 20
Height 16
+NOGRAVITY
+FIXMAPTHINGPOS
States
{
Spawn:
WTRH ABC 6 Bright
Loop
}
}
ACTOR HangingCorpse 51
{
Game Heretic
Radius 8
Height 104
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
HCOR A -1
Stop
}
}

View file

@ -85,6 +85,12 @@ PD_YELLOWO = "You need a yellow key to activate this object";
PD_BLUEK = "You need a blue key to open this door";
PD_REDK = "You need a red key to open this door";
PD_YELLOWK = "You need a yellow key to open this door";
PD_BLUECO = "You need a blue card to activate this object";
PD_REDCO = "You need a red card to activate this object";
PD_YELLOWCO = "You need a yellow card to activate this object";
PD_BLUESO = "You need a blue skull to activate this object";
PD_REDSO = "You need a red skull to activate this object";
PD_YELLOWSO = "You need a yellow skull to activate this object";
GGSAVED = "game saved.";
HUSTR_MSGU = "[Message unsent]";
@ -529,8 +535,12 @@ PD_BLUES = "You need a blue skull to open this door";
PD_REDS = "You need a red skull to open this door";
PD_YELLOWS = "You need a yellow skull to open this door";
PD_ANY = "Any key will open this door";
PD_ANYOBJ = "Any key will activate this object";
PD_ALL3 = "You need all three keys to open this door";
PD_ALL3O = "You need all three keys to activate this object";
PD_ALL6 = "You need all six keys to open this door";
PD_ALL6O = "You need all six keys to activate this object";
PD_ALLKEYS = "You need all the keys";
// Gameflow messages
TXT_FRAGLIMIT = "Fraglimit hit.";
@ -895,6 +905,18 @@ TXT_KEY_HORN = "HORN KEY";
TXT_KEY_SWAMP = "SWAMP KEY";
TXT_KEY_CASTLE = "CASTLE KEY";
TXT_NEED_KEY_STEEL = "You need the STEEL KEY";
TXT_NEED_KEY_CAVE = "You need the CAVE KEY";
TXT_NEED_KEY_AXE = "You need the AXE KEY";
TXT_NEED_KEY_FIRE = "You need the FIRE KEY";
TXT_NEED_KEY_EMERALD = "You need the EMERALD KEY";
TXT_NEED_KEY_DUNGEON = "You need the DUNGEON KEY";
TXT_NEED_KEY_SILVER = "You need the SILVER KEY";
TXT_NEED_KEY_RUSTED = "You need the RUSTED KEY";
TXT_NEED_KEY_HORN = "You need the HORN KEY";
TXT_NEED_KEY_SWAMP = "You need the SWAMP KEY";
TXT_NEED_KEY_CASTLE = "You need the CASTLE KEY";
// Artifacts
TXT_ARTIINVULNERABILITY2 = "ICON OF THE DEFENDER";
@ -948,6 +970,21 @@ TXT_QUIETUS_PIECE = "SEGMENT OF QUIETUS";
TXT_WRAITHVERGE_PIECE = "SEGMENT OF WRAITHVERGE";
TXT_BLOODSCOURGE_PIECE = "SEGMENT OF BLOODSCOURGE";
// Strife locks
TXT_NEEDKEY = "You don't have the key";
TXT_NEED_PASSCARD = "You need a passcard";
TXT_NEED_PASSCARD_DOOR = "You need a pass card key to open this door";
TXT_NEED_IDCARD = "You need an ID card"
TXT_NEED_PRISONKEY = "You don't have the key to the prison";
TXT_NEED_HANDPRINT = "Hand print not on file";
TXT_NEED_GOLDKEY = "You need the Gold Key";
TXT_NEED_IDBADGE = "You need an ID Badge";
TXT_NEED_IDBADGE_DOOR = "You need an ID Badge to open this door";
TXT_NEED_SILVERKEY = "You need the Silver Key";
TXT_NEED_BRASSKEY = "You need the Brass Key";
TXT_NEED_REDCRYSTAL = "You need the Red Crystal";
TXT_NEED_BLUECRYSTAL = "You need the Blue Crystal";
// Bloodbath announcer

View file

@ -547,6 +547,14 @@ PD_YELLOWS = "ti serve una chiave-teschio gialla per aprire questa porta";
PD_ANY = "Una chiave qualunque aprira' questa porta";
PD_ALL3 = "Ti servono tutte le tre chiavi per aprire questa porta";
PD_ALL6 = "Ti servono tutte le sei chiavi per aprire questa porta";
PD_ALL3O = "Ti servono tutte le tre chiavi per attivare questo oggetto ";
PD_ALL6O = "Ti servono tutte le sei chiavi per attivare questo oggetto ";
PD_BLUECO = "ti serve una tessera blu per attivare questo oggetto ";
PD_REDCO = "ti serve una tessera rossa per attivare questo oggetto ";
PD_YELLOWCO = "ti serve una tessera gialla per attivare questo oggetto ";
PD_BLUESO = "ti serve una chiave-teschio blu per attivare questo oggetto ";
PD_REDSO = "ti serve una chiave-teschio rossa per attivare questo oggetto ";
PD_YELLOWSO = "ti serve una chiave-teschio gialla per attivare questo oggetto ";
// Gameflow messages
TXT_FRAGLIMIT = "Fraglimit raggiunto.";

View file

@ -7,7 +7,7 @@ Lock 1 Doom
{
RedCard
Message "$PD_REDC"
RemoteMessage "You need a red card to activate this object"
RemoteMessage "$PD_REDCO"
Mapcolor 255 0 0
}
@ -16,7 +16,7 @@ Lock 2 Doom
{
BlueCard
Message "$PD_BLUEC"
RemoteMessage "You need a blue card to activate this object"
RemoteMessage "$PD_BLUECO"
Mapcolor 0 0 255
}
@ -25,7 +25,7 @@ Lock 3 Doom
{
YellowCard
Message "$PD_YELLOWC"
RemoteMessage "You need a yellow card to activate this object"
RemoteMessage "$PD_YELLOWCO"
Mapcolor 255 255 0
}
@ -34,7 +34,7 @@ Lock 4 Doom
{
RedSkull
Message "$PD_REDS"
RemoteMessage "You need a red skull to activate this object"
RemoteMessage "$PD_REDSO"
Mapcolor 255 0 0
}
@ -43,7 +43,7 @@ Lock 5 Doom
{
BlueSkull
Message "$PD_BLUES"
RemoteMessage "You need a blue skull to activate this object"
RemoteMessage "$PD_BLUESO"
Mapcolor 0 0 255
}
@ -52,7 +52,7 @@ Lock 6 Doom
{
YellowSkull
Message "$PD_YELLOWS"
RemoteMessage "You need a yellow skull to activate this object"
RemoteMessage "$PD_YELLOWSO"
Mapcolor 255 255 0
}
@ -112,15 +112,15 @@ Lock 134 Doom
Lock 100
{
Message "Any key will open this door"
RemoteMessage "Any key will activate this object"
Message "$PD_ANY"
RemoteMessage "$PD_ANYOBJ"
Mapcolor 128 128 255
}
Lock 228
{
Message "Any key will open this door"
RemoteMessage "Any key will activate this object"
Message "$PD_ANY"
RemoteMessage "$PD_ANYOBJ"
Mapcolor 128 128 255
}
@ -130,7 +130,7 @@ Lock 229 Doom
Any { YellowCard YellowSkull KeyYellow}
Any { RedCard RedSkull KeyGreen}
Message "$PD_ALL3"
RemoteMessage "You need all three keys to activate this object"
RemoteMessage "$PD_ALL3O"
}
Lock 101 Doom
@ -142,7 +142,7 @@ Lock 101 Doom
RedCard
RedSkull
Message "$PD_ALL6"
RemoteMessage "You need all six keys to activate this object"
RemoteMessage "$PD_ALL6O"
}
//
@ -203,7 +203,7 @@ Lock 229 Heretic
KeyYellow
KeyBlue
Message "$PD_ALL3"
RemoteMessage "You need all three keys to activate this object"
RemoteMessage "$PD_ALL3O"
}
Lock 101 Heretic
@ -212,7 +212,7 @@ Lock 101 Heretic
KeyYellow
KeyBlue
Message "$PD_ALL3"
RemoteMessage "You need all three keys to activate this object"
RemoteMessage "$PD_ALL3O"
}
@ -223,7 +223,7 @@ Lock 101 Heretic
Lock 1 Hexen
{
KeySteel
Message "You need the $TXT_KEY_STEEL"
Message "$TXT_NEED_KEY_STEEL"
Mapcolor 150 150 150
}
@ -231,7 +231,7 @@ Lock 1 Hexen
Lock 2 Hexen
{
KeyCave
Message "You need the $TXT_KEY_CAVE"
Message "$TXT_NEED_KEY_CAVE"
Mapcolor 255 218 0
}
@ -239,7 +239,7 @@ Lock 2 Hexen
Lock 3 Hexen
{
KeyAxe
Message "You need the $TXT_KEY_AXE"
Message "$TXT_NEED_KEY_AXE"
Mapcolor 64 64 255
}
@ -247,7 +247,7 @@ Lock 3 Hexen
Lock 4 Hexen
{
KeyFire
Message "You need the $TXT_KEY_FIRE"
Message "$TXT_NEED_KEY_FIRE"
Mapcolor 255 128 0
}
@ -255,7 +255,7 @@ Lock 4 Hexen
Lock 5 Hexen
{
KeyEmerald
Message "You need the $TXT_KEY_EMERALD"
Message "$TXT_NEED_KEY_EMERALD"
Mapcolor 0 255 0
}
@ -263,7 +263,7 @@ Lock 5 Hexen
Lock 6 Hexen
{
KeyDungeon
Message "You need the $TXT_KEY_DUNGEON"
Message "$TXT_NEED_KEY_DUNGEON"
Mapcolor 47 151 255
}
@ -271,7 +271,7 @@ Lock 6 Hexen
Lock 7 Hexen
{
KeySilver
Message "You need the $TXT_KEY_SILVER"
Message "$TXT_NEED_KEY_SILVER"
Mapcolor 154 152 188
}
@ -279,7 +279,7 @@ Lock 7 Hexen
Lock 8 Hexen
{
KeyRusted
Message "You need the $TXT_KEY_RUSTED"
Message "$TXT_NEED_KEY_RUSTED"
Mapcolor 156 76 0
}
@ -287,7 +287,7 @@ Lock 8 Hexen
Lock 9 Hexen
{
KeyHorn
Message "You need the $TXT_KEY_HORN"
Message "$TXT_NEED_KEY_HORN"
Mapcolor 255 218 0
}
@ -295,7 +295,7 @@ Lock 9 Hexen
Lock 10 Hexen
{
KeySwamp
Message "You need the $TXT_KEY_SWAMP"
Message "$TXT_NEED_KEY_SWAMP"
Mapcolor 64 255 64
}
@ -303,7 +303,7 @@ Lock 10 Hexen
Lock 11 Hexen
{
KeyCastle
Message "You need the $TXT_KEY_CASTLE"
Message "$TXT_NEED_KEY_CASTLE"
Mapcolor 255 64 64
}
@ -321,7 +321,7 @@ Lock 101 Hexen
KeyHorn
KeySwamp
KeyCastle
Message "You need all the keys"
Message "$PD_ALLKEYS"
}
Lock 229 Hexen
@ -337,7 +337,7 @@ Lock 229 Hexen
KeyHorn
KeySwamp
KeyCastle
Message "You need all the keys"
Message "$PD_ALLKEYS"
}
@ -354,7 +354,7 @@ Lock 1 Strife
Lock 2 Strife
{
GovsKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
@ -362,8 +362,8 @@ Lock 2 Strife
Lock 3 Strife
{
Passcard
RemoteMessage "You need a passcard"
Message "You need a pass card key to open this door"
RemoteMessage "$TXT_NEED_PASSCARD"
Message "$TXT_NEED_PASSCARD_DOOR"
Mapcolor 128 266 150
}
@ -371,7 +371,7 @@ Lock 3 Strife
Lock 4 Strife
{
IDBadge
Message "You need an ID card"
Message "$TXT_NEED_IDCARD"
Mapcolor 255 128 0
}
@ -379,7 +379,7 @@ Lock 4 Strife
Lock 5 Strife
{
PrisonKey
Message "You don't have the key to the prison"
Message "$TXT_NEED_PRISONKEY"
Mapcolor 0 255 0
}
@ -387,7 +387,7 @@ Lock 5 Strife
Lock 6 Strife
{
SeveredHand
Message "Hand print not on file"
Message "$TXT_NEED_HANDPRINT"
Mapcolor 255 151 100
}
@ -395,7 +395,7 @@ Lock 6 Strife
Lock 7 Strife
{
Power1Key
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
@ -403,7 +403,7 @@ Lock 7 Strife
Lock 8 Strife
{
Power2Key
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
@ -411,7 +411,7 @@ Lock 8 Strife
Lock 9 Strife
{
Power3Key
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
@ -419,7 +419,7 @@ Lock 9 Strife
Lock 10 Strife
{
GoldKey
Message "You need the Gold Key"
Message "$TXT_NEED_GOLDKEY"
Mapcolor 255 200 0
}
@ -427,134 +427,134 @@ Lock 10 Strife
Lock 11 Strife
{
IDCard
RemoteMessage "You need an ID badge"
Message "You need an ID badge to open this door"
RemoteMessage "$TXT_NEED_IDBADGE"
Message "$TXT_NEED_IDBADGE_DOOR"
Mapcolor 200 0 0
}
Lock 12 Strife
{
SilverKey
Message "You need a Silver Key"
Message "$TXT_NEED_SILVERKEY"
Mapcolor 150 150 150
}
Lock 13 Strife
{
OracleKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 14 Strife
{
MilitaryID
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 15 Strife
{
OrderKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 16 Strife
{
WarehouseKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 17 Strife
{
BrassKey
Message "You need a brass key"
Message "$TXT_NEED_BRASSKEY"
Mapcolor 150 75 0
}
Lock 18 Strife
{
RedCrystalKey
Message "You need the Red Crystal"
Message "$TXT_NEED_REDCRYSTAL"
Mapcolor 150 150 150
}
Lock 19 Strife
{
BlueCrystalKey
Message "You need the Blue Crystal"
Message "$TXT_NEED_BLUECRYSTAL"
Mapcolor 150 150 150
}
Lock 20 Strife
{
ChapelKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 21 Strife
{
CatacombKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 22 Strife
{
SecurityKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 23 Strife
{
CoreKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 24 Strife
{
MaulerKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 25 Strife
{
FactoryKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 26 Strife
{
MineKey
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 27 Strife
{
NewKey5
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 50 Strife
{
PrisonPass
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}
Lock 51 Strife
{
OraclePass
Message "You don't have the key"
Message "$TXT_NEEDKEY"
Mapcolor 150 150 150
}

View file

@ -229,6 +229,26 @@
RelativePath=".\languages\italian.txt">
</File>
</Filter>
<Filter
Name="Decorate"
Filter="">
<File
RelativePath=".\decorate\decorate.txt">
</File>
<Filter
Name="Doom"
Filter="">
<File
RelativePath=".\decorate\doom\doomarmor.txt">
</File>
<File
RelativePath=".\decorate\doom\doomdecorations.txt">
</File>
<File
RelativePath=".\decorate\doom\doomkeys.txt">
</File>
</Filter>
</Filter>
</Filter>
<File
RelativePath=".\Makefile">

View file

@ -286,7 +286,7 @@ include "xlat/defines.i"
// should give results equivalent to hardware Legacy rendering.
284 = 0, TranslucentLine (lineid, 128, 0)
285 = 0, TranslucentLine (lineid, 192, 0)
286 = 0, TranslucentLine (lineid, 208, 0)
286 = 0, TranslucentLine (lineid, 48, 0)
287 = 0, TranslucentLine (lineid, 128, 1)
281 = 0, ExtraFloor_LightOnly (tag, 0) // thick extra floor

View file

@ -176,3 +176,15 @@ strfinfo.txt mapinfo/strife.txt
========
# Strife's helper script
acs/strfhelp.o strfhelp.o
========
# Decorate stuff
decorate.txt decorate/decorate.txt
actors/doom/doomarmor.txt decorate/doom/doomarmor.txt
actors/doom/doomkeys.txt decorate/doom/doomkeys.txt
actors/doom/doomdecorations.txt decorate/doom/doomdecorations.txt
actors/heretic/hereticdecorations.txt decorate/heretic/hereticdecorations.txt

View file

@ -2901,21 +2901,6 @@
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doomarmor.cpp">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doomartifacts.cpp">
<FileConfiguration
@ -2931,21 +2916,6 @@
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doomdecorations.cpp">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doomglobal.h">
</File>
@ -2979,21 +2949,6 @@
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doomkeys.cpp">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_doom\a_doommisc.cpp">
<FileConfiguration
@ -3365,21 +3320,6 @@
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_heretic\a_hereticdecorations.cpp">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="&quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; &quot; /I /fmod/api/inc&quot; "/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\g_heretic\a_hereticglobal.h">
</File>