qzdoom/wadsrc/static/actors/heretic/hereticweaps.txt
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

476 lines
7.3 KiB
Text

/*
ACTOR HereticWeapon : Weapon
{
Weapon.Kickback 150
}
*/
// Staff --------------------------------------------------------------------
ACTOR Staff : HereticWeapon
{
Weapon.SelectionOrder 3800
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
Weapon.sisterweapon "StaffPowered"
action native A_StaffAttack (eval int damage, class<Actor> puff);
States
{
Ready:
STFF A 1 A_WeaponReady
Loop
Deselect:
STFF A 1 A_Lower
Loop
Select:
STFF A 1 A_Raise
Loop
Fire:
STFF B 6
STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
STFF B 8 A_ReFire
Goto Ready
}
}
ACTOR StaffPowered : Staff
{
Weapon.sisterweapon "Staff"
Weapon.ReadySound "weapons/staffcrackle"
+WEAPON.POWERED_UP
+WEAPON.READYSNDHALF
+WEAPON.STAFF2_KICKBACK
States
{
Ready:
STFF DEF 4 A_WeaponReady
Loop
Deselect:
STFF D 1 A_Lower
Loop
Select:
STFF D 1 A_Raise
Loop
Fire:
STFF G 6
STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
STFF G 8 A_ReFire
Goto Ready
}
}
// Staff puff ---------------------------------------------------------------
ACTOR StaffPuff
{
RenderStyle Translucent
Alpha 0.4
VSpeed 1
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffhit"
States
{
Spawn:
PUF3 A 3 BRIGHT
PUF3 BCD 3
Stop
}
}
// Staff puff 2 -------------------------------------------------------------
ACTOR StaffPuff2
{
RenderStyle Add
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
AttackSound "weapons/staffpowerhit"
States
{
Spawn:
PUF4 ABCDEF 4 BRIGHT
Stop
}
}
// Gold wand ----------------------------------------------------------------
ACTOR GoldWand : HereticWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 2000
Weapon.AmmoGive 25
Weapon.AmmoUse 1
Weapon.AmmoType "GoldWandAmmo"
Weapon.SisterWeapon "GoldWandPowered"
Weapon.YAdjust 5
action native A_FireGoldWandPL1 ();
States
{
Ready:
GWND A 1 A_WeaponReady
Loop
Deselect:
GWND A 1 A_Lower
Loop
Select:
GWND A 1 A_Raise
Loop
Fire:
GWND B 3
GWND C 5 A_FireGoldWandPL1
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
ACTOR GoldWandPowered : GoldWand
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "GoldWand"
action native A_FireGoldWandPL2 ();
States
{
Fire:
GWND B 3
GWND C 4 A_FireGoldWandPL2
GWND D 3
GWND D 0 A_ReFire
Goto Ready
}
}
// Gold wand FX1 ------------------------------------------------------------
ACTOR GoldWandFX1
{
Game Heretic
SpawnID 151
Radius 10
Height 6
Speed 22
Damage 2
Projectile
RenderStyle Add
DeathSound "weapons/wandhit"
States
{
Spawn:
FX01 AB 6 BRIGHT
Loop
Death:
FX01 EFGH 3 BRIGHT
Stop
}
}
// Gold wand FX2 ------------------------------------------------------------
ACTOR GoldWandFX2 : GoldWandFX1
{
Game Heretic
SpawnID 152
Speed 18
Damage 1
DeathSound ""
States
{
Spawn:
FX01 CD 6 BRIGHT
Loop
}
}
// Gold wand puff 1 ---------------------------------------------------------
ACTOR GoldWandPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
States {
Spawn:
PUF2 ABCDE 3 BRIGHT
Stop
}
}
// Gold wand puff 2 ---------------------------------------------------------
ACTOR GoldWandPuff2 : GoldWandFX1
{
Skip_Super
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
Goto Super::Death
}
}
// Crossbow -----------------------------------------------------------------
ACTOR Crossbow : HereticWeapon 2001
{
Game Heretic
SpawnID 27
Weapon.SelectionOrder 800
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "CrossbowAmmo"
Weapon.SisterWeapon "CrossbowPowered"
Weapon.YAdjust 15
Inventory.PickupMessage "$TxT_WPNCROSSBOW"
action native A_FireCrossbowPL1 ();
States
{
Spawn:
WBOW A -1
Stop
Ready:
CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
Loop
Deselect:
CRBW A 1 A_Lower
Loop
Select:
CRBW A 1 A_Raise
Loop
Fire:
CRBW D 6 A_FireCrossbowPL1
CRBW EFGH 3
CRBW AB 4
CRBW C 5 A_ReFire
Goto Ready
}
}
ACTOR CrossbowPowered : Crossbow
{
+WEAPON.POWERED_UP
Weapon.AmmoGive 0
Weapon.SisterWeapon "Crossbow"
action native A_FireCrossbowPL2();
States
{
Fire:
CRBW D 5 A_FireCrossbowPL2
CRBW E 3
CRBW F 2
CRBW G 3
CRBW H 2
CRBW A 3
CRBW B 3
CRBW C 4 A_ReFire
Goto Ready
}
}
// Crossbow FX1 -------------------------------------------------------------
ACTOR CrossbowFX1
{
Game Heretic
SpawnID 147
Radius 11
Height 8
Speed 30
Damage 10
Projectile
RenderStyle Add
SeeSound "weapons/bowshoot"
DeathSound "weapons/bowhit"
States
{
Spawn:
FX03 B 1 BRIGHT
Loop
Death:
FX03 HIJ 8 BRIGHT
Stop
}
}
// Crossbow FX2 -------------------------------------------------------------
ACTOR CrossbowFX2 : CrossbowFX1
{
Game Heretic
SpawnID 148
Speed 32
Damage 6
States
{
Spawn:
FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
Loop
}
}
// Crossbow FX3 -------------------------------------------------------------
ACTOR CrossbowFX3 : CrossbowFX1
{
Game Heretic
SpawnID 149
Speed 20
Damage 2
SeeSound ""
-NOBLOCKMAP
+WINDTHRUST
+THRUGHOST
States
{
Spawn:
FX03 A 1 BRIGHT
Loop
Death:
FX03 CDE 8 BRIGHT
Stop
}
}
// Crossbow FX4 -------------------------------------------------------------
ACTOR CrossbowFX4
{
+NOBLOCKMAP
Gravity 0.125
RenderStyle Add
States
{
Spawn:
FX03 FG 8 BRIGHT
Stop
}
}
// Gauntlets ----------------------------------------------------------------
ACTOR Gauntlets : Weapon 2005
{
Game Heretic
SpawnID 32
+BLOODSPLATTER
Weapon.SelectionOrder 2300
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
Weapon.Kickback 0
Weapon.YAdjust 15
Weapon.UpSound "weapons/gauntletsactivate"
Weapon.SisterWeapon "GauntletsPowered"
Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
action native A_GauntletAttack (eval int power);
States
{
Spawn:
WGNT A -1
Stop
Ready:
GAUN A 1 A_WeaponReady
Loop
Deselect:
GAUN A 1 A_Lower
Loop
Select:
GAUN A 1 A_Raise
Loop
Fire:
GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN C 4
Hold:
GAUN DEF 4 BRIGHT A_GauntletAttack(0)
GAUN C 4 A_ReFire
GAUN B 4 A_Light0
Goto Ready
}
}
ACTOR GauntletsPowered : Gauntlets
{
+POWERED_UP
Weapon.SisterWeapon "Gauntlets"
States
{
Ready:
GAUN GHI 4 A_WeaponReady
Loop
Deselect:
GAUN G 1 A_Lower
Loop
Select:
GAUN G 1 A_Raise
Loop
Fire:
GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
GAUN K 4
Hold:
GAUN LMN 4 BRIGHT A_GauntletAttack(1)
GAUN K 4 A_ReFire
GAUN J 4 A_Light0
Goto Ready
}
}
// Gauntlet puff 1 ----------------------------------------------------------
ACTOR GauntletPuff1
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.4
VSpeed 0.8
States
{
PUF1 ABCD 4 BRIGHT
Stop
}
}
// Gauntlett puff 2 ---------------------------------------------------------
ACTOR GauntletPuff2 : GauntletPuff1
{
States
{
PUF1 EFGH 4 BRIGHT
Stop
}
}