mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +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)
476 lines
7.3 KiB
Text
476 lines
7.3 KiB
Text
/*
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ACTOR HereticWeapon : Weapon
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{
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Weapon.Kickback 150
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}
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*/
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// Staff --------------------------------------------------------------------
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ACTOR Staff : HereticWeapon
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{
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Weapon.SelectionOrder 3800
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+THRUGHOST
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+WIMPY_WEAPON
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+MELEEWEAPON
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Weapon.sisterweapon "StaffPowered"
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action native A_StaffAttack (eval int damage, class<Actor> puff);
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States
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{
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Ready:
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STFF A 1 A_WeaponReady
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Loop
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Deselect:
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STFF A 1 A_Lower
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Loop
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Select:
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STFF A 1 A_Raise
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Loop
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Fire:
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STFF B 6
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STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
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STFF B 8 A_ReFire
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Goto Ready
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}
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}
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ACTOR StaffPowered : Staff
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{
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Weapon.sisterweapon "Staff"
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Weapon.ReadySound "weapons/staffcrackle"
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+WEAPON.POWERED_UP
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+WEAPON.READYSNDHALF
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+WEAPON.STAFF2_KICKBACK
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States
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{
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Ready:
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STFF DEF 4 A_WeaponReady
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Loop
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Deselect:
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STFF D 1 A_Lower
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Loop
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Select:
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STFF D 1 A_Raise
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Loop
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Fire:
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STFF G 6
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STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
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STFF G 8 A_ReFire
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Goto Ready
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}
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}
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// Staff puff ---------------------------------------------------------------
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ACTOR StaffPuff
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{
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 1
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffhit"
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States
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{
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Spawn:
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PUF3 A 3 BRIGHT
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PUF3 BCD 3
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Stop
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}
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}
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// Staff puff 2 -------------------------------------------------------------
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ACTOR StaffPuff2
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{
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RenderStyle Add
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffpowerhit"
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States
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{
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Spawn:
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PUF4 ABCDEF 4 BRIGHT
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Stop
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}
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}
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// Gold wand ----------------------------------------------------------------
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ACTOR GoldWand : HereticWeapon
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 2000
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Weapon.AmmoGive 25
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Weapon.AmmoUse 1
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Weapon.AmmoType "GoldWandAmmo"
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Weapon.SisterWeapon "GoldWandPowered"
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Weapon.YAdjust 5
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action native A_FireGoldWandPL1 ();
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States
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{
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Ready:
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GWND A 1 A_WeaponReady
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Loop
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Deselect:
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GWND A 1 A_Lower
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Loop
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Select:
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GWND A 1 A_Raise
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Loop
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Fire:
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GWND B 3
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GWND C 5 A_FireGoldWandPL1
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR GoldWandPowered : GoldWand
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "GoldWand"
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action native A_FireGoldWandPL2 ();
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States
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{
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Fire:
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GWND B 3
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GWND C 4 A_FireGoldWandPL2
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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// Gold wand FX1 ------------------------------------------------------------
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ACTOR GoldWandFX1
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{
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Game Heretic
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SpawnID 151
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Radius 10
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Height 6
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Speed 22
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Damage 2
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Projectile
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RenderStyle Add
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DeathSound "weapons/wandhit"
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States
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{
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Spawn:
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FX01 AB 6 BRIGHT
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Loop
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Death:
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FX01 EFGH 3 BRIGHT
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Stop
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}
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}
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// Gold wand FX2 ------------------------------------------------------------
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ACTOR GoldWandFX2 : GoldWandFX1
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{
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Game Heretic
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SpawnID 152
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Speed 18
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Damage 1
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DeathSound ""
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States
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{
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Spawn:
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FX01 CD 6 BRIGHT
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Loop
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}
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}
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// Gold wand puff 1 ---------------------------------------------------------
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ACTOR GoldWandPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States {
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Spawn:
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PUF2 ABCDE 3 BRIGHT
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Stop
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}
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}
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// Gold wand puff 2 ---------------------------------------------------------
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ACTOR GoldWandPuff2 : GoldWandFX1
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{
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Skip_Super
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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Goto Super::Death
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}
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}
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// Crossbow -----------------------------------------------------------------
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ACTOR Crossbow : HereticWeapon 2001
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{
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Game Heretic
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SpawnID 27
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Weapon.SelectionOrder 800
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Weapon.AmmoUse 1
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Weapon.AmmoGive 10
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Weapon.AmmoType "CrossbowAmmo"
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Weapon.SisterWeapon "CrossbowPowered"
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Weapon.YAdjust 15
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Inventory.PickupMessage "$TxT_WPNCROSSBOW"
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action native A_FireCrossbowPL1 ();
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States
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{
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Spawn:
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WBOW A -1
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Stop
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
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Loop
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Deselect:
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CRBW A 1 A_Lower
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Loop
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Select:
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CRBW A 1 A_Raise
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Loop
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Fire:
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CRBW D 6 A_FireCrossbowPL1
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CRBW EFGH 3
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CRBW AB 4
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CRBW C 5 A_ReFire
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Goto Ready
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}
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}
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ACTOR CrossbowPowered : Crossbow
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Crossbow"
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action native A_FireCrossbowPL2();
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2
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CRBW E 3
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CRBW F 2
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CRBW G 3
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CRBW H 2
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CRBW A 3
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CRBW B 3
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CRBW C 4 A_ReFire
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Goto Ready
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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ACTOR CrossbowFX1
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{
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Game Heretic
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SpawnID 147
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Radius 11
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Height 8
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Speed 30
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Damage 10
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Projectile
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RenderStyle Add
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SeeSound "weapons/bowshoot"
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DeathSound "weapons/bowhit"
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States
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{
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Spawn:
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FX03 B 1 BRIGHT
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Loop
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Death:
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FX03 HIJ 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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ACTOR CrossbowFX2 : CrossbowFX1
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{
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Game Heretic
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SpawnID 148
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Speed 32
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Damage 6
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
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Loop
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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ACTOR CrossbowFX3 : CrossbowFX1
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{
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Game Heretic
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SpawnID 149
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Speed 20
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Damage 2
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SeeSound ""
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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States
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{
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Spawn:
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FX03 A 1 BRIGHT
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Loop
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Death:
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FX03 CDE 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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ACTOR CrossbowFX4
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{
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+NOBLOCKMAP
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Gravity 0.125
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RenderStyle Add
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States
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{
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Spawn:
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FX03 FG 8 BRIGHT
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Stop
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}
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}
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// Gauntlets ----------------------------------------------------------------
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ACTOR Gauntlets : Weapon 2005
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{
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Game Heretic
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SpawnID 32
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0
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Weapon.YAdjust 15
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Weapon.UpSound "weapons/gauntletsactivate"
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Weapon.SisterWeapon "GauntletsPowered"
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Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
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action native A_GauntletAttack (eval int power);
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States
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{
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Spawn:
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WGNT A -1
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Stop
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Ready:
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GAUN A 1 A_WeaponReady
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Loop
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Deselect:
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GAUN A 1 A_Lower
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Loop
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Select:
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GAUN A 1 A_Raise
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Loop
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Fire:
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GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN C 4
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0)
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GAUN C 4 A_ReFire
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GAUN B 4 A_Light0
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Goto Ready
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}
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}
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ACTOR GauntletsPowered : Gauntlets
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{
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+POWERED_UP
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Weapon.SisterWeapon "Gauntlets"
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady
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Loop
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Deselect:
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GAUN G 1 A_Lower
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Loop
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Select:
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GAUN G 1 A_Raise
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Loop
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Fire:
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GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN K 4
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1)
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GAUN K 4 A_ReFire
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GAUN J 4 A_Light0
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Goto Ready
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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ACTOR GauntletPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 0.8
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States
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{
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PUF1 ABCD 4 BRIGHT
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Stop
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}
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}
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// Gauntlett puff 2 ---------------------------------------------------------
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ACTOR GauntletPuff2 : GauntletPuff1
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{
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States
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{
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PUF1 EFGH 4 BRIGHT
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Stop
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}
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}
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