mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +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)
296 lines
4.9 KiB
Text
296 lines
4.9 KiB
Text
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// Yorick's Skull -----------------------------------------------------------
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ACTOR PuzzSkull : PuzzleItem 9002
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{
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Game Hexen
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SpawnID 76
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PuzzleItem.Number 0
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Inventory.Icon ARTISKLL
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Inventory.PickupMessage "$TXT_ARTIPUZZSKULL"
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States
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{
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Spawn:
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ASKU A -1
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Stop
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}
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}
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// Heart of D'Sparil --------------------------------------------------------
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ACTOR PuzzGemBig : PuzzleItem 9003
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{
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Game Hexen
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SpawnID 77
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PuzzleItem.Number 1
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Inventory.Icon ARTIBGEM
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMBIG"
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States
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{
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Spawn:
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ABGM A -1
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Stop
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}
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}
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// Red Gem (Ruby Planet) ----------------------------------------------------
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ACTOR PuzzGemRed : PuzzleItem 9004
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{
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Game Hexen
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SpawnID 78
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PuzzleItem.Number 2
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Inventory.Icon ARTIGEMR
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMRED"
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States
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{
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Spawn:
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AGMR A -1
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Stop
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}
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}
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// Green Gem 1 (Emerald Planet) ---------------------------------------------
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ACTOR PuzzGemGreen1 : PuzzleItem 9005
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{
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Game Hexen
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SpawnID 79
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PuzzleItem.Number 3
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Inventory.Icon ARTIGEMG
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMGREEN1"
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States
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{
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Spawn:
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AGMG A -1
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Stop
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}
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}
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// Green Gem 2 (Emerald Planet) ---------------------------------------------
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ACTOR PuzzGemGreen2 : PuzzleItem 9009
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{
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Game Hexen
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SpawnID 80
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PuzzleItem.Number 4
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Inventory.Icon ARTIGMG2
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMGREEN2"
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States
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{
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Spawn:
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AGG2 A -1
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Stop
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}
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}
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// Blue Gem 1 (Sapphire Planet) ---------------------------------------------
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ACTOR PuzzGemBlue1 : PuzzleItem 9006
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{
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Game Hexen
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SpawnID 81
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PuzzleItem.Number 5
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Inventory.Icon ARTIGEMB
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMBLUE1"
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States
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{
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Spawn:
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AGMB A -1
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Stop
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}
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}
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// Blue Gem 2 (Sapphire Planet) ---------------------------------------------
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ACTOR PuzzGemBlue2 : PuzzleItem 9010
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{
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Game Hexen
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SpawnID 82
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PuzzleItem.Number 6
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Inventory.Icon ARTIGMB2
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Inventory.PickupMessage "$TXT_ARTIPUZZGEMBLUE2"
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States
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{
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Spawn:
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AGB2 A -1
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Stop
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}
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}
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// Book 1 (Daemon Codex) ----------------------------------------------------
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ACTOR PuzzBook1 : PuzzleItem 9007
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{
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Game Hexen
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SpawnID 83
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PuzzleItem.Number 7
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Inventory.Icon ARTIBOK1
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Inventory.PickupMessage "$TXT_ARTIPUZZBOOK1"
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States
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{
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Spawn:
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ABK1 A -1
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Stop
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}
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}
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// Book 2 (Liber Oscura) ----------------------------------------------------
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ACTOR PuzzBook2 : PuzzleItem 9008
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{
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Game Hexen
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SpawnID 84
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PuzzleItem.Number 8
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Inventory.Icon ARTIBOK2
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Inventory.PickupMessage "$TXT_ARTIPUZZBOOK2"
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States
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{
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Spawn:
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ABK2 A -1
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Stop
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}
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}
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// Flame Mask ---------------------------------------------------------------
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ACTOR PuzzFlameMask : PuzzleItem 9014
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{
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Game Hexen
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PuzzleItem.Number 9
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Inventory.Icon ARTISKL2
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Inventory.PickupMessage "$TXT_ARTIPUZZSKULL2"
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States
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{
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Spawn:
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ASK2 A -1
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Stop
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}
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}
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// Fighter Weapon (Glaive Seal) ---------------------------------------------
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ACTOR PuzzFWeapon : PuzzleItem 9015
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{
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Game Hexen
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PuzzleItem.Number 10
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Inventory.Icon ARTIFWEP
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Inventory.PickupMessage "$TXT_ARTIPUZZFWEAPON"
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States
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{
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Spawn:
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AFWP A -1
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Stop
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}
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}
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// Cleric Weapon (Holy Relic) -----------------------------------------------
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ACTOR PuzzCWeapon : PuzzleItem 9016
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{
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Game Hexen
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PuzzleItem.Number 11
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Inventory.Icon ARTICWEP
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Inventory.PickupMessage "$TXT_ARTIPUZZCWEAPON"
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States
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{
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Spawn:
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ACWP A -1
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Stop
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}
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}
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// Mage Weapon (Sigil of the Magus) -----------------------------------------
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ACTOR PuzzMWeapon : PuzzleItem 9017
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{
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Game Hexen
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PuzzleItem.Number 12
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Inventory.Icon ARTIMWEP
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Inventory.PickupMessage "$TXT_ARTIPUZZMWEAPON"
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States
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{
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Spawn:
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AMWP A -1
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Stop
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}
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}
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// Clock Gear 1 -------------------------------------------------------------
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ACTOR PuzzGear1 : PuzzleItem 9018
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{
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Game Hexen
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PuzzleItem.Number 13
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Inventory.Icon ARTIGEAR
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Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
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States
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{
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Spawn:
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AGER ABCDEFGH 4 Bright
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Loop
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}
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}
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// Clock Gear 2 -------------------------------------------------------------
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ACTOR PuzzGear2 : PuzzleItem 9019
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{
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Game Hexen
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PuzzleItem.Number 14
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Inventory.Icon ARTIGER2
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Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
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States
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{
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Spawn:
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AGR2 ABCDEFGH 4 Bright
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Loop
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}
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}
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// Clock Gear 3 -------------------------------------------------------------
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ACTOR PuzzGear3 : PuzzleItem 9020
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{
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Game Hexen
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PuzzleItem.Number 15
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Inventory.Icon ARTIGER3
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Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
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States
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{
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Spawn:
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AGR3 ABCDEFGH 4 Bright
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Loop
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}
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}
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// Clock Gear 4 -------------------------------------------------------------
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ACTOR PuzzGear4 : PuzzleItem 9021
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{
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Game Hexen
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PuzzleItem.Number 16
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Inventory.Icon ARTIGER4
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Inventory.PickupMessage "$TXT_ARTIPUZZGEAR"
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States
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{
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Spawn:
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AGR4 ABCDEFGH 4 Bright
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Loop
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}
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}
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