mirror of
https://github.com/ZDoom/qzdoom.git
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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)
278 lines
4.6 KiB
Text
278 lines
4.6 KiB
Text
// MAPINFO for Strife (full version and teaser)
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skill baby
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AmmoFactor 2
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DamageFactor 0.5
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EasyBossBrain
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SpawnFilter "Baby"
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PicName "M_JKILL"
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Key t
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skill easy
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SpawnFilter "Easy"
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PicName "M_ROUGH"
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Key r
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skill normal
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SpawnFilter "Normal"
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PicName "M_HURT"
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Key v
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skill hard
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SpawnFilter "Hard"
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PicName "M_ULTRA"
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Key e
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skill nightmare
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AmmoFactor 2
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FastMonsters
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DisableCheats
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RespawnTime 16
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SpawnFilter "Nightmare"
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PicName "M_NMARE"
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Key b
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defaultmap
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forcenoskystretch
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strifefallingdamage
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nointermission
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clipmidtextures
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noinfighting
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map MAP01 "AREA 1: sanctuary"
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next MAP02
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sky1 SKYMNT02 0
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music D_ACTION
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cluster 1
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map MAP02 "AREA 2: town"
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next MAP03
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sky1 SKYMNT02 0
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music D_TAVERN
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cluster 1
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map MAP03 "AREA 3: front base"
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next MAP04
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sky1 SKYMNT02 0
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music D_DANGER
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cluster 1
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noallies
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redirect Sigil map30
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map MAP04 "AREA 4: power station"
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next MAP05
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sky1 SKYMNT02 0
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music D_FAST
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cluster 1
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map MAP05 "AREA 5: prison"
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next MAP06
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sky1 SKYMNT02 0
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music D_INTRO
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cluster 1
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map MAP06 "AREA 6: sewers"
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next MAP07
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sky1 SKYMNT02 0
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music D_DARKER
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cluster 1
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map MAP07 "AREA 7: castle"
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next MAP08
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sky1 SKYMNT02 0
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music D_STRIKE
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cluster 1
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redirect Sigil map10
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map MAP08 "AREA 8: Audience Chamber"
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next MAP09
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sky1 SKYMNT02 0
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music D_SLIDE
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cluster 1
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map MAP09 "AREA 9: Castle: Programmer's Keep"
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next MAP10
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sky1 SKYMNT02 0
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music D_TRIBAL
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cluster 1
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// These are the sky changes for the first 8 maps
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specialaction "Programmer", ACS_Execute, 0, 1, 256
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specialaction "Programmer", ACS_Execute, 0, 2, 256
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specialaction "Programmer", ACS_Execute, 0, 3, 256
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specialaction "Programmer", ACS_Execute, 0, 4, 256
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specialaction "Programmer", ACS_Execute, 0, 5, 256
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specialaction "Programmer", ACS_Execute, 0, 6, 256
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specialaction "Programmer", ACS_Execute, 0, 7, 256
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specialaction "Programmer", ACS_Execute, 0, 8, 256
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// It seems that Strife was originally going to print the text
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// from the C1TEXT lump when you move from map 9 to map 10, but
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// that idea apparently got scrapped as the game developed.
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map MAP10 "AREA 10: New Front Base"
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next MAP11
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sky1 SKYMNT01 0
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music D_MARCH
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cluster 1
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map MAP11 "AREA 11: Borderlands"
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next MAP12
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sky1 SKYMNT01 0
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music D_DANGER
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cluster 1
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map MAP12 "AREA 12: the temple of the oracle"
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next MAP13
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sky1 SKYMNT01 0
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music D_MOOD
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cluster 1
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map MAP13 "AREA 13: Catacombs"
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next MAP14
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sky1 SKYMNT01 0
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music D_CASTLE
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cluster 1
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map MAP14 "AREA 14: mines"
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next MAP15
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sky1 SKYMNT01 0
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music D_DARKER
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cluster 1
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map MAP15 "AREA 15: Fortress: Administration"
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next MAP16
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sky1 SKYMNT01 0
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music D_ACTION
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cluster 1
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map MAP16 "AREA 16: Fortress: Bishop's Tower"
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next MAP17
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sky1 SKYMNT01 0
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music D_FIGHT
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cluster 1
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map MAP17 "AREA 17: Fortress: The Bailey"
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next MAP18
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sky1 SKYMNT01 0
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music D_SPENSE
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cluster 1
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map MAP18 "AREA 18: Fortress: Stores"
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next MAP19
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sky1 SKYMNT01 0
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music D_SLIDE
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cluster 1
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map MAP19 "AREA 19: Fortress: Security Complex"
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next MAP20
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sky1 SKYMNT01 0
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music D_STRIKE
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cluster 1
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map MAP20 "AREA 20: Factory: Receiving"
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next MAP21
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sky1 SKYMNT01 0
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music D_DARK
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cluster 1
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map MAP21 "AREA 21: Factory: Manufacturing"
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next MAP22
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sky1 SKYMNT01 0
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music D_TECH
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cluster 1
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map MAP22 "AREA 22: Factory: Forge"
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next MAP23
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sky1 SKYMNT01 0
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music D_SLIDE
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cluster 1
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map MAP23 "AREA 23: Order Commons"
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next MAP24
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sky1 SKYMNT01 0
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music D_DRONE
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cluster 1
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map MAP24 "AREA 24: Factory: Conversion Chapel"
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next MAP25
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sky1 SKYMNT01 0
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music D_PANTHR
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cluster 1
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map MAP25 "AREA 25: Catacombs: Ruined Temple"
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next MAP26
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sky1 SKYMNT01 0
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music D_SAD
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cluster 1
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map MAP26 "AREA 26: proving grounds"
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next MAP27
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sky1 SKYMNT01 0
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music D_INSTRY
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cluster 1
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map MAP27 "AREA 27: The Lab"
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next MAP28
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sky1 SKYMNT01 0
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music D_TECH
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cluster 1
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map MAP28 "AREA 28: Alien Ship"
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next MAP29
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sky1 SKYMNT01 0
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music D_ACTION
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cluster 1
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map MAP29 "AREA 29: Entity's Lair"
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next EndGameS
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sky1 SKYMNT01 0
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music D_INSTRY
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cluster 1
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deathslideshow
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map MAP30 "AREA 30: Abandoned Front Base"
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next MAP31
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sky1 SKYMNT01 0
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music D_DRONE
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cluster 1
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map MAP31 "AREA 31: Training Facility"
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next MAP01
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sky1 SKYMNT01 0
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music D_FIGHT
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cluster 1
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map MAP32 "AREA 1: Sanctuary"
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next MAP33
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sky1 SKYMNT02 0
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music D_MAP1
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cluster 2
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map MAP33 "AREA 2: Town"
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next MAP34
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sky1 SKYMNT02 0
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music D_MAP2
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cluster 2
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map MAP34 "AREA 3: Movement Base"
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next EndBuyStrife
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sky1 SKYMNT02 0
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music D_MAP3
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cluster 2
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noallies
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clusterdef 1
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hub
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clusterdef 2
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hub
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exittext T1TEXT
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music d_fmfast
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pic PANEL7
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exittextislump
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clearepisodes
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episode MAP02 teaser MAP33
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name "Quest for the Sigil"
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