qzdoom/wadsrc/static/actors/hexen/demons.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

391 lines
7 KiB
Text

// Demon, type 1 (green, like D'Sparil's) -----------------------------------
ACTOR Demon1 31
{
Game Hexen
SpawnID 3
Health 250
Painchance 50
Speed 13
Radius 32
Height 64
Mass 220
Monster
+TELESTOMP
+FLOORCLIP
SeeSound "DemonSight"
AttackSound "DemonAttack"
PainSound "DemonPain"
DeathSound "DemonDeath"
ActiveSound "DemonActive"
Obituary "$OB_DEMON1"
const int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM;
States
{
Spawn:
DEMN AA 10 A_Look
Loop
See:
DEMN ABCD 4 A_Chase
Loop
Pain:
DEMN E 4
DEMN E 4 A_Pain
Goto See
Melee:
DEMN E 6 A_FaceTarget
DEMN F 8 A_FaceTarget
DEMN G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
Goto See
Missile:
DEMN E 5 A_FaceTarget
DEMN F 6 A_FaceTarget
DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0)
Goto See
Death:
DEMN HI 6
DEMN J 6 A_Scream
DEMN K 6 A_NoBlocking
DEMN L 6 A_QueueCorpse
DEMN MNO 6
DEMN P -1
Stop
XDeath:
DEMN H 6
DEMN I 0 A_SpawnItemEx("Demon1Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
DEMN I 0 A_SpawnItemEx("Demon1Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEMN I 0 A_SpawnItemEx("Demon1Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEMN I 0 A_SpawnItemEx("Demon1Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEMN I 6 A_SpawnItemEx("Demon1Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
Goto Death+2
Ice:
DEMN Q 5 A_FreezeDeath
DEMN Q 1 A_FreezeDeathChunks
Wait
}
}
// Demon, type 1, mashed ----------------------------------------------------
ACTOR Demon1Mash : Demon1
{
Game Hexen
SpawnID 100
+NOBLOOD
+BLASTED
-TELESTOMP
+NOICEDEATH
RenderStyle Translucent
Alpha 0.4
States
{
Death:
XDeath:
Ice:
Stop
}
}
// Demon chunk, base class --------------------------------------------------
ACTOR DemonChunk
{
Radius 5
Height 5
+NOBLOCKMAP
+DROPOFF
+MISSILE
+CORPSE
+FLOORCLIP
+NOTELEPORT
}
// Demon, type 1, chunk 1 ---------------------------------------------------
ACTOR Demon1Chunk1 : DemonChunk
{
States
{
Spawn:
DEMA A 4
DEMA A 10 A_QueueCorpse
DEMA A 20
Wait
Death:
DEMA A -1
Stop
}
}
// Demon, type 1, chunk 2 ---------------------------------------------------
ACTOR Demon1Chunk2 : DemonChunk
{
States
{
Spawn:
DEMB A 4
DEMB A 10 A_QueueCorpse
DEMB A 20
Wait
Death:
DEMB A -1
Stop
}
}
ACTOR Demon1Chunk3 : DemonChunk
{
States
{
Spawn:
DEMC A 4
DEMC A 10 A_QueueCorpse
DEMC A 20
Wait
Death:
DEMC A -1
Stop
}
}
// Demon, type 1, chunk 4 ---------------------------------------------------
ACTOR Demon1Chunk4 : DemonChunk
{
States
{
Spawn:
DEMD A 4
DEMD A 10 A_QueueCorpse
DEMD A 20
Wait
Death:
DEMD A -1
Stop
}
}
// Demon, type 1, chunk 5 ---------------------------------------------------
ACTOR Demon1Chunk5 : DemonChunk
{
States
{
Spawn:
DEME A 4
DEME A 10 A_QueueCorpse
DEME A 20
Wait
Death:
DEME A -1
Stop
}
}
// Demon, type 1, projectile ------------------------------------------------
ACTOR Demon1FX1
{
Speed 15
Radius 10
Height 6
Damage 5
DamageType Fire
Projectile
+SPAWNSOUNDSOURCE
RenderStyle Add
SeeSound "DemonMissileFire"
DeathSound "DemonMissileExplode"
States
{
Spawn:
DMFX ABC 4 Bright
Loop
Death:
DMFX DE 4 Bright
DMFX FGH 3 Bright
Stop
}
}
// Demon, type 2 (brown) ----------------------------------------------------
ACTOR Demon2 : Demon1 8080
{
Game Hexen
Obituary "$OB_DEMON2"
States
{
Spawn:
DEM2 AA 10 A_Look
Loop
See:
DEM2 ABCD 4 A_Chase
Loop
Pain:
DEM2 E 4
DEM2 E 4 A_Pain
Goto See
Melee:
DEM2 E 6 A_FaceTarget
DEM2 F 8 A_FaceTarget
DEM2 G 6 A_CustomMeleeAttack(random[DemonAttack1](1,8)*2)
Goto See
Missile:
DEM2 E 5 A_FaceTarget
DEM2 F 6 A_FaceTarget
DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0)
Goto See
Death:
DEM2 HI 6
DEM2 J 6 A_Scream
DEM2 K 6 A_NoBlocking
DEM2 L 6 A_QueueCorpse
DEM2 MNO 6
DEM2 P -1
Stop
XDeath:
DEM2 H 6
DEM2 I 0 A_SpawnItemEx("Demon2Chunk1", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk2", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk3", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEM2 I 0 A_SpawnItemEx("Demon2Chunk4", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
DEM2 I 6 A_SpawnItemEx("Demon2Chunk5", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)
Goto Death+2
}
}
// Demon, type 2, mashed ----------------------------------------------------
ACTOR Demon2Mash : Demon2
{
Game Hexen
SpawnID 101
+NOBLOOD
+BLASTED
-TELESTOMP
+NOICEDEATH
RenderStyle Translucent
Alpha 0.4
States
{
Death:
XDeath:
Ice:
Stop
}
}
// Demon, type 2, chunk 1 ---------------------------------------------------
ACTOR Demon2Chunk1 : DemonChunk
{
States
{
Spawn:
DMBA A 4
DMBA A 10 A_QueueCorpse
DMBA A 20
Wait
Death:
DMBA A -1
Stop
}
}
// Demon, type 2, chunk 2 ---------------------------------------------------
ACTOR Demon2Chunk2 : DemonChunk
{
States
{
Spawn:
DMBB A 4
DMBB A 10 A_QueueCorpse
DMBB A 20
Wait
Death:
DMBB A -1
Stop
}
}
// Demon, type 2, chunk 3 ---------------------------------------------------
ACTOR Demon2Chunk3 : DemonChunk
{
States
{
Spawn:
DMBC A 4
DMBC A 10 A_QueueCorpse
DMBC A 20
Wait
Death:
DMBC A -1
Stop
}
}
// Demon, type 2, chunk 4 ---------------------------------------------------
ACTOR Demon2Chunk4 : DemonChunk
{
States
{
Spawn:
DMBD A 4
DMBD A 10 A_QueueCorpse
DMBD A 20
Wait
Death:
DMBD A -1
Stop
}
}
// Demon, type 2, chunk 5 ---------------------------------------------------
ACTOR Demon2Chunk5 : DemonChunk
{
States
{
Spawn:
DMBE A 4
DMBE A 10 A_QueueCorpse
DMBE A 20
Wait
Death:
DMBE A -1
Stop
}
}
// Demon, type 2, projectile ------------------------------------------------
ACTOR Demon2FX1
{
Speed 15
Radius 10
Height 6
Damage 5
DamageType Fire
Projectile
+SPAWNSOUNDSOURCE
RenderStyle Add
SeeSound "DemonMissileFire"
DeathSound "DemonMissileExplode"
States
{
Spawn:
D2FX ABCDEF 4 Bright
Loop
Death:
D2FX GHIJ 4 Bright
D2FX KL 3 Bright
Stop
}
}