mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-12 21:52:01 +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)
516 lines
8.6 KiB
Text
516 lines
8.6 KiB
Text
ACTOR StrifeKey : Key
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{
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Radius 20
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Height 16
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+NOTDMATCH
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+FLOORCLIP
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}
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// Base Key -----------------------------------------------------------------
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ACTOR BaseKey : StrifeKey 230
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{
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Game Strife
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ConversationID 133, 129, 132
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Inventory.Icon "I_FUSL"
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Tag "Base_Key"
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Inventory.PickupMessage "$TXT_BASEKEY"
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States
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{
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Spawn:
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FUSL A -1
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Stop
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}
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}
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// Govs Key -----------------------------------------------------------------
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ACTOR GovsKey : StrifeKey
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{
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Game Strife
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ConversationID 134, 130, 133
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Inventory.Icon "I_REBL"
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Tag "Govs_Key" // "Rebel_Key" in the Teaser
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Inventory.PickupMessage "$TXT_GOVSKEY"
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States
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{
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Spawn:
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REBL A -1
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Stop
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}
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}
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// Passcard -----------------------------------------------------------------
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ACTOR Passcard : StrifeKey 185
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{
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Game Strife
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ConversationID 135, 131, 134
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Inventory.Icon "I_TPAS"
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Tag "Passcard"
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Inventory.PickupMessage "$TXT_PASSCARD"
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States
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{
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Spawn:
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TPAS A -1
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Stop
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}
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}
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// ID Badge -----------------------------------------------------------------
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ACTOR IDBadge : StrifeKey 184
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{
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Game Strife
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ConversationID 136, 132, 135
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Inventory.Icon "I_CRD1"
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Tag "ID_Badge"
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Inventory.PickupMessage "$TXT_IDBADGE"
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States
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{
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Spawn:
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CRD1 A -1
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Stop
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}
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}
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// Prison Key ---------------------------------------------------------------
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ACTOR PrisonKey : StrifeKey
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{
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Game Strife
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ConversationID 137, 133, 136
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Inventory.Icon "I_PRIS"
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Tag "Prison_Key"
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Inventory.GiveQuest 11
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Inventory.PickupMessage "$TXT_PRISONKEY"
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States
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{
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Spawn:
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PRIS A -1
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Stop
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}
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}
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// Severed Hand -------------------------------------------------------------
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ACTOR SeveredHand : StrifeKey 91
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{
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Game Strife
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ConversationID 138, 134, 137
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Inventory.Icon "I_HAND"
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Tag "Severed_Hand"
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Inventory.GiveQuest 12
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Inventory.PickupMessage "$TXT_SEVEREDHAND"
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States
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{
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Spawn:
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HAND A -1
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Stop
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}
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}
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// Power1 Key ---------------------------------------------------------------
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ACTOR Power1Key : StrifeKey
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{
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Game Strife
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ConversationID 139, 135, 138
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Inventory.Icon "I_PWR1"
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Tag "Power1_Key"
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Inventory.PickupMessage "$TXT_POWER1KEY"
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States
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{
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Spawn:
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PWR1 A -1
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Stop
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}
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}
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// Power2 Key ---------------------------------------------------------------
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ACTOR Power2Key : StrifeKey
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{
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Game Strife
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ConversationID 140, 136, 139
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Inventory.Icon "I_PWR2"
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Tag "Power2_Key"
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Inventory.PickupMessage "$TXT_POWER2KEY"
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States
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{
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Spawn:
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PWR2 A -1
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Stop
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}
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}
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// Power3 Key ---------------------------------------------------------------
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ACTOR Power3Key : StrifeKey
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{
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Game Strife
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ConversationID 141, 137, 140
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Inventory.Icon "I_PWR3"
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Tag "Power3_Key"
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Inventory.PickupMessage "$TXT_POWER3KEY"
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States
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{
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Spawn:
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PWR3 A -1
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Stop
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}
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}
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// Gold Key -----------------------------------------------------------------
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ACTOR GoldKey : StrifeKey 40
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{
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Game Strife
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ConversationID 142, 138, 141
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Inventory.Icon "I_KY1G"
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Tag "Gold_Key"
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Inventory.PickupMessage "$TXT_GOLDKEY"
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States
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{
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Spawn:
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KY1G A -1
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Stop
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}
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}
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// ID Card ------------------------------------------------------------------
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ACTOR IDCard : StrifeKey 13
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{
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Game Strife
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ConversationID 143, 139, 142
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Inventory.Icon "I_CRD2"
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Tag "ID_Card"
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Inventory.PickupMessage "$TXT_IDCARD"
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States
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{
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Spawn:
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CRD2 A -1
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Stop
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}
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}
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// Silver Key ---------------------------------------------------------------
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ACTOR SilverKey : StrifeKey 38
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{
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Game Strife
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ConversationID 144, 140, 143
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Inventory.Icon "I_KY2S"
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Tag "Silver_Key"
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Inventory.PickupMessage "$TXT_SILVERKEY"
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States
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{
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Spawn:
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KY2S A -1
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Stop
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}
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}
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// Oracle Key ---------------------------------------------------------------
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ACTOR OracleKey : StrifeKey 61
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{
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Game Strife
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ConversationID 145, 141, 144
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Inventory.Icon "I_ORAC"
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Tag "Oracle_Key"
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Inventory.PickupMessage "$TXT_ORACLEKEY"
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States
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{
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Spawn:
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ORAC A -1
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Stop
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}
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}
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// Military ID --------------------------------------------------------------
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ACTOR MilitaryID : StrifeKey
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{
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Game Strife
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ConversationID 146, 142, 145
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Inventory.Icon "I_GYID"
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Tag "Military ID"
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Inventory.PickupMessage "$TXT_MILITARYID"
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States
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{
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Spawn:
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GYID A -1
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Stop
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}
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}
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// Order Key ----------------------------------------------------------------
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ACTOR OrderKey : StrifeKey 86
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{
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Game Strife
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ConversationID 147, 143, 146
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Inventory.Icon "I_FUBR"
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Tag "Order_Key"
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Inventory.PickupMessage "$TXT_ORDERKEY"
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States
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{
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Spawn:
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FUBR A -1
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Stop
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}
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}
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// Warehouse Key ------------------------------------------------------------
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ACTOR WarehouseKey : StrifeKey 166
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{
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Game Strife
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ConversationID 148, 144, 147
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Inventory.Icon "I_WARE"
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Tag "Warehouse_Key"
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Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
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States
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{
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Spawn:
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WARE A -1
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Stop
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}
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}
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// Brass Key ----------------------------------------------------------------
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ACTOR BrassKey : StrifeKey 39
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{
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Game Strife
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ConversationID 149, 145, 148
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Inventory.Icon "I_KY3B"
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Tag "Brass_Key"
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Inventory.PickupMessage "$TXT_BRASSKEY"
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States
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{
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Spawn:
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KY3B A -1
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Stop
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}
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}
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// Red Crystal Key ----------------------------------------------------------
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ACTOR RedCrystalKey : StrifeKey 192
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{
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Game Strife
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ConversationID 150, 146, 149
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Inventory.Icon "I_RCRY"
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Tag "Red_Crystal_Key"
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Inventory.PickupMessage "$TXT_REDCRYSTAL"
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States
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{
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Spawn:
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RCRY A -1 Bright
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Stop
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}
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}
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// Blue Crystal Key ---------------------------------------------------------
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ACTOR BlueCrystalKey : StrifeKey 193
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{
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Game Strife
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ConversationID 151, 147, 150
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Inventory.Icon "I_BCRY"
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Tag "Blue_Crystal_Key"
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Inventory.PickupMessage "$TXT_BLUECRYSTAL"
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States
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{
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Spawn:
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BCRY A -1 Bright
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Stop
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}
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}
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// Chapel Key ---------------------------------------------------------------
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ACTOR ChapelKey : StrifeKey 195
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{
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Game Strife
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ConversationID 152, 148, 151
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Inventory.Icon "I_CHAP"
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Tag "Chapel_Key"
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Inventory.PickupMessage "$TXT_CHAPELKEY"
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States
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{
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Spawn:
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CHAP A -1
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Stop
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}
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}
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// Catacomb Key -------------------------------------------------------------
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ACTOR CatacombKey : StrifeKey
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{
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Game Strife
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ConversationID 153, 149, 152
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Inventory.Icon "I_TUNL"
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Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser
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Inventory.GiveQuest 28
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Inventory.PickupMessage "$TXT_CATACOMBKEY"
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States
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{
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Spawn:
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TUNL A -1
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Stop
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}
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}
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// Security Key -------------------------------------------------------------
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ACTOR SecurityKey : StrifeKey
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{
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Game Strife
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ConversationID 154, 150, 153
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Inventory.Icon "I_SECK"
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Tag "Security_Key"
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Inventory.PickupMessage "$TXT_SECURITYKEY"
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States
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{
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Spawn:
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SECK A -1
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Stop
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}
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}
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// Core Key -----------------------------------------------------------------
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ACTOR CoreKey : StrifeKey 236
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{
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Game Strife
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ConversationID 155, 151, 154
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Inventory.Icon "I_GOID"
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Tag "Core_Key" // "New_Key1" in the Teaser
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Inventory.PickupMessage "$TXT_COREKEY"
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States
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{
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Spawn:
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GOID A -1
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Stop
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}
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}
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// Mauler Key ---------------------------------------------------------------
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ACTOR MaulerKey : StrifeKey 233
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{
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Game Strife
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ConversationID 156, 152, 155
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Inventory.Icon "I_BLTK"
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Tag "Mauler_Key" // "New_Key2" in the Teaser
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Inventory.PickupMessage "$TXT_MAULERKEY"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Factory Key --------------------------------------------------------------
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ACTOR FactoryKey : StrifeKey 234
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{
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Game Strife
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ConversationID 157, 153, 156
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Inventory.Icon "I_PROC"
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Tag "Factory_Key" // "New_Key3" in the Teaser
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Inventory.PickupMessage "$TXT_FACTORYKEY"
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States
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{
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Spawn:
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PROC A -1
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Stop
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}
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}
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// Mine Key -----------------------------------------------------------------
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ACTOR MineKey : StrifeKey 235
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{
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Game Strife
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ConversationID 158, 154, 157
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Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
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Tag "MINE_KEY"
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Inventory.PickupMessage "$TXT_MINEKEY"
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States
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{
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Spawn:
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MINE A -1
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Stop
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}
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}
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// New Key5 -----------------------------------------------------------------
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ACTOR NewKey5 : StrifeKey
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{
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Game Strife
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ConversationID 159, 155, 158
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Inventory.Icon "I_BLTK"
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Tag "New_Key5"
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Inventory.PickupMessage "$TXT_NEWKEY5"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Oracle Pass --------------------------------------------------------------
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ACTOR OraclePass : Inventory
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{
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Game Strife
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ConversationID 311, 292, 309
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+INVENTORY.INVBAR
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Inventory.Icon "I_OTOK"
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Inventory.GiveQuest 18
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Inventory.PickupMessage "$TXT_ORACLEPASS"
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Tag "Oracle_Pass"
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States
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{
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Spawn:
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OTOK A -1
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Stop
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}
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}
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