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)
501 lines
8.1 KiB
Text
501 lines
8.1 KiB
Text
// --------------------------------------------------------------------------
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//
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// Doom weapon base class
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//
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// --------------------------------------------------------------------------
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ACTOR DoomWeapon : Weapon
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{
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Weapon.Kickback 100
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States
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{
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LightDone:
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SHTG E 0 A_Light0
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Fist
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//
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// --------------------------------------------------------------------------
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ACTOR Fist : Weapon
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{
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Weapon.SelectionOrder 3700
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Weapon.Kickback 100
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Obituary "$OB_MPFIST"
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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States
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{
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Ready:
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PUNG A 1 A_WeaponReady
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Loop
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Deselect:
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PUNG A 1 A_Lower
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Loop
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Select:
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PUNG A 1 A_Raise
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Loop
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Fire:
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PUNG B 4
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PUNG C 4 A_Punch
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PUNG D 5
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PUNG C 4
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PUNG B 5 A_ReFire
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Goto Ready
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}
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}
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// --------------------------------------------------------------------------
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//
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// Fist
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//
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// --------------------------------------------------------------------------
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ACTOR Pistol : DoomWeapon 5010
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{
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Weapon.SelectionOrder 1900
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Weapon.AmmoUse 1
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Weapon.AmmoGive 20
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Weapon.AmmoType "Clip"
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Obituary "$OB_MPPISTOL"
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+WEAPON.WIMPY_WEAPON
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Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
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States
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{
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Ready:
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PISG A 1 A_WeaponReady
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Loop
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Deselect:
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PISG A 1 A_Lower
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Loop
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Select:
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PISG A 1 A_Raise
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Loop
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Fire:
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PISG A 4
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PISG B 6 A_FirePistol
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PISG C 4
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PISG B 5 A_ReFire
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Goto Ready
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Flash:
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PISF A 7 Bright A_Light1
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Goto LightDone
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PISF A 7 Bright A_Light1
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Goto LightDone
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Spawn:
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PIST A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chainsaw
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//
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// --------------------------------------------------------------------------
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ACTOR Chainsaw : Weapon 2005
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{
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Game Doom
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SpawnID 32
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Weapon.Kickback 0
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Weapon.SelectionOrder 2200
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Weapon.UpSound "weapons/sawup"
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Weapon.ReadySound "weapons/sawidle"
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Inventory.PickupMessage "$GOTCHAINSAW"
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Obituary "$OB_MPCHAINSAW"
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+WEAPON.MELEEWEAPON
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States
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{
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Ready:
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SAWG CD 4 A_WeaponReady
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Loop
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Deselect:
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SAWG C 1 A_Lower
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Loop
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Select:
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SAWG C 1 A_Raise
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Loop
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Fire:
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SAWG AB 4 A_Saw
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SAWG B 0 A_ReFire
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Goto Ready
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Spawn:
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CSAW A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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ACTOR Shotgun : DoomWeapon 2001
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{
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Game Doom
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SpawnID 27
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Weapon.SelectionOrder 1300
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Weapon.AmmoUse 1
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Weapon.AmmoGive 8
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Weapon.AmmoType "Shell"
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Inventory.PickupMessage "$GOTSHOTGUN"
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Obituary "$OB_MPSHOTGUN"
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States
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{
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Ready:
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SHTG A 1 A_WeaponReady
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Loop
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Deselect:
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SHTG A 1 A_Lower
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Loop
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Select:
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SHTG A 1 A_Raise
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Loop
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Fire:
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SHTG A 3
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SHTG A 7 A_FireShotgun
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SHTG BC 5
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SHTG D 4
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SHTG CB 5
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SHTG A 3
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SHTG A 7 A_ReFire
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Goto Ready
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Flash:
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SHTF A 4 Bright A_Light1
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SHTF B 3 Bright A_Light2
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Goto LightDone
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Spawn:
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SHOT A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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ACTOR SuperShotgun : DoomWeapon 82
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{
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Game Doom
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SpawnID 33
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Weapon.SelectionOrder 400
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Weapon.AmmoUse 2
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Weapon.AmmoGive 8
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Weapon.AmmoType "Shell"
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Inventory.PickupMessage "$GOTSHOTGUN2"
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Obituary "$OB_MPSSHOTGUN"
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States
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{
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Ready:
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SHT2 A 1 A_WeaponReady
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Loop
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Deselect:
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SHT2 A 1 A_Lower
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Loop
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Select:
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SHT2 A 1 A_Raise
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Loop
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Fire:
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SHT2 A 3
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SHT2 A 7 A_FireShotgun2
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SHT2 B 7
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SHT2 C 7 A_CheckReload
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SHT2 D 7 A_OpenShotgun2
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SHT2 E 7
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SHT2 F 7 A_LoadShotgun2
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SHT2 G 6
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SHT2 H 6 A_CloseShotgun2
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SHT2 A 5 A_ReFire
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Goto Ready
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// unused states
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SHT2 B 7
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SHT2 A 3
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Goto Deselect
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Flash:
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SHT2 I 4 Bright A_Light1
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SHT2 J 3 Bright A_Light2
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Goto LightDone
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Spawn:
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SGN2 A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chaingun
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//
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// --------------------------------------------------------------------------
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ACTOR Chaingun : DoomWeapon 2002
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{
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Game Doom
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SpawnID 28
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Weapon.SelectionOrder 700
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Weapon.AmmoUse 1
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Weapon.AmmoGive 20
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Weapon.AmmoType "Clip"
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Inventory.PickupMessage "$GOTCHAINGUN"
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Obituary "$OB_MPCHAINGUN"
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States
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{
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Ready:
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CHGG A 1 A_WeaponReady
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Loop
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Deselect:
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CHGG A 1 A_Lower
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Loop
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Select:
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CHGG A 1 A_Raise
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Loop
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Fire:
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CHGG AB 4 A_FireCGun
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CHGG B 0 A_ReFire
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Goto Ready
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Flash:
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CHGF A 5 Bright A_Light1
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Goto LightDone
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CHGF B 5 Bright A_Light2
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Goto LightDone
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Spawn:
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MGUN A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Rocket launcher
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//
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// --------------------------------------------------------------------------
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ACTOR RocketLauncher : DoomWeapon 2003
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{
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Game Doom
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SpawnID 29
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Weapon.SelectionOrder 2500
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Weapon.AmmoUse 1
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Weapon.AmmoGive 2
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Weapon.AmmoType "RocketAmmo"
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTLAUNCHER"
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States
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{
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Ready:
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MISG A 1 A_WeaponReady
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Loop
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Deselect:
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MISG A 1 A_Lower
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Loop
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Select:
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MISG A 1 A_Raise
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Loop
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Fire:
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MISG B 8 A_GunFlash
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MISG B 12 A_FireMissile
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MISG B 0 A_ReFire
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Goto Ready
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Flash:
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MISF A 3 Bright A_Light1
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MISF B 4 Bright
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MISF CD 4 Bright A_Light2
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Goto LightDone
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Spawn:
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LAUN A -1
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Stop
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}
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}
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ACTOR Rocket
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{
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Game Doom
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SpawnID 127
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Radius 11
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Height 8
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Speed 20
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Damage 20
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Projectile
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+RANDOMIZE
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+DEHEXPLOSION
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+ROCKETTRAIL
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SeeSound "weapons/rocklf"
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DeathSound "weapons/rocklx"
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Obituary "$OB_MPROCKET"
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States
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{
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Spawn:
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MISL A 1 Bright
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Loop
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Death:
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MISL B 8 Bright A_Explode
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MISL C 6 Bright
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MISL D 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Plasma rifle
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//
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// --------------------------------------------------------------------------
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ACTOR PlasmaRifle : DoomWeapon 2004
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{
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Game Doom
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SpawnID 30
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Weapon.SelectionOrder 100
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Weapon.AmmoUse 1
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Weapon.AmmoGive 40
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Weapon.AmmoType "Cell"
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Inventory.PickupMessage "$GOTPLASMA"
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States
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{
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Ready:
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PLSG A 1 A_WeaponReady
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Loop
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Deselect:
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PLSG A 1 A_Lower
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Loop
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Select:
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PLSG A 1 A_Raise
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Loop
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Fire:
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PLSG A 3 A_FirePlasma
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PLSG B 20 A_ReFire
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Goto Ready
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Flash:
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PLSF A 4 Bright A_Light1
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Goto LightDone
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PLSF B 4 Bright A_Light1
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Goto LightDone
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Spawn:
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PLAS A -1
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Stop
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}
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}
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ACTOR PlasmaBall
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{
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Game Doom
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SpawnID 51
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Radius 13
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Height 8
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Speed 25
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Damage 5
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 0.75
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SeeSound "weapons/plasmaf"
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DeathSound "weapons/plasmax"
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Obituary "$OB_MPPLASMARIFLE"
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States
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{
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Spawn:
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PLSS AB 6 Bright
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Loop
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Death:
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PLSE ABCDE 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 9000
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//
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// --------------------------------------------------------------------------
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ACTOR BFG9000 : DoomWeapon 2006
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{
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Game Doom
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Height 20
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SpawnID 31
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Weapon.SelectionOrder 2800
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Weapon.AmmoUse 40
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Weapon.AmmoGive 40
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Weapon.AmmoType "Cell"
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTBFG9000"
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States
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{
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Ready:
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BFGG A 1 A_WeaponReady
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Loop
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Deselect:
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BFGG A 1 A_Lower
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Loop
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Select:
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BFGG A 1 A_Raise
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Loop
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Fire:
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BFGG A 20 A_BFGsound
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BFGG B 10 A_GunFlash
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BFGG B 10 A_FireBFG
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BFGG B 20 A_ReFire
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Goto Ready
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Flash:
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BFGF A 11 Bright A_Light1
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BFGF B 6 Bright A_Light2
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Goto LightDone
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Spawn:
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BFUG A -1
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Stop
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}
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}
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ACTOR BFGBall
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{
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Game Doom
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SpawnID 128
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Radius 13
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Height 8
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Speed 25
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Damage 100
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 0.75
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DeathSound "weapons/bfgx"
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Obituary "$OB_MPBFG_BOOM"
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States
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{
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Spawn:
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BFS1 AB 4 Bright
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Loop
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Death:
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BFE1 AB 8 Bright
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BFE1 C 8 Bright A_BFGSpray
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BFE1 DEF 8 Bright
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Stop
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}
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}
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ACTOR BFGExtra
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle Add
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Alpha 0.75
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States
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{
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Spawn:
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BFE2 ABCD 8 Bright
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Stop
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}
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}
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