Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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src/skins.cpp
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125
src/skins.cpp
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/*
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** skins.c: Player "skins" (actually alternate sprites/animations)
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*/
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/*
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NOTE: Please ignore this for now. I wrote this up and never bothered
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to write the code that implements it. Some of these things are
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already obsolete, such as the use of death1-death4. A single
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death sound with a random choice like in SNDINFO would be better
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and more flexible.
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Each skin uses a single wad file with a SKINDEF lump and supporting
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graphics and sounds. An S_SKIN lump is optional, for compatibilty
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with Doom Legacy. If both a SKINDEF and S_SKIN lump are present,
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SKINDEF is used, and S_SKIN is ignored. For information on the
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content of an S_SKIN lump, refer to the Doom Legacy skin docs.
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Every SKINDEF lump must contain an [Info] section with one or more
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of the following entries:
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Name (req) Name of the skin.
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Sprite (opt) Default sprite to use for animations. If every
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animation you define also specifies a sprite,
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then you don't need this here.
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Face (opt) Replaces the face graphics in the status bar. Since
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only Doom has a face in its status bar, this entry
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is only useful when playing Doom.
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Gender (opt) The gender to use for deciding which player sounds
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to use for sounds not defined in the [Sounds] section.
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Can be male, female, or cyborg. The default is male.
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ColorRange (opt) The range of palette entries to recolor to match
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the player's color. Specified as <first>,<last>.
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For Doom, this defaults to 112,127. For Heretic,
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225,240. For Hexen, 146,163.
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Use a [Sounds] section to specify new sounds for the skin. In this section,
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each entry is the name of a player sound to replace, and the value after
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the equals sign is the lump to use for that sound. Currently defined player
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sounds are:
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death1 Randomly chosen sounds when the player dies.
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death2
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death3
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death4
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xdeath1 Player had an "extreme" death.
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xdeath2 (Hexen)
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xdeath3 (Hexen)
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wimpydeath (Heretic) Player dies from an attack of less than 10 damage.
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crazydeath (Heretic) Player's health after death is in the range (-100,50].
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burndeath (Hexen) Player was burnt to death.
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pain100_1 Pain sounds when health is in the range (75,100].
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pain100_2
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pain75_1 Pain sounds when health is in the range (50,75].
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pain75_2
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pain50_1 Pain sounds when health is in the range (25,50].
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pain50_2
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pain25_1 Pain sounds when health is in the range (0,25].
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pain25_2
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grunt1 Player runs into a wall too fast on an icy floor.
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land1 Player lands on the ground.
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jump1 Player jumps up.
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gibbed Player is gibbed.
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fist (Doom) Player uses her fist.
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usefail Player presses +use on an non-usable line.
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puzzfail (Hexen) Player tried to use a puzzle item where it didn't work.
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weaponlaugh (Heretic) Player picks up a weapon.
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evillaugh (Heretic) Player uses a Tome of Power or Chaos Device.
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poison Player is being poisoned.
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falling (Hexen) Player is falling far.
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splat Player fell too far and was killed on impact.
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As you can see, the sound names are the same as the player sounds defined in
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zdoom.wad's SNDINFO lump, but with only the part after the last slash.
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The remaining sections in the SKINDEF lump define animations for the player.
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Only the Idle animation is required. The rest are all optional, and ZDoom will
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try to use the best possible alternative for animations you do not specify.
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Each animation is defined in a different section with the same name as the
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animation. Valid entries in an animation section are:
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Sprite (opt) Name of the sprite to use for this animation. If
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omitted, the sprite specified in the [Info] lump will
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be used.
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Rate (opt) Speed at which to play through the frames in this
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animation (in tics). If omitted, a rate of four
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tics/frame will be used.
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Frames (req) A list of frames to play for the animation.
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At its simplest, Frames lists the frames of the sprite to play (A-Z, [, \, ],
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^, and _), in the order they are to be played, with no spaces. There are some
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optional character that can appear after a frame letter to do something
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special for that frame:
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* Sprite is drawn fullbright.
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! Play pain sound.
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@ Play death sound.
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# Set player to non-solid (death animations only).
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% Pop off player's skull (needs HeadFlying and HeadOnGround animations).
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$ Plays the sound "misc/burn".
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^ Play gibbed sound.
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( Begin frozen death sequence.
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) Finish frozen death sequence by bursting into shards of ice.
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Possible animations are:
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Idle Player is standing around doing nothing.
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Running Player is running.
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Attacking Player is attacking but not currently firing.
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Firing Player is attacking and currently firing.
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Climbing Player is climbing a ladder.
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Crouching Player is crouching but not moving.
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Crawling Player is crawling around.
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JumpUp Player is jumping.
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Falling Player is falling.
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Landing Player just hit the ground after falling.
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Swimming Player is swimming in water.
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Death Player died normally.
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ExtremeDeath Player died violently.
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BurnDeath Player was burnt to death.
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FreezeDeath Player was frozen to death.
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HeadFlying Player's head after popping off body.
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HeadOnGround Player's head after landing on ground.
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*/
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