mirror of
https://github.com/DrBeef/DVR.git
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1118 lines
40 KiB
C++
1118 lines
40 KiB
C++
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2006 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Dehacked file support
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* New for the TeamTNT "Boom" engine
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*
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* Author: Ty Halderman, TeamTNT
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*
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* Description: This file translates the #defined string constants
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* to named variables to externalize them for deh/bex changes.
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* Should be able to compile with D_FRENCH (for example) and still
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* work (untested).
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*
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*/
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#ifndef __D_DEH__
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#define __D_DEH__
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void ProcessDehFile(const char *filename, const char *outfilename, int lumpnum);
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//
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// Ty 03/22/98 - note that we are keeping the english versions and
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// comments in this file
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// New string names all start with an extra s_ to avoid conflicts,
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// but are otherwise identical to the original including uppercase.
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// This is partly to keep the changes simple and partly for easier
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// identification of the locations in which they're used.
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//
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// Printed strings for translation
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//
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//
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// D_Main.C
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//
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//#define D_DEVSTR "Development mode ON.\n"
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extern const char *s_D_DEVSTR; // = D_DEVSTR;
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//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
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extern const char *s_D_CDROM; // = D_CDROM;
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//
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// M_Menu.C
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//
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//#define PRESSKEY "press a key."
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extern const char *s_PRESSKEY; // = PRESSKEY;
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//#define PRESSYN "press y or n."
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extern const char *s_PRESSYN; // = PRESSYN;
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//#define QUITMSG "are you sure you want to\nquit this great game?"
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extern const char *s_QUITMSG; // = QUITMSG;
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//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
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extern const char *s_LOADNET; // = LOADNET;
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//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
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extern const char *s_QLOADNET; // = QLOADNET;
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//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
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extern const char *s_QSAVESPOT; // = QSAVESPOT;
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//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
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extern const char *s_SAVEDEAD; // = SAVEDEAD;
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//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
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extern const char *s_QSPROMPT; // = QSPROMPT;
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//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
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extern const char *s_QLPROMPT; // = QLPROMPT;
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/*
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#define NEWGAME \
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"you can't start a new game\n"\
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"while in a network game.\n\n"PRESSKEY
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*/
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extern const char *s_NEWGAME; // = NEWGAME;
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// CPhipps - message given when asked if to restart the level
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extern const char *s_RESTARTLEVEL;
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/*
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#define NIGHTMARE \
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"are you sure? this skill level\n"\
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"isn't even remotely fair.\n\n"PRESSYN
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*/
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extern const char *s_NIGHTMARE; // = NIGHTMARE;
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/*
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#define SWSTRING \
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"this is the shareware version of doom.\n\n"\
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"you need to order the entire trilogy.\n\n"PRESSKEY
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*/
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extern const char *s_SWSTRING; // = SWSTRING;
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//#define MSGOFF "Messages OFF"
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extern const char *s_MSGOFF; // = MSGOFF;
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//#define MSGON "Messages ON"
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extern const char *s_MSGON; // = MSGON;
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//#define NETEND "you can't end a netgame!\n\n"PRESSKEY
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extern const char *s_NETEND; // = NETEND;
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//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
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extern const char *s_ENDGAME; // = ENDGAME;
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//#define DOSY "(press y to quit)"
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extern const char *s_DOSY; // = DOSY;
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//#define DETAILHI "High detail"
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extern const char *s_DETAILHI; // = DETAILHI;
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//#define DETAILLO "Low detail"
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extern const char *s_DETAILLO; // = DETAILLO;
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//#define GAMMALVL0 "Gamma correction OFF"
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extern const char *s_GAMMALVL0; // = GAMMALVL0;
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//#define GAMMALVL1 "Gamma correction level 1"
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extern const char *s_GAMMALVL1; // = GAMMALVL1;
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//#define GAMMALVL2 "Gamma correction level 2"
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extern const char *s_GAMMALVL2; // = GAMMALVL2;
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//#define GAMMALVL3 "Gamma correction level 3"
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extern const char *s_GAMMALVL3; // = GAMMALVL3;
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//#define GAMMALVL4 "Gamma correction level 4"
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extern const char *s_GAMMALVL4; // = GAMMALVL4;
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//#define EMPTYSTRING "empty slot"
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extern const char *s_EMPTYSTRING; // = EMPTYSTRING;
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//
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// P_inter.C
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//
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//#define GOTARMOR "Picked up the armor."
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extern const char *s_GOTARMOR; // = GOTARMOR;
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//#define GOTMEGA "Picked up the MegaArmor!"
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extern const char *s_GOTMEGA; // = GOTMEGA;
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//#define GOTHTHBONUS "Picked up a health bonus."
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extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS;
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//#define GOTARMBONUS "Picked up an armor bonus."
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extern const char *s_GOTARMBONUS; // = GOTARMBONUS;
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//#define GOTSTIM "Picked up a stimpack."
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extern const char *s_GOTSTIM; // = GOTSTIM;
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//#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
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extern const char *s_GOTMEDINEED; // = GOTMEDINEED;
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//#define GOTMEDIKIT "Picked up a medikit."
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extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT;
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//#define GOTSUPER "Supercharge!"
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extern const char *s_GOTSUPER; // = GOTSUPER;
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//#define GOTBLUECARD "Picked up a blue keycard."
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extern const char *s_GOTBLUECARD; // = GOTBLUECARD;
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//#define GOTYELWCARD "Picked up a yellow keycard."
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extern const char *s_GOTYELWCARD; // = GOTYELWCARD;
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//#define GOTREDCARD "Picked up a red keycard."
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extern const char *s_GOTREDCARD; // = GOTREDCARD;
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//#define GOTBLUESKUL "Picked up a blue skull key."
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extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL;
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//#define GOTYELWSKUL "Picked up a yellow skull key."
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extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL;
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//#define GOTREDSKULL "Picked up a red skull key."
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extern const char *s_GOTREDSKULL; // = GOTREDSKULL;
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//#define GOTINVUL "Invulnerability!"
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extern const char *s_GOTINVUL; // = GOTINVUL;
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//#define GOTBERSERK "Berserk!"
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extern const char *s_GOTBERSERK; // = GOTBERSERK;
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//#define GOTINVIS "Partial Invisibility"
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extern const char *s_GOTINVIS; // = GOTINVIS;
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//#define GOTSUIT "Radiation Shielding Suit"
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extern const char *s_GOTSUIT; // = GOTSUIT;
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//#define GOTMAP "Computer Area Map"
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extern const char *s_GOTMAP; // = GOTMAP;
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//#define GOTVISOR "Light Amplification Visor"
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extern const char *s_GOTVISOR; // = GOTVISOR;
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//#define GOTMSPHERE "MegaSphere!"
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extern const char *s_GOTMSPHERE; // = GOTMSPHERE;
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//#define GOTCLIP "Picked up a clip."
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extern const char *s_GOTCLIP; // = GOTCLIP;
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//#define GOTCLIPBOX "Picked up a box of bullets."
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extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX;
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//#define GOTROCKET "Picked up a rocket."
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extern const char *s_GOTROCKET; // = GOTROCKET;
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//#define GOTROCKBOX "Picked up a box of rockets."
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extern const char *s_GOTROCKBOX; // = GOTROCKBOX;
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//#define GOTCELL "Picked up an energy cell."
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extern const char *s_GOTCELL; // = GOTCELL;
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//#define GOTCELLBOX "Picked up an energy cell pack."
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extern const char *s_GOTCELLBOX; // = GOTCELLBOX;
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//#define GOTSHELLS "Picked up 4 shotgun shells."
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extern const char *s_GOTSHELLS; // = GOTSHELLS;
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//#define GOTSHELLBOX "Picked up a box of shotgun shells."
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extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX;
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//#define GOTBACKPACK "Picked up a backpack full of ammo!"
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extern const char *s_GOTBACKPACK; // = GOTBACKPACK;
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//#define GOTBFG9000 "You got the BFG9000! Oh, yes."
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extern const char *s_GOTBFG9000; // = GOTBFG9000;
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//#define GOTCHAINGUN "You got the chaingun!"
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extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN;
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//#define GOTCHAINSAW "A chainsaw! Find some meat!"
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extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW;
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//#define GOTLAUNCHER "You got the rocket launcher!"
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extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER;
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//#define GOTPLASMA "You got the plasma gun!"
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extern const char *s_GOTPLASMA; // = GOTPLASMA;
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//#define GOTSHOTGUN "You got the shotgun!"
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extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN;
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//#define GOTSHOTGUN2 "You got the super shotgun!"
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extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2;
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//
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// P_Doors.C
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//
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//#define PD_BLUEO "You need a blue key to activate this object"
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extern const char *s_PD_BLUEO; // = PD_BLUEO;
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//#define PD_REDO "You need a red key to activate this object"
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extern const char *s_PD_REDO; // = PD_REDO;
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//#define PD_YELLOWO "You need a yellow key to activate this object"
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extern const char *s_PD_YELLOWO; // = PD_YELLOWO;
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//#define PD_BLUEK "You need a blue key to open this door"
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extern const char *s_PD_BLUEK; // = PD_BLUEK;
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//#define PD_REDK "You need a red key to open this door"
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extern const char *s_PD_REDK; // = PD_REDK;
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//#define PD_YELLOWK "You need a yellow key to open this door"
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extern const char *s_PD_YELLOWK; // = PD_YELLOWK;
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//jff 02/05/98 Create messages specific to card and skull keys
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//#define PD_BLUEC "You need a blue card to open this door"
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extern const char *s_PD_BLUEC; // = PD_BLUEC;
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//#define PD_REDC "You need a red card to open this door"
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extern const char *s_PD_REDC; // = PD_REDC;
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//#define PD_YELLOWC "You need a yellow card to open this door"
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extern const char *s_PD_YELLOWC; // = PD_YELLOWC;
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//#define PD_BLUES "You need a blue skull to open this door"
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extern const char *s_PD_BLUES; // = PD_BLUES;
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//#define PD_REDS "You need a red skull to open this door"
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extern const char *s_PD_REDS; // = PD_REDS;
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//#define PD_YELLOWS "You need a yellow skull to open this door"
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extern const char *s_PD_YELLOWS; // = PD_YELLOWS;
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//#define PD_ANY "Any key will open this door"
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extern const char *s_PD_ANY; // = PD_ANY;
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//#define PD_ALL3 "You need all three keys to open this door"
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extern const char *s_PD_ALL3; // = PD_ALL3;
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//#define PD_ALL6 "You need all six keys to open this door"
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extern const char *s_PD_ALL6; // = PD_ALL6;
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//
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// G_game.C
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//
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//#define GGSAVED "game saved."
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extern const char *s_GGSAVED; // = GGSAVED;
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//
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// HU_stuff.C
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//
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//#define HUSTR_MSGU "[Message unsent]"
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extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU;
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//#define HUSTR_E1M1 "E1M1: Hangar"
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extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1;
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//#define HUSTR_E1M2 "E1M2: Nuclear Plant"
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extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2;
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//#define HUSTR_E1M3 "E1M3: Toxin Refinery"
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extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3;
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//#define HUSTR_E1M4 "E1M4: Command Control"
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extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4;
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//#define HUSTR_E1M5 "E1M5: Phobos Lab"
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extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5;
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//#define HUSTR_E1M6 "E1M6: Central Processing"
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extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6;
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//#define HUSTR_E1M7 "E1M7: Computer Station"
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extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7;
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//#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
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extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8;
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//#define HUSTR_E1M9 "E1M9: Military Base"
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extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9;
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//#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
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extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1;
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//#define HUSTR_E2M2 "E2M2: Containment Area"
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extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2;
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//#define HUSTR_E2M3 "E2M3: Refinery"
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extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3;
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//#define HUSTR_E2M4 "E2M4: Deimos Lab"
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extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4;
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//#define HUSTR_E2M5 "E2M5: Command Center"
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extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5;
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//#define HUSTR_E2M6 "E2M6: Halls of the Damned"
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extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6;
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//#define HUSTR_E2M7 "E2M7: Spawning Vats"
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extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7;
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//#define HUSTR_E2M8 "E2M8: Tower of Babel"
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extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8;
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//#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
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extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9;
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//#define HUSTR_E3M1 "E3M1: Hell Keep"
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extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1;
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//#define HUSTR_E3M2 "E3M2: Slough of Despair"
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extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2;
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//#define HUSTR_E3M3 "E3M3: Pandemonium"
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extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3;
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//#define HUSTR_E3M4 "E3M4: House of Pain"
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extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4;
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//#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
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extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5;
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//#define HUSTR_E3M6 "E3M6: Mt. Erebus"
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extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6;
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//#define HUSTR_E3M7 "E3M7: Limbo"
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extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7;
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//#define HUSTR_E3M8 "E3M8: Dis"
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extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8;
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//#define HUSTR_E3M9 "E3M9: Warrens"
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extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9;
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//#define HUSTR_E4M1 "E4M1: Hell Beneath"
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extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1;
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//#define HUSTR_E4M2 "E4M2: Perfect Hatred"
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extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2;
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//#define HUSTR_E4M3 "E4M3: Sever The Wicked"
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extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3;
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//#define HUSTR_E4M4 "E4M4: Unruly Evil"
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extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4;
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//#define HUSTR_E4M5 "E4M5: They Will Repent"
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extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5;
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//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
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extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6;
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//#define HUSTR_E4M7 "E4M7: And Hell Followed"
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extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7;
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//#define HUSTR_E4M8 "E4M8: Unto The Cruel"
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extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8;
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//#define HUSTR_E4M9 "E4M9: Fear"
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extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9;
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//#define HUSTR_1 "level 1: entryway"
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extern const char *s_HUSTR_1; // = HUSTR_1;
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//#define HUSTR_2 "level 2: underhalls"
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extern const char *s_HUSTR_2; // = HUSTR_2;
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//#define HUSTR_3 "level 3: the gantlet"
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extern const char *s_HUSTR_3; // = HUSTR_3;
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//#define HUSTR_4 "level 4: the focus"
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extern const char *s_HUSTR_4; // = HUSTR_4;
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//#define HUSTR_5 "level 5: the waste tunnels"
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extern const char *s_HUSTR_5; // = HUSTR_5;
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//#define HUSTR_6 "level 6: the crusher"
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extern const char *s_HUSTR_6; // = HUSTR_6;
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//#define HUSTR_7 "level 7: dead simple"
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extern const char *s_HUSTR_7; // = HUSTR_7;
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//#define HUSTR_8 "level 8: tricks and traps"
|
|
extern const char *s_HUSTR_8; // = HUSTR_8;
|
|
//#define HUSTR_9 "level 9: the pit"
|
|
extern const char *s_HUSTR_9; // = HUSTR_9;
|
|
//#define HUSTR_10 "level 10: refueling base"
|
|
extern const char *s_HUSTR_10; // = HUSTR_10;
|
|
//#define HUSTR_11 "level 11: 'o' of destruction!"
|
|
extern const char *s_HUSTR_11; // = HUSTR_11;
|
|
|
|
//#define HUSTR_12 "level 12: the factory"
|
|
extern const char *s_HUSTR_12; // = HUSTR_12;
|
|
//#define HUSTR_13 "level 13: downtown"
|
|
extern const char *s_HUSTR_13; // = HUSTR_13;
|
|
//#define HUSTR_14 "level 14: the inmost dens"
|
|
extern const char *s_HUSTR_14; // = HUSTR_14;
|
|
//#define HUSTR_15 "level 15: industrial zone"
|
|
extern const char *s_HUSTR_15; // = HUSTR_15;
|
|
//#define HUSTR_16 "level 16: suburbs"
|
|
extern const char *s_HUSTR_16; // = HUSTR_16;
|
|
//#define HUSTR_17 "level 17: tenements"
|
|
extern const char *s_HUSTR_17; // = HUSTR_17;
|
|
//#define HUSTR_18 "level 18: the courtyard"
|
|
extern const char *s_HUSTR_18; // = HUSTR_18;
|
|
//#define HUSTR_19 "level 19: the citadel"
|
|
extern const char *s_HUSTR_19; // = HUSTR_19;
|
|
//#define HUSTR_20 "level 20: gotcha!"
|
|
extern const char *s_HUSTR_20; // = HUSTR_20;
|
|
|
|
//#define HUSTR_21 "level 21: nirvana"
|
|
extern const char *s_HUSTR_21; // = HUSTR_21;
|
|
//#define HUSTR_22 "level 22: the catacombs"
|
|
extern const char *s_HUSTR_22; // = HUSTR_22;
|
|
//#define HUSTR_23 "level 23: barrels o' fun"
|
|
extern const char *s_HUSTR_23; // = HUSTR_23;
|
|
//#define HUSTR_24 "level 24: the chasm"
|
|
extern const char *s_HUSTR_24; // = HUSTR_24;
|
|
//#define HUSTR_25 "level 25: bloodfalls"
|
|
extern const char *s_HUSTR_25; // = HUSTR_25;
|
|
//#define HUSTR_26 "level 26: the abandoned mines"
|
|
extern const char *s_HUSTR_26; // = HUSTR_26;
|
|
//#define HUSTR_27 "level 27: monster condo"
|
|
extern const char *s_HUSTR_27; // = HUSTR_27;
|
|
//#define HUSTR_28 "level 28: the spirit world"
|
|
extern const char *s_HUSTR_28; // = HUSTR_28;
|
|
//#define HUSTR_29 "level 29: the living end"
|
|
extern const char *s_HUSTR_29; // = HUSTR_29;
|
|
//#define HUSTR_30 "level 30: icon of sin"
|
|
extern const char *s_HUSTR_30; // = HUSTR_30;
|
|
|
|
//#define HUSTR_31 "level 31: wolfenstein"
|
|
extern const char *s_HUSTR_31; // = HUSTR_31;
|
|
//#define HUSTR_32 "level 32: grosse"
|
|
extern const char *s_HUSTR_32; // = HUSTR_32;
|
|
|
|
//#define PHUSTR_1 "level 1: congo"
|
|
extern const char *s_PHUSTR_1; // = PHUSTR_1;
|
|
//#define PHUSTR_2 "level 2: well of souls"
|
|
extern const char *s_PHUSTR_2; // = PHUSTR_2;
|
|
//#define PHUSTR_3 "level 3: aztec"
|
|
extern const char *s_PHUSTR_3; // = PHUSTR_3;
|
|
//#define PHUSTR_4 "level 4: caged"
|
|
extern const char *s_PHUSTR_4; // = PHUSTR_4;
|
|
//#define PHUSTR_5 "level 5: ghost town"
|
|
extern const char *s_PHUSTR_5; // = PHUSTR_5;
|
|
//#define PHUSTR_6 "level 6: baron's lair"
|
|
extern const char *s_PHUSTR_6; // = PHUSTR_6;
|
|
//#define PHUSTR_7 "level 7: caughtyard"
|
|
extern const char *s_PHUSTR_7; // = PHUSTR_7;
|
|
//#define PHUSTR_8 "level 8: realm"
|
|
extern const char *s_PHUSTR_8; // = PHUSTR_8;
|
|
//#define PHUSTR_9 "level 9: abattoire"
|
|
extern const char *s_PHUSTR_9; // = PHUSTR_9;
|
|
//#define PHUSTR_10 "level 10: onslaught"
|
|
extern const char *s_PHUSTR_10; // = PHUSTR_10;
|
|
//#define PHUSTR_11 "level 11: hunted"
|
|
extern const char *s_PHUSTR_11; // = PHUSTR_11;
|
|
|
|
//#define PHUSTR_12 "level 12: speed"
|
|
extern const char *s_PHUSTR_12; // = PHUSTR_12;
|
|
//#define PHUSTR_13 "level 13: the crypt"
|
|
extern const char *s_PHUSTR_13; // = PHUSTR_13;
|
|
//#define PHUSTR_14 "level 14: genesis"
|
|
extern const char *s_PHUSTR_14; // = PHUSTR_14;
|
|
//#define PHUSTR_15 "level 15: the twilight"
|
|
extern const char *s_PHUSTR_15; // = PHUSTR_15;
|
|
//#define PHUSTR_16 "level 16: the omen"
|
|
extern const char *s_PHUSTR_16; // = PHUSTR_16;
|
|
//#define PHUSTR_17 "level 17: compound"
|
|
extern const char *s_PHUSTR_17; // = PHUSTR_17;
|
|
//#define PHUSTR_18 "level 18: neurosphere"
|
|
extern const char *s_PHUSTR_18; // = PHUSTR_18;
|
|
//#define PHUSTR_19 "level 19: nme"
|
|
extern const char *s_PHUSTR_19; // = PHUSTR_19;
|
|
//#define PHUSTR_20 "level 20: the death domain"
|
|
extern const char *s_PHUSTR_20; // = PHUSTR_20;
|
|
|
|
//#define PHUSTR_21 "level 21: slayer"
|
|
extern const char *s_PHUSTR_21; // = PHUSTR_21;
|
|
//#define PHUSTR_22 "level 22: impossible mission"
|
|
extern const char *s_PHUSTR_22; // = PHUSTR_22;
|
|
//#define PHUSTR_23 "level 23: tombstone"
|
|
extern const char *s_PHUSTR_23; // = PHUSTR_23;
|
|
//#define PHUSTR_24 "level 24: the final frontier"
|
|
extern const char *s_PHUSTR_24; // = PHUSTR_24;
|
|
//#define PHUSTR_25 "level 25: the temple of darkness"
|
|
extern const char *s_PHUSTR_25; // = PHUSTR_25;
|
|
//#define PHUSTR_26 "level 26: bunker"
|
|
extern const char *s_PHUSTR_26; // = PHUSTR_26;
|
|
//#define PHUSTR_27 "level 27: anti-christ"
|
|
extern const char *s_PHUSTR_27; // = PHUSTR_27;
|
|
//#define PHUSTR_28 "level 28: the sewers"
|
|
extern const char *s_PHUSTR_28; // = PHUSTR_28;
|
|
//#define PHUSTR_29 "level 29: odyssey of noises"
|
|
extern const char *s_PHUSTR_29; // = PHUSTR_29;
|
|
//#define PHUSTR_30 "level 30: the gateway of hell"
|
|
extern const char *s_PHUSTR_30; // = PHUSTR_30;
|
|
|
|
//#define PHUSTR_31 "level 31: cyberden"
|
|
extern const char *s_PHUSTR_31; // = PHUSTR_31;
|
|
//#define PHUSTR_32 "level 32: go 2 it"
|
|
extern const char *s_PHUSTR_32; // = PHUSTR_32;
|
|
|
|
//#define THUSTR_1 "level 1: system control"
|
|
extern const char *s_THUSTR_1; // = THUSTR_1;
|
|
//#define THUSTR_2 "level 2: human bbq"
|
|
extern const char *s_THUSTR_2; // = THUSTR_2;
|
|
//#define THUSTR_3 "level 3: power control"
|
|
extern const char *s_THUSTR_3; // = THUSTR_3;
|
|
//#define THUSTR_4 "level 4: wormhole"
|
|
extern const char *s_THUSTR_4; // = THUSTR_4;
|
|
//#define THUSTR_5 "level 5: hanger"
|
|
extern const char *s_THUSTR_5; // = THUSTR_5;
|
|
//#define THUSTR_6 "level 6: open season"
|
|
extern const char *s_THUSTR_6; // = THUSTR_6;
|
|
//#define THUSTR_7 "level 7: prison"
|
|
extern const char *s_THUSTR_7; // = THUSTR_7;
|
|
//#define THUSTR_8 "level 8: metal"
|
|
extern const char *s_THUSTR_8; // = THUSTR_8;
|
|
//#define THUSTR_9 "level 9: stronghold"
|
|
extern const char *s_THUSTR_9; // = THUSTR_9;
|
|
//#define THUSTR_10 "level 10: redemption"
|
|
extern const char *s_THUSTR_10; // = THUSTR_10;
|
|
//#define THUSTR_11 "level 11: storage facility"
|
|
extern const char *s_THUSTR_11; // = THUSTR_11;
|
|
|
|
//#define THUSTR_12 "level 12: crater"
|
|
extern const char *s_THUSTR_12; // = THUSTR_12;
|
|
//#define THUSTR_13 "level 13: nukage processing"
|
|
extern const char *s_THUSTR_13; // = THUSTR_13;
|
|
//#define THUSTR_14 "level 14: steel works"
|
|
extern const char *s_THUSTR_14; // = THUSTR_14;
|
|
//#define THUSTR_15 "level 15: dead zone"
|
|
extern const char *s_THUSTR_15; // = THUSTR_15;
|
|
//#define THUSTR_16 "level 16: deepest reaches"
|
|
extern const char *s_THUSTR_16; // = THUSTR_16;
|
|
//#define THUSTR_17 "level 17: processing area"
|
|
extern const char *s_THUSTR_17; // = THUSTR_17;
|
|
//#define THUSTR_18 "level 18: mill"
|
|
extern const char *s_THUSTR_18; // = THUSTR_18;
|
|
//#define THUSTR_19 "level 19: shipping/respawning"
|
|
extern const char *s_THUSTR_19; // = THUSTR_19;
|
|
//#define THUSTR_20 "level 20: central processing"
|
|
extern const char *s_THUSTR_20; // = THUSTR_20;
|
|
|
|
//#define THUSTR_21 "level 21: administration center"
|
|
extern const char *s_THUSTR_21; // = THUSTR_21;
|
|
//#define THUSTR_22 "level 22: habitat"
|
|
extern const char *s_THUSTR_22; // = THUSTR_22;
|
|
//#define THUSTR_23 "level 23: lunar mining project"
|
|
extern const char *s_THUSTR_23; // = THUSTR_23;
|
|
//#define THUSTR_24 "level 24: quarry"
|
|
extern const char *s_THUSTR_24; // = THUSTR_24;
|
|
//#define THUSTR_25 "level 25: baron's den"
|
|
extern const char *s_THUSTR_25; // = THUSTR_25;
|
|
//#define THUSTR_26 "level 26: ballistyx"
|
|
extern const char *s_THUSTR_26; // = THUSTR_26;
|
|
//#define THUSTR_27 "level 27: mount pain"
|
|
extern const char *s_THUSTR_27; // = THUSTR_27;
|
|
//#define THUSTR_28 "level 28: heck"
|
|
extern const char *s_THUSTR_28; // = THUSTR_28;
|
|
//#define THUSTR_29 "level 29: river styx"
|
|
extern const char *s_THUSTR_29; // = THUSTR_29;
|
|
//#define THUSTR_30 "level 30: last call"
|
|
extern const char *s_THUSTR_30; // = THUSTR_30;
|
|
|
|
//#define THUSTR_31 "level 31: pharaoh"
|
|
extern const char *s_THUSTR_31; // = THUSTR_31;
|
|
//#define THUSTR_32 "level 32: caribbean"
|
|
extern const char *s_THUSTR_32; // = THUSTR_32;
|
|
|
|
//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
|
|
extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1;
|
|
//#define HUSTR_CHATMACRO2 "I'm OK."
|
|
extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2;
|
|
//#define HUSTR_CHATMACRO3 "I'm not looking too good!"
|
|
extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3;
|
|
//#define HUSTR_CHATMACRO4 "Help!"
|
|
extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4;
|
|
//#define HUSTR_CHATMACRO5 "You suck!"
|
|
extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5;
|
|
//#define HUSTR_CHATMACRO6 "Next time, scumbag..."
|
|
extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6;
|
|
//#define HUSTR_CHATMACRO7 "Come here!"
|
|
extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7;
|
|
//#define HUSTR_CHATMACRO8 "I'll take care of it."
|
|
extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8;
|
|
//#define HUSTR_CHATMACRO9 "Yes"
|
|
extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9;
|
|
//#define HUSTR_CHATMACRO0 "No"
|
|
extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0;
|
|
|
|
//#define HUSTR_TALKTOSELF1 "You mumble to yourself"
|
|
extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1;
|
|
//#define HUSTR_TALKTOSELF2 "Who's there?"
|
|
extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2;
|
|
//#define HUSTR_TALKTOSELF3 "You scare yourself"
|
|
extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3;
|
|
//#define HUSTR_TALKTOSELF4 "You start to rave"
|
|
extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4;
|
|
//#define HUSTR_TALKTOSELF5 "You've lost it..."
|
|
extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5;
|
|
|
|
//#define HUSTR_MESSAGESENT "[Message Sent]"
|
|
extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT;
|
|
|
|
// The following should NOT be changed unless it seems
|
|
// just AWFULLY necessary
|
|
|
|
//#define HUSTR_PLRGREEN "Green: "
|
|
extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN;
|
|
//#define HUSTR_PLRINDIGO "Indigo: "
|
|
extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO;
|
|
//#define HUSTR_PLRBROWN "Brown: "
|
|
extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN;
|
|
//#define HUSTR_PLRRED "Red: "
|
|
extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED;
|
|
|
|
//
|
|
// AM_map.C
|
|
//
|
|
|
|
//#define AMSTR_FOLLOWON "Follow Mode ON"
|
|
extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON;
|
|
//#define AMSTR_FOLLOWOFF "Follow Mode OFF"
|
|
extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF;
|
|
|
|
//#define AMSTR_GRIDON "Grid ON"
|
|
extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON;
|
|
//#define AMSTR_GRIDOFF "Grid OFF"
|
|
extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF;
|
|
|
|
//#define AMSTR_MARKEDSPOT "Marked Spot"
|
|
extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT;
|
|
//#define AMSTR_MARKSCLEARED "All Marks Cleared"
|
|
extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED;
|
|
|
|
// CPhipps - automap rotate & overlay
|
|
extern const char* s_AMSTR_ROTATEON;
|
|
extern const char* s_AMSTR_ROTATEOFF;
|
|
extern const char* s_AMSTR_OVERLAYON;
|
|
extern const char* s_AMSTR_OVERLAYOFF;
|
|
|
|
//
|
|
// ST_stuff.C
|
|
//
|
|
|
|
//#define STSTR_MUS "Music Change"
|
|
extern const char* s_STSTR_MUS; // = STSTR_MUS;
|
|
//#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
|
|
extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS;
|
|
//#define STSTR_DQDON "Degreelessness Mode On"
|
|
extern const char* s_STSTR_DQDON; // = STSTR_DQDON;
|
|
//#define STSTR_DQDOFF "Degreelessness Mode Off"
|
|
extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF;
|
|
|
|
//#define STSTR_KFAADDED "Very Happy Ammo Added"
|
|
extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED;
|
|
//#define STSTR_FAADDED "Ammo (no keys) Added"
|
|
extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED;
|
|
|
|
//#define STSTR_NCON "No Clipping Mode ON"
|
|
extern const char* s_STSTR_NCON; // = STSTR_NCON;
|
|
//#define STSTR_NCOFF "No Clipping Mode OFF"
|
|
extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF;
|
|
|
|
//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
|
|
extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD;
|
|
//#define STSTR_BEHOLDX "Power-up Toggled"
|
|
extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX;
|
|
|
|
//#define STSTR_CHOPPERS "... doesn't suck - GM"
|
|
extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS;
|
|
//#define STSTR_CLEV "Changing Level..."
|
|
extern const char* s_STSTR_CLEV; // = STSTR_CLEV;
|
|
|
|
//
|
|
// F_Finale.C
|
|
//
|
|
/*
|
|
#define E1TEXT \
|
|
"Once you beat the big badasses and\n"\
|
|
"clean out the moon base you're supposed\n"\
|
|
"to win, aren't you? Aren't you? Where's\n"\
|
|
"your fat reward and ticket home? What\n"\
|
|
"the hell is this? It's not supposed to\n"\
|
|
"end this way!\n"\
|
|
"\n" \
|
|
"It stinks like rotten meat, but looks\n"\
|
|
"like the lost Deimos base. Looks like\n"\
|
|
"you're stuck on The Shores of Hell.\n"\
|
|
"The only way out is through.\n"\
|
|
"\n"\
|
|
"To continue the DOOM experience, play\n"\
|
|
"The Shores of Hell and its amazing\n"\
|
|
"sequel, Inferno!\n"
|
|
*/
|
|
extern const char* s_E1TEXT; // = E1TEXT;
|
|
|
|
|
|
/*
|
|
#define E2TEXT \
|
|
"You've done it! The hideous cyber-\n"\
|
|
"demon lord that ruled the lost Deimos\n"\
|
|
"moon base has been slain and you\n"\
|
|
"are triumphant! But ... where are\n"\
|
|
"you? You clamber to the edge of the\n"\
|
|
"moon and look down to see the awful\n"\
|
|
"truth.\n" \
|
|
"\n"\
|
|
"Deimos floats above Hell itself!\n"\
|
|
"You've never heard of anyone escaping\n"\
|
|
"from Hell, but you'll make the bastards\n"\
|
|
"sorry they ever heard of you! Quickly,\n"\
|
|
"you rappel down to the surface of\n"\
|
|
"Hell.\n"\
|
|
"\n" \
|
|
"Now, it's on to the final chapter of\n"\
|
|
"DOOM! -- Inferno."
|
|
*/
|
|
extern const char* s_E2TEXT; // = E2TEXT;
|
|
|
|
|
|
/*
|
|
#define E3TEXT \
|
|
"The loathsome spiderdemon that\n"\
|
|
"masterminded the invasion of the moon\n"\
|
|
"bases and caused so much death has had\n"\
|
|
"its ass kicked for all time.\n"\
|
|
"\n"\
|
|
"A hidden doorway opens and you enter.\n"\
|
|
"You've proven too tough for Hell to\n"\
|
|
"contain, and now Hell at last plays\n"\
|
|
"fair -- for you emerge from the door\n"\
|
|
"to see the green fields of Earth!\n"\
|
|
"Home at last.\n" \
|
|
"\n"\
|
|
"You wonder what's been happening on\n"\
|
|
"Earth while you were battling evil\n"\
|
|
"unleashed. It's good that no Hell-\n"\
|
|
"spawn could have come through that\n"\
|
|
"door with you ..."
|
|
*/
|
|
extern const char* s_E3TEXT; // = E3TEXT;
|
|
|
|
|
|
/*
|
|
#define E4TEXT \
|
|
"the spider mastermind must have sent forth\n"\
|
|
"its legions of hellspawn before your\n"\
|
|
"final confrontation with that terrible\n"\
|
|
"beast from hell. but you stepped forward\n"\
|
|
"and brought forth eternal damnation and\n"\
|
|
"suffering upon the horde as a true hero\n"\
|
|
"would in the face of something so evil.\n"\
|
|
"\n"\
|
|
"besides, someone was gonna pay for what\n"\
|
|
"happened to daisy, your pet rabbit.\n"\
|
|
"\n"\
|
|
"but now, you see spread before you more\n"\
|
|
"potential pain and gibbitude as a nation\n"\
|
|
"of demons run amok among our cities.\n"\
|
|
"\n"\
|
|
"next stop, hell on earth!"
|
|
*/
|
|
extern const char* s_E4TEXT; // = E4TEXT;
|
|
|
|
|
|
// after level 6, put this:
|
|
|
|
/*
|
|
#define C1TEXT \
|
|
"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
|
|
"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
|
|
"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
|
|
"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
|
|
"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
|
|
"\n"\
|
|
"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
|
|
"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
|
|
"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
|
|
"OF THE STARBASE AND FIND THE CONTROLLING\n" \
|
|
"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
|
|
"HOSTAGE."
|
|
*/
|
|
extern const char* s_C1TEXT; // = C1TEXT;
|
|
|
|
// After level 11, put this:
|
|
|
|
/*
|
|
#define C2TEXT \
|
|
"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
|
|
"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
|
|
"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
|
|
"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
|
|
"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
|
|
"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
|
|
"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
|
|
"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
|
|
"\n"\
|
|
"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
|
|
"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
|
|
"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
|
|
"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
|
|
"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
|
|
"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
|
|
"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
|
|
"UP AND RETURN TO THE FRAY."
|
|
*/
|
|
extern const char* s_C2TEXT; // = C2TEXT;
|
|
|
|
|
|
// After level 20, put this:
|
|
|
|
/*
|
|
#define C3TEXT \
|
|
"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
|
|
"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
|
|
"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
|
|
"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
|
|
"TEETH AND PLUNGE THROUGH IT.\n"\
|
|
"\n"\
|
|
"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
|
|
"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
|
|
"GOT TO GO THROUGH HELL TO GET TO IT?"
|
|
*/
|
|
extern const char* s_C3TEXT; // = C3TEXT;
|
|
|
|
|
|
// After level 29, put this:
|
|
|
|
/*
|
|
#define C4TEXT \
|
|
"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
|
|
"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
|
|
"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
|
|
"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
|
|
"UP AND DIES, ITS THRASHING LIMBS\n"\
|
|
"DEVASTATING UNTOLD MILES OF HELL'S\n"\
|
|
"SURFACE.\n"\
|
|
"\n"\
|
|
"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
|
|
"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
|
|
"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
|
|
"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
|
|
"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
|
|
"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
|
|
"LOT MORE FUN THAN RUINING IT WAS.\n"
|
|
*/
|
|
extern const char* s_C4TEXT; // = C4TEXT;
|
|
|
|
|
|
|
|
// Before level 31, put this:
|
|
|
|
/*
|
|
#define C5TEXT \
|
|
"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
|
|
"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
|
|
"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
|
|
"WHO THE INMATES OF THIS CORNER OF HELL\n"\
|
|
"WILL BE."
|
|
*/
|
|
extern const char* s_C5TEXT; // = C5TEXT;
|
|
|
|
|
|
// Before level 32, put this:
|
|
|
|
/*
|
|
#define C6TEXT \
|
|
"CONGRATULATIONS, YOU'VE FOUND THE\n"\
|
|
"SUPER SECRET LEVEL! YOU'D BETTER\n"\
|
|
"BLAZE THROUGH THIS ONE!\n"
|
|
*/
|
|
extern const char* s_C6TEXT; // = C6TEXT;
|
|
|
|
|
|
// after map 06
|
|
|
|
/*
|
|
#define P1TEXT \
|
|
"You gloat over the steaming carcass of the\n"\
|
|
"Guardian. With its death, you've wrested\n"\
|
|
"the Accelerator from the stinking claws\n"\
|
|
"of Hell. You relax and glance around the\n"\
|
|
"room. Damn! There was supposed to be at\n"\
|
|
"least one working prototype, but you can't\n"\
|
|
"see it. The demons must have taken it.\n"\
|
|
"\n"\
|
|
"You must find the prototype, or all your\n"\
|
|
"struggles will have been wasted. Keep\n"\
|
|
"moving, keep fighting, keep killing.\n"\
|
|
"Oh yes, keep living, too."
|
|
*/
|
|
extern const char* s_P1TEXT; // = P1TEXT;
|
|
|
|
|
|
// after map 11
|
|
|
|
/*
|
|
#define P2TEXT \
|
|
"Even the deadly Arch-Vile labyrinth could\n"\
|
|
"not stop you, and you've gotten to the\n"\
|
|
"prototype Accelerator which is soon\n"\
|
|
"efficiently and permanently deactivated.\n"\
|
|
"\n"\
|
|
"You're good at that kind of thing."
|
|
*/
|
|
extern const char* s_P2TEXT; // = P2TEXT;
|
|
|
|
|
|
// after map 20
|
|
|
|
/*
|
|
#define P3TEXT \
|
|
"You've bashed and battered your way into\n"\
|
|
"the heart of the devil-hive. Time for a\n"\
|
|
"Search-and-Destroy mission, aimed at the\n"\
|
|
"Gatekeeper, whose foul offspring is\n"\
|
|
"cascading to Earth. Yeah, he's bad. But\n"\
|
|
"you know who's worse!\n"\
|
|
"\n"\
|
|
"Grinning evilly, you check your gear, and\n"\
|
|
"get ready to give the bastard a little Hell\n"\
|
|
"of your own making!"
|
|
*/
|
|
extern const char* s_P3TEXT; // = P3TEXT;
|
|
|
|
// after map 30
|
|
|
|
/*
|
|
#define P4TEXT \
|
|
"The Gatekeeper's evil face is splattered\n"\
|
|
"all over the place. As its tattered corpse\n"\
|
|
"collapses, an inverted Gate forms and\n"\
|
|
"sucks down the shards of the last\n"\
|
|
"prototype Accelerator, not to mention the\n"\
|
|
"few remaining demons. You're done. Hell\n"\
|
|
"has gone back to pounding bad dead folks \n"\
|
|
"instead of good live ones. Remember to\n"\
|
|
"tell your grandkids to put a rocket\n"\
|
|
"launcher in your coffin. If you go to Hell\n"\
|
|
"when you die, you'll need it for some\n"\
|
|
"final cleaning-up ..."
|
|
*/
|
|
extern const char* s_P4TEXT; // = P4TEXT;
|
|
|
|
// before map 31
|
|
|
|
/*
|
|
#define P5TEXT \
|
|
"You've found the second-hardest level we\n"\
|
|
"got. Hope you have a saved game a level or\n"\
|
|
"two previous. If not, be prepared to die\n"\
|
|
"aplenty. For master marines only."
|
|
*/
|
|
extern const char* s_P5TEXT; // = P5TEXT;
|
|
|
|
// before map 32
|
|
|
|
/*
|
|
#define P6TEXT \
|
|
"Betcha wondered just what WAS the hardest\n"\
|
|
"level we had ready for ya? Now you know.\n"\
|
|
"No one gets out alive."
|
|
*/
|
|
extern const char* s_P6TEXT; // = P6TEXT;
|
|
|
|
|
|
/*
|
|
#define T1TEXT \
|
|
"You've fought your way out of the infested\n"\
|
|
"experimental labs. It seems that UAC has\n"\
|
|
"once again gulped it down. With their\n"\
|
|
"high turnover, it must be hard for poor\n"\
|
|
"old UAC to buy corporate health insurance\n"\
|
|
"nowadays..\n"\
|
|
"\n"\
|
|
"Ahead lies the military complex, now\n"\
|
|
"swarming with diseased horrors hot to get\n"\
|
|
"their teeth into you. With luck, the\n"\
|
|
"complex still has some warlike ordnance\n"\
|
|
"laying around."
|
|
*/
|
|
extern const char* s_T1TEXT; // = T1TEXT;
|
|
|
|
|
|
/*
|
|
#define T2TEXT \
|
|
"You hear the grinding of heavy machinery\n"\
|
|
"ahead. You sure hope they're not stamping\n"\
|
|
"out new hellspawn, but you're ready to\n"\
|
|
"ream out a whole herd if you have to.\n"\
|
|
"They might be planning a blood feast, but\n"\
|
|
"you feel about as mean as two thousand\n"\
|
|
"maniacs packed into one mad killer.\n"\
|
|
"\n"\
|
|
"You don't plan to go down easy."
|
|
*/
|
|
extern const char* s_T2TEXT; // = T2TEXT;
|
|
|
|
|
|
/*
|
|
#define T3TEXT \
|
|
"The vista opening ahead looks real damn\n"\
|
|
"familiar. Smells familiar, too -- like\n"\
|
|
"fried excrement. You didn't like this\n"\
|
|
"place before, and you sure as hell ain't\n"\
|
|
"planning to like it now. The more you\n"\
|
|
"brood on it, the madder you get.\n"\
|
|
"Hefting your gun, an evil grin trickles\n"\
|
|
"onto your face. Time to take some names."
|
|
*/
|
|
extern const char* s_T3TEXT; // = T3TEXT;
|
|
|
|
/*
|
|
#define T4TEXT \
|
|
"Suddenly, all is silent, from one horizon\n"\
|
|
"to the other. The agonizing echo of Hell\n"\
|
|
"fades away, the nightmare sky turns to\n"\
|
|
"blue, the heaps of monster corpses start \n"\
|
|
"to evaporate along with the evil stench \n"\
|
|
"that filled the air. Jeeze, maybe you've\n"\
|
|
"done it. Have you really won?\n"\
|
|
"\n"\
|
|
"Something rumbles in the distance.\n"\
|
|
"A blue light begins to glow inside the\n"\
|
|
"ruined skull of the demon-spitter."
|
|
*/
|
|
extern const char* s_T4TEXT; // = T4TEXT;
|
|
|
|
|
|
/*
|
|
#define T5TEXT \
|
|
"What now? Looks totally different. Kind\n"\
|
|
"of like King Tut's condo. Well,\n"\
|
|
"whatever's here can't be any worse\n"\
|
|
"than usual. Can it? Or maybe it's best\n"\
|
|
"to let sleeping gods lie.."
|
|
*/
|
|
extern const char* s_T5TEXT; // = T5TEXT;
|
|
|
|
|
|
/*
|
|
#define T6TEXT \
|
|
"Time for a vacation. You've burst the\n"\
|
|
"bowels of hell and by golly you're ready\n"\
|
|
"for a break. You mutter to yourself,\n"\
|
|
"Maybe someone else can kick Hell's ass\n"\
|
|
"next time around. Ahead lies a quiet town,\n"\
|
|
"with peaceful flowing water, quaint\n"\
|
|
"buildings, and presumably no Hellspawn.\n"\
|
|
"\n"\
|
|
"As you step off the transport, you hear\n"\
|
|
"the stomp of a cyberdemon's iron shoe."
|
|
*/
|
|
extern const char* s_T6TEXT; // = T6TEXT;
|
|
|
|
//
|
|
// Character cast strings F_FINALE.C
|
|
//
|
|
//#define CC_ZOMBIE "ZOMBIEMAN"
|
|
extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE;
|
|
//#define CC_SHOTGUN "SHOTGUN GUY"
|
|
extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN;
|
|
//#define CC_HEAVY "HEAVY WEAPON DUDE"
|
|
extern const char* s_CC_HEAVY; // = CC_HEAVY;
|
|
//#define CC_IMP "IMP"
|
|
extern const char* s_CC_IMP; // = CC_IMP;
|
|
//#define CC_DEMON "DEMON"
|
|
extern const char* s_CC_DEMON; // = CC_DEMON;
|
|
//#define CC_LOST "LOST SOUL"
|
|
extern const char* s_CC_LOST; // = CC_LOST;
|
|
//#define CC_CACO "CACODEMON"
|
|
extern const char* s_CC_CACO; // = CC_CACO;
|
|
//#define CC_HELL "HELL KNIGHT"
|
|
extern const char* s_CC_HELL; // = CC_HELL;
|
|
//#define CC_BARON "BARON OF HELL"
|
|
extern const char* s_CC_BARON; // = CC_BARON;
|
|
//#define CC_ARACH "ARACHNOTRON"
|
|
extern const char* s_CC_ARACH; // = CC_ARACH;
|
|
//#define CC_PAIN "PAIN ELEMENTAL"
|
|
extern const char* s_CC_PAIN; // = CC_PAIN;
|
|
//#define CC_REVEN "REVENANT"
|
|
extern const char* s_CC_REVEN; // = CC_REVEN;
|
|
//#define CC_MANCU "MANCUBUS"
|
|
extern const char* s_CC_MANCU; // = CC_MANCU;
|
|
//#define CC_ARCH "ARCH-VILE"
|
|
extern const char* s_CC_ARCH; // = CC_ARCH;
|
|
//#define CC_SPIDER "THE SPIDER MASTERMIND"
|
|
extern const char* s_CC_SPIDER; // = CC_SPIDER;
|
|
//#define CC_CYBER "THE CYBERDEMON"
|
|
extern const char* s_CC_CYBER; // = CC_CYBER;
|
|
//#define CC_HERO "OUR HERO"
|
|
extern const char* s_CC_HERO; // = CC_HERO;
|
|
|
|
// Ty 03/30/98 - new substitutions for background textures during int screens
|
|
// char* bgflatE1 = "FLOOR4_8";
|
|
extern const char* bgflatE1;
|
|
// char* bgflatE2 = "SFLR6_1";
|
|
extern const char* bgflatE2;
|
|
// char* bgflatE3 = "MFLR8_4";
|
|
extern const char* bgflatE3;
|
|
// char* bgflatE4 = "MFLR8_3";
|
|
extern const char* bgflatE4;
|
|
|
|
// char* bgflat06 = "SLIME16";
|
|
extern const char* bgflat06;
|
|
// char* bgflat11 = "RROCK14";
|
|
extern const char* bgflat11;
|
|
// char* bgflat20 = "RROCK07";
|
|
extern const char* bgflat20;
|
|
// char* bgflat30 = "RROCK17";
|
|
extern const char* bgflat30;
|
|
// char* bgflat15 = "RROCK13";
|
|
extern const char* bgflat15;
|
|
// char* bgflat31 = "RROCK19";
|
|
extern const char* bgflat31;
|
|
|
|
// char* bgcastcall = "BOSSBACK"; // panel behind cast call
|
|
extern const char* bgcastcall;
|
|
|
|
// ignored if blank, general purpose startup announcements
|
|
// char* startup1 = "";
|
|
extern const char* startup1;
|
|
// char* startup2 = "";
|
|
extern const char* startup2;
|
|
// char* startup3 = "";
|
|
extern const char* startup3;
|
|
// char* startup4 = "";
|
|
extern const char* startup4;
|
|
// char* startup5 = "";
|
|
extern const char* startup5;
|
|
|
|
// from g_game.c, prefix for savegame name like "boomsav"
|
|
extern const char* savegamename;
|
|
|
|
void D_BuildBEXTables(void);
|
|
|
|
#endif
|