forked from len0rd/rockbox
		
	git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11966 a1c6a512-1295-4272-9138-f99709370657
		
			
				
	
	
		
			1127 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1127 lines
		
	
	
	
		
			41 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) 1999-2000 by
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|  *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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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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|  * 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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| */
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| 
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| #ifndef __D_DEH__
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| #define __D_DEH__
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| 
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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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| //
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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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| //
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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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| /*
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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 char *s_NEWGAME; // = NEWGAME;
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| 
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| // CPhipps - message given when asked if to restart the level
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| extern char *s_RESTARTLEVEL;
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| 
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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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| /*
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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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| 
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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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| 
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| //#define DOSY          "(press y to quit)"
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| extern const char *s_DOSY; // = DOSY;
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| 
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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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| //
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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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| 
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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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| 
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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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| 
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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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| 
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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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| //
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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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| //
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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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| //
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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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| 
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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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| 
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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;
 | |
| //#define HUSTR_E2M8    "E2M8: Tower of Babel"
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| extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8;
 | |
| //#define HUSTR_E2M9    "E2M9: Fortress of Mystery"
 | |
| extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9;
 | |
| 
 | |
| //#define HUSTR_E3M1    "E3M1: Hell Keep"
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| extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1;
 | |
| //#define HUSTR_E3M2    "E3M2: Slough of Despair"
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| extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2;
 | |
| //#define HUSTR_E3M3    "E3M3: Pandemonium"
 | |
| extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3;
 | |
| //#define HUSTR_E3M4    "E3M4: House of Pain"
 | |
| extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4;
 | |
| //#define HUSTR_E3M5    "E3M5: Unholy Cathedral"
 | |
| extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5;
 | |
| //#define HUSTR_E3M6    "E3M6: Mt. Erebus"
 | |
| extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6;
 | |
| //#define HUSTR_E3M7    "E3M7: Limbo"
 | |
| extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7;
 | |
| //#define HUSTR_E3M8    "E3M8: Dis"
 | |
| extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8;
 | |
| //#define HUSTR_E3M9    "E3M9: Warrens"
 | |
| extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9;
 | |
| 
 | |
| //#define HUSTR_E4M1    "E4M1: Hell Beneath"
 | |
| extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1;
 | |
| //#define HUSTR_E4M2    "E4M2: Perfect Hatred"
 | |
| extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2;
 | |
| //#define HUSTR_E4M3    "E4M3: Sever The Wicked"
 | |
| extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3;
 | |
| //#define HUSTR_E4M4    "E4M4: Unruly Evil"
 | |
| extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4;
 | |
| //#define HUSTR_E4M5    "E4M5: They Will Repent"
 | |
| extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5;
 | |
| //#define HUSTR_E4M6    "E4M6: Against Thee Wickedly"
 | |
| extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6;
 | |
| //#define HUSTR_E4M7    "E4M7: And Hell Followed"
 | |
| extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7;
 | |
| //#define HUSTR_E4M8    "E4M8: Unto The Cruel"
 | |
| extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8;
 | |
| //#define HUSTR_E4M9    "E4M9: Fear"
 | |
| extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9;
 | |
| 
 | |
| //#define HUSTR_1       "level 1: entryway"
 | |
| extern const char *s_HUSTR_1; // = HUSTR_1;
 | |
| //#define HUSTR_2       "level 2: underhalls"
 | |
| extern const char *s_HUSTR_2; // = HUSTR_2;
 | |
| //#define HUSTR_3       "level 3: the gantlet"
 | |
| extern const char *s_HUSTR_3; // = HUSTR_3;
 | |
| //#define HUSTR_4       "level 4: the focus"
 | |
| extern const char *s_HUSTR_4; // = HUSTR_4;
 | |
| //#define HUSTR_5       "level 5: the waste tunnels"
 | |
| extern const char *s_HUSTR_5; // = HUSTR_5;
 | |
| //#define HUSTR_6       "level 6: the crusher"
 | |
| extern const char *s_HUSTR_6; // = HUSTR_6;
 | |
| //#define HUSTR_7       "level 7: dead simple"
 | |
| extern const char *s_HUSTR_7; // = HUSTR_7;
 | |
| //#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;
 | |
| 
 | |
| // Ty - Note these are chars, not char *, so name is sc_XXX
 | |
| //#define HUSTR_KEYGREEN        'g'
 | |
| extern char sc_HUSTR_KEYGREEN; // = HUSTR_KEYGREEN;
 | |
| //#define HUSTR_KEYINDIGO       'i'
 | |
| extern char sc_HUSTR_KEYINDIGO; // = HUSTR_KEYINDIGO;
 | |
| //#define HUSTR_KEYBROWN        'b'
 | |
| extern char sc_HUSTR_KEYBROWN; // = HUSTR_KEYBROWN;
 | |
| //#define HUSTR_KEYRED  'r'
 | |
| extern char sc_HUSTR_KEYRED; // = HUSTR_KEYRED;
 | |
| 
 | |
| //
 | |
| //      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;
 | |
| 
 | |
| //#define STSTR_COMPON    "Compatibility Mode On"            // phares
 | |
| extern const char* s_STSTR_COMPON; // = STSTR_COMPON;
 | |
| //#define STSTR_COMPOFF   "Compatibility Mode Off"           // phares
 | |
| extern const char* s_STSTR_COMPOFF; // = STSTR_COMPOFF;
 | |
| 
 | |
| //
 | |
| //      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;
 | |
| 
 | |
| #endif
 |