1 /* Emacs style mode select -*- C++ -*- 2 *----------------------------------------------------------------------------- 3 * 4 * 5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom 6 * based on BOOM, a modified and improved DOOM engine 7 * Copyright (C) 1999 by 8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman 9 * Copyright (C) 1999-2006 by 10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze 11 * Copyright 2005, 2006 by 12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko 13 * 14 * This program is free software; you can redistribute it and/or 15 * modify it under the terms of the GNU General Public License 16 * as published by the Free Software Foundation; either version 2 17 * of the License, or (at your option) any later version. 18 * 19 * This program is distributed in the hope that it will be useful, 20 * but WITHOUT ANY WARRANTY; without even the implied warranty of 21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 22 * GNU General Public License for more details. 23 * 24 * You should have received a copy of the GNU General Public License 25 * along with this program; if not, write to the Free Software 26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 27 * 02111-1307, USA. 28 * 29 * DESCRIPTION: 30 * Dehacked file support 31 * New for the TeamTNT "Boom" engine 32 * 33 * Author: Ty Halderman, TeamTNT 34 * 35 * Description: This file translates the #defined string constants 36 * to named variables to externalize them for deh/bex changes. 37 * Should be able to compile with D_FRENCH (for example) and still 38 * work (untested). 39 * 40 */ 41 42 #ifndef __D_DEH__ 43 #define __D_DEH__ 44 45 void ProcessDehFile(const char *filename, const char *outfilename, int lumpnum); 46 47 // 48 // Ty 03/22/98 - note that we are keeping the english versions and 49 // comments in this file 50 // New string names all start with an extra s_ to avoid conflicts, 51 // but are otherwise identical to the original including uppercase. 52 // This is partly to keep the changes simple and partly for easier 53 // identification of the locations in which they're used. 54 // 55 // Printed strings for translation 56 // 57 58 // 59 // D_Main.C 60 // 61 //#define D_DEVSTR "Development mode ON.\n" 62 extern const char *s_D_DEVSTR; // = D_DEVSTR; 63 //#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n" 64 extern const char *s_D_CDROM; // = D_CDROM; 65 66 // 67 // M_Menu.C 68 // 69 //#define PRESSKEY "press a key." 70 extern const char *s_PRESSKEY; // = PRESSKEY; 71 //#define PRESSYN "press y or n." 72 extern const char *s_PRESSYN; // = PRESSYN; 73 //#define QUITMSG "are you sure you want to\nquit this great game?" 74 extern const char *s_QUITMSG; // = QUITMSG; 75 //#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY 76 extern const char *s_LOADNET; // = LOADNET; 77 //#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY 78 extern const char *s_QLOADNET; // = QLOADNET; 79 //#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY 80 extern const char *s_QSAVESPOT; // = QSAVESPOT; 81 //#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY 82 extern const char *s_SAVEDEAD; // = SAVEDEAD; 83 //#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN 84 extern const char *s_QSPROMPT; // = QSPROMPT; 85 //#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN 86 extern const char *s_QLPROMPT; // = QLPROMPT; 87 88 /* 89 #define NEWGAME \ 90 "you can't start a new game\n"\ 91 "while in a network game.\n\n"PRESSKEY 92 */ 93 extern const char *s_NEWGAME; // = NEWGAME; 94 95 // CPhipps - message given when asked if to restart the level 96 extern const char *s_RESTARTLEVEL; 97 98 /* 99 #define NIGHTMARE \ 100 "are you sure? this skill level\n"\ 101 "isn't even remotely fair.\n\n"PRESSYN 102 */ 103 extern const char *s_NIGHTMARE; // = NIGHTMARE; 104 105 /* 106 #define SWSTRING \ 107 "this is the shareware version of doom.\n\n"\ 108 "you need to order the entire trilogy.\n\n"PRESSKEY 109 */ 110 extern const char *s_SWSTRING; // = SWSTRING; 111 112 //#define MSGOFF "Messages OFF" 113 extern const char *s_MSGOFF; // = MSGOFF; 114 //#define MSGON "Messages ON" 115 extern const char *s_MSGON; // = MSGON; 116 //#define NETEND "you can't end a netgame!\n\n"PRESSKEY 117 extern const char *s_NETEND; // = NETEND; 118 //#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN 119 extern const char *s_ENDGAME; // = ENDGAME; 120 121 //#define DOSY "(press y to quit)" 122 extern const char *s_DOSY; // = DOSY; 123 124 //#define DETAILHI "High detail" 125 extern const char *s_DETAILHI; // = DETAILHI; 126 //#define DETAILLO "Low detail" 127 extern const char *s_DETAILLO; // = DETAILLO; 128 //#define GAMMALVL0 "Gamma correction OFF" 129 extern const char *s_GAMMALVL0; // = GAMMALVL0; 130 //#define GAMMALVL1 "Gamma correction level 1" 131 extern const char *s_GAMMALVL1; // = GAMMALVL1; 132 //#define GAMMALVL2 "Gamma correction level 2" 133 extern const char *s_GAMMALVL2; // = GAMMALVL2; 134 //#define GAMMALVL3 "Gamma correction level 3" 135 extern const char *s_GAMMALVL3; // = GAMMALVL3; 136 //#define GAMMALVL4 "Gamma correction level 4" 137 extern const char *s_GAMMALVL4; // = GAMMALVL4; 138 //#define EMPTYSTRING "empty slot" 139 extern const char *s_EMPTYSTRING; // = EMPTYSTRING; 140 141 // 142 // P_inter.C 143 // 144 //#define GOTARMOR "Picked up the armor." 145 extern const char *s_GOTARMOR; // = GOTARMOR; 146 //#define GOTMEGA "Picked up the MegaArmor!" 147 extern const char *s_GOTMEGA; // = GOTMEGA; 148 //#define GOTHTHBONUS "Picked up a health bonus." 149 extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS; 150 //#define GOTARMBONUS "Picked up an armor bonus." 151 extern const char *s_GOTARMBONUS; // = GOTARMBONUS; 152 //#define GOTSTIM "Picked up a stimpack." 153 extern const char *s_GOTSTIM; // = GOTSTIM; 154 //#define GOTMEDINEED "Picked up a medikit that you REALLY need!" 155 extern const char *s_GOTMEDINEED; // = GOTMEDINEED; 156 //#define GOTMEDIKIT "Picked up a medikit." 157 extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT; 158 //#define GOTSUPER "Supercharge!" 159 extern const char *s_GOTSUPER; // = GOTSUPER; 160 161 //#define GOTBLUECARD "Picked up a blue keycard." 162 extern const char *s_GOTBLUECARD; // = GOTBLUECARD; 163 //#define GOTYELWCARD "Picked up a yellow keycard." 164 extern const char *s_GOTYELWCARD; // = GOTYELWCARD; 165 //#define GOTREDCARD "Picked up a red keycard." 166 extern const char *s_GOTREDCARD; // = GOTREDCARD; 167 //#define GOTBLUESKUL "Picked up a blue skull key." 168 extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL; 169 //#define GOTYELWSKUL "Picked up a yellow skull key." 170 extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL; 171 //#define GOTREDSKULL "Picked up a red skull key." 172 extern const char *s_GOTREDSKULL; // = GOTREDSKULL; 173 174 //#define GOTINVUL "Invulnerability!" 175 extern const char *s_GOTINVUL; // = GOTINVUL; 176 //#define GOTBERSERK "Berserk!" 177 extern const char *s_GOTBERSERK; // = GOTBERSERK; 178 //#define GOTINVIS "Partial Invisibility" 179 extern const char *s_GOTINVIS; // = GOTINVIS; 180 //#define GOTSUIT "Radiation Shielding Suit" 181 extern const char *s_GOTSUIT; // = GOTSUIT; 182 //#define GOTMAP "Computer Area Map" 183 extern const char *s_GOTMAP; // = GOTMAP; 184 //#define GOTVISOR "Light Amplification Visor" 185 extern const char *s_GOTVISOR; // = GOTVISOR; 186 //#define GOTMSPHERE "MegaSphere!" 187 extern const char *s_GOTMSPHERE; // = GOTMSPHERE; 188 189 //#define GOTCLIP "Picked up a clip." 190 extern const char *s_GOTCLIP; // = GOTCLIP; 191 //#define GOTCLIPBOX "Picked up a box of bullets." 192 extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX; 193 //#define GOTROCKET "Picked up a rocket." 194 extern const char *s_GOTROCKET; // = GOTROCKET; 195 //#define GOTROCKBOX "Picked up a box of rockets." 196 extern const char *s_GOTROCKBOX; // = GOTROCKBOX; 197 //#define GOTCELL "Picked up an energy cell." 198 extern const char *s_GOTCELL; // = GOTCELL; 199 //#define GOTCELLBOX "Picked up an energy cell pack." 200 extern const char *s_GOTCELLBOX; // = GOTCELLBOX; 201 //#define GOTSHELLS "Picked up 4 shotgun shells." 202 extern const char *s_GOTSHELLS; // = GOTSHELLS; 203 //#define GOTSHELLBOX "Picked up a box of shotgun shells." 204 extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX; 205 //#define GOTBACKPACK "Picked up a backpack full of ammo!" 206 extern const char *s_GOTBACKPACK; // = GOTBACKPACK; 207 208 //#define GOTBFG9000 "You got the BFG9000! Oh, yes." 209 extern const char *s_GOTBFG9000; // = GOTBFG9000; 210 //#define GOTCHAINGUN "You got the chaingun!" 211 extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN; 212 //#define GOTCHAINSAW "A chainsaw! Find some meat!" 213 extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW; 214 //#define GOTLAUNCHER "You got the rocket launcher!" 215 extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER; 216 //#define GOTPLASMA "You got the plasma gun!" 217 extern const char *s_GOTPLASMA; // = GOTPLASMA; 218 //#define GOTSHOTGUN "You got the shotgun!" 219 extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN; 220 //#define GOTSHOTGUN2 "You got the super shotgun!" 221 extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2; 222 223 // 224 // P_Doors.C 225 // 226 //#define PD_BLUEO "You need a blue key to activate this object" 227 extern const char *s_PD_BLUEO; // = PD_BLUEO; 228 //#define PD_REDO "You need a red key to activate this object" 229 extern const char *s_PD_REDO; // = PD_REDO; 230 //#define PD_YELLOWO "You need a yellow key to activate this object" 231 extern const char *s_PD_YELLOWO; // = PD_YELLOWO; 232 //#define PD_BLUEK "You need a blue key to open this door" 233 extern const char *s_PD_BLUEK; // = PD_BLUEK; 234 //#define PD_REDK "You need a red key to open this door" 235 extern const char *s_PD_REDK; // = PD_REDK; 236 //#define PD_YELLOWK "You need a yellow key to open this door" 237 extern const char *s_PD_YELLOWK; // = PD_YELLOWK; 238 //jff 02/05/98 Create messages specific to card and skull keys 239 //#define PD_BLUEC "You need a blue card to open this door" 240 extern const char *s_PD_BLUEC; // = PD_BLUEC; 241 //#define PD_REDC "You need a red card to open this door" 242 extern const char *s_PD_REDC; // = PD_REDC; 243 //#define PD_YELLOWC "You need a yellow card to open this door" 244 extern const char *s_PD_YELLOWC; // = PD_YELLOWC; 245 //#define PD_BLUES "You need a blue skull to open this door" 246 extern const char *s_PD_BLUES; // = PD_BLUES; 247 //#define PD_REDS "You need a red skull to open this door" 248 extern const char *s_PD_REDS; // = PD_REDS; 249 //#define PD_YELLOWS "You need a yellow skull to open this door" 250 extern const char *s_PD_YELLOWS; // = PD_YELLOWS; 251 //#define PD_ANY "Any key will open this door" 252 extern const char *s_PD_ANY; // = PD_ANY; 253 //#define PD_ALL3 "You need all three keys to open this door" 254 extern const char *s_PD_ALL3; // = PD_ALL3; 255 //#define PD_ALL6 "You need all six keys to open this door" 256 extern const char *s_PD_ALL6; // = PD_ALL6; 257 258 // 259 // G_game.C 260 // 261 //#define GGSAVED "game saved." 262 extern const char *s_GGSAVED; // = GGSAVED; 263 264 // 265 // HU_stuff.C 266 // 267 //#define HUSTR_MSGU "[Message unsent]" 268 extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU; 269 270 //#define HUSTR_E1M1 "E1M1: Hangar" 271 extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1; 272 //#define HUSTR_E1M2 "E1M2: Nuclear Plant" 273 extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2; 274 //#define HUSTR_E1M3 "E1M3: Toxin Refinery" 275 extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3; 276 //#define HUSTR_E1M4 "E1M4: Command Control" 277 extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4; 278 //#define HUSTR_E1M5 "E1M5: Phobos Lab" 279 extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5; 280 //#define HUSTR_E1M6 "E1M6: Central Processing" 281 extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6; 282 //#define HUSTR_E1M7 "E1M7: Computer Station" 283 extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7; 284 //#define HUSTR_E1M8 "E1M8: Phobos Anomaly" 285 extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8; 286 //#define HUSTR_E1M9 "E1M9: Military Base" 287 extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9; 288 289 //#define HUSTR_E2M1 "E2M1: Deimos Anomaly" 290 extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1; 291 //#define HUSTR_E2M2 "E2M2: Containment Area" 292 extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2; 293 //#define HUSTR_E2M3 "E2M3: Refinery" 294 extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3; 295 //#define HUSTR_E2M4 "E2M4: Deimos Lab" 296 extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4; 297 //#define HUSTR_E2M5 "E2M5: Command Center" 298 extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5; 299 //#define HUSTR_E2M6 "E2M6: Halls of the Damned" 300 extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6; 301 //#define HUSTR_E2M7 "E2M7: Spawning Vats" 302 extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7; 303 //#define HUSTR_E2M8 "E2M8: Tower of Babel" 304 extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8; 305 //#define HUSTR_E2M9 "E2M9: Fortress of Mystery" 306 extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9; 307 308 //#define HUSTR_E3M1 "E3M1: Hell Keep" 309 extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1; 310 //#define HUSTR_E3M2 "E3M2: Slough of Despair" 311 extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2; 312 //#define HUSTR_E3M3 "E3M3: Pandemonium" 313 extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3; 314 //#define HUSTR_E3M4 "E3M4: House of Pain" 315 extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4; 316 //#define HUSTR_E3M5 "E3M5: Unholy Cathedral" 317 extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5; 318 //#define HUSTR_E3M6 "E3M6: Mt. Erebus" 319 extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6; 320 //#define HUSTR_E3M7 "E3M7: Limbo" 321 extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7; 322 //#define HUSTR_E3M8 "E3M8: Dis" 323 extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8; 324 //#define HUSTR_E3M9 "E3M9: Warrens" 325 extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9; 326 327 //#define HUSTR_E4M1 "E4M1: Hell Beneath" 328 extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1; 329 //#define HUSTR_E4M2 "E4M2: Perfect Hatred" 330 extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2; 331 //#define HUSTR_E4M3 "E4M3: Sever The Wicked" 332 extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3; 333 //#define HUSTR_E4M4 "E4M4: Unruly Evil" 334 extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4; 335 //#define HUSTR_E4M5 "E4M5: They Will Repent" 336 extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5; 337 //#define HUSTR_E4M6 "E4M6: Against Thee Wickedly" 338 extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6; 339 //#define HUSTR_E4M7 "E4M7: And Hell Followed" 340 extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7; 341 //#define HUSTR_E4M8 "E4M8: Unto The Cruel" 342 extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8; 343 //#define HUSTR_E4M9 "E4M9: Fear" 344 extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9; 345 346 347 //#define HUSTR_E5M1 "E5M1: Baphomet's Demesne"; 348 extern const char *s_HUSTR_E5M1; // = HUSTR_E5M1; 349 //#define HUSTR_E5M2 "E5M2: Sheol"; 350 extern const char *s_HUSTR_E5M2; // = HUSTR_E5M2; 351 //#define HUSTR_E5M3 "E5M3: Cages of the Damned"; 352 extern const char *s_HUSTR_E5M3; // = HUSTR_E5M3; 353 //#define HUSTR_E5M4 "E5M4: Paths of Wretchedness"; 354 extern const char *s_HUSTR_E5M4; // = HUSTR_E5M4; 355 //#define HUSTR_E5M5 "E5M5: Abaddon's Void"; 356 extern const char *s_HUSTR_E5M5; // = HUSTR_E5M5; 357 //#define HUSTR_E5M6 "E5M6: Unspeakable Persecution"; 358 extern const char *s_HUSTR_E5M6; // = HUSTR_E5M6; 359 //#define HUSTR_E5M7 "E5M7: Nightmare Underworld"; 360 extern const char *s_HUSTR_E5M7; // = HUSTR_E5M7; 361 //#define HUSTR_E5M8 "E5M8: Halls of Perdition"; 362 extern const char *s_HUSTR_E5M8; // = HUSTR_E5M8; 363 //#define HUSTR_E5M9 "E5M9: Realm of Iblis"; 364 extern const char *s_HUSTR_E5M9; // = HUSTR_E5M9 365 366 //#define HUSTR_1 "level 1: entryway" 367 extern const char *s_HUSTR_1; // = HUSTR_1; 368 //#define HUSTR_2 "level 2: underhalls" 369 extern const char *s_HUSTR_2; // = HUSTR_2; 370 //#define HUSTR_3 "level 3: the gantlet" 371 extern const char *s_HUSTR_3; // = HUSTR_3; 372 //#define HUSTR_4 "level 4: the focus" 373 extern const char *s_HUSTR_4; // = HUSTR_4; 374 //#define HUSTR_5 "level 5: the waste tunnels" 375 extern const char *s_HUSTR_5; // = HUSTR_5; 376 //#define HUSTR_6 "level 6: the crusher" 377 extern const char *s_HUSTR_6; // = HUSTR_6; 378 //#define HUSTR_7 "level 7: dead simple" 379 extern const char *s_HUSTR_7; // = HUSTR_7; 380 //#define HUSTR_8 "level 8: tricks and traps" 381 extern const char *s_HUSTR_8; // = HUSTR_8; 382 //#define HUSTR_9 "level 9: the pit" 383 extern const char *s_HUSTR_9; // = HUSTR_9; 384 //#define HUSTR_10 "level 10: refueling base" 385 extern const char *s_HUSTR_10; // = HUSTR_10; 386 //#define HUSTR_11 "level 11: 'o' of destruction!" 387 extern const char *s_HUSTR_11; // = HUSTR_11; 388 389 //#define HUSTR_12 "level 12: the factory" 390 extern const char *s_HUSTR_12; // = HUSTR_12; 391 //#define HUSTR_13 "level 13: downtown" 392 extern const char *s_HUSTR_13; // = HUSTR_13; 393 //#define HUSTR_14 "level 14: the inmost dens" 394 extern const char *s_HUSTR_14; // = HUSTR_14; 395 //#define HUSTR_15 "level 15: industrial zone" 396 extern const char *s_HUSTR_15; // = HUSTR_15; 397 //#define HUSTR_16 "level 16: suburbs" 398 extern const char *s_HUSTR_16; // = HUSTR_16; 399 //#define HUSTR_17 "level 17: tenements" 400 extern const char *s_HUSTR_17; // = HUSTR_17; 401 //#define HUSTR_18 "level 18: the courtyard" 402 extern const char *s_HUSTR_18; // = HUSTR_18; 403 //#define HUSTR_19 "level 19: the citadel" 404 extern const char *s_HUSTR_19; // = HUSTR_19; 405 //#define HUSTR_20 "level 20: gotcha!" 406 extern const char *s_HUSTR_20; // = HUSTR_20; 407 408 //#define HUSTR_21 "level 21: nirvana" 409 extern const char *s_HUSTR_21; // = HUSTR_21; 410 //#define HUSTR_22 "level 22: the catacombs" 411 extern const char *s_HUSTR_22; // = HUSTR_22; 412 //#define HUSTR_23 "level 23: barrels o' fun" 413 extern const char *s_HUSTR_23; // = HUSTR_23; 414 //#define HUSTR_24 "level 24: the chasm" 415 extern const char *s_HUSTR_24; // = HUSTR_24; 416 //#define HUSTR_25 "level 25: bloodfalls" 417 extern const char *s_HUSTR_25; // = HUSTR_25; 418 //#define HUSTR_26 "level 26: the abandoned mines" 419 extern const char *s_HUSTR_26; // = HUSTR_26; 420 //#define HUSTR_27 "level 27: monster condo" 421 extern const char *s_HUSTR_27; // = HUSTR_27; 422 //#define HUSTR_28 "level 28: the spirit world" 423 extern const char *s_HUSTR_28; // = HUSTR_28; 424 //#define HUSTR_29 "level 29: the living end" 425 extern const char *s_HUSTR_29; // = HUSTR_29; 426 //#define HUSTR_30 "level 30: icon of sin" 427 extern const char *s_HUSTR_30; // = HUSTR_30; 428 429 //#define HUSTR_31 "level 31: wolfenstein" 430 extern const char *s_HUSTR_31; // = HUSTR_31; 431 //#define HUSTR_32 "level 32: grosse" 432 extern const char *s_HUSTR_32; // = HUSTR_32; 433 extern const char *s_HUSTR_33; 434 435 //#define PHUSTR_1 "level 1: congo" 436 extern const char *s_PHUSTR_1; // = PHUSTR_1; 437 //#define PHUSTR_2 "level 2: well of souls" 438 extern const char *s_PHUSTR_2; // = PHUSTR_2; 439 //#define PHUSTR_3 "level 3: aztec" 440 extern const char *s_PHUSTR_3; // = PHUSTR_3; 441 //#define PHUSTR_4 "level 4: caged" 442 extern const char *s_PHUSTR_4; // = PHUSTR_4; 443 //#define PHUSTR_5 "level 5: ghost town" 444 extern const char *s_PHUSTR_5; // = PHUSTR_5; 445 //#define PHUSTR_6 "level 6: baron's lair" 446 extern const char *s_PHUSTR_6; // = PHUSTR_6; 447 //#define PHUSTR_7 "level 7: caughtyard" 448 extern const char *s_PHUSTR_7; // = PHUSTR_7; 449 //#define PHUSTR_8 "level 8: realm" 450 extern const char *s_PHUSTR_8; // = PHUSTR_8; 451 //#define PHUSTR_9 "level 9: abattoire" 452 extern const char *s_PHUSTR_9; // = PHUSTR_9; 453 //#define PHUSTR_10 "level 10: onslaught" 454 extern const char *s_PHUSTR_10; // = PHUSTR_10; 455 //#define PHUSTR_11 "level 11: hunted" 456 extern const char *s_PHUSTR_11; // = PHUSTR_11; 457 458 //#define PHUSTR_12 "level 12: speed" 459 extern const char *s_PHUSTR_12; // = PHUSTR_12; 460 //#define PHUSTR_13 "level 13: the crypt" 461 extern const char *s_PHUSTR_13; // = PHUSTR_13; 462 //#define PHUSTR_14 "level 14: genesis" 463 extern const char *s_PHUSTR_14; // = PHUSTR_14; 464 //#define PHUSTR_15 "level 15: the twilight" 465 extern const char *s_PHUSTR_15; // = PHUSTR_15; 466 //#define PHUSTR_16 "level 16: the omen" 467 extern const char *s_PHUSTR_16; // = PHUSTR_16; 468 //#define PHUSTR_17 "level 17: compound" 469 extern const char *s_PHUSTR_17; // = PHUSTR_17; 470 //#define PHUSTR_18 "level 18: neurosphere" 471 extern const char *s_PHUSTR_18; // = PHUSTR_18; 472 //#define PHUSTR_19 "level 19: nme" 473 extern const char *s_PHUSTR_19; // = PHUSTR_19; 474 //#define PHUSTR_20 "level 20: the death domain" 475 extern const char *s_PHUSTR_20; // = PHUSTR_20; 476 477 //#define PHUSTR_21 "level 21: slayer" 478 extern const char *s_PHUSTR_21; // = PHUSTR_21; 479 //#define PHUSTR_22 "level 22: impossible mission" 480 extern const char *s_PHUSTR_22; // = PHUSTR_22; 481 //#define PHUSTR_23 "level 23: tombstone" 482 extern const char *s_PHUSTR_23; // = PHUSTR_23; 483 //#define PHUSTR_24 "level 24: the final frontier" 484 extern const char *s_PHUSTR_24; // = PHUSTR_24; 485 //#define PHUSTR_25 "level 25: the temple of darkness" 486 extern const char *s_PHUSTR_25; // = PHUSTR_25; 487 //#define PHUSTR_26 "level 26: bunker" 488 extern const char *s_PHUSTR_26; // = PHUSTR_26; 489 //#define PHUSTR_27 "level 27: anti-christ" 490 extern const char *s_PHUSTR_27; // = PHUSTR_27; 491 //#define PHUSTR_28 "level 28: the sewers" 492 extern const char *s_PHUSTR_28; // = PHUSTR_28; 493 //#define PHUSTR_29 "level 29: odyssey of noises" 494 extern const char *s_PHUSTR_29; // = PHUSTR_29; 495 //#define PHUSTR_30 "level 30: the gateway of hell" 496 extern const char *s_PHUSTR_30; // = PHUSTR_30; 497 498 //#define PHUSTR_31 "level 31: cyberden" 499 extern const char *s_PHUSTR_31; // = PHUSTR_31; 500 //#define PHUSTR_32 "level 32: go 2 it" 501 extern const char *s_PHUSTR_32; // = PHUSTR_32; 502 503 //#define THUSTR_1 "level 1: system control" 504 extern const char *s_THUSTR_1; // = THUSTR_1; 505 //#define THUSTR_2 "level 2: human bbq" 506 extern const char *s_THUSTR_2; // = THUSTR_2; 507 //#define THUSTR_3 "level 3: power control" 508 extern const char *s_THUSTR_3; // = THUSTR_3; 509 //#define THUSTR_4 "level 4: wormhole" 510 extern const char *s_THUSTR_4; // = THUSTR_4; 511 //#define THUSTR_5 "level 5: hanger" 512 extern const char *s_THUSTR_5; // = THUSTR_5; 513 //#define THUSTR_6 "level 6: open season" 514 extern const char *s_THUSTR_6; // = THUSTR_6; 515 //#define THUSTR_7 "level 7: prison" 516 extern const char *s_THUSTR_7; // = THUSTR_7; 517 //#define THUSTR_8 "level 8: metal" 518 extern const char *s_THUSTR_8; // = THUSTR_8; 519 //#define THUSTR_9 "level 9: stronghold" 520 extern const char *s_THUSTR_9; // = THUSTR_9; 521 //#define THUSTR_10 "level 10: redemption" 522 extern const char *s_THUSTR_10; // = THUSTR_10; 523 //#define THUSTR_11 "level 11: storage facility" 524 extern const char *s_THUSTR_11; // = THUSTR_11; 525 526 //#define THUSTR_12 "level 12: crater" 527 extern const char *s_THUSTR_12; // = THUSTR_12; 528 //#define THUSTR_13 "level 13: nukage processing" 529 extern const char *s_THUSTR_13; // = THUSTR_13; 530 //#define THUSTR_14 "level 14: steel works" 531 extern const char *s_THUSTR_14; // = THUSTR_14; 532 //#define THUSTR_15 "level 15: dead zone" 533 extern const char *s_THUSTR_15; // = THUSTR_15; 534 //#define THUSTR_16 "level 16: deepest reaches" 535 extern const char *s_THUSTR_16; // = THUSTR_16; 536 //#define THUSTR_17 "level 17: processing area" 537 extern const char *s_THUSTR_17; // = THUSTR_17; 538 //#define THUSTR_18 "level 18: mill" 539 extern const char *s_THUSTR_18; // = THUSTR_18; 540 //#define THUSTR_19 "level 19: shipping/respawning" 541 extern const char *s_THUSTR_19; // = THUSTR_19; 542 //#define THUSTR_20 "level 20: central processing" 543 extern const char *s_THUSTR_20; // = THUSTR_20; 544 545 //#define THUSTR_21 "level 21: administration center" 546 extern const char *s_THUSTR_21; // = THUSTR_21; 547 //#define THUSTR_22 "level 22: habitat" 548 extern const char *s_THUSTR_22; // = THUSTR_22; 549 //#define THUSTR_23 "level 23: lunar mining project" 550 extern const char *s_THUSTR_23; // = THUSTR_23; 551 //#define THUSTR_24 "level 24: quarry" 552 extern const char *s_THUSTR_24; // = THUSTR_24; 553 //#define THUSTR_25 "level 25: baron's den" 554 extern const char *s_THUSTR_25; // = THUSTR_25; 555 //#define THUSTR_26 "level 26: ballistyx" 556 extern const char *s_THUSTR_26; // = THUSTR_26; 557 //#define THUSTR_27 "level 27: mount pain" 558 extern const char *s_THUSTR_27; // = THUSTR_27; 559 //#define THUSTR_28 "level 28: heck" 560 extern const char *s_THUSTR_28; // = THUSTR_28; 561 //#define THUSTR_29 "level 29: river styx" 562 extern const char *s_THUSTR_29; // = THUSTR_29; 563 //#define THUSTR_30 "level 30: last call" 564 extern const char *s_THUSTR_30; // = THUSTR_30; 565 566 //#define THUSTR_31 "level 31: pharaoh" 567 extern const char *s_THUSTR_31; // = THUSTR_31; 568 //#define THUSTR_32 "level 32: caribbean" 569 extern const char *s_THUSTR_32; // = THUSTR_32; 570 571 //#define HUSTR_CHATMACRO1 "I'm ready to kick butt!" 572 extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1; 573 //#define HUSTR_CHATMACRO2 "I'm OK." 574 extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2; 575 //#define HUSTR_CHATMACRO3 "I'm not looking too good!" 576 extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3; 577 //#define HUSTR_CHATMACRO4 "Help!" 578 extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4; 579 //#define HUSTR_CHATMACRO5 "You suck!" 580 extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5; 581 //#define HUSTR_CHATMACRO6 "Next time, scumbag..." 582 extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6; 583 //#define HUSTR_CHATMACRO7 "Come here!" 584 extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7; 585 //#define HUSTR_CHATMACRO8 "I'll take care of it." 586 extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8; 587 //#define HUSTR_CHATMACRO9 "Yes" 588 extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9; 589 //#define HUSTR_CHATMACRO0 "No" 590 extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0; 591 592 //#define HUSTR_TALKTOSELF1 "You mumble to yourself" 593 extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1; 594 //#define HUSTR_TALKTOSELF2 "Who's there?" 595 extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2; 596 //#define HUSTR_TALKTOSELF3 "You scare yourself" 597 extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3; 598 //#define HUSTR_TALKTOSELF4 "You start to rave" 599 extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4; 600 //#define HUSTR_TALKTOSELF5 "You've lost it..." 601 extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5; 602 603 //#define HUSTR_MESSAGESENT "[Message Sent]" 604 extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT; 605 606 // The following should NOT be changed unless it seems 607 // just AWFULLY necessary 608 609 //#define HUSTR_PLRGREEN "Green: " 610 extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN; 611 //#define HUSTR_PLRINDIGO "Indigo: " 612 extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO; 613 //#define HUSTR_PLRBROWN "Brown: " 614 extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN; 615 //#define HUSTR_PLRRED "Red: " 616 extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED; 617 618 // 619 // AM_map.C 620 // 621 622 //#define AMSTR_FOLLOWON "Follow Mode ON" 623 extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON; 624 //#define AMSTR_FOLLOWOFF "Follow Mode OFF" 625 extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF; 626 627 //#define AMSTR_GRIDON "Grid ON" 628 extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON; 629 //#define AMSTR_GRIDOFF "Grid OFF" 630 extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF; 631 632 //#define AMSTR_MARKEDSPOT "Marked Spot" 633 extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT; 634 //#define AMSTR_MARKSCLEARED "All Marks Cleared" 635 extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED; 636 637 // CPhipps - automap rotate & overlay 638 extern const char* s_AMSTR_ROTATEON; 639 extern const char* s_AMSTR_ROTATEOFF; 640 extern const char* s_AMSTR_OVERLAYON; 641 extern const char* s_AMSTR_OVERLAYOFF; 642 643 // 644 // ST_stuff.C 645 // 646 647 //#define STSTR_MUS "Music Change" 648 extern const char* s_STSTR_MUS; // = STSTR_MUS; 649 //#define STSTR_NOMUS "IMPOSSIBLE SELECTION" 650 extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS; 651 //#define STSTR_DQDON "Degreelessness Mode On" 652 extern const char* s_STSTR_DQDON; // = STSTR_DQDON; 653 //#define STSTR_DQDOFF "Degreelessness Mode Off" 654 extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF; 655 656 //#define STSTR_KFAADDED "Very Happy Ammo Added" 657 extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED; 658 //#define STSTR_FAADDED "Ammo (no keys) Added" 659 extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED; 660 661 //#define STSTR_NCON "No Clipping Mode ON" 662 extern const char* s_STSTR_NCON; // = STSTR_NCON; 663 //#define STSTR_NCOFF "No Clipping Mode OFF" 664 extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF; 665 666 //#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" 667 extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD; 668 //#define STSTR_BEHOLDX "Power-up Toggled" 669 extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX; 670 671 //#define STSTR_CHOPPERS "... doesn't suck - GM" 672 extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS; 673 //#define STSTR_CLEV "Changing Level..." 674 extern const char* s_STSTR_CLEV; // = STSTR_CLEV; 675 676 // 677 // F_Finale.C 678 // 679 /* 680 #define E1TEXT \ 681 "Once you beat the big badasses and\n"\ 682 "clean out the moon base you're supposed\n"\ 683 "to win, aren't you? Aren't you? Where's\n"\ 684 "your fat reward and ticket home? What\n"\ 685 "the hell is this? It's not supposed to\n"\ 686 "end this way!\n"\ 687 "\n" \ 688 "It stinks like rotten meat, but looks\n"\ 689 "like the lost Deimos base. Looks like\n"\ 690 "you're stuck on The Shores of Hell.\n"\ 691 "The only way out is through.\n"\ 692 "\n"\ 693 "To continue the DOOM experience, play\n"\ 694 "The Shores of Hell and its amazing\n"\ 695 "sequel, Inferno!\n" 696 */ 697 extern const char* s_E1TEXT; // = E1TEXT; 698 699 700 /* 701 #define E2TEXT \ 702 "You've done it! The hideous cyber-\n"\ 703 "demon lord that ruled the lost Deimos\n"\ 704 "moon base has been slain and you\n"\ 705 "are triumphant! But ... where are\n"\ 706 "you? You clamber to the edge of the\n"\ 707 "moon and look down to see the awful\n"\ 708 "truth.\n" \ 709 "\n"\ 710 "Deimos floats above Hell itself!\n"\ 711 "You've never heard of anyone escaping\n"\ 712 "from Hell, but you'll make the bastards\n"\ 713 "sorry they ever heard of you! Quickly,\n"\ 714 "you rappel down to the surface of\n"\ 715 "Hell.\n"\ 716 "\n" \ 717 "Now, it's on to the final chapter of\n"\ 718 "DOOM! -- Inferno." 719 */ 720 extern const char* s_E2TEXT; // = E2TEXT; 721 722 723 /* 724 #define E3TEXT \ 725 "The loathsome spiderdemon that\n"\ 726 "masterminded the invasion of the moon\n"\ 727 "bases and caused so much death has had\n"\ 728 "its ass kicked for all time.\n"\ 729 "\n"\ 730 "A hidden doorway opens and you enter.\n"\ 731 "You've proven too tough for Hell to\n"\ 732 "contain, and now Hell at last plays\n"\ 733 "fair -- for you emerge from the door\n"\ 734 "to see the green fields of Earth!\n"\ 735 "Home at last.\n" \ 736 "\n"\ 737 "You wonder what's been happening on\n"\ 738 "Earth while you were battling evil\n"\ 739 "unleashed. It's good that no Hell-\n"\ 740 "spawn could have come through that\n"\ 741 "door with you ..." 742 */ 743 extern const char* s_E3TEXT; // = E3TEXT; 744 745 746 /* 747 #define E4TEXT \ 748 "the spider mastermind must have sent forth\n"\ 749 "its legions of hellspawn before your\n"\ 750 "final confrontation with that terrible\n"\ 751 "beast from hell. but you stepped forward\n"\ 752 "and brought forth eternal damnation and\n"\ 753 "suffering upon the horde as a true hero\n"\ 754 "would in the face of something so evil.\n"\ 755 "\n"\ 756 "besides, someone was gonna pay for what\n"\ 757 "happened to daisy, your pet rabbit.\n"\ 758 "\n"\ 759 "but now, you see spread before you more\n"\ 760 "potential pain and gibbitude as a nation\n"\ 761 "of demons run amok among our cities.\n"\ 762 "\n"\ 763 "next stop, hell on earth!" 764 */ 765 extern const char* s_E4TEXT; // = E4TEXT; 766 767 /* 768 #define E5TEXT \ 769 "Baphomet was only doing Satan's bidding\n"\ 770 "by bringing you back to Hell. Somehow they\n"\ 771 "didn't understand that you're the reason\n"\ 772 "they failed in the first place.\n\n"\ 773 "After mopping up the place with your\n"\ 774 "arsenal, you're ready to face the more\n"\ 775 "advanced demons that were sent to Earth.\n\n"\ 776 "Lock and load. Rip and tear." 777 */ 778 extern const char* s_E5TEXT; // = E5TEXT; 779 780 781 // after level 6, put this: 782 783 /* 784 #define C1TEXT \ 785 "YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \ 786 "STARPORT. BUT SOMETHING IS WRONG. THE\n" \ 787 "MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \ 788 "WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \ 789 "IS BEING SUBVERTED BY THEIR PRESENCE.\n" \ 790 "\n"\ 791 "AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \ 792 "FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \ 793 "YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \ 794 "OF THE STARBASE AND FIND THE CONTROLLING\n" \ 795 "SWITCH WHICH HOLDS EARTH'S POPULATION\n" \ 796 "HOSTAGE." 797 */ 798 extern const char* s_C1TEXT; // = C1TEXT; 799 800 // After level 11, put this: 801 802 /* 803 #define C2TEXT \ 804 "YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \ 805 "HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\ 806 "THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\ 807 "HUMAN LEFT ON THE FACE OF THE PLANET.\n"\ 808 "CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\ 809 "AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\ 810 "YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\ 811 "THAT YOU HAVE SAVED YOUR SPECIES.\n"\ 812 "\n"\ 813 "BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\ 814 "MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\ 815 "THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\ 816 "GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\ 817 "ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\ 818 "YOUR OWN HOME CITY, NOT FAR FROM THE\n"\ 819 "STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\ 820 "UP AND RETURN TO THE FRAY." 821 */ 822 extern const char* s_C2TEXT; // = C2TEXT; 823 824 825 // After level 20, put this: 826 827 /* 828 #define C3TEXT \ 829 "YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\ 830 "SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\ 831 "YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\ 832 "ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\ 833 "TEETH AND PLUNGE THROUGH IT.\n"\ 834 "\n"\ 835 "THERE MUST BE A WAY TO CLOSE IT ON THE\n"\ 836 "OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\ 837 "GOT TO GO THROUGH HELL TO GET TO IT?" 838 */ 839 extern const char* s_C3TEXT; // = C3TEXT; 840 841 842 // After level 29, put this: 843 844 /* 845 #define C4TEXT \ 846 "THE HORRENDOUS VISAGE OF THE BIGGEST\n"\ 847 "DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\ 848 "YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\ 849 "HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\ 850 "UP AND DIES, ITS THRASHING LIMBS\n"\ 851 "DEVASTATING UNTOLD MILES OF HELL'S\n"\ 852 "SURFACE.\n"\ 853 "\n"\ 854 "YOU'VE DONE IT. THE INVASION IS OVER.\n"\ 855 "EARTH IS SAVED. HELL IS A WRECK. YOU\n"\ 856 "WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\ 857 "DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\ 858 "FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\ 859 "HOME. REBUILDING EARTH OUGHT TO BE A\n"\ 860 "LOT MORE FUN THAN RUINING IT WAS.\n" 861 */ 862 extern const char* s_C4TEXT; // = C4TEXT; 863 864 865 866 // Before level 31, put this: 867 868 /* 869 #define C5TEXT \ 870 "CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\ 871 "LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\ 872 "HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\ 873 "WHO THE INMATES OF THIS CORNER OF HELL\n"\ 874 "WILL BE." 875 */ 876 extern const char* s_C5TEXT; // = C5TEXT; 877 878 879 // Before level 32, put this: 880 881 /* 882 #define C6TEXT \ 883 "CONGRATULATIONS, YOU'VE FOUND THE\n"\ 884 "SUPER SECRET LEVEL! YOU'D BETTER\n"\ 885 "BLAZE THROUGH THIS ONE!\n" 886 */ 887 extern const char* s_C6TEXT; // = C6TEXT; 888 889 890 // after map 06 891 892 /* 893 #define P1TEXT \ 894 "You gloat over the steaming carcass of the\n"\ 895 "Guardian. With its death, you've wrested\n"\ 896 "the Accelerator from the stinking claws\n"\ 897 "of Hell. You relax and glance around the\n"\ 898 "room. Damn! There was supposed to be at\n"\ 899 "least one working prototype, but you can't\n"\ 900 "see it. The demons must have taken it.\n"\ 901 "\n"\ 902 "You must find the prototype, or all your\n"\ 903 "struggles will have been wasted. Keep\n"\ 904 "moving, keep fighting, keep killing.\n"\ 905 "Oh yes, keep living, too." 906 */ 907 extern const char* s_P1TEXT; // = P1TEXT; 908 909 910 // after map 11 911 912 /* 913 #define P2TEXT \ 914 "Even the deadly Arch-Vile labyrinth could\n"\ 915 "not stop you, and you've gotten to the\n"\ 916 "prototype Accelerator which is soon\n"\ 917 "efficiently and permanently deactivated.\n"\ 918 "\n"\ 919 "You're good at that kind of thing." 920 */ 921 extern const char* s_P2TEXT; // = P2TEXT; 922 923 924 // after map 20 925 926 /* 927 #define P3TEXT \ 928 "You've bashed and battered your way into\n"\ 929 "the heart of the devil-hive. Time for a\n"\ 930 "Search-and-Destroy mission, aimed at the\n"\ 931 "Gatekeeper, whose foul offspring is\n"\ 932 "cascading to Earth. Yeah, he's bad. But\n"\ 933 "you know who's worse!\n"\ 934 "\n"\ 935 "Grinning evilly, you check your gear, and\n"\ 936 "get ready to give the bastard a little Hell\n"\ 937 "of your own making!" 938 */ 939 extern const char* s_P3TEXT; // = P3TEXT; 940 941 // after map 30 942 943 /* 944 #define P4TEXT \ 945 "The Gatekeeper's evil face is splattered\n"\ 946 "all over the place. As its tattered corpse\n"\ 947 "collapses, an inverted Gate forms and\n"\ 948 "sucks down the shards of the last\n"\ 949 "prototype Accelerator, not to mention the\n"\ 950 "few remaining demons. You're done. Hell\n"\ 951 "has gone back to pounding bad dead folks \n"\ 952 "instead of good live ones. Remember to\n"\ 953 "tell your grandkids to put a rocket\n"\ 954 "launcher in your coffin. If you go to Hell\n"\ 955 "when you die, you'll need it for some\n"\ 956 "final cleaning-up ..." 957 */ 958 extern const char* s_P4TEXT; // = P4TEXT; 959 960 // before map 31 961 962 /* 963 #define P5TEXT \ 964 "You've found the second-hardest level we\n"\ 965 "got. Hope you have a saved game a level or\n"\ 966 "two previous. If not, be prepared to die\n"\ 967 "aplenty. For master marines only." 968 */ 969 extern const char* s_P5TEXT; // = P5TEXT; 970 971 // before map 32 972 973 /* 974 #define P6TEXT \ 975 "Betcha wondered just what WAS the hardest\n"\ 976 "level we had ready for ya? Now you know.\n"\ 977 "No one gets out alive." 978 */ 979 extern const char* s_P6TEXT; // = P6TEXT; 980 981 982 /* 983 #define T1TEXT \ 984 "You've fought your way out of the infested\n"\ 985 "experimental labs. It seems that UAC has\n"\ 986 "once again gulped it down. With their\n"\ 987 "high turnover, it must be hard for poor\n"\ 988 "old UAC to buy corporate health insurance\n"\ 989 "nowadays..\n"\ 990 "\n"\ 991 "Ahead lies the military complex, now\n"\ 992 "swarming with diseased horrors hot to get\n"\ 993 "their teeth into you. With luck, the\n"\ 994 "complex still has some warlike ordnance\n"\ 995 "laying around." 996 */ 997 extern const char* s_T1TEXT; // = T1TEXT; 998 999 1000 /* 1001 #define T2TEXT \ 1002 "You hear the grinding of heavy machinery\n"\ 1003 "ahead. You sure hope they're not stamping\n"\ 1004 "out new hellspawn, but you're ready to\n"\ 1005 "ream out a whole herd if you have to.\n"\ 1006 "They might be planning a blood feast, but\n"\ 1007 "you feel about as mean as two thousand\n"\ 1008 "maniacs packed into one mad killer.\n"\ 1009 "\n"\ 1010 "You don't plan to go down easy." 1011 */ 1012 extern const char* s_T2TEXT; // = T2TEXT; 1013 1014 1015 /* 1016 #define T3TEXT \ 1017 "The vista opening ahead looks real damn\n"\ 1018 "familiar. Smells familiar, too -- like\n"\ 1019 "fried excrement. You didn't like this\n"\ 1020 "place before, and you sure as hell ain't\n"\ 1021 "planning to like it now. The more you\n"\ 1022 "brood on it, the madder you get.\n"\ 1023 "Hefting your gun, an evil grin trickles\n"\ 1024 "onto your face. Time to take some names." 1025 */ 1026 extern const char* s_T3TEXT; // = T3TEXT; 1027 1028 /* 1029 #define T4TEXT \ 1030 "Suddenly, all is silent, from one horizon\n"\ 1031 "to the other. The agonizing echo of Hell\n"\ 1032 "fades away, the nightmare sky turns to\n"\ 1033 "blue, the heaps of monster corpses start \n"\ 1034 "to evaporate along with the evil stench \n"\ 1035 "that filled the air. Jeeze, maybe you've\n"\ 1036 "done it. Have you really won?\n"\ 1037 "\n"\ 1038 "Something rumbles in the distance.\n"\ 1039 "A blue light begins to glow inside the\n"\ 1040 "ruined skull of the demon-spitter." 1041 */ 1042 extern const char* s_T4TEXT; // = T4TEXT; 1043 1044 1045 /* 1046 #define T5TEXT \ 1047 "What now? Looks totally different. Kind\n"\ 1048 "of like King Tut's condo. Well,\n"\ 1049 "whatever's here can't be any worse\n"\ 1050 "than usual. Can it? Or maybe it's best\n"\ 1051 "to let sleeping gods lie.." 1052 */ 1053 extern const char* s_T5TEXT; // = T5TEXT; 1054 1055 1056 /* 1057 #define T6TEXT \ 1058 "Time for a vacation. You've burst the\n"\ 1059 "bowels of hell and by golly you're ready\n"\ 1060 "for a break. You mutter to yourself,\n"\ 1061 "Maybe someone else can kick Hell's ass\n"\ 1062 "next time around. Ahead lies a quiet town,\n"\ 1063 "with peaceful flowing water, quaint\n"\ 1064 "buildings, and presumably no Hellspawn.\n"\ 1065 "\n"\ 1066 "As you step off the transport, you hear\n"\ 1067 "the stomp of a cyberdemon's iron shoe." 1068 */ 1069 extern const char* s_T6TEXT; // = T6TEXT; 1070 1071 // 1072 // Character cast strings F_FINALE.C 1073 // 1074 //#define CC_ZOMBIE "ZOMBIEMAN" 1075 extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE; 1076 //#define CC_SHOTGUN "SHOTGUN GUY" 1077 extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN; 1078 //#define CC_HEAVY "HEAVY WEAPON DUDE" 1079 extern const char* s_CC_HEAVY; // = CC_HEAVY; 1080 //#define CC_IMP "IMP" 1081 extern const char* s_CC_IMP; // = CC_IMP; 1082 //#define CC_DEMON "DEMON" 1083 extern const char* s_CC_DEMON; // = CC_DEMON; 1084 //#define CC_LOST "LOST SOUL" 1085 extern const char* s_CC_LOST; // = CC_LOST; 1086 //#define CC_CACO "CACODEMON" 1087 extern const char* s_CC_CACO; // = CC_CACO; 1088 //#define CC_HELL "HELL KNIGHT" 1089 extern const char* s_CC_HELL; // = CC_HELL; 1090 //#define CC_BARON "BARON OF HELL" 1091 extern const char* s_CC_BARON; // = CC_BARON; 1092 //#define CC_ARACH "ARACHNOTRON" 1093 extern const char* s_CC_ARACH; // = CC_ARACH; 1094 //#define CC_PAIN "PAIN ELEMENTAL" 1095 extern const char* s_CC_PAIN; // = CC_PAIN; 1096 //#define CC_REVEN "REVENANT" 1097 extern const char* s_CC_REVEN; // = CC_REVEN; 1098 //#define CC_MANCU "MANCUBUS" 1099 extern const char* s_CC_MANCU; // = CC_MANCU; 1100 //#define CC_ARCH "ARCH-VILE" 1101 extern const char* s_CC_ARCH; // = CC_ARCH; 1102 //#define CC_SPIDER "THE SPIDER MASTERMIND" 1103 extern const char* s_CC_SPIDER; // = CC_SPIDER; 1104 //#define CC_CYBER "THE CYBERDEMON" 1105 extern const char* s_CC_CYBER; // = CC_CYBER; 1106 //#define CC_HERO "OUR HERO" 1107 extern const char* s_CC_HERO; // = CC_HERO; 1108 1109 // Ty 03/30/98 - new substitutions for background textures during int screens 1110 // char* bgflatE1 = "FLOOR4_8"; 1111 extern const char* bgflatE1; 1112 // char* bgflatE2 = "SFLR6_1"; 1113 extern const char* bgflatE2; 1114 // char* bgflatE3 = "MFLR8_4"; 1115 extern const char* bgflatE3; 1116 // char* bgflatE4 = "MFLR8_3"; 1117 extern const char* bgflatE4; 1118 // char* bgflatE5 = "FLOOR7_2"; 1119 extern const char* bgflatE5; 1120 1121 // char* bgflat06 = "SLIME16"; 1122 extern const char* bgflat06; 1123 // char* bgflat11 = "RROCK14"; 1124 extern const char* bgflat11; 1125 // char* bgflat20 = "RROCK07"; 1126 extern const char* bgflat20; 1127 // char* bgflat30 = "RROCK17"; 1128 extern const char* bgflat30; 1129 // char* bgflat15 = "RROCK13"; 1130 extern const char* bgflat15; 1131 // char* bgflat31 = "RROCK19"; 1132 extern const char* bgflat31; 1133 1134 // char* bgcastcall = "BOSSBACK"; // panel behind cast call 1135 extern const char* bgcastcall; 1136 1137 // ignored if blank, general purpose startup announcements 1138 // char* startup1 = ""; 1139 extern const char* startup1; 1140 // char* startup2 = ""; 1141 extern const char* startup2; 1142 // char* startup3 = ""; 1143 extern const char* startup3; 1144 // char* startup4 = ""; 1145 extern const char* startup4; 1146 // char* startup5 = ""; 1147 extern const char* startup5; 1148 1149 // from g_game.c, prefix for savegame name like "boomsav" 1150 extern const char* savegamename; 1151 1152 void D_BuildBEXTables(void); 1153 1154 #endif 1155