1 /*
2     Copyright (C) 2005-2007 Tom Beaumont
3 
4     This program is free software; you can redistribute it and/or modify
5     it under the terms of the GNU General Public License as published by
6     the Free Software Foundation; either version 2 of the License, or
7     (at your option) any later version.
8 
9     This program is distributed in the hope that it will be useful,
10     but WITHOUT ANY WARRANTY; without even the implied warranty of
11     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12     GNU General Public License for more details.
13 
14     You should have received a copy of the GNU General Public License
15     along with this program; if not, write to the Free Software
16     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
17 */
18 
19 
20 struct LevelInfo{
21 	int hintID;
22 	const char *file, *name;
23 } levelNames[] = {
24 
25 /* TRANSLATORS: The following strings (in level_list.h) are level names, which
26    should give (in a humerous way) the player an indication about this level. */
27 {0,		"map_maybe\\map.lev",						_("  Map"),},
28 {0,		"0_green\\asymmetrix.lev",					_("  Orbital"),},
29 {0,		"0_green\\hive.lev",						_("  Hive"),},
30 {0,		"0_green\\there and back.lev",				_("  There  and Back"),},
31 {0,		"0_green\\triangular.lev",					_("  Triangular"),},
32 {0,		"1_trampoline\\01.lev",						_("  Mini  Island"),},
33 {0,		"1_trampoline\\01_b.lev",					_("  Island  Variation"),},
34 {0,		"1_trampoline\\archipeligo.lev",			_("  Archipelago"),},
35 {0,		"1_trampoline\\arrow.lev",					_("  Weathervane"),},
36 {0,		"1_trampoline\\Bridges.lev",				_("  Bridges"),},
37 {0,		"1_trampoline\\explorer.lev",				_("  Explorer"),},
38 {0,		"1_trampoline\\test_trampoline.lev",		_("  Trampolines"),},
39 {0,		"2_greendoor\\Loopy.lev",					_("  Not a Knot"),},
40 {0,		"2_greendoor\\more mountain.lev",			_("  Another  Mountain"),},
41 {0,		"2_greendoor\\Mountain.lev",				_("  A  Mountain"),},
42 {0,		"2_greendoor\\test_green_gate.lev",			_("  Green  Walls"),},
43 {0,		"2_greendoor\\winding order.lev",			_("  Winding  Order"),},
44 {0,		"2005_11_15\\boating.lev",					_("  Rental  Boat"),},
45 {0,		"2005_11_15\\ferry.lev",					_("  Ferrying"),},
46 {0,		"2005_11_15\\HUB.LEV",						_("  Transport  Hub"),},
47 {0,		"2005_11_15\\learn lift.lev",				_("  Lifts"),},
48 {0,		"2005_11_15\\leftovers.lev",				_("  Leftovers"),},
49 {0,		"2005_11_15\\lumpy.lev",					_("  Trampoline  Retrieval"),},
50 {0,		"2005_11_15\\rolling hexagons.lev",			_("  Rolling  Hexagons"),},
51 {0,		"2005_11_15\\telephone.lev",				_("  Telephone"),},
52 {0,		"2005_11_16\\breakthrough.lev",				_("  Breakthrough"),},
53 {0,		"2005_11_19\\aa.lev",						_("  Laser  Safety"),},
54 {0,		"2005_11_19\\branches.lev",					_("  Branching  Pathway"),},
55 {0,		"2005_11_19\\one way up.lev",				_("  Only One  Way Up"),},
56 {0,		"2005_11_19\\outposts.lev",					_("  Outposts"),},
57 {0,		"2005_11_19\\turntables.lev",				_("  Roundabouts"),},
58 {0,		"2005_11_19\\two fish.lev",					_("  Two  Fish"),},
59 {0,		"3_2hitfloor\\all wound up.lev",			_("All  Wound  Up"),},
60 {0,		"3_2hitfloor\\collapse2.lev",				_("  Toughened  Tiles"),},
61 {0,		"3_2hitfloor\\Island.lev",					_("  Island"),},
62 {0,		"3_2hitfloor\\more stripes.lev",			_("  More  Stripes"),},
63 {0,		"3_2hitfloor\\Stripey.lev",					_("  Stripes"),},
64 {0,		"3_2hitfloor\\test_2hit_floor.lev",			_("  One Two  One Two"),},
65 {0,		"3_2hitfloor\\Turtle.lev",					_("  Turtle"),},
66 {0,		"3_2hitfloor\\Wand.lev",					_("  Wand"),},
67 {0,		"4_gun\\deathtrap.lev",						_("  Deathtrap"),},
68 {0,		"4_gun\\eagerness.lev",						_("  Eagerness"),},
69 {0,		"4_gun\\gun platform.lev",					_("  Gun  Platform"),},
70 {0,		"4_gun\\Nucleus.lev",						_("  Nucleus"),},
71 {0,		"4_gun\\Sniper.lev",						_("  Sniper"),},
72 {0,		"4_gun\\snowflake 2.lev",					_("  Deadly  Snowflake"),},
73 {0,		"4_gun\\snowflake.lev",						_("  Snowflake"),},
74 {0,		"4_gun\\Test_gun.lev",						_("  Laser  Tiles"),},
75 {0,		"4_gun\\trigger happy.lev",					_("  Trigger  Happy"),},
76 {0,		"5_spinner\\lure.lev",						_("  Lure"),},
77 {0,		"5_spinner\\Maxe.lev",						_("  Maze"),},
78 {0,		"5_spinner\\Motion.lev",					_("  Motion  Sickness"),},
79 {0,		"5_spinner\\preperation mk 3.lev",			_("  All About  Preparation"),},
80 {0,		"5_spinner\\revolver cannon.lev",			_("  Revolver  Cannon"),},
81 {0,		"5_spinner\\small cog.lev",					_("  Small  Cog"),},
82 {0,		"5_spinner\\Sprocket.lev",					_("  Sprocket"),},
83 {0,		"5_spinner\\switch.lev",					_("  Switch"),},
84 {0,		"5_spinner\\test_spinner.lev",				_("  Spinner  Tiles"),},
85 {0,		"5_spinner\\three more ways.lev",			_("  Three  More Ways"),},
86 {0,		"5_spinner\\three ways mk 2.lev",			_("  Three  Ways To Go"),},
87 {0,		"6_ice\\oo.lev",							_("Please  Skate  Safely"),},
88 {0,		"6_ice\\refraction.lev",					_("  Refraction"),},
89 {0,		"6_ice\\route finder.lev",					_("  Route  Finder"),},
90 {0,		"6_ice\\slippy.lev",						_("A  Slippery  Situation"),},
91 {0,		"7_item\\crooked.lev",						_("  Crooked"),},
92 {0,		"7_item\\green honey.lev",					_("  Green  Honey"),},
93 {0,		"7_item\\kx.lev",							_("  Carefully  Does It"),},
94 {0,		"7_item\\radioactive ice.lev",				_("  Radioactive  Ice"),},
95 {0,		"7_item\\slider.lev",						_("  Pro  Skater"),},
96 {0,		"7_item\\spinners mk2.lev",					_("  Spinners  II"),},
97 {0,		"7_item\\spinners.lev",						_("  Spinners"),},
98 /* TRANSLATORS: There is a special kind of pickup, which will turn ice
99    plates into "normal" plates (you won't slip on them). So the name
100    is (probably) related to "Make less slippery". */
101 {0,		"7_item\\test_ice.lev",						_("  Deslippify"),},
102 {0,		"7_item\\tt.lev",							_("  Tri Mesh"),},
103 {0,		"7_item\\Wheel.lev",						_("  Wheel"),},
104 {0,		"8_item2\\finishing strike.lev",			_("  Finishing  Strike"),},
105 {0,		"8_item2\\p2.lev",							_("  Big  Jumps"),},
106 {0,		"8_item2\\wave cannon.lev",					_("  Wave  Cannon"),},
107 {0,		"9_boat\\clearance.lev",					_("  Clearance"),},
108 {0,		"9_boat\\floating.lev",						_("  Floating"),},
109 {0,		"9_boat\\forced fire.lev",					_("  Forced  Fire"),},
110 {0,		"9_boat\\no swimming allowed.lev",			_("No  Swimming  Allowed"),},
111 {0,		"a.lev",									_("A Little  Light  Lifting"),},
112 {0,		"A_Lift\\house.lev",						_("  House"),},
113 {0,		"A_Lift\\hunting.lev",						_("  Hunting"),},
114 {0,		"A_Lift\\Lifting.lev",						_("  More  Lifting"),},
115 {0,		"A_Lift\\opportunist_mini.lev",				_("  Opportunist"),},
116 {0,		"A_Lift\\test_lift.lev",					_("  Demolition"),},
117 {0,		"A_Lift\\upper.lev",						_("  Upper"),},
118 {0,		"b.lev",									_("Beware  Feedback  Loops"),},
119 {0,		"B_Builder\\airlock ending.lev",			_("  Somewhat  Constructive"),},
120 {0,		"B_Builder\\overbuild.lev",					_("  Overbuild"),},
121 {0,		"B_Builder\\reversing space.lev",			_("  Reversing  Space"),},
122 {0,		"B_Builder\\test_builder.lev",				_("Burn  Your  Bridges"),},
123 {0,		"c.lev",									_("A  Strange  Place"),},
124 {0,		"commute.lev",								_("  Commute"),},
125 {0,		"d.lev",									_("  Bouncing  Required"),},
126 {0,		"de-icing.lev",								_("  Fetch  Quest"),},
127 {0,		"e.lev",									_("  Laser  Surgery"),},
128 {0,		"ice intro.lev",							_("  Icy  Tiles"),},
129 {0,		"icy road.lev",								_("  Icy  Road"),},
130 {0,		"invertor.lev",								_("  Inversion"),},
131 
132 {0,		"_20",										_("Complete __ levels to unlock")},
133 {0,		"_35",										_("Complete __ levels to unlock")},
134 {0,		"_55",										_("Complete __ levels to unlock")},
135 {0,		"_75",										_("Complete __ levels to unlock")},
136 {0,		"_90",										_("Complete __ levels to unlock")},
137 
138 };
139