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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) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 * 02111-1307, USA.
26 *
27 * Dehacked file support
28 * New for the TeamTNT "Boom" engine
29 *
30 * Author: Ty Halderman, TeamTNT
31 *
32 * Description: This file translates the #defined string constants
33 * to named variables to externalize them for deh/bex changes.
34 * Should be able to compile with D_FRENCH (for example) and still
35 * work (untested).
36 *
37 *-----------------------------------------------------------------------------
38*/
39
40#ifndef __D_DEH__
41#define __D_DEH__
42
43//
44// Ty 03/22/98 - note that we are keeping the english versions and
45// comments in this file
46// New string names all start with an extra s_ to avoid conflicts,
47// but are otherwise identical to the original including uppercase.
48// This is partly to keep the changes simple and partly for easier
49// identification of the locations in which they're used.
50//
51// Printed strings for translation
52//
53
54//
55// D_Main.C
56//
57//#define D_DEVSTR "Development mode ON.\n"
58extern const char *s_D_DEVSTR; // = D_DEVSTR;
59//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
60extern const char *s_D_CDROM; // = D_CDROM;
61
62//
63// M_Menu.C
64//
65//#define PRESSKEY "press a key."
66extern const char *s_PRESSKEY; // = PRESSKEY;
67//#define PRESSYN "press y or n."
68extern const char *s_PRESSYN; // = PRESSYN;
69//#define QUITMSG "are you sure you want to\nquit this great game?"
70extern const char *s_QUITMSG; // = QUITMSG;
71//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
72extern const char *s_LOADNET; // = LOADNET;
73//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
74extern const char *s_QLOADNET; // = QLOADNET;
75//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
76extern const char *s_QSAVESPOT; // = QSAVESPOT;
77//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
78extern const char *s_SAVEDEAD; // = SAVEDEAD;
79//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
80extern const char *s_QSPROMPT; // = QSPROMPT;
81//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
82extern const char *s_QLPROMPT; // = QLPROMPT;
83
84/*
85#define NEWGAME \
86"you can't start a new game\n"\
87"while in a network game.\n\n"PRESSKEY
88*/
89extern char *s_NEWGAME; // = NEWGAME;
90
91// CPhipps - message given when asked if to restart the level
92extern char *s_RESTARTLEVEL;
93
94/*
95#define NIGHTMARE \
96"are you sure? this skill level\n"\
97"isn't even remotely fair.\n\n"PRESSYN
98*/
99extern const char *s_NIGHTMARE; // = NIGHTMARE;
100
101/*
102#define SWSTRING \
103"this is the shareware version of doom.\n\n"\
104"you need to order the entire trilogy.\n\n"PRESSKEY
105*/
106extern const char *s_SWSTRING; // = SWSTRING;
107
108//#define MSGOFF "Messages OFF"
109extern const char *s_MSGOFF; // = MSGOFF;
110//#define MSGON "Messages ON"
111extern const char *s_MSGON; // = MSGON;
112//#define NETEND "you can't end a netgame!\n\n"PRESSKEY
113extern const char *s_NETEND; // = NETEND;
114//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
115extern const char *s_ENDGAME; // = ENDGAME;
116
117//#define DOSY "(press y to quit)"
118extern const char *s_DOSY; // = DOSY;
119
120//#define DETAILHI "High detail"
121extern const char *s_DETAILHI; // = DETAILHI;
122//#define DETAILLO "Low detail"
123extern const char *s_DETAILLO; // = DETAILLO;
124//#define GAMMALVL0 "Gamma correction OFF"
125extern const char *s_GAMMALVL0; // = GAMMALVL0;
126//#define GAMMALVL1 "Gamma correction level 1"
127extern const char *s_GAMMALVL1; // = GAMMALVL1;
128//#define GAMMALVL2 "Gamma correction level 2"
129extern const char *s_GAMMALVL2; // = GAMMALVL2;
130//#define GAMMALVL3 "Gamma correction level 3"
131extern const char *s_GAMMALVL3; // = GAMMALVL3;
132//#define GAMMALVL4 "Gamma correction level 4"
133extern const char *s_GAMMALVL4; // = GAMMALVL4;
134//#define EMPTYSTRING "empty slot"
135extern const char *s_EMPTYSTRING; // = EMPTYSTRING;
136
137//
138// P_inter.C
139//
140//#define GOTARMOR "Picked up the armor."
141extern const char *s_GOTARMOR; // = GOTARMOR;
142//#define GOTMEGA "Picked up the MegaArmor!"
143extern const char *s_GOTMEGA; // = GOTMEGA;
144//#define GOTHTHBONUS "Picked up a health bonus."
145extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS;
146//#define GOTARMBONUS "Picked up an armor bonus."
147extern const char *s_GOTARMBONUS; // = GOTARMBONUS;
148//#define GOTSTIM "Picked up a stimpack."
149extern const char *s_GOTSTIM; // = GOTSTIM;
150//#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
151extern const char *s_GOTMEDINEED; // = GOTMEDINEED;
152//#define GOTMEDIKIT "Picked up a medikit."
153extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT;
154//#define GOTSUPER "Supercharge!"
155extern const char *s_GOTSUPER; // = GOTSUPER;
156
157//#define GOTBLUECARD "Picked up a blue keycard."
158extern const char *s_GOTBLUECARD; // = GOTBLUECARD;
159//#define GOTYELWCARD "Picked up a yellow keycard."
160extern const char *s_GOTYELWCARD; // = GOTYELWCARD;
161//#define GOTREDCARD "Picked up a red keycard."
162extern const char *s_GOTREDCARD; // = GOTREDCARD;
163//#define GOTBLUESKUL "Picked up a blue skull key."
164extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL;
165//#define GOTYELWSKUL "Picked up a yellow skull key."
166extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL;
167//#define GOTREDSKULL "Picked up a red skull key."
168extern const char *s_GOTREDSKULL; // = GOTREDSKULL;
169
170//#define GOTINVUL "Invulnerability!"
171extern const char *s_GOTINVUL; // = GOTINVUL;
172//#define GOTBERSERK "Berserk!"
173extern const char *s_GOTBERSERK; // = GOTBERSERK;
174//#define GOTINVIS "Partial Invisibility"
175extern const char *s_GOTINVIS; // = GOTINVIS;
176//#define GOTSUIT "Radiation Shielding Suit"
177extern const char *s_GOTSUIT; // = GOTSUIT;
178//#define GOTMAP "Computer Area Map"
179extern const char *s_GOTMAP; // = GOTMAP;
180//#define GOTVISOR "Light Amplification Visor"
181extern const char *s_GOTVISOR; // = GOTVISOR;
182//#define GOTMSPHERE "MegaSphere!"
183extern const char *s_GOTMSPHERE; // = GOTMSPHERE;
184
185//#define GOTCLIP "Picked up a clip."
186extern const char *s_GOTCLIP; // = GOTCLIP;
187//#define GOTCLIPBOX "Picked up a box of bullets."
188extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX;
189//#define GOTROCKET "Picked up a rocket."
190extern const char *s_GOTROCKET; // = GOTROCKET;
191//#define GOTROCKBOX "Picked up a box of rockets."
192extern const char *s_GOTROCKBOX; // = GOTROCKBOX;
193//#define GOTCELL "Picked up an energy cell."
194extern const char *s_GOTCELL; // = GOTCELL;
195//#define GOTCELLBOX "Picked up an energy cell pack."
196extern const char *s_GOTCELLBOX; // = GOTCELLBOX;
197//#define GOTSHELLS "Picked up 4 shotgun shells."
198extern const char *s_GOTSHELLS; // = GOTSHELLS;
199//#define GOTSHELLBOX "Picked up a box of shotgun shells."
200extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX;
201//#define GOTBACKPACK "Picked up a backpack full of ammo!"
202extern const char *s_GOTBACKPACK; // = GOTBACKPACK;
203
204//#define GOTBFG9000 "You got the BFG9000! Oh, yes."
205extern const char *s_GOTBFG9000; // = GOTBFG9000;
206//#define GOTCHAINGUN "You got the chaingun!"
207extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN;
208//#define GOTCHAINSAW "A chainsaw! Find some meat!"
209extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW;
210//#define GOTLAUNCHER "You got the rocket launcher!"
211extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER;
212//#define GOTPLASMA "You got the plasma gun!"
213extern const char *s_GOTPLASMA; // = GOTPLASMA;
214//#define GOTSHOTGUN "You got the shotgun!"
215extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN;
216//#define GOTSHOTGUN2 "You got the super shotgun!"
217extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2;
218
219//
220// P_Doors.C
221//
222//#define PD_BLUEO "You need a blue key to activate this object"
223extern const char *s_PD_BLUEO; // = PD_BLUEO;
224//#define PD_REDO "You need a red key to activate this object"
225extern const char *s_PD_REDO; // = PD_REDO;
226//#define PD_YELLOWO "You need a yellow key to activate this object"
227extern const char *s_PD_YELLOWO; // = PD_YELLOWO;
228//#define PD_BLUEK "You need a blue key to open this door"
229extern const char *s_PD_BLUEK; // = PD_BLUEK;
230//#define PD_REDK "You need a red key to open this door"
231extern const char *s_PD_REDK; // = PD_REDK;
232//#define PD_YELLOWK "You need a yellow key to open this door"
233extern const char *s_PD_YELLOWK; // = PD_YELLOWK;
234//jff 02/05/98 Create messages specific to card and skull keys
235//#define PD_BLUEC "You need a blue card to open this door"
236extern const char *s_PD_BLUEC; // = PD_BLUEC;
237//#define PD_REDC "You need a red card to open this door"
238extern const char *s_PD_REDC; // = PD_REDC;
239//#define PD_YELLOWC "You need a yellow card to open this door"
240extern const char *s_PD_YELLOWC; // = PD_YELLOWC;
241//#define PD_BLUES "You need a blue skull to open this door"
242extern const char *s_PD_BLUES; // = PD_BLUES;
243//#define PD_REDS "You need a red skull to open this door"
244extern const char *s_PD_REDS; // = PD_REDS;
245//#define PD_YELLOWS "You need a yellow skull to open this door"
246extern const char *s_PD_YELLOWS; // = PD_YELLOWS;
247//#define PD_ANY "Any key will open this door"
248extern const char *s_PD_ANY; // = PD_ANY;
249//#define PD_ALL3 "You need all three keys to open this door"
250extern const char *s_PD_ALL3; // = PD_ALL3;
251//#define PD_ALL6 "You need all six keys to open this door"
252extern const char *s_PD_ALL6; // = PD_ALL6;
253
254//
255// G_game.C
256//
257//#define GGSAVED "game saved."
258extern const char *s_GGSAVED; // = GGSAVED;
259
260//
261// HU_stuff.C
262//
263//#define HUSTR_MSGU "[Message unsent]"
264extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU;
265
266//#define HUSTR_E1M1 "E1M1: Hangar"
267extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1;
268//#define HUSTR_E1M2 "E1M2: Nuclear Plant"
269extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2;
270//#define HUSTR_E1M3 "E1M3: Toxin Refinery"
271extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3;
272//#define HUSTR_E1M4 "E1M4: Command Control"
273extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4;
274//#define HUSTR_E1M5 "E1M5: Phobos Lab"
275extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5;
276//#define HUSTR_E1M6 "E1M6: Central Processing"
277extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6;
278//#define HUSTR_E1M7 "E1M7: Computer Station"
279extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7;
280//#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
281extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8;
282//#define HUSTR_E1M9 "E1M9: Military Base"
283extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9;
284
285//#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
286extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1;
287//#define HUSTR_E2M2 "E2M2: Containment Area"
288extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2;
289//#define HUSTR_E2M3 "E2M3: Refinery"
290extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3;
291//#define HUSTR_E2M4 "E2M4: Deimos Lab"
292extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4;
293//#define HUSTR_E2M5 "E2M5: Command Center"
294extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5;
295//#define HUSTR_E2M6 "E2M6: Halls of the Damned"
296extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6;
297//#define HUSTR_E2M7 "E2M7: Spawning Vats"
298extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7;
299//#define HUSTR_E2M8 "E2M8: Tower of Babel"
300extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8;
301//#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
302extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9;
303
304//#define HUSTR_E3M1 "E3M1: Hell Keep"
305extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1;
306//#define HUSTR_E3M2 "E3M2: Slough of Despair"
307extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2;
308//#define HUSTR_E3M3 "E3M3: Pandemonium"
309extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3;
310//#define HUSTR_E3M4 "E3M4: House of Pain"
311extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4;
312//#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
313extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5;
314//#define HUSTR_E3M6 "E3M6: Mt. Erebus"
315extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6;
316//#define HUSTR_E3M7 "E3M7: Limbo"
317extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7;
318//#define HUSTR_E3M8 "E3M8: Dis"
319extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8;
320//#define HUSTR_E3M9 "E3M9: Warrens"
321extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9;
322
323//#define HUSTR_E4M1 "E4M1: Hell Beneath"
324extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1;
325//#define HUSTR_E4M2 "E4M2: Perfect Hatred"
326extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2;
327//#define HUSTR_E4M3 "E4M3: Sever The Wicked"
328extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3;
329//#define HUSTR_E4M4 "E4M4: Unruly Evil"
330extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4;
331//#define HUSTR_E4M5 "E4M5: They Will Repent"
332extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5;
333//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
334extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6;
335//#define HUSTR_E4M7 "E4M7: And Hell Followed"
336extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7;
337//#define HUSTR_E4M8 "E4M8: Unto The Cruel"
338extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8;
339//#define HUSTR_E4M9 "E4M9: Fear"
340extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9;
341
342//#define HUSTR_1 "level 1: entryway"
343extern const char *s_HUSTR_1; // = HUSTR_1;
344//#define HUSTR_2 "level 2: underhalls"
345extern const char *s_HUSTR_2; // = HUSTR_2;
346//#define HUSTR_3 "level 3: the gantlet"
347extern const char *s_HUSTR_3; // = HUSTR_3;
348//#define HUSTR_4 "level 4: the focus"
349extern const char *s_HUSTR_4; // = HUSTR_4;
350//#define HUSTR_5 "level 5: the waste tunnels"
351extern const char *s_HUSTR_5; // = HUSTR_5;
352//#define HUSTR_6 "level 6: the crusher"
353extern const char *s_HUSTR_6; // = HUSTR_6;
354//#define HUSTR_7 "level 7: dead simple"
355extern const char *s_HUSTR_7; // = HUSTR_7;
356//#define HUSTR_8 "level 8: tricks and traps"
357extern const char *s_HUSTR_8; // = HUSTR_8;
358//#define HUSTR_9 "level 9: the pit"
359extern const char *s_HUSTR_9; // = HUSTR_9;
360//#define HUSTR_10 "level 10: refueling base"
361extern const char *s_HUSTR_10; // = HUSTR_10;
362//#define HUSTR_11 "level 11: 'o' of destruction!"
363extern const char *s_HUSTR_11; // = HUSTR_11;
364
365//#define HUSTR_12 "level 12: the factory"
366extern const char *s_HUSTR_12; // = HUSTR_12;
367//#define HUSTR_13 "level 13: downtown"
368extern const char *s_HUSTR_13; // = HUSTR_13;
369//#define HUSTR_14 "level 14: the inmost dens"
370extern const char *s_HUSTR_14; // = HUSTR_14;
371//#define HUSTR_15 "level 15: industrial zone"
372extern const char *s_HUSTR_15; // = HUSTR_15;
373//#define HUSTR_16 "level 16: suburbs"
374extern const char *s_HUSTR_16; // = HUSTR_16;
375//#define HUSTR_17 "level 17: tenements"
376extern const char *s_HUSTR_17; // = HUSTR_17;
377//#define HUSTR_18 "level 18: the courtyard"
378extern const char *s_HUSTR_18; // = HUSTR_18;
379//#define HUSTR_19 "level 19: the citadel"
380extern const char *s_HUSTR_19; // = HUSTR_19;
381//#define HUSTR_20 "level 20: gotcha!"
382extern const char *s_HUSTR_20; // = HUSTR_20;
383
384//#define HUSTR_21 "level 21: nirvana"
385extern const char *s_HUSTR_21; // = HUSTR_21;
386//#define HUSTR_22 "level 22: the catacombs"
387extern const char *s_HUSTR_22; // = HUSTR_22;
388//#define HUSTR_23 "level 23: barrels o' fun"
389extern const char *s_HUSTR_23; // = HUSTR_23;
390//#define HUSTR_24 "level 24: the chasm"
391extern const char *s_HUSTR_24; // = HUSTR_24;
392//#define HUSTR_25 "level 25: bloodfalls"
393extern const char *s_HUSTR_25; // = HUSTR_25;
394//#define HUSTR_26 "level 26: the abandoned mines"
395extern const char *s_HUSTR_26; // = HUSTR_26;
396//#define HUSTR_27 "level 27: monster condo"
397extern const char *s_HUSTR_27; // = HUSTR_27;
398//#define HUSTR_28 "level 28: the spirit world"
399extern const char *s_HUSTR_28; // = HUSTR_28;
400//#define HUSTR_29 "level 29: the living end"
401extern const char *s_HUSTR_29; // = HUSTR_29;
402//#define HUSTR_30 "level 30: icon of sin"
403extern const char *s_HUSTR_30; // = HUSTR_30;
404
405//#define HUSTR_31 "level 31: wolfenstein"
406extern const char *s_HUSTR_31; // = HUSTR_31;
407//#define HUSTR_32 "level 32: grosse"
408extern const char *s_HUSTR_32; // = HUSTR_32;
409
410//#define PHUSTR_1 "level 1: congo"
411extern const char *s_PHUSTR_1; // = PHUSTR_1;
412//#define PHUSTR_2 "level 2: well of souls"
413extern const char *s_PHUSTR_2; // = PHUSTR_2;
414//#define PHUSTR_3 "level 3: aztec"
415extern const char *s_PHUSTR_3; // = PHUSTR_3;
416//#define PHUSTR_4 "level 4: caged"
417extern const char *s_PHUSTR_4; // = PHUSTR_4;
418//#define PHUSTR_5 "level 5: ghost town"
419extern const char *s_PHUSTR_5; // = PHUSTR_5;
420//#define PHUSTR_6 "level 6: baron's lair"
421extern const char *s_PHUSTR_6; // = PHUSTR_6;
422//#define PHUSTR_7 "level 7: caughtyard"
423extern const char *s_PHUSTR_7; // = PHUSTR_7;
424//#define PHUSTR_8 "level 8: realm"
425extern const char *s_PHUSTR_8; // = PHUSTR_8;
426//#define PHUSTR_9 "level 9: abattoire"
427extern const char *s_PHUSTR_9; // = PHUSTR_9;
428//#define PHUSTR_10 "level 10: onslaught"
429extern const char *s_PHUSTR_10; // = PHUSTR_10;
430//#define PHUSTR_11 "level 11: hunted"
431extern const char *s_PHUSTR_11; // = PHUSTR_11;
432
433//#define PHUSTR_12 "level 12: speed"
434extern const char *s_PHUSTR_12; // = PHUSTR_12;
435//#define PHUSTR_13 "level 13: the crypt"
436extern const char *s_PHUSTR_13; // = PHUSTR_13;
437//#define PHUSTR_14 "level 14: genesis"
438extern const char *s_PHUSTR_14; // = PHUSTR_14;
439//#define PHUSTR_15 "level 15: the twilight"
440extern const char *s_PHUSTR_15; // = PHUSTR_15;
441//#define PHUSTR_16 "level 16: the omen"
442extern const char *s_PHUSTR_16; // = PHUSTR_16;
443//#define PHUSTR_17 "level 17: compound"
444extern const char *s_PHUSTR_17; // = PHUSTR_17;
445//#define PHUSTR_18 "level 18: neurosphere"
446extern const char *s_PHUSTR_18; // = PHUSTR_18;
447//#define PHUSTR_19 "level 19: nme"
448extern const char *s_PHUSTR_19; // = PHUSTR_19;
449//#define PHUSTR_20 "level 20: the death domain"
450extern const char *s_PHUSTR_20; // = PHUSTR_20;
451
452//#define PHUSTR_21 "level 21: slayer"
453extern const char *s_PHUSTR_21; // = PHUSTR_21;
454//#define PHUSTR_22 "level 22: impossible mission"
455extern const char *s_PHUSTR_22; // = PHUSTR_22;
456//#define PHUSTR_23 "level 23: tombstone"
457extern const char *s_PHUSTR_23; // = PHUSTR_23;
458//#define PHUSTR_24 "level 24: the final frontier"
459extern const char *s_PHUSTR_24; // = PHUSTR_24;
460//#define PHUSTR_25 "level 25: the temple of darkness"
461extern const char *s_PHUSTR_25; // = PHUSTR_25;
462//#define PHUSTR_26 "level 26: bunker"
463extern const char *s_PHUSTR_26; // = PHUSTR_26;
464//#define PHUSTR_27 "level 27: anti-christ"
465extern const char *s_PHUSTR_27; // = PHUSTR_27;
466//#define PHUSTR_28 "level 28: the sewers"
467extern const char *s_PHUSTR_28; // = PHUSTR_28;
468//#define PHUSTR_29 "level 29: odyssey of noises"
469extern const char *s_PHUSTR_29; // = PHUSTR_29;
470//#define PHUSTR_30 "level 30: the gateway of hell"
471extern const char *s_PHUSTR_30; // = PHUSTR_30;
472
473//#define PHUSTR_31 "level 31: cyberden"
474extern const char *s_PHUSTR_31; // = PHUSTR_31;
475//#define PHUSTR_32 "level 32: go 2 it"
476extern const char *s_PHUSTR_32; // = PHUSTR_32;
477
478//#define THUSTR_1 "level 1: system control"
479extern const char *s_THUSTR_1; // = THUSTR_1;
480//#define THUSTR_2 "level 2: human bbq"
481extern const char *s_THUSTR_2; // = THUSTR_2;
482//#define THUSTR_3 "level 3: power control"
483extern const char *s_THUSTR_3; // = THUSTR_3;
484//#define THUSTR_4 "level 4: wormhole"
485extern const char *s_THUSTR_4; // = THUSTR_4;
486//#define THUSTR_5 "level 5: hanger"
487extern const char *s_THUSTR_5; // = THUSTR_5;
488//#define THUSTR_6 "level 6: open season"
489extern const char *s_THUSTR_6; // = THUSTR_6;
490//#define THUSTR_7 "level 7: prison"
491extern const char *s_THUSTR_7; // = THUSTR_7;
492//#define THUSTR_8 "level 8: metal"
493extern const char *s_THUSTR_8; // = THUSTR_8;
494//#define THUSTR_9 "level 9: stronghold"
495extern const char *s_THUSTR_9; // = THUSTR_9;
496//#define THUSTR_10 "level 10: redemption"
497extern const char *s_THUSTR_10; // = THUSTR_10;
498//#define THUSTR_11 "level 11: storage facility"
499extern const char *s_THUSTR_11; // = THUSTR_11;
500
501//#define THUSTR_12 "level 12: crater"
502extern const char *s_THUSTR_12; // = THUSTR_12;
503//#define THUSTR_13 "level 13: nukage processing"
504extern const char *s_THUSTR_13; // = THUSTR_13;
505//#define THUSTR_14 "level 14: steel works"
506extern const char *s_THUSTR_14; // = THUSTR_14;
507//#define THUSTR_15 "level 15: dead zone"
508extern const char *s_THUSTR_15; // = THUSTR_15;
509//#define THUSTR_16 "level 16: deepest reaches"
510extern const char *s_THUSTR_16; // = THUSTR_16;
511//#define THUSTR_17 "level 17: processing area"
512extern const char *s_THUSTR_17; // = THUSTR_17;
513//#define THUSTR_18 "level 18: mill"
514extern const char *s_THUSTR_18; // = THUSTR_18;
515//#define THUSTR_19 "level 19: shipping/respawning"
516extern const char *s_THUSTR_19; // = THUSTR_19;
517//#define THUSTR_20 "level 20: central processing"
518extern const char *s_THUSTR_20; // = THUSTR_20;
519
520//#define THUSTR_21 "level 21: administration center"
521extern const char *s_THUSTR_21; // = THUSTR_21;
522//#define THUSTR_22 "level 22: habitat"
523extern const char *s_THUSTR_22; // = THUSTR_22;
524//#define THUSTR_23 "level 23: lunar mining project"
525extern const char *s_THUSTR_23; // = THUSTR_23;
526//#define THUSTR_24 "level 24: quarry"
527extern const char *s_THUSTR_24; // = THUSTR_24;
528//#define THUSTR_25 "level 25: baron's den"
529extern const char *s_THUSTR_25; // = THUSTR_25;
530//#define THUSTR_26 "level 26: ballistyx"
531extern const char *s_THUSTR_26; // = THUSTR_26;
532//#define THUSTR_27 "level 27: mount pain"
533extern const char *s_THUSTR_27; // = THUSTR_27;
534//#define THUSTR_28 "level 28: heck"
535extern const char *s_THUSTR_28; // = THUSTR_28;
536//#define THUSTR_29 "level 29: river styx"
537extern const char *s_THUSTR_29; // = THUSTR_29;
538//#define THUSTR_30 "level 30: last call"
539extern const char *s_THUSTR_30; // = THUSTR_30;
540
541//#define THUSTR_31 "level 31: pharaoh"
542extern const char *s_THUSTR_31; // = THUSTR_31;
543//#define THUSTR_32 "level 32: caribbean"
544extern const char *s_THUSTR_32; // = THUSTR_32;
545
546//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
547extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1;
548//#define HUSTR_CHATMACRO2 "I'm OK."
549extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2;
550//#define HUSTR_CHATMACRO3 "I'm not looking too good!"
551extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3;
552//#define HUSTR_CHATMACRO4 "Help!"
553extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4;
554//#define HUSTR_CHATMACRO5 "You suck!"
555extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5;
556//#define HUSTR_CHATMACRO6 "Next time, scumbag..."
557extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6;
558//#define HUSTR_CHATMACRO7 "Come here!"
559extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7;
560//#define HUSTR_CHATMACRO8 "I'll take care of it."
561extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8;
562//#define HUSTR_CHATMACRO9 "Yes"
563extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9;
564//#define HUSTR_CHATMACRO0 "No"
565extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0;
566
567//#define HUSTR_TALKTOSELF1 "You mumble to yourself"
568extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1;
569//#define HUSTR_TALKTOSELF2 "Who's there?"
570extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2;
571//#define HUSTR_TALKTOSELF3 "You scare yourself"
572extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3;
573//#define HUSTR_TALKTOSELF4 "You start to rave"
574extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4;
575//#define HUSTR_TALKTOSELF5 "You've lost it..."
576extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5;
577
578//#define HUSTR_MESSAGESENT "[Message Sent]"
579extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT;
580
581// The following should NOT be changed unless it seems
582// just AWFULLY necessary
583
584//#define HUSTR_PLRGREEN "Green: "
585extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN;
586//#define HUSTR_PLRINDIGO "Indigo: "
587extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO;
588//#define HUSTR_PLRBROWN "Brown: "
589extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN;
590//#define HUSTR_PLRRED "Red: "
591extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED;
592
593// Ty - Note these are chars, not char *, so name is sc_XXX
594//#define HUSTR_KEYGREEN 'g'
595extern char sc_HUSTR_KEYGREEN; // = HUSTR_KEYGREEN;
596//#define HUSTR_KEYINDIGO 'i'
597extern char sc_HUSTR_KEYINDIGO; // = HUSTR_KEYINDIGO;
598//#define HUSTR_KEYBROWN 'b'
599extern char sc_HUSTR_KEYBROWN; // = HUSTR_KEYBROWN;
600//#define HUSTR_KEYRED 'r'
601extern char sc_HUSTR_KEYRED; // = HUSTR_KEYRED;
602
603//
604// AM_map.C
605//
606
607//#define AMSTR_FOLLOWON "Follow Mode ON"
608extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON;
609//#define AMSTR_FOLLOWOFF "Follow Mode OFF"
610extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF;
611
612//#define AMSTR_GRIDON "Grid ON"
613extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON;
614//#define AMSTR_GRIDOFF "Grid OFF"
615extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF;
616
617//#define AMSTR_MARKEDSPOT "Marked Spot"
618extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT;
619//#define AMSTR_MARKSCLEARED "All Marks Cleared"
620extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED;
621
622// CPhipps - automap rotate & overlay
623extern const char* s_AMSTR_ROTATEON;
624extern const char* s_AMSTR_ROTATEOFF;
625extern const char* s_AMSTR_OVERLAYON;
626extern const char* s_AMSTR_OVERLAYOFF;
627
628//
629// ST_stuff.C
630//
631
632//#define STSTR_MUS "Music Change"
633extern const char* s_STSTR_MUS; // = STSTR_MUS;
634//#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
635extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS;
636//#define STSTR_DQDON "Degreelessness Mode On"
637extern const char* s_STSTR_DQDON; // = STSTR_DQDON;
638//#define STSTR_DQDOFF "Degreelessness Mode Off"
639extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF;
640
641//#define STSTR_KFAADDED "Very Happy Ammo Added"
642extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED;
643//#define STSTR_FAADDED "Ammo (no keys) Added"
644extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED;
645
646//#define STSTR_NCON "No Clipping Mode ON"
647extern const char* s_STSTR_NCON; // = STSTR_NCON;
648//#define STSTR_NCOFF "No Clipping Mode OFF"
649extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF;
650
651//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
652extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD;
653//#define STSTR_BEHOLDX "Power-up Toggled"
654extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX;
655
656//#define STSTR_CHOPPERS "... doesn't suck - GM"
657extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS;
658//#define STSTR_CLEV "Changing Level..."
659extern const char* s_STSTR_CLEV; // = STSTR_CLEV;
660
661//#define STSTR_COMPON "Compatibility Mode On" // phares
662extern const char* s_STSTR_COMPON; // = STSTR_COMPON;
663//#define STSTR_COMPOFF "Compatibility Mode Off" // phares
664extern const char* s_STSTR_COMPOFF; // = STSTR_COMPOFF;
665
666//
667// F_Finale.C
668//
669/*
670#define E1TEXT \
671"Once you beat the big badasses and\n"\
672"clean out the moon base you're supposed\n"\
673"to win, aren't you? Aren't you? Where's\n"\
674"your fat reward and ticket home? What\n"\
675"the hell is this? It's not supposed to\n"\
676"end this way!\n"\
677"\n" \
678"It stinks like rotten meat, but looks\n"\
679"like the lost Deimos base. Looks like\n"\
680"you're stuck on The Shores of Hell.\n"\
681"The only way out is through.\n"\
682"\n"\
683"To continue the DOOM experience, play\n"\
684"The Shores of Hell and its amazing\n"\
685"sequel, Inferno!\n"
686*/
687extern const char* s_E1TEXT; // = E1TEXT;
688
689
690/*
691#define E2TEXT \
692"You've done it! The hideous cyber-\n"\
693"demon lord that ruled the lost Deimos\n"\
694"moon base has been slain and you\n"\
695"are triumphant! But ... where are\n"\
696"you? You clamber to the edge of the\n"\
697"moon and look down to see the awful\n"\
698"truth.\n" \
699"\n"\
700"Deimos floats above Hell itself!\n"\
701"You've never heard of anyone escaping\n"\
702"from Hell, but you'll make the bastards\n"\
703"sorry they ever heard of you! Quickly,\n"\
704"you rappel down to the surface of\n"\
705"Hell.\n"\
706"\n" \
707"Now, it's on to the final chapter of\n"\
708"DOOM! -- Inferno."
709*/
710extern const char* s_E2TEXT; // = E2TEXT;
711
712
713/*
714#define E3TEXT \
715"The loathsome spiderdemon that\n"\
716"masterminded the invasion of the moon\n"\
717"bases and caused so much death has had\n"\
718"its ass kicked for all time.\n"\
719"\n"\
720"A hidden doorway opens and you enter.\n"\
721"You've proven too tough for Hell to\n"\
722"contain, and now Hell at last plays\n"\
723"fair -- for you emerge from the door\n"\
724"to see the green fields of Earth!\n"\
725"Home at last.\n" \
726"\n"\
727"You wonder what's been happening on\n"\
728"Earth while you were battling evil\n"\
729"unleashed. It's good that no Hell-\n"\
730"spawn could have come through that\n"\
731"door with you ..."
732*/
733extern const char* s_E3TEXT; // = E3TEXT;
734
735
736/*
737#define E4TEXT \
738"the spider mastermind must have sent forth\n"\
739"its legions of hellspawn before your\n"\
740"final confrontation with that terrible\n"\
741"beast from hell. but you stepped forward\n"\
742"and brought forth eternal damnation and\n"\
743"suffering upon the horde as a true hero\n"\
744"would in the face of something so evil.\n"\
745"\n"\
746"besides, someone was gonna pay for what\n"\
747"happened to daisy, your pet rabbit.\n"\
748"\n"\
749"but now, you see spread before you more\n"\
750"potential pain and gibbitude as a nation\n"\
751"of demons run amok among our cities.\n"\
752"\n"\
753"next stop, hell on earth!"
754*/
755extern const char* s_E4TEXT; // = E4TEXT;
756
757
758// after level 6, put this:
759
760/*
761#define C1TEXT \
762"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
763"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
764"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
765"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
766"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
767"\n"\
768"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
769"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
770"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
771"OF THE STARBASE AND FIND THE CONTROLLING\n" \
772"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
773"HOSTAGE."
774*/
775extern const char* s_C1TEXT; // = C1TEXT;
776
777// After level 11, put this:
778
779/*
780#define C2TEXT \
781"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
782"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
783"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
784"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
785"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
786"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
787"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
788"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
789"\n"\
790"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
791"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
792"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
793"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
794"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
795"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
796"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
797"UP AND RETURN TO THE FRAY."
798*/
799extern const char* s_C2TEXT; // = C2TEXT;
800
801
802// After level 20, put this:
803
804/*
805#define C3TEXT \
806"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
807"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
808"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
809"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
810"TEETH AND PLUNGE THROUGH IT.\n"\
811"\n"\
812"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
813"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
814"GOT TO GO THROUGH HELL TO GET TO IT?"
815*/
816extern const char* s_C3TEXT; // = C3TEXT;
817
818
819// After level 29, put this:
820
821/*
822#define C4TEXT \
823"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
824"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
825"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
826"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
827"UP AND DIES, ITS THRASHING LIMBS\n"\
828"DEVASTATING UNTOLD MILES OF HELL'S\n"\
829"SURFACE.\n"\
830"\n"\
831"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
832"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
833"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
834"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
835"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
836"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
837"LOT MORE FUN THAN RUINING IT WAS.\n"
838*/
839extern const char* s_C4TEXT; // = C4TEXT;
840
841
842
843// Before level 31, put this:
844
845/*
846#define C5TEXT \
847"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
848"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
849"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
850"WHO THE INMATES OF THIS CORNER OF HELL\n"\
851"WILL BE."
852*/
853extern const char* s_C5TEXT; // = C5TEXT;
854
855
856// Before level 32, put this:
857
858/*
859#define C6TEXT \
860"CONGRATULATIONS, YOU'VE FOUND THE\n"\
861"SUPER SECRET LEVEL! YOU'D BETTER\n"\
862"BLAZE THROUGH THIS ONE!\n"
863*/
864extern const char* s_C6TEXT; // = C6TEXT;
865
866
867// after map 06
868
869/*
870#define P1TEXT \
871"You gloat over the steaming carcass of the\n"\
872"Guardian. With its death, you've wrested\n"\
873"the Accelerator from the stinking claws\n"\
874"of Hell. You relax and glance around the\n"\
875"room. Damn! There was supposed to be at\n"\
876"least one working prototype, but you can't\n"\
877"see it. The demons must have taken it.\n"\
878"\n"\
879"You must find the prototype, or all your\n"\
880"struggles will have been wasted. Keep\n"\
881"moving, keep fighting, keep killing.\n"\
882"Oh yes, keep living, too."
883*/
884extern const char* s_P1TEXT; // = P1TEXT;
885
886
887// after map 11
888
889/*
890#define P2TEXT \
891"Even the deadly Arch-Vile labyrinth could\n"\
892"not stop you, and you've gotten to the\n"\
893"prototype Accelerator which is soon\n"\
894"efficiently and permanently deactivated.\n"\
895"\n"\
896"You're good at that kind of thing."
897*/
898extern const char* s_P2TEXT; // = P2TEXT;
899
900
901// after map 20
902
903/*
904#define P3TEXT \
905"You've bashed and battered your way into\n"\
906"the heart of the devil-hive. Time for a\n"\
907"Search-and-Destroy mission, aimed at the\n"\
908"Gatekeeper, whose foul offspring is\n"\
909"cascading to Earth. Yeah, he's bad. But\n"\
910"you know who's worse!\n"\
911"\n"\
912"Grinning evilly, you check your gear, and\n"\
913"get ready to give the bastard a little Hell\n"\
914"of your own making!"
915*/
916extern const char* s_P3TEXT; // = P3TEXT;
917
918// after map 30
919
920/*
921#define P4TEXT \
922"The Gatekeeper's evil face is splattered\n"\
923"all over the place. As its tattered corpse\n"\
924"collapses, an inverted Gate forms and\n"\
925"sucks down the shards of the last\n"\
926"prototype Accelerator, not to mention the\n"\
927"few remaining demons. You're done. Hell\n"\
928"has gone back to pounding bad dead folks \n"\
929"instead of good live ones. Remember to\n"\
930"tell your grandkids to put a rocket\n"\
931"launcher in your coffin. If you go to Hell\n"\
932"when you die, you'll need it for some\n"\
933"final cleaning-up ..."
934*/
935extern const char* s_P4TEXT; // = P4TEXT;
936
937// before map 31
938
939/*
940#define P5TEXT \
941"You've found the second-hardest level we\n"\
942"got. Hope you have a saved game a level or\n"\
943"two previous. If not, be prepared to die\n"\
944"aplenty. For master marines only."
945*/
946extern const char* s_P5TEXT; // = P5TEXT;
947
948// before map 32
949
950/*
951#define P6TEXT \
952"Betcha wondered just what WAS the hardest\n"\
953"level we had ready for ya? Now you know.\n"\
954"No one gets out alive."
955*/
956extern const char* s_P6TEXT; // = P6TEXT;
957
958
959/*
960#define T1TEXT \
961"You've fought your way out of the infested\n"\
962"experimental labs. It seems that UAC has\n"\
963"once again gulped it down. With their\n"\
964"high turnover, it must be hard for poor\n"\
965"old UAC to buy corporate health insurance\n"\
966"nowadays..\n"\
967"\n"\
968"Ahead lies the military complex, now\n"\
969"swarming with diseased horrors hot to get\n"\
970"their teeth into you. With luck, the\n"\
971"complex still has some warlike ordnance\n"\
972"laying around."
973*/
974extern const char* s_T1TEXT; // = T1TEXT;
975
976
977/*
978#define T2TEXT \
979"You hear the grinding of heavy machinery\n"\
980"ahead. You sure hope they're not stamping\n"\
981"out new hellspawn, but you're ready to\n"\
982"ream out a whole herd if you have to.\n"\
983"They might be planning a blood feast, but\n"\
984"you feel about as mean as two thousand\n"\
985"maniacs packed into one mad killer.\n"\
986"\n"\
987"You don't plan to go down easy."
988*/
989extern const char* s_T2TEXT; // = T2TEXT;
990
991
992/*
993#define T3TEXT \
994"The vista opening ahead looks real damn\n"\
995"familiar. Smells familiar, too -- like\n"\
996"fried excrement. You didn't like this\n"\
997"place before, and you sure as hell ain't\n"\
998"planning to like it now. The more you\n"\
999"brood on it, the madder you get.\n"\
1000"Hefting your gun, an evil grin trickles\n"\
1001"onto your face. Time to take some names."
1002*/
1003extern const char* s_T3TEXT; // = T3TEXT;
1004
1005/*
1006#define T4TEXT \
1007"Suddenly, all is silent, from one horizon\n"\
1008"to the other. The agonizing echo of Hell\n"\
1009"fades away, the nightmare sky turns to\n"\
1010"blue, the heaps of monster corpses start \n"\
1011"to evaporate along with the evil stench \n"\
1012"that filled the air. Jeeze, maybe you've\n"\
1013"done it. Have you really won?\n"\
1014"\n"\
1015"Something rumbles in the distance.\n"\
1016"A blue light begins to glow inside the\n"\
1017"ruined skull of the demon-spitter."
1018*/
1019extern const char* s_T4TEXT; // = T4TEXT;
1020
1021
1022/*
1023#define T5TEXT \
1024"What now? Looks totally different. Kind\n"\
1025"of like King Tut's condo. Well,\n"\
1026"whatever's here can't be any worse\n"\
1027"than usual. Can it? Or maybe it's best\n"\
1028"to let sleeping gods lie.."
1029*/
1030extern const char* s_T5TEXT; // = T5TEXT;
1031
1032
1033/*
1034#define T6TEXT \
1035"Time for a vacation. You've burst the\n"\
1036"bowels of hell and by golly you're ready\n"\
1037"for a break. You mutter to yourself,\n"\
1038"Maybe someone else can kick Hell's ass\n"\
1039"next time around. Ahead lies a quiet town,\n"\
1040"with peaceful flowing water, quaint\n"\
1041"buildings, and presumably no Hellspawn.\n"\
1042"\n"\
1043"As you step off the transport, you hear\n"\
1044"the stomp of a cyberdemon's iron shoe."
1045*/
1046extern const char* s_T6TEXT; // = T6TEXT;
1047
1048//
1049// Character cast strings F_FINALE.C
1050//
1051//#define CC_ZOMBIE "ZOMBIEMAN"
1052extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE;
1053//#define CC_SHOTGUN "SHOTGUN GUY"
1054extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN;
1055//#define CC_HEAVY "HEAVY WEAPON DUDE"
1056extern const char* s_CC_HEAVY; // = CC_HEAVY;
1057//#define CC_IMP "IMP"
1058extern const char* s_CC_IMP; // = CC_IMP;
1059//#define CC_DEMON "DEMON"
1060extern const char* s_CC_DEMON; // = CC_DEMON;
1061//#define CC_LOST "LOST SOUL"
1062extern const char* s_CC_LOST; // = CC_LOST;
1063//#define CC_CACO "CACODEMON"
1064extern const char* s_CC_CACO; // = CC_CACO;
1065//#define CC_HELL "HELL KNIGHT"
1066extern const char* s_CC_HELL; // = CC_HELL;
1067//#define CC_BARON "BARON OF HELL"
1068extern const char* s_CC_BARON; // = CC_BARON;
1069//#define CC_ARACH "ARACHNOTRON"
1070extern const char* s_CC_ARACH; // = CC_ARACH;
1071//#define CC_PAIN "PAIN ELEMENTAL"
1072extern const char* s_CC_PAIN; // = CC_PAIN;
1073//#define CC_REVEN "REVENANT"
1074extern const char* s_CC_REVEN; // = CC_REVEN;
1075//#define CC_MANCU "MANCUBUS"
1076extern const char* s_CC_MANCU; // = CC_MANCU;
1077//#define CC_ARCH "ARCH-VILE"
1078extern const char* s_CC_ARCH; // = CC_ARCH;
1079//#define CC_SPIDER "THE SPIDER MASTERMIND"
1080extern const char* s_CC_SPIDER; // = CC_SPIDER;
1081//#define CC_CYBER "THE CYBERDEMON"
1082extern const char* s_CC_CYBER; // = CC_CYBER;
1083//#define CC_HERO "OUR HERO"
1084extern const char* s_CC_HERO; // = CC_HERO;
1085
1086// Ty 03/30/98 - new substitutions for background textures during int screens
1087// char* bgflatE1 = "FLOOR4_8";
1088extern const char* bgflatE1;
1089// char* bgflatE2 = "SFLR6_1";
1090extern const char* bgflatE2;
1091// char* bgflatE3 = "MFLR8_4";
1092extern const char* bgflatE3;
1093// char* bgflatE4 = "MFLR8_3";
1094extern const char* bgflatE4;
1095
1096// char* bgflat06 = "SLIME16";
1097extern const char* bgflat06;
1098// char* bgflat11 = "RROCK14";
1099extern const char* bgflat11;
1100// char* bgflat20 = "RROCK07";
1101extern const char* bgflat20;
1102// char* bgflat30 = "RROCK17";
1103extern const char* bgflat30;
1104// char* bgflat15 = "RROCK13";
1105extern const char* bgflat15;
1106// char* bgflat31 = "RROCK19";
1107extern const char* bgflat31;
1108
1109// char* bgcastcall = "BOSSBACK"; // panel behind cast call
1110extern const char* bgcastcall;
1111
1112// ignored if blank, general purpose startup announcements
1113// char* startup1 = "";
1114extern const char* startup1;
1115// char* startup2 = "";
1116extern const char* startup2;
1117// char* startup3 = "";
1118extern const char* startup3;
1119// char* startup4 = "";
1120extern const char* startup4;
1121// char* startup5 = "";
1122extern const char* startup5;
1123
1124// from g_game.c, prefix for savegame name like "boomsav"
1125extern const char* savegamename;
1126
1127#endif