From 9516afce64625cc29248041fdad79f05e7f34b10 Mon Sep 17 00:00:00 2001 From: Karl Kurbjun Date: Wed, 13 Dec 2006 04:52:45 +0000 Subject: Helps to add in the header git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11739 a1c6a512-1295-4272-9138-f99709370657 --- apps/plugins/doom/d_deh.h | 1127 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1127 insertions(+) create mode 100755 apps/plugins/doom/d_deh.h diff --git a/apps/plugins/doom/d_deh.h b/apps/plugins/doom/d_deh.h new file mode 100755 index 0000000000..0844c38be1 --- /dev/null +++ b/apps/plugins/doom/d_deh.h @@ -0,0 +1,1127 @@ +/* Emacs style mode select -*- C++ -*- + *----------------------------------------------------------------------------- + * + * + * PrBoom a Doom port merged with LxDoom and LSDLDoom + * based on BOOM, a modified and improved DOOM engine + * Copyright (C) 1999 by + * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman + * Copyright (C) 1999-2000 by + * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA + * 02111-1307, USA. + * + * Dehacked file support + * New for the TeamTNT "Boom" engine + * + * Author: Ty Halderman, TeamTNT + * + * Description: This file translates the #defined string constants + * to named variables to externalize them for deh/bex changes. + * Should be able to compile with D_FRENCH (for example) and still + * work (untested). + * + *----------------------------------------------------------------------------- +*/ + +#ifndef __D_DEH__ +#define __D_DEH__ + +// +// Ty 03/22/98 - note that we are keeping the english versions and +// comments in this file +// New string names all start with an extra s_ to avoid conflicts, +// but are otherwise identical to the original including uppercase. +// This is partly to keep the changes simple and partly for easier +// identification of the locations in which they're used. +// +// Printed strings for translation +// + +// +// D_Main.C +// +//#define D_DEVSTR "Development mode ON.\n" +extern const char *s_D_DEVSTR; // = D_DEVSTR; +//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n" +extern const char *s_D_CDROM; // = D_CDROM; + +// +// M_Menu.C +// +//#define PRESSKEY "press a key." +extern const char *s_PRESSKEY; // = PRESSKEY; +//#define PRESSYN "press y or n." +extern const char *s_PRESSYN; // = PRESSYN; +//#define QUITMSG "are you sure you want to\nquit this great game?" +extern const char *s_QUITMSG; // = QUITMSG; +//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY +extern const char *s_LOADNET; // = LOADNET; +//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY +extern const char *s_QLOADNET; // = QLOADNET; +//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY +extern const char *s_QSAVESPOT; // = QSAVESPOT; +//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY +extern const char *s_SAVEDEAD; // = SAVEDEAD; +//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN +extern const char *s_QSPROMPT; // = QSPROMPT; +//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN +extern const char *s_QLPROMPT; // = QLPROMPT; + +/* +#define NEWGAME \ +"you can't start a new game\n"\ +"while in a network game.\n\n"PRESSKEY +*/ +extern char *s_NEWGAME; // = NEWGAME; + +// CPhipps - message given when asked if to restart the level +extern char *s_RESTARTLEVEL; + +/* +#define NIGHTMARE \ +"are you sure? this skill level\n"\ +"isn't even remotely fair.\n\n"PRESSYN +*/ +extern const char *s_NIGHTMARE; // = NIGHTMARE; + +/* +#define SWSTRING \ +"this is the shareware version of doom.\n\n"\ +"you need to order the entire trilogy.\n\n"PRESSKEY +*/ +extern const char *s_SWSTRING; // = SWSTRING; + +//#define MSGOFF "Messages OFF" +extern const char *s_MSGOFF; // = MSGOFF; +//#define MSGON "Messages ON" +extern const char *s_MSGON; // = MSGON; +//#define NETEND "you can't end a netgame!\n\n"PRESSKEY +extern const char *s_NETEND; // = NETEND; +//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN +extern const char *s_ENDGAME; // = ENDGAME; + +//#define DOSY "(press y to quit)" +extern const char *s_DOSY; // = DOSY; + +//#define DETAILHI "High detail" +extern const char *s_DETAILHI; // = DETAILHI; +//#define DETAILLO "Low detail" +extern const char *s_DETAILLO; // = DETAILLO; +//#define GAMMALVL0 "Gamma correction OFF" +extern const char *s_GAMMALVL0; // = GAMMALVL0; +//#define GAMMALVL1 "Gamma correction level 1" +extern const char *s_GAMMALVL1; // = GAMMALVL1; +//#define GAMMALVL2 "Gamma correction level 2" +extern const char *s_GAMMALVL2; // = GAMMALVL2; +//#define GAMMALVL3 "Gamma correction level 3" +extern const char *s_GAMMALVL3; // = GAMMALVL3; +//#define GAMMALVL4 "Gamma correction level 4" +extern const char *s_GAMMALVL4; // = GAMMALVL4; +//#define EMPTYSTRING "empty slot" +extern const char *s_EMPTYSTRING; // = EMPTYSTRING; + +// +// P_inter.C +// +//#define GOTARMOR "Picked up the armor." +extern const char *s_GOTARMOR; // = GOTARMOR; +//#define GOTMEGA "Picked up the MegaArmor!" +extern const char *s_GOTMEGA; // = GOTMEGA; +//#define GOTHTHBONUS "Picked up a health bonus." +extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS; +//#define GOTARMBONUS "Picked up an armor bonus." +extern const char *s_GOTARMBONUS; // = GOTARMBONUS; +//#define GOTSTIM "Picked up a stimpack." +extern const char *s_GOTSTIM; // = GOTSTIM; +//#define GOTMEDINEED "Picked up a medikit that you REALLY need!" +extern const char *s_GOTMEDINEED; // = GOTMEDINEED; +//#define GOTMEDIKIT "Picked up a medikit." +extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT; +//#define GOTSUPER "Supercharge!" +extern const char *s_GOTSUPER; // = GOTSUPER; + +//#define GOTBLUECARD "Picked up a blue keycard." +extern const char *s_GOTBLUECARD; // = GOTBLUECARD; +//#define GOTYELWCARD "Picked up a yellow keycard." +extern const char *s_GOTYELWCARD; // = GOTYELWCARD; +//#define GOTREDCARD "Picked up a red keycard." +extern const char *s_GOTREDCARD; // = GOTREDCARD; +//#define GOTBLUESKUL "Picked up a blue skull key." +extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL; +//#define GOTYELWSKUL "Picked up a yellow skull key." +extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL; +//#define GOTREDSKULL "Picked up a red skull key." +extern const char *s_GOTREDSKULL; // = GOTREDSKULL; + +//#define GOTINVUL "Invulnerability!" +extern const char *s_GOTINVUL; // = GOTINVUL; +//#define GOTBERSERK "Berserk!" +extern const char *s_GOTBERSERK; // = GOTBERSERK; +//#define GOTINVIS "Partial Invisibility" +extern const char *s_GOTINVIS; // = GOTINVIS; +//#define GOTSUIT "Radiation Shielding Suit" +extern const char *s_GOTSUIT; // = GOTSUIT; +//#define GOTMAP "Computer Area Map" +extern const char *s_GOTMAP; // = GOTMAP; +//#define GOTVISOR "Light Amplification Visor" +extern const char *s_GOTVISOR; // = GOTVISOR; +//#define GOTMSPHERE "MegaSphere!" +extern const char *s_GOTMSPHERE; // = GOTMSPHERE; + +//#define GOTCLIP "Picked up a clip." +extern const char *s_GOTCLIP; // = GOTCLIP; +//#define GOTCLIPBOX "Picked up a box of bullets." +extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX; +//#define GOTROCKET "Picked up a rocket." +extern const char *s_GOTROCKET; // = GOTROCKET; +//#define GOTROCKBOX "Picked up a box of rockets." +extern const char *s_GOTROCKBOX; // = GOTROCKBOX; +//#define GOTCELL "Picked up an energy cell." +extern const char *s_GOTCELL; // = GOTCELL; +//#define GOTCELLBOX "Picked up an energy cell pack." +extern const char *s_GOTCELLBOX; // = GOTCELLBOX; +//#define GOTSHELLS "Picked up 4 shotgun shells." +extern const char *s_GOTSHELLS; // = GOTSHELLS; +//#define GOTSHELLBOX "Picked up a box of shotgun shells." +extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX; +//#define GOTBACKPACK "Picked up a backpack full of ammo!" +extern const char *s_GOTBACKPACK; // = GOTBACKPACK; + +//#define GOTBFG9000 "You got the BFG9000! Oh, yes." +extern const char *s_GOTBFG9000; // = GOTBFG9000; +//#define GOTCHAINGUN "You got the chaingun!" +extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN; +//#define GOTCHAINSAW "A chainsaw! Find some meat!" +extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW; +//#define GOTLAUNCHER "You got the rocket launcher!" +extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER; +//#define GOTPLASMA "You got the plasma gun!" +extern const char *s_GOTPLASMA; // = GOTPLASMA; +//#define GOTSHOTGUN "You got the shotgun!" +extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN; +//#define GOTSHOTGUN2 "You got the super shotgun!" +extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2; + +// +// P_Doors.C +// +//#define PD_BLUEO "You need a blue key to activate this object" +extern const char *s_PD_BLUEO; // = PD_BLUEO; +//#define PD_REDO "You need a red key to activate this object" +extern const char *s_PD_REDO; // = PD_REDO; +//#define PD_YELLOWO "You need a yellow key to activate this object" +extern const char *s_PD_YELLOWO; // = PD_YELLOWO; +//#define PD_BLUEK "You need a blue key to open this door" +extern const char *s_PD_BLUEK; // = PD_BLUEK; +//#define PD_REDK "You need a red key to open this door" +extern const char *s_PD_REDK; // = PD_REDK; +//#define PD_YELLOWK "You need a yellow key to open this door" +extern const char *s_PD_YELLOWK; // = PD_YELLOWK; +//jff 02/05/98 Create messages specific to card and skull keys +//#define PD_BLUEC "You need a blue card to open this door" +extern const char *s_PD_BLUEC; // = PD_BLUEC; +//#define PD_REDC "You need a red card to open this door" +extern const char *s_PD_REDC; // = PD_REDC; +//#define PD_YELLOWC "You need a yellow card to open this door" +extern const char *s_PD_YELLOWC; // = PD_YELLOWC; +//#define PD_BLUES "You need a blue skull to open this door" +extern const char *s_PD_BLUES; // = PD_BLUES; +//#define PD_REDS "You need a red skull to open this door" +extern const char *s_PD_REDS; // = PD_REDS; +//#define PD_YELLOWS "You need a yellow skull to open this door" +extern const char *s_PD_YELLOWS; // = PD_YELLOWS; +//#define PD_ANY "Any key will open this door" +extern const char *s_PD_ANY; // = PD_ANY; +//#define PD_ALL3 "You need all three keys to open this door" +extern const char *s_PD_ALL3; // = PD_ALL3; +//#define PD_ALL6 "You need all six keys to open this door" +extern const char *s_PD_ALL6; // = PD_ALL6; + +// +// G_game.C +// +//#define GGSAVED "game saved." +extern const char *s_GGSAVED; // = GGSAVED; + +// +// HU_stuff.C +// +//#define HUSTR_MSGU "[Message unsent]" +extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU; + +//#define HUSTR_E1M1 "E1M1: Hangar" +extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1; +//#define HUSTR_E1M2 "E1M2: Nuclear Plant" +extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2; +//#define HUSTR_E1M3 "E1M3: Toxin Refinery" +extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3; +//#define HUSTR_E1M4 "E1M4: Command Control" +extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4; +//#define HUSTR_E1M5 "E1M5: Phobos Lab" +extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5; +//#define HUSTR_E1M6 "E1M6: Central Processing" +extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6; +//#define HUSTR_E1M7 "E1M7: Computer Station" +extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7; +//#define HUSTR_E1M8 "E1M8: Phobos Anomaly" +extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8; +//#define HUSTR_E1M9 "E1M9: Military Base" +extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9; + +//#define HUSTR_E2M1 "E2M1: Deimos Anomaly" +extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1; +//#define HUSTR_E2M2 "E2M2: Containment Area" +extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2; +//#define HUSTR_E2M3 "E2M3: Refinery" +extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3; +//#define HUSTR_E2M4 "E2M4: Deimos Lab" +extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4; +//#define HUSTR_E2M5 "E2M5: Command Center" +extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5; +//#define HUSTR_E2M6 "E2M6: Halls of the Damned" +extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6; +//#define HUSTR_E2M7 "E2M7: Spawning Vats" +extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7; +//#define HUSTR_E2M8 "E2M8: Tower of Babel" +extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8; +//#define HUSTR_E2M9 "E2M9: Fortress of Mystery" +extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9; + +//#define HUSTR_E3M1 "E3M1: Hell Keep" +extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1; +//#define HUSTR_E3M2 "E3M2: Slough of Despair" +extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2; +//#define HUSTR_E3M3 "E3M3: Pandemonium" +extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3; +//#define HUSTR_E3M4 "E3M4: House of Pain" +extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4; +//#define HUSTR_E3M5 "E3M5: Unholy Cathedral" +extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5; +//#define HUSTR_E3M6 "E3M6: Mt. Erebus" +extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6; +//#define HUSTR_E3M7 "E3M7: Limbo" +extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7; +//#define HUSTR_E3M8 "E3M8: Dis" +extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8; +//#define HUSTR_E3M9 "E3M9: Warrens" +extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9; + +//#define HUSTR_E4M1 "E4M1: Hell Beneath" +extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1; +//#define HUSTR_E4M2 "E4M2: Perfect Hatred" +extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2; +//#define HUSTR_E4M3 "E4M3: Sever The Wicked" +extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3; +//#define HUSTR_E4M4 "E4M4: Unruly Evil" +extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4; +//#define HUSTR_E4M5 "E4M5: They Will Repent" +extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5; +//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly" +extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6; +//#define HUSTR_E4M7 "E4M7: And Hell Followed" +extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7; +//#define HUSTR_E4M8 "E4M8: Unto The Cruel" +extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8; +//#define HUSTR_E4M9 "E4M9: Fear" +extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9; + +//#define HUSTR_1 "level 1: entryway" +extern const char *s_HUSTR_1; // = HUSTR_1; +//#define HUSTR_2 "level 2: underhalls" +extern const char *s_HUSTR_2; // = HUSTR_2; +//#define HUSTR_3 "level 3: the gantlet" +extern const char *s_HUSTR_3; // = HUSTR_3; +//#define HUSTR_4 "level 4: the focus" +extern const char *s_HUSTR_4; // = HUSTR_4; +//#define HUSTR_5 "level 5: the waste tunnels" +extern const char *s_HUSTR_5; // = HUSTR_5; +//#define HUSTR_6 "level 6: the crusher" +extern const char *s_HUSTR_6; // = HUSTR_6; +//#define HUSTR_7 "level 7: dead simple" +extern const char *s_HUSTR_7; // = HUSTR_7; +//#define HUSTR_8 "level 8: tricks and traps" +extern const char *s_HUSTR_8; // = HUSTR_8; +//#define HUSTR_9 "level 9: the pit" +extern const char *s_HUSTR_9; // = HUSTR_9; +//#define HUSTR_10 "level 10: refueling base" +extern const char *s_HUSTR_10; // = HUSTR_10; +//#define HUSTR_11 "level 11: 'o' of destruction!" +extern const char *s_HUSTR_11; // = HUSTR_11; + +//#define HUSTR_12 "level 12: the factory" +extern const char *s_HUSTR_12; // = HUSTR_12; +//#define HUSTR_13 "level 13: downtown" +extern const char *s_HUSTR_13; // = HUSTR_13; +//#define HUSTR_14 "level 14: the inmost dens" +extern const char *s_HUSTR_14; // = HUSTR_14; +//#define HUSTR_15 "level 15: industrial zone" +extern const char *s_HUSTR_15; // = HUSTR_15; +//#define HUSTR_16 "level 16: suburbs" +extern const char *s_HUSTR_16; // = HUSTR_16; +//#define HUSTR_17 "level 17: tenements" +extern const char *s_HUSTR_17; // = HUSTR_17; +//#define HUSTR_18 "level 18: the courtyard" +extern const char *s_HUSTR_18; // = HUSTR_18; +//#define HUSTR_19 "level 19: the citadel" +extern const char *s_HUSTR_19; // = HUSTR_19; +//#define HUSTR_20 "level 20: gotcha!" +extern const char *s_HUSTR_20; // = HUSTR_20; + +//#define HUSTR_21 "level 21: nirvana" +extern const char *s_HUSTR_21; // = HUSTR_21; +//#define HUSTR_22 "level 22: the catacombs" +extern const char *s_HUSTR_22; // = HUSTR_22; +//#define HUSTR_23 "level 23: barrels o' fun" +extern const char *s_HUSTR_23; // = HUSTR_23; +//#define HUSTR_24 "level 24: the chasm" +extern const char *s_HUSTR_24; // = HUSTR_24; +//#define HUSTR_25 "level 25: bloodfalls" +extern const char *s_HUSTR_25; // = HUSTR_25; +//#define HUSTR_26 "level 26: the abandoned mines" +extern const char *s_HUSTR_26; // = HUSTR_26; +//#define HUSTR_27 "level 27: monster condo" +extern const char *s_HUSTR_27; // = HUSTR_27; +//#define HUSTR_28 "level 28: the spirit world" +extern const char *s_HUSTR_28; // = HUSTR_28; +//#define HUSTR_29 "level 29: the living end" +extern const char *s_HUSTR_29; // = HUSTR_29; +//#define HUSTR_30 "level 30: icon of sin" +extern const char *s_HUSTR_30; // = HUSTR_30; + +//#define HUSTR_31 "level 31: wolfenstein" +extern const char *s_HUSTR_31; // = HUSTR_31; +//#define HUSTR_32 "level 32: grosse" +extern const char *s_HUSTR_32; // = HUSTR_32; + +//#define PHUSTR_1 "level 1: congo" +extern const char *s_PHUSTR_1; // = PHUSTR_1; +//#define PHUSTR_2 "level 2: well of souls" +extern const char *s_PHUSTR_2; // = PHUSTR_2; +//#define PHUSTR_3 "level 3: aztec" +extern const char *s_PHUSTR_3; // = PHUSTR_3; +//#define PHUSTR_4 "level 4: caged" +extern const char *s_PHUSTR_4; // = PHUSTR_4; +//#define PHUSTR_5 "level 5: ghost town" +extern const char *s_PHUSTR_5; // = PHUSTR_5; +//#define PHUSTR_6 "level 6: baron's lair" +extern const char *s_PHUSTR_6; // = PHUSTR_6; +//#define PHUSTR_7 "level 7: caughtyard" +extern const char *s_PHUSTR_7; // = PHUSTR_7; +//#define PHUSTR_8 "level 8: realm" +extern const char *s_PHUSTR_8; // = PHUSTR_8; +//#define PHUSTR_9 "level 9: abattoire" +extern const char *s_PHUSTR_9; // = PHUSTR_9; +//#define PHUSTR_10 "level 10: onslaught" +extern const char *s_PHUSTR_10; // = PHUSTR_10; +//#define PHUSTR_11 "level 11: hunted" +extern const char *s_PHUSTR_11; // = PHUSTR_11; + +//#define PHUSTR_12 "level 12: speed" +extern const char *s_PHUSTR_12; // = PHUSTR_12; +//#define PHUSTR_13 "level 13: the crypt" +extern const char *s_PHUSTR_13; // = PHUSTR_13; +//#define PHUSTR_14 "level 14: genesis" +extern const char *s_PHUSTR_14; // = PHUSTR_14; +//#define PHUSTR_15 "level 15: the twilight" +extern const char *s_PHUSTR_15; // = PHUSTR_15; +//#define PHUSTR_16 "level 16: the omen" +extern const char *s_PHUSTR_16; // = PHUSTR_16; +//#define PHUSTR_17 "level 17: compound" +extern const char *s_PHUSTR_17; // = PHUSTR_17; +//#define PHUSTR_18 "level 18: neurosphere" +extern const char *s_PHUSTR_18; // = PHUSTR_18; +//#define PHUSTR_19 "level 19: nme" +extern const char *s_PHUSTR_19; // = PHUSTR_19; +//#define PHUSTR_20 "level 20: the death domain" +extern const char *s_PHUSTR_20; // = PHUSTR_20; + +//#define PHUSTR_21 "level 21: slayer" +extern const char *s_PHUSTR_21; // = PHUSTR_21; +//#define PHUSTR_22 "level 22: impossible mission" +extern const char *s_PHUSTR_22; // = PHUSTR_22; +//#define PHUSTR_23 "level 23: tombstone" +extern const char *s_PHUSTR_23; // = PHUSTR_23; +//#define PHUSTR_24 "level 24: the final frontier" +extern const char *s_PHUSTR_24; // = PHUSTR_24; +//#define PHUSTR_25 "level 25: the temple of darkness" +extern const char *s_PHUSTR_25; // = PHUSTR_25; +//#define PHUSTR_26 "level 26: bunker" +extern const char *s_PHUSTR_26; // = PHUSTR_26; +//#define PHUSTR_27 "level 27: anti-christ" +extern const char *s_PHUSTR_27; // = PHUSTR_27; +//#define PHUSTR_28 "level 28: the sewers" +extern const char *s_PHUSTR_28; // = PHUSTR_28; +//#define PHUSTR_29 "level 29: odyssey of noises" +extern const char *s_PHUSTR_29; // = PHUSTR_29; +//#define PHUSTR_30 "level 30: the gateway of hell" +extern const char *s_PHUSTR_30; // = PHUSTR_30; + +//#define PHUSTR_31 "level 31: cyberden" +extern const char *s_PHUSTR_31; // = PHUSTR_31; +//#define PHUSTR_32 "level 32: go 2 it" +extern const char *s_PHUSTR_32; // = PHUSTR_32; + +//#define THUSTR_1 "level 1: system control" +extern const char *s_THUSTR_1; // = THUSTR_1; +//#define THUSTR_2 "level 2: human bbq" +extern const char *s_THUSTR_2; // = THUSTR_2; +//#define THUSTR_3 "level 3: power control" +extern const char *s_THUSTR_3; // = THUSTR_3; +//#define THUSTR_4 "level 4: wormhole" +extern const char *s_THUSTR_4; // = THUSTR_4; +//#define THUSTR_5 "level 5: hanger" +extern const char *s_THUSTR_5; // = THUSTR_5; +//#define THUSTR_6 "level 6: open season" +extern const char *s_THUSTR_6; // = THUSTR_6; +//#define THUSTR_7 "level 7: prison" +extern const char *s_THUSTR_7; // = THUSTR_7; +//#define THUSTR_8 "level 8: metal" +extern const char *s_THUSTR_8; // = THUSTR_8; +//#define THUSTR_9 "level 9: stronghold" +extern const char *s_THUSTR_9; // = THUSTR_9; +//#define THUSTR_10 "level 10: redemption" +extern const char *s_THUSTR_10; // = THUSTR_10; +//#define THUSTR_11 "level 11: storage facility" +extern const char *s_THUSTR_11; // = THUSTR_11; + +//#define THUSTR_12 "level 12: crater" +extern const char *s_THUSTR_12; // = THUSTR_12; +//#define THUSTR_13 "level 13: nukage processing" +extern const char *s_THUSTR_13; // = THUSTR_13; +//#define THUSTR_14 "level 14: steel works" +extern const char *s_THUSTR_14; // = THUSTR_14; +//#define THUSTR_15 "level 15: dead zone" +extern const char *s_THUSTR_15; // = THUSTR_15; +//#define THUSTR_16 "level 16: deepest reaches" +extern const char *s_THUSTR_16; // = THUSTR_16; +//#define THUSTR_17 "level 17: processing area" +extern const char *s_THUSTR_17; // = THUSTR_17; +//#define THUSTR_18 "level 18: mill" +extern const char *s_THUSTR_18; // = THUSTR_18; +//#define THUSTR_19 "level 19: shipping/respawning" +extern const char *s_THUSTR_19; // = THUSTR_19; +//#define THUSTR_20 "level 20: central processing" +extern const char *s_THUSTR_20; // = THUSTR_20; + +//#define THUSTR_21 "level 21: administration center" +extern const char *s_THUSTR_21; // = THUSTR_21; +//#define THUSTR_22 "level 22: habitat" +extern const char *s_THUSTR_22; // = THUSTR_22; +//#define THUSTR_23 "level 23: lunar mining project" +extern const char *s_THUSTR_23; // = THUSTR_23; +//#define THUSTR_24 "level 24: quarry" +extern const char *s_THUSTR_24; // = THUSTR_24; +//#define THUSTR_25 "level 25: baron's den" +extern const char *s_THUSTR_25; // = THUSTR_25; +//#define THUSTR_26 "level 26: ballistyx" +extern const char *s_THUSTR_26; // = THUSTR_26; +//#define THUSTR_27 "level 27: mount pain" +extern const char *s_THUSTR_27; // = THUSTR_27; +//#define THUSTR_28 "level 28: heck" +extern const char *s_THUSTR_28; // = THUSTR_28; +//#define THUSTR_29 "level 29: river styx" +extern const char *s_THUSTR_29; // = THUSTR_29; +//#define THUSTR_30 "level 30: last call" +extern const char *s_THUSTR_30; // = THUSTR_30; + +//#define THUSTR_31 "level 31: pharaoh" +extern const char *s_THUSTR_31; // = THUSTR_31; +//#define THUSTR_32 "level 32: caribbean" +extern const char *s_THUSTR_32; // = THUSTR_32; + +//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!" +extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1; +//#define HUSTR_CHATMACRO2 "I'm OK." +extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2; +//#define HUSTR_CHATMACRO3 "I'm not looking too good!" +extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3; +//#define HUSTR_CHATMACRO4 "Help!" +extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4; +//#define HUSTR_CHATMACRO5 "You suck!" +extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5; +//#define HUSTR_CHATMACRO6 "Next time, scumbag..." +extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6; +//#define HUSTR_CHATMACRO7 "Come here!" +extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7; +//#define HUSTR_CHATMACRO8 "I'll take care of it." +extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8; +//#define HUSTR_CHATMACRO9 "Yes" +extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9; +//#define HUSTR_CHATMACRO0 "No" +extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0; + +//#define HUSTR_TALKTOSELF1 "You mumble to yourself" +extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1; +//#define HUSTR_TALKTOSELF2 "Who's there?" +extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2; +//#define HUSTR_TALKTOSELF3 "You scare yourself" +extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3; +//#define HUSTR_TALKTOSELF4 "You start to rave" +extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4; +//#define HUSTR_TALKTOSELF5 "You've lost it..." +extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5; + +//#define HUSTR_MESSAGESENT "[Message Sent]" +extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT; + +// The following should NOT be changed unless it seems +// just AWFULLY necessary + +//#define HUSTR_PLRGREEN "Green: " +extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN; +//#define HUSTR_PLRINDIGO "Indigo: " +extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO; +//#define HUSTR_PLRBROWN "Brown: " +extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN; +//#define HUSTR_PLRRED "Red: " +extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED; + +// Ty - Note these are chars, not char *, so name is sc_XXX +//#define HUSTR_KEYGREEN 'g' +extern char sc_HUSTR_KEYGREEN; // = HUSTR_KEYGREEN; +//#define HUSTR_KEYINDIGO 'i' +extern char sc_HUSTR_KEYINDIGO; // = HUSTR_KEYINDIGO; +//#define HUSTR_KEYBROWN 'b' +extern char sc_HUSTR_KEYBROWN; // = HUSTR_KEYBROWN; +//#define HUSTR_KEYRED 'r' +extern char sc_HUSTR_KEYRED; // = HUSTR_KEYRED; + +// +// AM_map.C +// + +//#define AMSTR_FOLLOWON "Follow Mode ON" +extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON; +//#define AMSTR_FOLLOWOFF "Follow Mode OFF" +extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF; + +//#define AMSTR_GRIDON "Grid ON" +extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON; +//#define AMSTR_GRIDOFF "Grid OFF" +extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF; + +//#define AMSTR_MARKEDSPOT "Marked Spot" +extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT; +//#define AMSTR_MARKSCLEARED "All Marks Cleared" +extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED; + +// CPhipps - automap rotate & overlay +extern const char* s_AMSTR_ROTATEON; +extern const char* s_AMSTR_ROTATEOFF; +extern const char* s_AMSTR_OVERLAYON; +extern const char* s_AMSTR_OVERLAYOFF; + +// +// ST_stuff.C +// + +//#define STSTR_MUS "Music Change" +extern const char* s_STSTR_MUS; // = STSTR_MUS; +//#define STSTR_NOMUS "IMPOSSIBLE SELECTION" +extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS; +//#define STSTR_DQDON "Degreelessness Mode On" +extern const char* s_STSTR_DQDON; // = STSTR_DQDON; +//#define STSTR_DQDOFF "Degreelessness Mode Off" +extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF; + +//#define STSTR_KFAADDED "Very Happy Ammo Added" +extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED; +//#define STSTR_FAADDED "Ammo (no keys) Added" +extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED; + +//#define STSTR_NCON "No Clipping Mode ON" +extern const char* s_STSTR_NCON; // = STSTR_NCON; +//#define STSTR_NCOFF "No Clipping Mode OFF" +extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF; + +//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" +extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD; +//#define STSTR_BEHOLDX "Power-up Toggled" +extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX; + +//#define STSTR_CHOPPERS "... doesn't suck - GM" +extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS; +//#define STSTR_CLEV "Changing Level..." +extern const char* s_STSTR_CLEV; // = STSTR_CLEV; + +//#define STSTR_COMPON "Compatibility Mode On" // phares +extern const char* s_STSTR_COMPON; // = STSTR_COMPON; +//#define STSTR_COMPOFF "Compatibility Mode Off" // phares +extern const char* s_STSTR_COMPOFF; // = STSTR_COMPOFF; + +// +// F_Finale.C +// +/* +#define E1TEXT \ +"Once you beat the big badasses and\n"\ +"clean out the moon base you're supposed\n"\ +"to win, aren't you? Aren't you? Where's\n"\ +"your fat reward and ticket home? What\n"\ +"the hell is this? It's not supposed to\n"\ +"end this way!\n"\ +"\n" \ +"It stinks like rotten meat, but looks\n"\ +"like the lost Deimos base. Looks like\n"\ +"you're stuck on The Shores of Hell.\n"\ +"The only way out is through.\n"\ +"\n"\ +"To continue the DOOM experience, play\n"\ +"The Shores of Hell and its amazing\n"\ +"sequel, Inferno!\n" +*/ +extern const char* s_E1TEXT; // = E1TEXT; + + +/* +#define E2TEXT \ +"You've done it! The hideous cyber-\n"\ +"demon lord that ruled the lost Deimos\n"\ +"moon base has been slain and you\n"\ +"are triumphant! But ... where are\n"\ +"you? You clamber to the edge of the\n"\ +"moon and look down to see the awful\n"\ +"truth.\n" \ +"\n"\ +"Deimos floats above Hell itself!\n"\ +"You've never heard of anyone escaping\n"\ +"from Hell, but you'll make the bastards\n"\ +"sorry they ever heard of you! Quickly,\n"\ +"you rappel down to the surface of\n"\ +"Hell.\n"\ +"\n" \ +"Now, it's on to the final chapter of\n"\ +"DOOM! -- Inferno." +*/ +extern const char* s_E2TEXT; // = E2TEXT; + + +/* +#define E3TEXT \ +"The loathsome spiderdemon that\n"\ +"masterminded the invasion of the moon\n"\ +"bases and caused so much death has had\n"\ +"its ass kicked for all time.\n"\ +"\n"\ +"A hidden doorway opens and you enter.\n"\ +"You've proven too tough for Hell to\n"\ +"contain, and now Hell at last plays\n"\ +"fair -- for you emerge from the door\n"\ +"to see the green fields of Earth!\n"\ +"Home at last.\n" \ +"\n"\ +"You wonder what's been happening on\n"\ +"Earth while you were battling evil\n"\ +"unleashed. It's good that no Hell-\n"\ +"spawn could have come through that\n"\ +"door with you ..." +*/ +extern const char* s_E3TEXT; // = E3TEXT; + + +/* +#define E4TEXT \ +"the spider mastermind must have sent forth\n"\ +"its legions of hellspawn before your\n"\ +"final confrontation with that terrible\n"\ +"beast from hell. but you stepped forward\n"\ +"and brought forth eternal damnation and\n"\ +"suffering upon the horde as a true hero\n"\ +"would in the face of something so evil.\n"\ +"\n"\ +"besides, someone was gonna pay for what\n"\ +"happened to daisy, your pet rabbit.\n"\ +"\n"\ +"but now, you see spread before you more\n"\ +"potential pain and gibbitude as a nation\n"\ +"of demons run amok among our cities.\n"\ +"\n"\ +"next stop, hell on earth!" +*/ +extern const char* s_E4TEXT; // = E4TEXT; + + +// after level 6, put this: + +/* +#define C1TEXT \ +"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \ +"STARPORT. BUT SOMETHING IS WRONG. THE\n" \ +"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \ +"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \ +"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \ +"\n"\ +"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \ +"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \ +"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \ +"OF THE STARBASE AND FIND THE CONTROLLING\n" \ +"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \ +"HOSTAGE." +*/ +extern const char* s_C1TEXT; // = C1TEXT; + +// After level 11, put this: + +/* +#define C2TEXT \ +"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \ +"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\ +"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\ +"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\ +"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\ +"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\ +"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\ +"THAT YOU HAVE SAVED YOUR SPECIES.\n"\ +"\n"\ +"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\ +"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\ +"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\ +"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\ +"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\ +"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\ +"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\ +"UP AND RETURN TO THE FRAY." +*/ +extern const char* s_C2TEXT; // = C2TEXT; + + +// After level 20, put this: + +/* +#define C3TEXT \ +"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\ +"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\ +"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\ +"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\ +"TEETH AND PLUNGE THROUGH IT.\n"\ +"\n"\ +"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\ +"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\ +"GOT TO GO THROUGH HELL TO GET TO IT?" +*/ +extern const char* s_C3TEXT; // = C3TEXT; + + +// After level 29, put this: + +/* +#define C4TEXT \ +"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\ +"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\ +"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\ +"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\ +"UP AND DIES, ITS THRASHING LIMBS\n"\ +"DEVASTATING UNTOLD MILES OF HELL'S\n"\ +"SURFACE.\n"\ +"\n"\ +"YOU'VE DONE IT. THE INVASION IS OVER.\n"\ +"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\ +"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\ +"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\ +"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\ +"HOME. REBUILDING EARTH OUGHT TO BE A\n"\ +"LOT MORE FUN THAN RUINING IT WAS.\n" +*/ +extern const char* s_C4TEXT; // = C4TEXT; + + + +// Before level 31, put this: + +/* +#define C5TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\ +"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\ +"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\ +"WHO THE INMATES OF THIS CORNER OF HELL\n"\ +"WILL BE." +*/ +extern const char* s_C5TEXT; // = C5TEXT; + + +// Before level 32, put this: + +/* +#define C6TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE\n"\ +"SUPER SECRET LEVEL! YOU'D BETTER\n"\ +"BLAZE THROUGH THIS ONE!\n" +*/ +extern const char* s_C6TEXT; // = C6TEXT; + + +// after map 06 + +/* +#define P1TEXT \ +"You gloat over the steaming carcass of the\n"\ +"Guardian. With its death, you've wrested\n"\ +"the Accelerator from the stinking claws\n"\ +"of Hell. You relax and glance around the\n"\ +"room. Damn! There was supposed to be at\n"\ +"least one working prototype, but you can't\n"\ +"see it. The demons must have taken it.\n"\ +"\n"\ +"You must find the prototype, or all your\n"\ +"struggles will have been wasted. Keep\n"\ +"moving, keep fighting, keep killing.\n"\ +"Oh yes, keep living, too." +*/ +extern const char* s_P1TEXT; // = P1TEXT; + + +// after map 11 + +/* +#define P2TEXT \ +"Even the deadly Arch-Vile labyrinth could\n"\ +"not stop you, and you've gotten to the\n"\ +"prototype Accelerator which is soon\n"\ +"efficiently and permanently deactivated.\n"\ +"\n"\ +"You're good at that kind of thing." +*/ +extern const char* s_P2TEXT; // = P2TEXT; + + +// after map 20 + +/* +#define P3TEXT \ +"You've bashed and battered your way into\n"\ +"the heart of the devil-hive. Time for a\n"\ +"Search-and-Destroy mission, aimed at the\n"\ +"Gatekeeper, whose foul offspring is\n"\ +"cascading to Earth. Yeah, he's bad. But\n"\ +"you know who's worse!\n"\ +"\n"\ +"Grinning evilly, you check your gear, and\n"\ +"get ready to give the bastard a little Hell\n"\ +"of your own making!" +*/ +extern const char* s_P3TEXT; // = P3TEXT; + +// after map 30 + +/* +#define P4TEXT \ +"The Gatekeeper's evil face is splattered\n"\ +"all over the place. As its tattered corpse\n"\ +"collapses, an inverted Gate forms and\n"\ +"sucks down the shards of the last\n"\ +"prototype Accelerator, not to mention the\n"\ +"few remaining demons. You're done. Hell\n"\ +"has gone back to pounding bad dead folks \n"\ +"instead of good live ones. Remember to\n"\ +"tell your grandkids to put a rocket\n"\ +"launcher in your coffin. If you go to Hell\n"\ +"when you die, you'll need it for some\n"\ +"final cleaning-up ..." +*/ +extern const char* s_P4TEXT; // = P4TEXT; + +// before map 31 + +/* +#define P5TEXT \ +"You've found the second-hardest level we\n"\ +"got. Hope you have a saved game a level or\n"\ +"two previous. If not, be prepared to die\n"\ +"aplenty. For master marines only." +*/ +extern const char* s_P5TEXT; // = P5TEXT; + +// before map 32 + +/* +#define P6TEXT \ +"Betcha wondered just what WAS the hardest\n"\ +"level we had ready for ya? Now you know.\n"\ +"No one gets out alive." +*/ +extern const char* s_P6TEXT; // = P6TEXT; + + +/* +#define T1TEXT \ +"You've fought your way out of the infested\n"\ +"experimental labs. It seems that UAC has\n"\ +"once again gulped it down. With their\n"\ +"high turnover, it must be hard for poor\n"\ +"old UAC to buy corporate health insurance\n"\ +"nowadays..\n"\ +"\n"\ +"Ahead lies the military complex, now\n"\ +"swarming with diseased horrors hot to get\n"\ +"their teeth into you. With luck, the\n"\ +"complex still has some warlike ordnance\n"\ +"laying around." +*/ +extern const char* s_T1TEXT; // = T1TEXT; + + +/* +#define T2TEXT \ +"You hear the grinding of heavy machinery\n"\ +"ahead. You sure hope they're not stamping\n"\ +"out new hellspawn, but you're ready to\n"\ +"ream out a whole herd if you have to.\n"\ +"They might be planning a blood feast, but\n"\ +"you feel about as mean as two thousand\n"\ +"maniacs packed into one mad killer.\n"\ +"\n"\ +"You don't plan to go down easy." +*/ +extern const char* s_T2TEXT; // = T2TEXT; + + +/* +#define T3TEXT \ +"The vista opening ahead looks real damn\n"\ +"familiar. Smells familiar, too -- like\n"\ +"fried excrement. You didn't like this\n"\ +"place before, and you sure as hell ain't\n"\ +"planning to like it now. The more you\n"\ +"brood on it, the madder you get.\n"\ +"Hefting your gun, an evil grin trickles\n"\ +"onto your face. Time to take some names." +*/ +extern const char* s_T3TEXT; // = T3TEXT; + +/* +#define T4TEXT \ +"Suddenly, all is silent, from one horizon\n"\ +"to the other. The agonizing echo of Hell\n"\ +"fades away, the nightmare sky turns to\n"\ +"blue, the heaps of monster corpses start \n"\ +"to evaporate along with the evil stench \n"\ +"that filled the air. Jeeze, maybe you've\n"\ +"done it. Have you really won?\n"\ +"\n"\ +"Something rumbles in the distance.\n"\ +"A blue light begins to glow inside the\n"\ +"ruined skull of the demon-spitter." +*/ +extern const char* s_T4TEXT; // = T4TEXT; + + +/* +#define T5TEXT \ +"What now? Looks totally different. Kind\n"\ +"of like King Tut's condo. Well,\n"\ +"whatever's here can't be any worse\n"\ +"than usual. Can it? Or maybe it's best\n"\ +"to let sleeping gods lie.." +*/ +extern const char* s_T5TEXT; // = T5TEXT; + + +/* +#define T6TEXT \ +"Time for a vacation. You've burst the\n"\ +"bowels of hell and by golly you're ready\n"\ +"for a break. You mutter to yourself,\n"\ +"Maybe someone else can kick Hell's ass\n"\ +"next time around. Ahead lies a quiet town,\n"\ +"with peaceful flowing water, quaint\n"\ +"buildings, and presumably no Hellspawn.\n"\ +"\n"\ +"As you step off the transport, you hear\n"\ +"the stomp of a cyberdemon's iron shoe." +*/ +extern const char* s_T6TEXT; // = T6TEXT; + +// +// Character cast strings F_FINALE.C +// +//#define CC_ZOMBIE "ZOMBIEMAN" +extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE; +//#define CC_SHOTGUN "SHOTGUN GUY" +extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN; +//#define CC_HEAVY "HEAVY WEAPON DUDE" +extern const char* s_CC_HEAVY; // = CC_HEAVY; +//#define CC_IMP "IMP" +extern const char* s_CC_IMP; // = CC_IMP; +//#define CC_DEMON "DEMON" +extern const char* s_CC_DEMON; // = CC_DEMON; +//#define CC_LOST "LOST SOUL" +extern const char* s_CC_LOST; // = CC_LOST; +//#define CC_CACO "CACODEMON" +extern const char* s_CC_CACO; // = CC_CACO; +//#define CC_HELL "HELL KNIGHT" +extern const char* s_CC_HELL; // = CC_HELL; +//#define CC_BARON "BARON OF HELL" +extern const char* s_CC_BARON; // = CC_BARON; +//#define CC_ARACH "ARACHNOTRON" +extern const char* s_CC_ARACH; // = CC_ARACH; +//#define CC_PAIN "PAIN ELEMENTAL" +extern const char* s_CC_PAIN; // = CC_PAIN; +//#define CC_REVEN "REVENANT" +extern const char* s_CC_REVEN; // = CC_REVEN; +//#define CC_MANCU "MANCUBUS" +extern const char* s_CC_MANCU; // = CC_MANCU; +//#define CC_ARCH "ARCH-VILE" +extern const char* s_CC_ARCH; // = CC_ARCH; +//#define CC_SPIDER "THE SPIDER MASTERMIND" +extern const char* s_CC_SPIDER; // = CC_SPIDER; +//#define CC_CYBER "THE CYBERDEMON" +extern const char* s_CC_CYBER; // = CC_CYBER; +//#define CC_HERO "OUR HERO" +extern const char* s_CC_HERO; // = CC_HERO; + +// Ty 03/30/98 - new substitutions for background textures during int screens +// char* bgflatE1 = "FLOOR4_8"; +extern const char* bgflatE1; +// char* bgflatE2 = "SFLR6_1"; +extern const char* bgflatE2; +// char* bgflatE3 = "MFLR8_4"; +extern const char* bgflatE3; +// char* bgflatE4 = "MFLR8_3"; +extern const char* bgflatE4; + +// char* bgflat06 = "SLIME16"; +extern const char* bgflat06; +// char* bgflat11 = "RROCK14"; +extern const char* bgflat11; +// char* bgflat20 = "RROCK07"; +extern const char* bgflat20; +// char* bgflat30 = "RROCK17"; +extern const char* bgflat30; +// char* bgflat15 = "RROCK13"; +extern const char* bgflat15; +// char* bgflat31 = "RROCK19"; +extern const char* bgflat31; + +// char* bgcastcall = "BOSSBACK"; // panel behind cast call +extern const char* bgcastcall; + +// ignored if blank, general purpose startup announcements +// char* startup1 = ""; +extern const char* startup1; +// char* startup2 = ""; +extern const char* startup2; +// char* startup3 = ""; +extern const char* startup3; +// char* startup4 = ""; +extern const char* startup4; +// char* startup5 = ""; +extern const char* startup5; + +// from g_game.c, prefix for savegame name like "boomsav" +extern const char* savegamename; + +#endif -- cgit v1.2.3