Removing doom demo (will become part of a dedicated demo-projects-repo)

ugfx_release_2.6
Joel Bodenmann 2015-11-04 07:11:25 +01:00
parent d4f43afcd2
commit 96789916e3
131 changed files with 0 additions and 316827 deletions

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LIMITED USE SOFTWARE LICENSE AGREEMENT
This Limited Use Software License Agreement (the "Agreement")
is a legal agreement between you, the end-user, and Id Software, Inc.
("ID"). By downloading or purchasing the software material, which
includes source code (the "Source Code"), artwork data, music and
software tools (collectively, the "Software"), you are agreeing to
be bound by the terms of this Agreement. If you do not agree to the
terms of this Agreement, promptly destroy the Software you may have
downloaded or copied.
ID SOFTWARE LICENSE
1. Grant of License. ID grants to you the right to use the
Software. You have no ownership or proprietary rights in or to the
Software, or the Trademark. For purposes of this section, "use" means
loading the Software into RAM, as well as installation on a hard disk
or other storage device. The Software, together with any archive copy
thereof, shall be destroyed when no longer used in accordance with
this Agreement, or when the right to use the Software is terminated.
You agree that the Software will not be shipped, transferred or
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you will not utilize, in any other manner, the Software in violation
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2. Permitted Uses. For educational purposes only, you, the
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routines, to develop your own software, but may not duplicate the
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With the exception of the Educational Use right, you may not
otherwise use the Software, or an portion of the Software, which
includes the Source Code, for commercial gain.
3. Prohibited Uses: Under no circumstances shall you, the
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of the following acts with regard to the Software, or any portion
thereof:
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Lease;
Offer on a pay-per-play basis;
Distribute for money or any other consideration; or
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Notwithstanding the foregoing prohibitions, you may commercially
exploit the software you develop by exercising the Educational Use
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4. Copyright. The Software and all copyrights related thereto
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liability or otherwise, with regard to the Software. This Agreement
shall be construed in accordance with and governed by the laws of the
State of Texas. Copyright and other proprietary matters will be
governed by United States laws and international treaties. IN ANY
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
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limitation or exclusion may not apply to you.

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ChangeLog
FILES
FILES2
Makefile
-----------------------------------------------------------------------
Global and misc. stuff
-----------------------------------------------------------------------
doomdata.h - external data definitions (WAD file structure)
doomdef.h - internal data definitions (game structs)
dstrings.h - printed strings for translation, english
d_french.h - printed strings for translation
info.h
info.c - LUT's for Thing TAB, Frame TAB,
generated by multigen utility
dutils.h
dutils.c - Dave's utilities
including doubly-linked lists & simple state machines.
Used in WI, ST, AM, and d_main.c
------------------------------------------------------------------------
DOOM game loop and top level stuff
------------------------------------------------------------------------
g_game.c - Game loop functions, event handling etc.
boolean G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t *cmd);
void G_WriteDemoTiccmd (ticcmd_t *cmd);
void G_PlayerReborn (int player);
void G_InitNew (skill_t skill, int episode, int map);
void G_DoReborn (int playernum);
void G_DoLoadLevel (void);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (void);
d_main.c - event handling, D_DoomMain() and other functions
NOT int main()
d_net.c - high level networking protocol code
------------------------------------------------------------------
I Interfaces, system specifics
------------------------------------------------------------------
i_main.c - main(), calls D_DoomMain().
i_svgalib.c - Linux SVGAlib code, including main(),
replaces i_main.c
i_x.c - X11 with SHM code, use with i_main.c
i_dga.c - X11 DGA code, use with i_main.c
i_unix.c - fixed point, networking, and display stuff for UNIX
i_ibm.c - IBM DOS VGA graphics and key/mouse/joystick,
use with i_main.c
i_pcnet.c - IPX networking, DOS
fpfunc.S - fixed point assembly and (currently) duplicate of
tmap.S - texture mapping assembly (currently unused)
------------------------------------------------------------------
AM AutoMap
------------------------------------------------------------------
am_data.h - vector graphics for the automap
am_map.h
am_map.c - automap code
------------------------------------------------------------------
HU Heads Up
------------------------------------------------------------------
hu_lib.h
hu_lib.c - heads-up text and input code
hu_stuff.h
hu_stuff.c - Heads-up displays
-------------------------------------------------------------------
M Menu
-------------------------------------------------------------------
m_menu.c - DOOM options code and leaving messages
m_misc.c - misc. HUD text display, input checks, and
random table, file I/O
-------------------------------------------------------------------
P Play???
-------------------------------------------------------------------
p_local.h - header for all play modules
p_spec.h - specials, lighting, doors, plats, texture animation
p_spec.c - specials, texture animation
p_doors.c - door code
p_plats.c - platform raising/lowering code
p_ceilng.c - active (e.g. crushing) ceilings
p_floor.c - active (e.g. raising) floors
p_lights.c - dynamic (e.g. flickering) lighting
p_switch.c - button switches and animation
p_enemy.c - enemy AI and animation
p_inter.c - object/object interaction?
p_map.c - movement objects, handling of collisions
p_maputl.c - distance, position etc. utilities for movement
p_mobj.c - mobile objects handling, spawn etc.
p_user.c - more movement, bobbing etc.
p_telept.c - teleportation code
p_sight.c - LOS checks, REJECT
p_pspr.c - weapon overlays, bobbing, raising, sprite tables,
firing, ammo bookkeeping
p_setup.c - load map from WAF file, setup code
p_tick.c - savegame function (archive/unarchive),
thinker list handling, allocation,
game tick execution (updates)
-------------------------------------------------------------------
R Rendering
-------------------------------------------------------------------
r_local.h - header for all rendering modules,
internal map data structure definitions
r_bsp.c - BSP seg's clipping
r_data.c - texture column caching, patch assembly,
flats, colormaps, sprites,
lookup by name
r_draw.c - access to framebuffer API, drawing C functions
r_main.c - geometry functions, trigonometry lookups,
R_RenderPlayerView
r_plane.c - floor/ceiling visplanes, sky
r_segs.c - drawing segs, marking hslices for floors/ceilings
r_things.c - sprite and sprite frame/rotation handling, drawing
tables.c - trigonometry lookup tables, static
v_video.c - gamma correction lookup, patch drawing to rectangle
-------------------------------------------------------------------
S Sound
-------------------------------------------------------------------
s_sound.c - more sound and music handling
soundst.h - sound and music data structures
sounds.h
sounds.c - sound and music lump LUT's (manually maintained)
sndserver.h
sndserver.c - (Irix) sndserver code
irix.h
irix.c - SGI Irix sound/sndserver support code
linux.c - Linux voxware sound/sndserver support code,
replaces irix.c, uses irix.h
sun.c - SUN replacement for irix.c
i_sound.h
i_sound.c - DOS DMX music and sound interface
-------------------------------------------------------------------
ST STatus bar
-------------------------------------------------------------------
st_lib.h
st_lib.c - status bar widget code
st_stuff.c
st_stuff.h - status bar code
-------------------------------------------------------------------
W Wad file I/O
-------------------------------------------------------------------
w_wad.c - lump based functions
wadread.h
wadread.c - lump I/O, get SFX
-------------------------------------------------------------------
WI WIn / level end screens
-------------------------------------------------------------------
wi_data.h - lookups for intermission screens, patch positions
wi_stuff.h
wi_stuff.c - intermission animation patchwork
-------------------------------------------------------------------
Z Zone memory allocation
-------------------------------------------------------------------
z_zone.c
-------------------------------------------------------------------
F Final screen animation
-------------------------------------------------------------------
f_finale.c - DOOM mission end screens? (bunny)
-------------------------------------------------------------------

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README - DOOM assembly code
Okay, I add the DOS assembly module for the historically
inclined here (may rec.games.programmer suffer). If anyone
feels the urge to port these to GNU GCC; either inline or
as separate modules including Makefile support, be my guest.
Module tmap.S includes the inner loops for texture mapping,
the interesting one being the floor/ceiling span rendering.
There was another module in the source dump, fpfunc.S, that
had both texture mapping and fixed point functions. It
contained implementations both for i386 and M68k. For
brevity, I include only the i386 fixed point stuff below.
//====================================================
// tmap.S as of January 10th, 1997
//================
//
// R_DrawColumn
//
//================
.data
loopcount .long 0
pixelcount .long 0
.text
.align 16
.globl _R_DrawColumn
_R_DrawColumn:
pushad
movl ebp,[_dc_yl]
movl ebx,ebp
movl edi,[_ylookup+ebx*4]
movl ebx,[_dc_x]
addl edi,[_columnofs + ebx*4]
movl eax,[_dc_yh]
incl eax
subl eax,ebp // pixel count
movl [pixelcount],eax // save for final pixel
js done // nothing to scale
shrl eax,1 // double pixel count
movl [loopcount],eax
movl ecx,[_dc_iscale]
movl eax,[_centery]
subl eax,ebp
imull ecx
movl ebp,[_dc_texturemid]
subl ebp,eax
shll ebp,9 // 7 significant bits, 25 frac
movl esi,[_dc_source]
movl ebx,[_dc_iscale]
shll ebx,9
movl eax,OFFSET patch1+2 // convice tasm to modify code...
movl [eax],ebx
movl eax,OFFSET patch2+2 // convice tasm to modify code...
movl [eax],ebx
// eax aligned colormap
// ebx aligned colormap
// ecx,edx scratch
// esi virtual source
// edi moving destination pointer
// ebp frac
movl ecx,ebp // begin calculating first pixel
addl ebp,ebx // advance frac pointer
shrl ecx,25 // finish calculation for first pixel
movl edx,ebp // begin calculating second pixel
addl ebp,ebx // advance frac pointer
shrl edx,25 // finish calculation for second pixel
movl eax,[_dc_colormap]
movl ebx,eax
movb al,[esi+ecx] // get first pixel
movb bl,[esi+edx] // get second pixel
movb al,[eax] // color translate first pixel
movb bl,[ebx] // color translate second pixel
testl [pixelcount],0fffffffeh
jnz doubleloop // at least two pixels to map
jmp checklast
.align 16
doubleloop:
movl ecx,ebp // begin calculating third pixel
patch1:
addl ebp,12345678h // advance frac pointer
movb [edi],al // write first pixel
shrl ecx,25 // finish calculation for third pixel
movl edx,ebp // begin calculating fourth pixel
patch2:
addl ebp,12345678h // advance frac pointer
movl [edi+SCREENWIDTH],bl // write second pixel
shrl edx,25 // finish calculation for fourth pixel
movb al,[esi+ecx] // get third pixel
addl edi,SCREENWIDTH*2 // advance to third pixel destination
movb bl,[esi+edx] // get fourth pixel
decl [loopcount] // done with loop?
movb al,[eax] // color translate third pixel
movb bl,[ebx] // color translate fourth pixel
jnz doubleloop
// check for final pixel
checklast:
testl [pixelcount],1
jz done
movb [edi],al // write final pixel
done:
popad
ret
//================
//
// R_DrawSpan
//
// Horizontal texture mapping
//
//================
.align 16
.globl _R_DrawSpan
_R_DrawSpan:
pushad
//
// find loop count
//
movl eax,[_ds_x2]
incl eax
subl eax,[_ds_x1] // pixel count
movl [pixelcount],eax // save for final pixel
js hdone // nothing to scale
shrl eax,1 // double pixel count
movl [loopcount],eax
//
// build composite position
//
movl ebp,[_ds_xfrac]
shll ebp,10
andl ebp,0ffff0000h
movl eax,[_ds_yfrac]
shrl eax,6
andl eax,0ffffh
orl ebp,eax
movl esi,[_ds_source]
//
// calculate screen dest
//
movl edi,[_ds_y]
movl edi,[_ylookup+edi*4]
movl eax,[_ds_x1]
addl edi,[_columnofs+eax*4]
//
// build composite step
//
movl ebx,[_ds_xstep]
shll ebx,10
andl ebx,0ffff0000h
movl eax,[_ds_ystep]
shrl eax,6
andl eax,0ffffh
orl ebx,eax
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
movl [eax],ebx
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
movl [eax],ebx
// eax aligned colormap
// ebx aligned colormap
// ecx,edx scratch
// esi virtual source
// edi moving destination pointer
// ebp frac
shldl ecx,ebp,22 // begin calculating third pixel (y units)
shldl ecx,ebp,6 // begin calculating third pixel (x units)
addl ebp,ebx // advance frac pointer
andl ecx,4095 // finish calculation for third pixel
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
addl ebp,ebx // advance frac pointer
andl edx,4095 // finish calculation for fourth pixel
movl eax,[_ds_colormap]
movl ebx,eax
movb al,[esi+ecx] // get first pixel
movb bl,[esi+edx] // get second pixel
movb al,[eax] // color translate first pixel
movb bl,[ebx] // color translate second pixel
testl [pixelcount],0fffffffeh
jnz hdoubleloop // at least two pixels to map
jmp hchecklast
.align 16
hdoubleloop:
shldl ecx,ebp,22 // begin calculating third pixel (y units)
shldl ecx,ebp,6 // begin calculating third pixel (x units)
hpatch1:
addl ebp,12345678h // advance frac pointer
movb [edi],al // write first pixel
andl ecx,4095 // finish calculation for third pixel
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
hpatch2:
addl ebp,12345678h // advance frac pointer
movb [edi+1],bl // write second pixel
andl edx,4095 // finish calculation for fourth pixel
movb al,[esi+ecx] // get third pixel
addl edi,2 // advance to third pixel destination
movb bl,[esi+edx] // get fourth pixel
decl [loopcount] // done with loop?
movb al,[eax] // color translate third pixel
movb bl,[ebx] // color translate fourth pixel
jnz hdoubleloop
// check for final pixel
hchecklast:
testl [pixelcount],1
jz hdone
movb [edi],al // write final pixel
hdone:
popad
ret
//====================================================
// fpfunc.S as of January 10th, 1997 (parts)
#ifdef i386
.text
.align 4
.globl _FixedMul
_FixedMul:
pushl %ebp
movl %esp,%ebp
movl 8(%ebp),%eax
imull 12(%ebp)
shrdl $16,%edx,%eax
popl %ebp
ret
.align 4
.globl _FixedDiv2
_FixedDiv2:
pushl %ebp
movl %esp,%ebp
movl 8(%ebp),%eax
cdq
shldl $16,%eax,%edx
sall $16,%eax
idivl 12(%ebp)
popl %ebp
ret
#endif

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This port of DOOM is based on the original license - the free for educational use only version.
See DOOMLIC.TXT for the real license.
This port display a fix sized window of 320 x 200 on your display (it tries to put the display in landscape mode first).
There is no sound currently until the GAUDOUT module is written.
There is no network support currently.
User input is not the best for actually playing yet. Requires Touch or Mouse.
The supplied DOOM1.WAD is the shareware version.
Currently this has been converted into doom1_wad.h for inclusion into the source code (rather than using file IO).
Note that this file is 4M in size so it will take 4Mbytes of Flash to store just the WAD file.
THe RAM requirements are also fairly high with 313K just for the screen image buffers.
This port uses the uGFX streaming interface for high speed access to the video driver.
There are probably a number of C runtime dependancies that shouldn't be there that will get removed
as the port is improved.
Currently tested running under the Win32 uGFX port.

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// AutoMap module.
//
//-----------------------------------------------------------------------------
#ifndef __AMMAP_H__
#define __AMMAP_H__
// Used by ST StatusBar stuff.
#define AM_MSGHEADER (('a'<<24)+('m'<<16))
#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
// Called by main loop.
boolean AM_Responder (event_t* ev);
// Called by main loop.
void AM_Ticker (void);
// Called by main loop,
// called instead of view drawer if automap active.
void AM_Drawer (void);
// Called to force the automap to quit
// if the level is completed while it is up.
void AM_Stop (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Printed strings for translation.
// English language support (default).
//
//-----------------------------------------------------------------------------
#ifndef __D_ENGLSH__
#define __D_ENGLSH__
//
// Printed strings for translation
//
//
// D_Main.C
//
#define D_DEVSTR "Development mode ON.\n"
#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
//
// M_Menu.C
//
#define PRESSKEY "press a key."
#define PRESSYN "press y or n."
#define QUITMSG "are you sure you want to\nquit this great game?"
#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
#define NEWGAME \
"you can't start a new game\n"\
"while in a network game.\n\n"PRESSKEY
#define NIGHTMARE \
"are you sure? this skill level\n"\
"isn't even remotely fair.\n\n"PRESSYN
#define SWSTRING \
"this is the shareware version of doom.\n\n"\
"you need to order the entire trilogy.\n\n"PRESSKEY
#define MSGOFF "Messages OFF"
#define MSGON "Messages ON"
#define NETEND "you can't end a netgame!\n\n"PRESSKEY
#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
#define DOSY "(press y to quit)"
#define DETAILHI "High detail"
#define DETAILLO "Low detail"
#define GAMMALVL0 "Gamma correction OFF"
#define GAMMALVL1 "Gamma correction level 1"
#define GAMMALVL2 "Gamma correction level 2"
#define GAMMALVL3 "Gamma correction level 3"
#define GAMMALVL4 "Gamma correction level 4"
#define EMPTYSTRING "empty slot"
//
// P_inter.C
//
#define GOTARMOR "Picked up the armor."
#define GOTMEGA "Picked up the MegaArmor!"
#define GOTHTHBONUS "Picked up a health bonus."
#define GOTARMBONUS "Picked up an armor bonus."
#define GOTSTIM "Picked up a stimpack."
#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
#define GOTMEDIKIT "Picked up a medikit."
#define GOTSUPER "Supercharge!"
#define GOTBLUECARD "Picked up a blue keycard."
#define GOTYELWCARD "Picked up a yellow keycard."
#define GOTREDCARD "Picked up a red keycard."
#define GOTBLUESKUL "Picked up a blue skull key."
#define GOTYELWSKUL "Picked up a yellow skull key."
#define GOTREDSKULL "Picked up a red skull key."
#define GOTINVUL "Invulnerability!"
#define GOTBERSERK "Berserk!"
#define GOTINVIS "Partial Invisibility"
#define GOTSUIT "Radiation Shielding Suit"
#define GOTMAP "Computer Area Map"
#define GOTVISOR "Light Amplification Visor"
#define GOTMSPHERE "MegaSphere!"
#define GOTCLIP "Picked up a clip."
#define GOTCLIPBOX "Picked up a box of bullets."
#define GOTROCKET "Picked up a rocket."
#define GOTROCKBOX "Picked up a box of rockets."
#define GOTCELL "Picked up an energy cell."
#define GOTCELLBOX "Picked up an energy cell pack."
#define GOTSHELLS "Picked up 4 shotgun shells."
#define GOTSHELLBOX "Picked up a box of shotgun shells."
#define GOTBACKPACK "Picked up a backpack full of ammo!"
#define GOTBFG9000 "You got the BFG9000! Oh, yes."
#define GOTCHAINGUN "You got the chaingun!"
#define GOTCHAINSAW "A chainsaw! Find some meat!"
#define GOTLAUNCHER "You got the rocket launcher!"
#define GOTPLASMA "You got the plasma gun!"
#define GOTSHOTGUN "You got the shotgun!"
#define GOTSHOTGUN2 "You got the super shotgun!"
//
// P_Doors.C
//
#define PD_BLUEO "You need a blue key to activate this object"
#define PD_REDO "You need a red key to activate this object"
#define PD_YELLOWO "You need a yellow key to activate this object"
#define PD_BLUEK "You need a blue key to open this door"
#define PD_REDK "You need a red key to open this door"
#define PD_YELLOWK "You need a yellow key to open this door"
//
// G_game.C
//
#define GGSAVED "game saved."
//
// HU_stuff.C
//
#define HUSTR_MSGU "[Message unsent]"
#define HUSTR_E1M1 "E1M1: Hangar"
#define HUSTR_E1M2 "E1M2: Nuclear Plant"
#define HUSTR_E1M3 "E1M3: Toxin Refinery"
#define HUSTR_E1M4 "E1M4: Command Control"
#define HUSTR_E1M5 "E1M5: Phobos Lab"
#define HUSTR_E1M6 "E1M6: Central Processing"
#define HUSTR_E1M7 "E1M7: Computer Station"
#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
#define HUSTR_E1M9 "E1M9: Military Base"
#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
#define HUSTR_E2M2 "E2M2: Containment Area"
#define HUSTR_E2M3 "E2M3: Refinery"
#define HUSTR_E2M4 "E2M4: Deimos Lab"
#define HUSTR_E2M5 "E2M5: Command Center"
#define HUSTR_E2M6 "E2M6: Halls of the Damned"
#define HUSTR_E2M7 "E2M7: Spawning Vats"
#define HUSTR_E2M8 "E2M8: Tower of Babel"
#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
#define HUSTR_E3M1 "E3M1: Hell Keep"
#define HUSTR_E3M2 "E3M2: Slough of Despair"
#define HUSTR_E3M3 "E3M3: Pandemonium"
#define HUSTR_E3M4 "E3M4: House of Pain"
#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
#define HUSTR_E3M6 "E3M6: Mt. Erebus"
#define HUSTR_E3M7 "E3M7: Limbo"
#define HUSTR_E3M8 "E3M8: Dis"
#define HUSTR_E3M9 "E3M9: Warrens"
#define HUSTR_E4M1 "E4M1: Hell Beneath"
#define HUSTR_E4M2 "E4M2: Perfect Hatred"
#define HUSTR_E4M3 "E4M3: Sever The Wicked"
#define HUSTR_E4M4 "E4M4: Unruly Evil"
#define HUSTR_E4M5 "E4M5: They Will Repent"
#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
#define HUSTR_E4M7 "E4M7: And Hell Followed"
#define HUSTR_E4M8 "E4M8: Unto The Cruel"
#define HUSTR_E4M9 "E4M9: Fear"
#define HUSTR_1 "level 1: entryway"
#define HUSTR_2 "level 2: underhalls"
#define HUSTR_3 "level 3: the gantlet"
#define HUSTR_4 "level 4: the focus"
#define HUSTR_5 "level 5: the waste tunnels"
#define HUSTR_6 "level 6: the crusher"
#define HUSTR_7 "level 7: dead simple"
#define HUSTR_8 "level 8: tricks and traps"
#define HUSTR_9 "level 9: the pit"
#define HUSTR_10 "level 10: refueling base"
#define HUSTR_11 "level 11: 'o' of destruction!"
#define HUSTR_12 "level 12: the factory"
#define HUSTR_13 "level 13: downtown"
#define HUSTR_14 "level 14: the inmost dens"
#define HUSTR_15 "level 15: industrial zone"
#define HUSTR_16 "level 16: suburbs"
#define HUSTR_17 "level 17: tenements"
#define HUSTR_18 "level 18: the courtyard"
#define HUSTR_19 "level 19: the citadel"
#define HUSTR_20 "level 20: gotcha!"
#define HUSTR_21 "level 21: nirvana"
#define HUSTR_22 "level 22: the catacombs"
#define HUSTR_23 "level 23: barrels o' fun"
#define HUSTR_24 "level 24: the chasm"
#define HUSTR_25 "level 25: bloodfalls"
#define HUSTR_26 "level 26: the abandoned mines"
#define HUSTR_27 "level 27: monster condo"
#define HUSTR_28 "level 28: the spirit world"
#define HUSTR_29 "level 29: the living end"
#define HUSTR_30 "level 30: icon of sin"
#define HUSTR_31 "level 31: wolfenstein"
#define HUSTR_32 "level 32: grosse"
#define PHUSTR_1 "level 1: congo"
#define PHUSTR_2 "level 2: well of souls"
#define PHUSTR_3 "level 3: aztec"
#define PHUSTR_4 "level 4: caged"
#define PHUSTR_5 "level 5: ghost town"
#define PHUSTR_6 "level 6: baron's lair"
#define PHUSTR_7 "level 7: caughtyard"
#define PHUSTR_8 "level 8: realm"
#define PHUSTR_9 "level 9: abattoire"
#define PHUSTR_10 "level 10: onslaught"
#define PHUSTR_11 "level 11: hunted"
#define PHUSTR_12 "level 12: speed"
#define PHUSTR_13 "level 13: the crypt"
#define PHUSTR_14 "level 14: genesis"
#define PHUSTR_15 "level 15: the twilight"
#define PHUSTR_16 "level 16: the omen"
#define PHUSTR_17 "level 17: compound"
#define PHUSTR_18 "level 18: neurosphere"
#define PHUSTR_19 "level 19: nme"
#define PHUSTR_20 "level 20: the death domain"
#define PHUSTR_21 "level 21: slayer"
#define PHUSTR_22 "level 22: impossible mission"
#define PHUSTR_23 "level 23: tombstone"
#define PHUSTR_24 "level 24: the final frontier"
#define PHUSTR_25 "level 25: the temple of darkness"
#define PHUSTR_26 "level 26: bunker"
#define PHUSTR_27 "level 27: anti-christ"
#define PHUSTR_28 "level 28: the sewers"
#define PHUSTR_29 "level 29: odyssey of noises"
#define PHUSTR_30 "level 30: the gateway of hell"
#define PHUSTR_31 "level 31: cyberden"
#define PHUSTR_32 "level 32: go 2 it"
#define THUSTR_1 "level 1: system control"
#define THUSTR_2 "level 2: human bbq"
#define THUSTR_3 "level 3: power control"
#define THUSTR_4 "level 4: wormhole"
#define THUSTR_5 "level 5: hanger"
#define THUSTR_6 "level 6: open season"
#define THUSTR_7 "level 7: prison"
#define THUSTR_8 "level 8: metal"
#define THUSTR_9 "level 9: stronghold"
#define THUSTR_10 "level 10: redemption"
#define THUSTR_11 "level 11: storage facility"
#define THUSTR_12 "level 12: crater"
#define THUSTR_13 "level 13: nukage processing"
#define THUSTR_14 "level 14: steel works"
#define THUSTR_15 "level 15: dead zone"
#define THUSTR_16 "level 16: deepest reaches"
#define THUSTR_17 "level 17: processing area"
#define THUSTR_18 "level 18: mill"
#define THUSTR_19 "level 19: shipping/respawning"
#define THUSTR_20 "level 20: central processing"
#define THUSTR_21 "level 21: administration center"
#define THUSTR_22 "level 22: habitat"
#define THUSTR_23 "level 23: lunar mining project"
#define THUSTR_24 "level 24: quarry"
#define THUSTR_25 "level 25: baron's den"
#define THUSTR_26 "level 26: ballistyx"
#define THUSTR_27 "level 27: mount pain"
#define THUSTR_28 "level 28: heck"
#define THUSTR_29 "level 29: river styx"
#define THUSTR_30 "level 30: last call"
#define THUSTR_31 "level 31: pharaoh"
#define THUSTR_32 "level 32: caribbean"
#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
#define HUSTR_CHATMACRO2 "I'm OK."
#define HUSTR_CHATMACRO3 "I'm not looking too good!"
#define HUSTR_CHATMACRO4 "Help!"
#define HUSTR_CHATMACRO5 "You suck!"
#define HUSTR_CHATMACRO6 "Next time, scumbag..."
#define HUSTR_CHATMACRO7 "Come here!"
#define HUSTR_CHATMACRO8 "I'll take care of it."
#define HUSTR_CHATMACRO9 "Yes"
#define HUSTR_CHATMACRO0 "No"
#define HUSTR_TALKTOSELF1 "You mumble to yourself"
#define HUSTR_TALKTOSELF2 "Who's there?"
#define HUSTR_TALKTOSELF3 "You scare yourself"
#define HUSTR_TALKTOSELF4 "You start to rave"
#define HUSTR_TALKTOSELF5 "You've lost it..."
#define HUSTR_MESSAGESENT "[Message Sent]"
// The following should NOT be changed unless it seems
// just AWFULLY necessary
#define HUSTR_PLRGREEN "Green: "
#define HUSTR_PLRINDIGO "Indigo: "
#define HUSTR_PLRBROWN "Brown: "
#define HUSTR_PLRRED "Red: "
#define HUSTR_KEYGREEN 'g'
#define HUSTR_KEYINDIGO 'i'
#define HUSTR_KEYBROWN 'b'
#define HUSTR_KEYRED 'r'
//
// AM_map.C
//
#define AMSTR_FOLLOWON "Follow Mode ON"
#define AMSTR_FOLLOWOFF "Follow Mode OFF"
#define AMSTR_GRIDON "Grid ON"
#define AMSTR_GRIDOFF "Grid OFF"
#define AMSTR_MARKEDSPOT "Marked Spot"
#define AMSTR_MARKSCLEARED "All Marks Cleared"
//
// ST_stuff.C
//
#define STSTR_MUS "Music Change"
#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
#define STSTR_DQDON "Degreelessness Mode On"
#define STSTR_DQDOFF "Degreelessness Mode Off"
#define STSTR_KFAADDED "Very Happy Ammo Added"
#define STSTR_FAADDED "Ammo (no keys) Added"
#define STSTR_NCON "No Clipping Mode ON"
#define STSTR_NCOFF "No Clipping Mode OFF"
#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
#define STSTR_BEHOLDX "Power-up Toggled"
#define STSTR_CHOPPERS "... doesn't suck - GM"
#define STSTR_CLEV "Changing Level..."
//
// 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"
#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."
#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 ..."
#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!"
// 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."
// 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."
// 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?"
// 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"
// 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."
// 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"
// 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."
// 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."
// 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!"
// 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 ..."
// 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."
// 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."
#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."
#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."
#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."
#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."
#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.."
#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."
//
// Character cast strings F_FINALE.C
//
#define CC_ZOMBIE "ZOMBIEMAN"
#define CC_SHOTGUN "SHOTGUN GUY"
#define CC_HEAVY "HEAVY WEAPON DUDE"
#define CC_IMP "IMP"
#define CC_DEMON "DEMON"
#define CC_LOST "LOST SOUL"
#define CC_CACO "CACODEMON"
#define CC_HELL "HELL KNIGHT"
#define CC_BARON "BARON OF HELL"
#define CC_ARACH "ARACHNOTRON"
#define CC_PAIN "PAIN ELEMENTAL"
#define CC_REVEN "REVENANT"
#define CC_MANCU "MANCUBUS"
#define CC_ARCH "ARCH-VILE"
#define CC_SPIDER "THE SPIDER MASTERMIND"
#define CC_CYBER "THE CYBERDEMON"
#define CC_HERO "OUR HERO"
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
//
//-----------------------------------------------------------------------------
#ifndef __D_EVENT__
#define __D_EVENT__
#include "doomtype.h"
//
// Event handling.
//
// Input event types.
typedef enum
{
ev_keydown,
ev_keyup,
ev_mouse,
ev_joystick
} evtype_t;
// Event structure.
typedef struct
{
evtype_t type;
int data1; // keys / mouse/joystick buttons
int data2; // mouse/joystick x move
int data3; // mouse/joystick y move
} event_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
//
// Button/action code definitions.
//
typedef enum
{
// Press "Fire".
BT_ATTACK = 1,
// Use button, to open doors, activate switches.
BT_USE = 2,
// Flag: game events, not really buttons.
BT_SPECIAL = 128,
BT_SPECIALMASK = 3,
// Flag, weapon change pending.
// If true, the next 3 bits hold weapon num.
BT_CHANGE = 4,
// The 3bit weapon mask and shift, convenience.
BT_WEAPONMASK = (8+16+32),
BT_WEAPONSHIFT = 3,
// Pause the game.
BTS_PAUSE = 1,
// Save the game at each console.
BTS_SAVEGAME = 2,
// Savegame slot numbers
// occupy the second byte of buttons.
BTS_SAVEMASK = (4+8+16),
BTS_SAVESHIFT = 2,
} buttoncode_t;
//
// GLOBAL VARIABLES
//
#define MAXEVENTS 64
extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;
extern gameaction_t gameaction;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Printed strings, french translation.
//
//-----------------------------------------------------------------------------
#ifndef __D_FRENCH__
#define __D_FRENCH__
//
// D_Main.C
//
#define D_DEVSTR "MODE DEVELOPPEMENT ON.\n"
#define D_CDROM "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n"
//
// M_Menu.C
//
#define PRESSKEY "APPUYEZ SUR UNE TOUCHE."
#define PRESSYN "APPUYEZ SUR Y OU N"
#define QUITMSG "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?"
#define LOADNET "VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY
#define QLOADNET "CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY
#define QSAVESPOT "VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY
#define SAVEDEAD "VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\
"PAS!\n\n"PRESSKEY
#define QSPROMPT "SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN
#define QLPROMPT "VOULEZ-VOUS CHARGER LA SAUVEGARDE"\
"\n\n'%s'?\n\n"PRESSYN
#define NEWGAME "VOUS NE POUVEZ PAS LANCER\n"\
"UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY
#define NIGHTMARE "VOUS CONFIRMEZ? CE NIVEAU EST\n"\
"VRAIMENT IMPITOYABLE!n"PRESSYN
#define SWSTRING "CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\
"VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY
#define MSGOFF "MESSAGES OFF"
#define MSGON "MESSAGES ON"
#define NETEND "VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\
"RESEAU!\n\n"PRESSKEY
#define ENDGAME "VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN
#define DOSY "(APPUYEZ SUR Y POUR REVENIR AU OS.)"
#define DETAILHI "GRAPHISMES MAXIMUM "
#define DETAILLO "GRAPHISMES MINIMUM "
#define GAMMALVL0 "CORRECTION GAMMA OFF"
#define GAMMALVL1 "CORRECTION GAMMA NIVEAU 1"
#define GAMMALVL2 "CORRECTION GAMMA NIVEAU 2"
#define GAMMALVL3 "CORRECTION GAMMA NIVEAU 3"
#define GAMMALVL4 "CORRECTION GAMMA NIVEAU 4"
#define EMPTYSTRING "EMPLACEMENT VIDE"
//
// P_inter.C
//
#define GOTARMOR "ARMURE RECUPEREE."
#define GOTMEGA "MEGA-ARMURE RECUPEREE!"
#define GOTHTHBONUS "BONUS DE SANTE RECUPERE."
#define GOTARMBONUS "BONUS D'ARMURE RECUPERE."
#define GOTSTIM "STIMPACK RECUPERE."
#define GOTMEDINEED "MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!"
#define GOTMEDIKIT "MEDIKIT RECUPERE."
#define GOTSUPER "SUPERCHARGE!"
#define GOTBLUECARD "CARTE MAGNETIQUE BLEUE RECUPEREE."
#define GOTYELWCARD "CARTE MAGNETIQUE JAUNE RECUPEREE."
#define GOTREDCARD "CARTE MAGNETIQUE ROUGE RECUPEREE."
#define GOTBLUESKUL "CLEF CRANE BLEUE RECUPEREE."
#define GOTYELWSKUL "CLEF CRANE JAUNE RECUPEREE."
#define GOTREDSKULL "CLEF CRANE ROUGE RECUPEREE."
#define GOTINVUL "INVULNERABILITE!"
#define GOTBERSERK "BERSERK!"
#define GOTINVIS "INVISIBILITE PARTIELLE "
#define GOTSUIT "COMBINAISON ANTI-RADIATIONS "
#define GOTMAP "CARTE INFORMATIQUE "
#define GOTVISOR "VISEUR A AMPLIFICATION DE LUMIERE "
#define GOTMSPHERE "MEGASPHERE!"
#define GOTCLIP "CHARGEUR RECUPERE."
#define GOTCLIPBOX "BOITE DE BALLES RECUPEREE."
#define GOTROCKET "ROQUETTE RECUPEREE."
#define GOTROCKBOX "CAISSE DE ROQUETTES RECUPEREE."
#define GOTCELL "CELLULE D'ENERGIE RECUPEREE."
#define GOTCELLBOX "PACK DE CELLULES D'ENERGIE RECUPERE."
#define GOTSHELLS "4 CARTOUCHES RECUPEREES."
#define GOTSHELLBOX "BOITE DE CARTOUCHES RECUPEREE."
#define GOTBACKPACK "SAC PLEIN DE MUNITIONS RECUPERE!"
#define GOTBFG9000 "VOUS AVEZ UN BFG9000! OH, OUI!"
#define GOTCHAINGUN "VOUS AVEZ LA MITRAILLEUSE!"