Removing doom demo (will become part of a dedicated demo-projects-repo)
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d4f43afcd2
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@ -1,112 +0,0 @@
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LIMITED USE SOFTWARE LICENSE AGREEMENT
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This Limited Use Software License Agreement (the "Agreement")
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is a legal agreement between you, the end-user, and Id Software, Inc.
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("ID"). By downloading or purchasing the software material, which
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includes source code (the "Source Code"), artwork data, music and
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software tools (collectively, the "Software"), you are agreeing to
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terms of this Agreement, promptly destroy the Software you may have
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ID SOFTWARE LICENSE
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1. Grant of License. ID grants to you the right to use the
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Software. You have no ownership or proprietary rights in or to the
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Software, or the Trademark. For purposes of this section, "use" means
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loading the Software into RAM, as well as installation on a hard disk
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or other storage device. The Software, together with any archive copy
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thereof, shall be destroyed when no longer used in accordance with
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end-user, may use portions of the Source Code, such as particular
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Source Code, except as noted in paragraph 4. The limited right
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referenced in the preceding sentence is hereinafter referred to as
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"Educational Use." By so exercising the Educational Use right you
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shall not obtain any ownership, copyright, proprietary or other
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Code. You may dispose of your own software in your sole discretion.
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With the exception of the Educational Use right, you may not
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otherwise use the Software, or an portion of the Software, which
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includes the Source Code, for commercial gain.
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3. Prohibited Uses: Under no circumstances shall you, the
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end-user, be permitted, allowed or authorized to commercially exploit
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the Software. Neither you nor anyone at your direction shall do any
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Rent;
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Sell;
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Lease;
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Offer on a pay-per-play basis;
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Distribute for money or any other consideration; or
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In any other manner and through any medium whatsoever
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commercially exploit or use for any commercial purpose.
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Notwithstanding the foregoing prohibitions, you may commercially
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exploit the software you develop by exercising the Educational Use
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right, referenced in paragraph 2. hereinabove.
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4. Copyright. The Software and all copyrights related thereto
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(including all characters and other images generated by the Software
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or depicted in the Software) are owned by ID and is protected by
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United States copyright laws and international treaty provisions.
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Id shall retain exclusive ownership and copyright in and to the
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Software and all portions of the Software and you shall have no
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treat the Software like any other copyrighted material. You may not
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otherwise reproduce, copy or disclose to others, in whole or in any
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part, the Software. You may not copy the written materials
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see that any user of the Software licensed hereunder complies with
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this Agreement.
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5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
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IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
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TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
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RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
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JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
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WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
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THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
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WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
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DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
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MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
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OF ID.
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Exclusive Remedies. The Software is being offered to you
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free of any charge. You agree that you have no remedy against ID, its
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affiliates, contractors, suppliers, and agents for loss or damage
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caused by any defect or failure in the Software regardless of the form
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of action, whether in contract, tort, includinegligence, strict
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liability or otherwise, with regard to the Software. This Agreement
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shall be construed in accordance with and governed by the laws of the
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State of Texas. Copyright and other proprietary matters will be
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governed by United States laws and international treaties. IN ANY
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CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
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SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
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SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
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NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
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limitation of incidental or consequential damages, so the above
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limitation or exclusion may not apply to you.
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|
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@ -1,221 +0,0 @@
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ChangeLog
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FILES
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FILES2
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Makefile
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-----------------------------------------------------------------------
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Global and misc. stuff
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-----------------------------------------------------------------------
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doomdata.h - external data definitions (WAD file structure)
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doomdef.h - internal data definitions (game structs)
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dstrings.h - printed strings for translation, english
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d_french.h - printed strings for translation
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info.h
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info.c - LUT's for Thing TAB, Frame TAB,
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generated by multigen utility
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dutils.h
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dutils.c - Dave's utilities
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including doubly-linked lists & simple state machines.
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Used in WI, ST, AM, and d_main.c
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------------------------------------------------------------------------
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DOOM game loop and top level stuff
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------------------------------------------------------------------------
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g_game.c - Game loop functions, event handling etc.
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boolean G_CheckDemoStatus (void);
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void G_ReadDemoTiccmd (ticcmd_t *cmd);
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void G_WriteDemoTiccmd (ticcmd_t *cmd);
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void G_PlayerReborn (int player);
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void G_InitNew (skill_t skill, int episode, int map);
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void G_DoReborn (int playernum);
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void G_DoLoadLevel (void);
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void G_DoNewGame (void);
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void G_DoLoadGame (void);
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void G_DoPlayDemo (void);
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void G_DoCompleted (void);
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void G_DoVictory (void);
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void G_DoWorldDone (void);
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void G_DoSaveGame (void);
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d_main.c - event handling, D_DoomMain() and other functions
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NOT int main()
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d_net.c - high level networking protocol code
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------------------------------------------------------------------
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I Interfaces, system specifics
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------------------------------------------------------------------
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i_main.c - main(), calls D_DoomMain().
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i_svgalib.c - Linux SVGAlib code, including main(),
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replaces i_main.c
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i_x.c - X11 with SHM code, use with i_main.c
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i_dga.c - X11 DGA code, use with i_main.c
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i_unix.c - fixed point, networking, and display stuff for UNIX
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i_ibm.c - IBM DOS VGA graphics and key/mouse/joystick,
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use with i_main.c
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i_pcnet.c - IPX networking, DOS
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fpfunc.S - fixed point assembly and (currently) duplicate of
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tmap.S - texture mapping assembly (currently unused)
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------------------------------------------------------------------
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AM AutoMap
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------------------------------------------------------------------
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am_data.h - vector graphics for the automap
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am_map.h
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am_map.c - automap code
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------------------------------------------------------------------
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HU Heads Up
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------------------------------------------------------------------
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hu_lib.h
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hu_lib.c - heads-up text and input code
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hu_stuff.h
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hu_stuff.c - Heads-up displays
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-------------------------------------------------------------------
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M Menu
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-------------------------------------------------------------------
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m_menu.c - DOOM options code and leaving messages
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m_misc.c - misc. HUD text display, input checks, and
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random table, file I/O
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-------------------------------------------------------------------
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P Play???
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-------------------------------------------------------------------
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p_local.h - header for all play modules
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p_spec.h - specials, lighting, doors, plats, texture animation
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p_spec.c - specials, texture animation
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p_doors.c - door code
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p_plats.c - platform raising/lowering code
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p_ceilng.c - active (e.g. crushing) ceilings
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p_floor.c - active (e.g. raising) floors
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p_lights.c - dynamic (e.g. flickering) lighting
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p_switch.c - button switches and animation
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p_enemy.c - enemy AI and animation
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p_inter.c - object/object interaction?
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p_map.c - movement objects, handling of collisions
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p_maputl.c - distance, position etc. utilities for movement
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p_mobj.c - mobile objects handling, spawn etc.
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p_user.c - more movement, bobbing etc.
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p_telept.c - teleportation code
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p_sight.c - LOS checks, REJECT
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p_pspr.c - weapon overlays, bobbing, raising, sprite tables,
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firing, ammo bookkeeping
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p_setup.c - load map from WAF file, setup code
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p_tick.c - savegame function (archive/unarchive),
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thinker list handling, allocation,
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game tick execution (updates)
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-------------------------------------------------------------------
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R Rendering
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-------------------------------------------------------------------
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r_local.h - header for all rendering modules,
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internal map data structure definitions
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r_bsp.c - BSP seg's clipping
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r_data.c - texture column caching, patch assembly,
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flats, colormaps, sprites,
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lookup by name
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r_draw.c - access to framebuffer API, drawing C functions
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r_main.c - geometry functions, trigonometry lookups,
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R_RenderPlayerView
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r_plane.c - floor/ceiling visplanes, sky
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r_segs.c - drawing segs, marking hslices for floors/ceilings
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r_things.c - sprite and sprite frame/rotation handling, drawing
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tables.c - trigonometry lookup tables, static
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v_video.c - gamma correction lookup, patch drawing to rectangle
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-------------------------------------------------------------------
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S Sound
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-------------------------------------------------------------------
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s_sound.c - more sound and music handling
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soundst.h - sound and music data structures
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sounds.h
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sounds.c - sound and music lump LUT's (manually maintained)
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sndserver.h
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sndserver.c - (Irix) sndserver code
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irix.h
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irix.c - SGI Irix sound/sndserver support code
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linux.c - Linux voxware sound/sndserver support code,
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replaces irix.c, uses irix.h
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sun.c - SUN replacement for irix.c
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i_sound.h
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i_sound.c - DOS DMX music and sound interface
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-------------------------------------------------------------------
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ST STatus bar
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-------------------------------------------------------------------
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st_lib.h
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st_lib.c - status bar widget code
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st_stuff.c
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st_stuff.h - status bar code
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-------------------------------------------------------------------
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W Wad file I/O
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-------------------------------------------------------------------
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w_wad.c - lump based functions
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wadread.h
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wadread.c - lump I/O, get SFX
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-------------------------------------------------------------------
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WI WIn / level end screens
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-------------------------------------------------------------------
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wi_data.h - lookups for intermission screens, patch positions
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wi_stuff.h
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wi_stuff.c - intermission animation patchwork
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-------------------------------------------------------------------
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Z Zone memory allocation
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-------------------------------------------------------------------
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z_zone.c
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-------------------------------------------------------------------
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F Final screen animation
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-------------------------------------------------------------------
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f_finale.c - DOOM mission end screens? (bunny)
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-------------------------------------------------------------------
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@ -1,283 +0,0 @@
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README - DOOM assembly code
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Okay, I add the DOS assembly module for the historically
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inclined here (may rec.games.programmer suffer). If anyone
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feels the urge to port these to GNU GCC; either inline or
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as separate modules including Makefile support, be my guest.
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Module tmap.S includes the inner loops for texture mapping,
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the interesting one being the floor/ceiling span rendering.
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There was another module in the source dump, fpfunc.S, that
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had both texture mapping and fixed point functions. It
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contained implementations both for i386 and M68k. For
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brevity, I include only the i386 fixed point stuff below.
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//====================================================
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// tmap.S as of January 10th, 1997
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//================
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//
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// R_DrawColumn
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//
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//================
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.data
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loopcount .long 0
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pixelcount .long 0
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.text
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.align 16
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.globl _R_DrawColumn
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_R_DrawColumn:
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pushad
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movl ebp,[_dc_yl]
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movl ebx,ebp
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movl edi,[_ylookup+ebx*4]
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movl ebx,[_dc_x]
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addl edi,[_columnofs + ebx*4]
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movl eax,[_dc_yh]
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incl eax
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subl eax,ebp // pixel count
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movl [pixelcount],eax // save for final pixel
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js done // nothing to scale
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shrl eax,1 // double pixel count
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movl [loopcount],eax
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movl ecx,[_dc_iscale]
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movl eax,[_centery]
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subl eax,ebp
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imull ecx
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movl ebp,[_dc_texturemid]
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subl ebp,eax
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shll ebp,9 // 7 significant bits, 25 frac
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movl esi,[_dc_source]
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movl ebx,[_dc_iscale]
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shll ebx,9
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movl eax,OFFSET patch1+2 // convice tasm to modify code...
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movl [eax],ebx
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movl eax,OFFSET patch2+2 // convice tasm to modify code...
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movl [eax],ebx
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// eax aligned colormap
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// ebx aligned colormap
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// ecx,edx scratch
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// esi virtual source
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// edi moving destination pointer
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// ebp frac
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movl ecx,ebp // begin calculating first pixel
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addl ebp,ebx // advance frac pointer
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shrl ecx,25 // finish calculation for first pixel
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movl edx,ebp // begin calculating second pixel
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addl ebp,ebx // advance frac pointer
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shrl edx,25 // finish calculation for second pixel
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movl eax,[_dc_colormap]
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movl ebx,eax
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movb al,[esi+ecx] // get first pixel
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movb bl,[esi+edx] // get second pixel
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movb al,[eax] // color translate first pixel
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movb bl,[ebx] // color translate second pixel
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testl [pixelcount],0fffffffeh
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jnz doubleloop // at least two pixels to map
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jmp checklast
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.align 16
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doubleloop:
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movl ecx,ebp // begin calculating third pixel
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patch1:
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addl ebp,12345678h // advance frac pointer
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movb [edi],al // write first pixel
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shrl ecx,25 // finish calculation for third pixel
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movl edx,ebp // begin calculating fourth pixel
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patch2:
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addl ebp,12345678h // advance frac pointer
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movl [edi+SCREENWIDTH],bl // write second pixel
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shrl edx,25 // finish calculation for fourth pixel
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movb al,[esi+ecx] // get third pixel
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addl edi,SCREENWIDTH*2 // advance to third pixel destination
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movb bl,[esi+edx] // get fourth pixel
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decl [loopcount] // done with loop?
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movb al,[eax] // color translate third pixel
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movb bl,[ebx] // color translate fourth pixel
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jnz doubleloop
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// check for final pixel
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checklast:
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testl [pixelcount],1
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jz done
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movb [edi],al // write final pixel
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done:
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popad
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ret
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//================
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//
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// R_DrawSpan
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//
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// Horizontal texture mapping
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//
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//================
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.align 16
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.globl _R_DrawSpan
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_R_DrawSpan:
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pushad
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//
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// find loop count
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//
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movl eax,[_ds_x2]
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incl eax
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subl eax,[_ds_x1] // pixel count
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movl [pixelcount],eax // save for final pixel
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js hdone // nothing to scale
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shrl eax,1 // double pixel count
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movl [loopcount],eax
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//
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// build composite position
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//
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movl ebp,[_ds_xfrac]
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shll ebp,10
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andl ebp,0ffff0000h
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movl eax,[_ds_yfrac]
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shrl eax,6
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andl eax,0ffffh
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orl ebp,eax
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movl esi,[_ds_source]
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//
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// calculate screen dest
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//
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movl edi,[_ds_y]
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movl edi,[_ylookup+edi*4]
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movl eax,[_ds_x1]
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addl edi,[_columnofs+eax*4]
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|
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//
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// build composite step
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//
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movl ebx,[_ds_xstep]
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shll ebx,10
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andl ebx,0ffff0000h
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movl eax,[_ds_ystep]
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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
|
||||
|
|
@ -1,23 +0,0 @@
|
|||
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.
|
File diff suppressed because it is too large
Load Diff
|
@ -1,52 +0,0 @@
|
|||
// 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
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log:$
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
|
@ -1,701 +0,0 @@
|
|||
// 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
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log:$
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
|
@ -1,122 +0,0 @@
|
|||
// 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
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log:$
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
|
@ -1,433 +0,0 @@
|
|||
// 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!"
|
||||