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- exported all Hexen map names and intermission texts to the language…

… table.

As IWAD content this is in zd_extra.pk3.
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coelckers committed Feb 11, 2019
1 parent 6d19374 commit e4690b4cd89e514f7317a256c1958234ab27bd03
Showing with 320 additions and 15 deletions.
  1. +40 −1 src/gamedata/g_mapinfo.cpp
  2. +12 −9 src/gamedata/g_mapinfo.h
  3. +16 −1 src/intermission/intermission_parse.cpp
  4. +252 −4 wadsrc_extra/static/language.enu
@@ -827,6 +827,28 @@ void FMapInfoParser::ParseCluster()
break;
}
}
// Remap Hexen's CLUS?MSG lumps to the string table, if applicable. The code here only checks what can actually be in an IWAD.
if (clusterinfo->flags & CLUSTER_EXITTEXTINLUMP)
{
int lump = Wads.CheckNumForFullName(clusterinfo->ExitText, false);
if (lump > 0)
{
// Check if this comes from either Hexen.wad or Hexdd.wad and if so, map to the string table.
int fileno = Wads.GetLumpFile(lump);
auto fn = Wads.GetWadName(fileno);
if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
{
FStringf key("TXT_%.5s_%s", fn, sc.String);
if (GStrings.exists(key))
{
clusterinfo->ExitText = key;
clusterinfo->flags &= ~CLUSTER_EXITTEXTINLUMP;
clusterinfo->flags |= CLUSTER_LOOKUPEXITTEXT;
}
}
}

}
CheckEndOfFile("cluster");
}

@@ -1900,8 +1922,25 @@ level_info_t *FMapInfoParser::ParseMapHeader(level_info_t &defaultinfo)
{
sc.MustGetString ();
levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
levelinfo->LevelName = sc.String;
}
else if (HexenHack)
{
levelinfo->LevelName = sc.String;

// Try to localize Hexen's map names.
int fileno = Wads.GetLumpFile(sc.LumpNum);
auto fn = Wads.GetWadName(fileno);
if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
{
FStringf key("TXT_%.5s_%s", fn, levelinfo->MapName.GetChars());
if (GStrings.exists(key))
{
levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
levelinfo->LevelName = key;
}
}
}
levelinfo->LevelName = sc.String;
}

// Set up levelnum now so that you can use Teleport_NewMap specials
@@ -427,15 +427,18 @@ struct cluster_info_t
};

// Cluster flags
#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
#define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string
#define CLUSTER_LOOKUPCLUSTERNAME 0x00000080 // Cluster name is the name of a language string
#define CLUSTER_ALLOWINTERMISSION 0x00000100 // Allow intermissions between levels in a hub.
enum
{
CLUSTER_HUB = 0x00000001, // Cluster uses hub behavior
CLUSTER_EXITTEXTINLUMP = 0x00000002, // Exit text is the name of a lump
CLUSTER_ENTERTEXTINLUMP = 0x00000004, // Enter text is the name of a lump
CLUSTER_FINALEPIC = 0x00000008, // Finale "flat" is actually a full-sized image
CLUSTER_LOOKUPEXITTEXT = 0x00000010, // Exit text is the name of a language string
CLUSTER_LOOKUPENTERTEXT = 0x00000020, // Enter text is the name of a language string
CLUSTER_LOOKUPNAME = 0x00000040, // Name is the name of a language string
CLUSTER_LOOKUPCLUSTERNAME = 0x00000080, // Cluster name is the name of a language string
CLUSTER_ALLOWINTERMISSION = 0x00000100 // Allow intermissions between levels in a hub.
};

extern TArray<level_info_t> wadlevelinfos;

@@ -37,6 +37,7 @@
#include "intermission/intermission.h"
#include "g_level.h"
#include "w_wad.h"
#include "gstrings.h"


static void ReplaceIntermission(FName intname,FIntermissionDescriptor *desc)
@@ -291,9 +292,23 @@ bool FIntermissionActionTextscreen::ParseKey(FScanner &sc)
sc.MustGetToken('=');
sc.MustGetToken(TK_StringConst);
int lump = Wads.CheckNumForFullName(sc.String, true);
bool done = false;
if (lump > 0)
{
mText = Wads.ReadLump(lump).GetString();
// Check if this comes from either Hexen.wad or Hexdd.wad and if so, map to the string table.
int fileno = Wads.GetLumpFile(lump);
auto fn = Wads.GetWadName(fileno);
if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
{
FStringf key("TXT_%.5s_%s", fn, sc.String);
if (GStrings.exists(key))
{
mText = "$" + key;
done = true;
}
}
if (!done)
mText = Wads.ReadLump(lump).GetString();
}
else
{
@@ -1,7 +1,255 @@
[enu default]
[en default]

// Strings from Hexen's IWAD scripts. Technically they are not needed here for English, they are mainly meant to be documentation for translating.

TXT_HEXEN_MAP01 = "WINNOWING HALL";
TXT_HEXEN_MAP02 = "SEVEN PORTALS";
TXT_HEXEN_MAP03 = "GUARDIAN OF ICE";
TXT_HEXEN_MAP04 = "GUARDIAN OF FIRE";
TXT_HEXEN_MAP05 = "GUARDIAN OF STEEL";
TXT_HEXEN_MAP06 = "BRIGHT CRUCIBLE";
TXT_HEXEN_MAP13 = "SHADOW WOOD";
TXT_HEXEN_MAP08 = "DARKMERE";
TXT_HEXEN_MAP09 = "CAVES OF CIRCE";
TXT_HEXEN_MAP10 = "WASTELANDS";
TXT_HEXEN_MAP11 = "SACRED GROVE";
TXT_HEXEN_MAP12 = "HYPOSTYLE";
TXT_HEXEN_MAP27 = "HERESIARCH'S SEMINARY";
TXT_HEXEN_MAP28 = "DRAGON CHAPEL";
TXT_HEXEN_MAP30 = "GRIFFIN CHAPEL";
TXT_HEXEN_MAP31 = "DEATHWIND CHAPEL";
TXT_HEXEN_MAP32 = "ORCHARD OF LAMENTATIONS";
TXT_HEXEN_MAP33 = "SILENT REFECTORY";
TXT_HEXEN_MAP34 = "WOLF CHAPEL";
TXT_HEXEN_MAP21 = "FORSAKEN OUTPOST";
TXT_HEXEN_MAP22 = "CASTLE OF GRIEF";
TXT_HEXEN_MAP23 = "GIBBET";
TXT_HEXEN_MAP24 = "EFFLUVIUM";
TXT_HEXEN_MAP25 = "DUNGEONS";
TXT_HEXEN_MAP26 = "DESOLATE GARDEN";
TXT_HEXEN_MAP35 = "NECROPOLIS";
TXT_HEXEN_MAP36 = "ZEDEK'S TOMB";
TXT_HEXEN_MAP37 = "MENELKIR'S TOMB";
TXT_HEXEN_MAP38 = "TRADUCTUS' TOMB";
TXT_HEXEN_MAP39 = "VIVARIUM";
TXT_HEXEN_MAP40 = "DARK CRUCIBLE";

TXT_HEXEN_CLUS1MSG = "having passed the seven portals\n"
"which sealed this realm, a vast\n"
"domain of harsh wilderness stretches\n"
"before you. fire, ice and steel have\n"
"tested you, but greater challenges\n"
"remain ahead. the dense tangle of\n"
"forest surely hides hostile eyes,\n"
"but what lies beyond will be worse.\n"
"\n"
"barren desert, dank swamps and\n"
"musty caverns bar your way, but you\n"
"cannot let anything keep you from\n"
"your fate, even if you might come\n"
"to wish that it would.\n"
"\n"
"and beyond, flickering in the\n"
"distance, the ever-shifting walls\n"
"of the hypostyle seem to mock\n"
"your every effort.";

TXT_HEXEN_CLUS2MSG = "your mind still reeling from your\n"
"encounters within the hypostyle, you\n"
"stagger toward what you hope is\n"
"a way out. things seem to move faster\n"
"and faster, your vision blurs and\n"
"begins to fade...\n"
"as the world collapses around you,\n"
"the brightness of a teleportal\n"
"engulfs you. a flash of light, and then\n"
"you climb wearily to your feet.\n"
"\n"
"you stand atop a high tower, and\n"
"from below come the screams of the\n"
"damned. you step forward, and\n"
"instantly the sound of demonic\n"
"chanting chills your blood.\n"
"by all the gods of death! what place\n"
"have you come to? by all the gods of\n"
"pain, how will you ever find your\n"
"way out?";

TXT_HEXEN_CLUS3MSG = "the mightiest weapons and artifacts\n"
"of the ancients barely sufficed to\n"
"defeat the heresiarch and his\n"
"minions, but now their foul remains\n"
"lie strewn at your feet. gathering\n"
"the last of your strength, you\n"
"prepare to enter the portal which\n"
"leads from the heresiarch's inner\n"
"sanctum.\n"
"\n"
"above you, the ramparts of an\n"
"immense castle loom. silent towers\n"
"and bare walls surround a single\n"
"spire of black stone, which squats\n"
"in the center of the castle like a\n"
"brooding giant. fire and shadow\n"
"twist behind gaping windows, dozens\n"
"of baleful eyes glaring down upon\n"
"you.\n"
"somewhere within, your enemies are\n"
"waiting...";

TXT_HEXEN_CLUS4MSG = "\"... and he shall journey into the\n"
"realms of the dead, and contest with\n"
"the forces therein, unto the very\n"
"gates of despair. but whether he\n"
"shall return again to the world of\n"
"light, no man knows.\"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"damn.";

TXT_HEXEN_WIN1MSG = "with a scream of agony you are\n"
"wrenched from this world into\n"
"another, every part of your body\n"
"wreathed in mystic fire. when your\n"
"vision clears, you find yourself\n"
"standing in a great hall, filled\n"
"with ghostly echoes and menacing\n"
"shadows. in the distance you can\n"
"see a raised dais, and upon it the\n"
"only source of light in this world.";

TXT_HEXEN_WIN2MSG = " this can only be the chaos sphere,\n"
"the source of korax's power. with\n"
"this, you can create worlds... or\n"
"destroy them. by rights of battle\n"
"and conquest it is yours, and with\n"
"trembling hands you reach to grasp\n"
"it. perhaps, now, a new player will\n"
"join the cosmic game of power. like\n"
"the pawn who is promoted to queen,\n"
"suddenly the very reaches of the\n"
"board seem to be within your grasp.";

TXT_HEXEN_WIN3MSG = "\n"
"but there are other players mightier\n"
"than you, and who can know their\n"
"next moves?";

TXT_HEXDD_MAP41 = "RUINED VILLAGE";
TXT_HEXDD_MAP42 = "BLIGHT";
TXT_HEXDD_MAP43 = "SUMP";
TXT_HEXDD_MAP44 = "CATACOMB";
TXT_HEXDD_MAP45 = "BADLANDS";
TXT_HEXDD_MAP46 = "BRACKENWOOD";
TXT_HEXDD_MAP47 = "PYRE";
TXT_HEXDD_MAP48 = "CONSTABLE'S GATE";
TXT_HEXDD_MAP49 = "TREASURY";
TXT_HEXDD_MAP50 = "MARKET PLACE";
TXT_HEXDD_MAP51 = "LOCUS REQUIESCAT";
TXT_HEXDD_MAP52 = "ORDEAL";
TXT_HEXDD_MAP53 = "ARMORY";
TXT_HEXDD_MAP54 = "NAVE";
TXT_HEXDD_MAP55 = "CHANTRY";
TXT_HEXDD_MAP56 = "ABATTOIR";
TXT_HEXDD_MAP57 = "DARK WATCH";
TXT_HEXDD_MAP58 = "CLOACA";
TXT_HEXDD_MAP59 = "ICE HOLD";
TXT_HEXDD_MAP60 = "DARK CITADEL";
TXT_HEXDD_MAP33 = "TRANSIT";
TXT_HEXDD_MAP34 = "OVER N UNDER";
TXT_HEXDD_MAP35 = "DEATHFOG";
TXT_HEXDD_MAP36 = "CASTLE OF PAIN";
TXT_HEXDD_MAP37 = "SEWER PIT";
TXT_HEXDD_MAP38 = "THE ROSE";

TXT_HEXDD_CLUS1MSG = "wiping a trembling hand across your\n"
"bleeding face, you try to clear\n"
"your mind for what lies ahead...\n"
"\n"
"...and forget what lies behind.\n"
"\n"
"in the distance, the stark ramparts\n"
"of a great castle complex seem to\n"
"rend the sky above, and the stench\n"
"of decay wafts from the violated\n"
"graves of uncounted dead.\n"
"\n"
"carefully counting what little\n"
"remains of your artifacts, you try\n"
"to reassure yourself that it will\n"
"be enough. after all, it has to be\n"
"enough, doesn't it?\n"
"\n"
"\n"
"doesn't it?";


//
TXT_HEXDD_CLUS2MSG = "surely the souls of the damned inhabit\n"
"this world, for nothing fair or good\n"
"could survive here for long.\n"
"\n"
"but what has passed before can only\n"
"be a pale shadow of what bars your\n"
"passage now: the dark citadel itself.\n"
"\n"
"the grim bulk of the cathedral blocks\n"
"all but fragmentary glimpses of the\n"
"citadel proper, but what can be seen\n"
"speaks in sibilant whispers of cold,\n"
"lingering death...\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"...for the fortunate.";

//
TXT_HEXDD_WIN1MSG = "once again you find yourself in the\n"
"great hall of the chaos sphere, as\n"
"if no time had passed from when\n"
"last you moved among these shadows.\n"
"\n"
"but something is eerily different,\n"
"a silence where once had been soft\n"
"whispers, a sense of being watched\n"
"by hidden eyes...\n"
"\n"
"...eyes which shield a malefic\n"
"intent.";

//

TXT_HEXDD_WIN2MSG = "once before you grasped the chaos\n"
"sphere, held it within trembling\n"
"hands. now your hands tremble with\n"
"something more than avarice, and\n"
"dread meshes with the hunger for\n"
"power.\n"
"\n"
"if even the power of the sphere is\n"
"not enough to protect you from the\n"
"forces of darkness, perhaps it is\n"
"better left untouched, its promise\n"
"left unkept.\n"
"\n"
"\n"
"\n"
"but then, you never were one to\n"
"back down from a challenge...";

//

TXT_HEXDD_WIN3MSG = "\n"
"...and other players await.\n"
"\n"
"";


TXT_ACS_map01_5_THEDO = "The door is locked";
TXT_ACS_map02_9_GREET = "Greetings, mortal";
TXT_ACS_map02_11_AREYO = "Are you ready to die?";
@@ -68,7 +316,7 @@ TXT_ACS_map44_11_TWOTH = "Two thirds of the puzzle is solved";
TXT_ACS_map45_1_YOUHE = "You hear a platform moving in the distance";
TXT_ACS_map46_0_ITISD = "It is done...";
TXT_ACS_map46_1_YOUHA = "You have not completed the puzzle";
TXT_ACS_map46_2_I'MWA = "I'm warning you...";
TXT_ACS_map46_2_IMWAR = "I'm warning you...";
TXT_ACS_map46_3_STUBB = "Stubborn, aren't you?";
TXT_ACS_map46_4_ANDST = "And stupid, too";
TXT_ACS_map46_8_ONEFO = "One fourth of this puzzle is complete";
@@ -88,12 +336,12 @@ TXT_ACS_map51_14_DOYOU = "Do you feel lucky?";
TXT_ACS_map51_15_YOUGU = "You guessed wrong!";
TXT_ACS_map51_16_GOODG = "Good guess";
TXT_ACS_map51_17_CANYO = "Can you do all the scripting for my level?";
TXT_ACS_map51_18_DON'T = "Don't touch my gloppy";
TXT_ACS_map51_18_DONTT = "Don't touch my gloppy";
TXT_ACS_map51_19_VORPA = "Vorpal ?!?!?!";
TXT_ACS_map51_20_GIMME = "Gimme some sugar, baby";
TXT_ACS_map51_21_DUHUH = "Duh-uhhh...";
TXT_ACS_map51_22_FILMI = "Film in an hour?";
TXT_ACS_map51_23_IDON' = "I don't even get my own tombstone - cf";
TXT_ACS_map51_23_IDONT = "I don't even get my own tombstone - cf";
TXT_ACS_map51_24_LETNO = "Let no blood be spilt";
TXT_ACS_map51_25_LETNO = "Let no hand be raised in anger";
TXT_ACS_map52_9_WHODA = "Who dares disturb our slumber?";

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