Unify executable for Spawn and Retail

The game will now autodetect if it should run in shareware mode or full
retail based on the found mpq file. Additionally it can beforced in the
shareware mode with --spawn even if the retail data is found.

This simplifies a lot of the spagetty code and lets us better refactor,
also worth noteing is that we won't have to setup a secound set of build
tests.
This commit is contained in:
Anders Jenbo 2020-10-20 19:40:17 +02:00
commit e073422ce7
40 changed files with 280 additions and 729 deletions

View file

@ -11,158 +11,6 @@ DEVILUTION_BEGIN_NAMESPACE
/** Contains the data related to each speech ID. */
const TextDataStruct alltext[] = {
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ " Ahh, the story of our King, is it? The tragic fall of Leoric was a harsh blow to this land. The people always loved the King, and now they live in mortal fear of him. The question that I keep asking myself is how he could have fallen so far from the Light, as Leoric had always been the holiest of men. Only the vilest powers of Hell could so utterly destroy a man from within... |",
1, 5, TSFX_STORY1 },
{ "The village needs your help, good master! Some months ago King Leoric's son, Prince Albrecht, was kidnapped. The King went into a rage and scoured the village for his missing child. With each passing day, Leoric seemed to slip deeper into madness. He sought to blame innocent townsfolk for the boy's disappearance and had them brutally executed. Less than half of us survived his insanity...\n \nThe King's Knights and Priests tried to placate him, but he turned against them and sadly, they were forced to kill him. With his dying breath the King called down a terrible curse upon his former followers. He vowed that they would serve him in darkness forever...\n \nThis is where things take an even darker twist than I thought possible! Our former King has risen from his eternal sleep and now commands a legion of undead minions within the Labyrinth. His body was buried in a tomb three levels beneath the Cathedral. Please, good master, put his soul at ease by destroying his now cursed form... |",
@ -456,19 +304,7 @@ const TextDataStruct alltext[] = {
{ "What?! Why are you here? All these interruptions are enough to make one insane. Here, take this and leave me to my work. Trouble me no more! |",
1, 6, USFX_ZHAR1 },
{ "Arrrrgh! Your curiosity will be the death of you!!! |", 1, 7, USFX_ZHAR2 },
#endif
{ "Hello, my friend. Stay awhile and listen... |", 0, 5, TSFX_STORY25 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "While you are venturing deeper into the Labyrinth you may find tomes of great knowledge hidden there. \n \nRead them carefully for they can tell you things that even I cannot. |",
1, 6, TSFX_STORY26 },
{ "I know of many myths and legends that may contain answers to questions that may arise in your journeys into the Labyrinth. If you come across challenges and questions to which you seek knowledge, seek me out and I will tell you what I can. |",
@ -487,19 +323,8 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_STORY34 },
{ "Gillian is a fine woman. Much adored for her high spirits and her quick laugh, she holds a special place in my heart. She stays on at the tavern to support her elderly grandmother who is too sick to travel. I sometimes fear for her safety, but I know that any man in the village would rather die than see her harmed. |",
1, 5, TSFX_STORY35 },
#endif
{ "Greetings, good master. Welcome to the Tavern of the Rising Sun! |",
0, 5, TSFX_TAVERN36 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "Many adventurers have graced the tables of my tavern, and ten times as many stories have been told over as much ale. The only thing that I ever heard any of them agree on was this old axiom. Perhaps it will help you. You can cut the flesh, but you must crush the bone. |",
1, 5, TSFX_TAVERN37 },
{ "Griswold the blacksmith is extremely knowledgeable about weapons and armor. If you ever need work done on your gear, he is definitely the man to see. |",
@ -516,19 +341,7 @@ const TextDataStruct alltext[] = {
1, 6, TSFX_TAVERN44 },
{ "Gillian, my Barmaid? If it were not for her sense of duty to her grand-dam, she would have fled from here long ago. \n \nGoodness knows I begged her to leave, telling her that I would watch after the old woman, but she is too sweet and caring to have done so. |",
1, 6, TSFX_TAVERN45 },
#endif
{ "What ails you, my friend? |", 0, 5, TSFX_HEALER37 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "I have made a very interesting discovery. Unlike us, the creatures in the Labyrinth can heal themselves without the aid of potions or magic. If you hurt one of the monsters, make sure it is dead or it very well may regenerate itself. |",
1, 5, TSFX_HEALER38 },
{ "Before it was taken over by, well, whatever lurks below, the Cathedral was a place of great learning. There are many books to be found there. If you find any, you should read them all, for some may hold secrets to the workings of the Labyrinth. |",
@ -547,18 +360,7 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_HEALER46 },
{ "Ogden's barmaid is a sweet girl. Her grandmother is quite ill, and suffers from delusions. \n \nShe claims that they are visions, but I have no proof of that one way or the other. |",
1, 6, TSFX_HEALER47 },
#endif
{ "Good day! How may I serve you? |", 0, 5, TSFX_BMAID31 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "My grandmother had a dream that you would come and talk to me. She has visions, you know and can see into the future. |",
1, 6, TSFX_BMAID32 },
{ "The woman at the edge of town is a witch! She seems nice enough, and her name, Adria, is very pleasing to the ear, but I am very afraid of her. \n \nIt would take someone quite brave, like you, to see what she is doing out there. |",
@ -575,21 +377,7 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_BMAID39 },
{ "Ogden and his wife have taken me and my grandmother into their home and have even let me earn a few gold pieces by working at the inn. I owe so much to them, and hope one day to leave this place and help them start a grand hotel in the east. |",
1, 5, TSFX_BMAID40 },
#endif
{ "Well, what can I do for ya? |", 0, 5, TSFX_SMITH44 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "If you're looking for a good weapon, let me show this to you. Take your basic blunt weapon, such as a mace. Works like a charm against most of those undying horrors down there, and there's nothing better to shatter skinny little skeletons! |",
1, 5, TSFX_SMITH45 },
{ "The axe? Aye, that's a good weapon, balanced against any foe. Look how it cleaves the air, and then imagine a nice fat demon head in its path. Keep in mind, however, that it is slow to swing - but talk about dealing a heavy blow! |",
@ -612,21 +400,7 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_SMITH55 },
{ "The Innkeeper has little business and no real way of turning a profit. He manages to make ends meet by providing food and lodging for those who occasionally drift through the village, but they are as likely to sneak off into the night as they are to pay him. If it weren't for the stores of grains and dried meats he kept in his cellar, why, most of us would have starved during that first year when the entire countryside was overrun by demons. |",
1, 5, TSFX_SMITH56 },
#endif
{ "Can't a fella drink in peace? |", 0, 5, TSFX_DRUNK27 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "The gal who brings the drinks? Oh, yeah, what a pretty lady. So nice, too. |",
1, 6, TSFX_DRUNK28 },
{ "Why don't that old crone do somethin' for a change. Sure, sure, she's got stuff, but you listen to me... she's unnatural. I ain't never seen her eat or drink - and you can't trust somebody who doesn't drink at least a little. |",
@ -649,21 +423,7 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_DRUNK25 },
{ "If I was you... and I ain't... but if I was, I'd sell all that stuff you got and get out of here. That boy out there... He's always got somethin good, but you gotta give him some gold or he won't even show you what he's got. |",
1, 5, TSFX_DRUNK26 },
#endif
{ "I sense a soul in search of answers... |", 0, 5, TSFX_WITCH38 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "Wisdom is earned, not given. If you discover a tome of knowledge, devour its words. Should you already have knowledge of the arcane mysteries scribed within a book, remember - that level of mastery can always increase. |",
1, 5, TSFX_WITCH39 },
{ "The greatest power is often the shortest lived. You may find ancient words of power written upon scrolls of parchment. The strength of these scrolls lies in the ability of either apprentice or adept to cast them with equal ability. Their weakness is that they must first be read aloud and can never be kept at the ready in your mind. Know also that these scrolls can be read but once, so use them with care. |",
@ -686,32 +446,7 @@ const TextDataStruct alltext[] = {
1, 4, TSFX_WITCH49 },
{ "Earthen walls and thatched canopy do not a home create. The innkeeper Ogden serves more of a purpose in this town than many understand. He provides shelter for Gillian and her matriarch, maintains what life Farnham has left to him, and provides an anchor for all who are left in the town to what Tristram once was. His tavern, and the simple pleasures that can still be found there, provide a glimpse of a life that the people here remember. It is that memory that continues to feed their hopes for your success. |",
1, 4, TSFX_WITCH50 },
#endif
{ "Pssst... over here... |", 0, 5, TSFX_PEGBOY32 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "Not everyone in Tristram has a use - or a market - for everything you will find in the labyrinth. Not even me, as hard as that is to believe. \n \nSometimes, only you will be able to find a purpose for some things. |",
1, 6, TSFX_PEGBOY33 },
{ "Don't trust everything the drunk says. Too many ales have fogged his vision and his good sense. |",
@ -756,20 +491,8 @@ const TextDataStruct alltext[] = {
1, 5, PS_ROGUE11 },
{ "The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of thousands. Angels and man alike have been cut down to fulfill his endless sacrifices to the Dark ones who scream for one thing - blood. |",
1, 5, PS_ROGUE12 },
#endif
{ " |", 0, 5, TSFX_COW1 },
{ " |", 0, 5, TSFX_COW2 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. There is a war that rages on even now, beyond the fields that we know - between the utopian kingdoms of the High Heavens and the chaotic pits of the Burning Hells. This war is known as the Great Conflict, and it has raged and burned longer than any of the stars in the sky. Neither side ever gains sway for long as the forces of Light and Darkness constantly vie for control over all creation. |",
1, 5, PS_NAR1 },
{ "Take heed and bear witness to the truths that lie herein, for they are the last legacy of the Horadrim. When the Eternal Conflict between the High Heavens and the Burning Hells falls upon mortal soil, it is called the Sin War. Angels and Demons walk amongst humanity in disguise, fighting in secret, away from the prying eyes of mortals. Some daring, powerful mortals have even allied themselves with either side, and helped to dictate the course of the Sin War. |",
@ -788,7 +511,6 @@ const TextDataStruct alltext[] = {
1, 4, PS_NAR8 },
{ "Hail and Sacrifice to Diablo - Lord of Terror and Destroyer of Souls. When I awoke my Master from his sleep, he attempted to possess a mortal's form. Diablo attempted to claim the body of King Leoric, but my Master was too weak from his imprisonment. My Lord required a simple and innocent anchor to this world, and so found the boy Albrecht to be perfect for the task. While the good King Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his son Albrecht and brought him before my Master. I now await Diablo's call and pray that I will be rewarded when he at last emerges as the Lord of this world. |",
1, 3, PS_NAR9 },
#endif
{ "Thank goodness you've returned!\nMuch has changed since you lived here, my friend. All was peaceful until the dark riders came and destroyed our village. Many were cut down where they stood, and those who took up arms were slain or dragged away to become slaves - or worse. The church at the edge of town has been desecrated and is being used for dark rituals. The screams that echo in the night are inhuman, but some of our townsfolk may yet survive. Follow the path that lies between my tavern and the blacksmith shop to find the church and save who you can. \n \nPerhaps I can tell you more if we speak again. Good luck.|",
1, 5, TSFX_TAVERN0 },
#ifdef HELLFIRE
@ -800,22 +522,6 @@ const TextDataStruct alltext[] = {
1, 5, PS_MONK11 },
{ "The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of thousands. Angels and man alike have been cut down to fulfill his endless sacrifices to the Dark ones who scream for one thing - blood. |",
1, 5, PS_MONK12 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death awaits any who would seek to steal the treasures secured within this room. So speaks the Lord of Terror, and so it is written. |",
1, 5, PS_ROGUE1 },
{ "...and so, locked beyond the Gateway of Blood and past the Hall of Fire, Valor awaits for the Hero of Light to awaken... |",
@ -844,7 +550,6 @@ const TextDataStruct alltext[] = {
1, 5, TSFX_PEGBOY7 },
{ "The once proud Iswall is trapped deep beneath the surface of this world. His honor stripped and his visage altered. He is trapped in immortal torment. Charged to conceal the very thing that could free him.|",
1, 5, TSFX_WITCH9 },
#endif
{ "So, you're the hero everyone's been talking about. Perhaps you could help a poor, simple farmer out of a terrible mess? At the edge of my orchard, just south of here, there's a horrible thing swelling out of the ground! I can't get to my crops or my bales of hay, and my poor cows will starve. The witch gave this to me and said that it would blast that thing out of my field. If you could destroy it, I would be forever grateful. I'd do it myself, but someone has to stay here with the cows...|",
1, 3, TSFX_FARMER1 },
{ "I knew that it couldn't be as simple as that witch made it sound. It's a sad world when you can't even trust your neighbors.|",
@ -932,17 +637,6 @@ const TextDataStruct alltext[] = {
{ "In Spiritu Sanctum. |", 1, 5, PS_MONK54 },
{ "Praedictum Otium. |", 1, 5, PS_MONK55 },
{ "Efficio Obitus Ut Inimicus. |", 1, 5, PS_MONK56 },
#ifdef SPAWN
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
{ "Nice try... ", 0, 0, TSFX_TAVERN36 },
#else
{ "In Spiritu Sanctum. |", 1, 5, PS_MAGE54 },
{ "Praedictum Otium. |", 1, 5, PS_MAGE55 },
{ "Efficio Obitus Ut Inimicus. |", 1, 5, PS_MAGE56 },
@ -953,7 +647,6 @@ const TextDataStruct alltext[] = {
{ "Praedictum Otium. |", 1, 5, PS_ROGUE55 },
{ "Efficio Obitus Ut Inimicus. |", 1, 5, PS_ROGUE56 },
#endif
#endif
};
/** unused */
const DWORD gdwAllTextEntries = 259;