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dub Media Cool Graphics
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Dub Media - Cool Graphics.iso
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SBdemo
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WLD
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ZZADEMO.WLD
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Text File
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1997-01-28
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19KB
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570 lines
START_WLD = SOCHAT_WLD
DISKID=1
DISKAUDIO=$SBARDIR\GENERAL\CHADIS1.WAV
// ID X Y FileName
CURSOR 0 = 15 15 $SBARDIR\ZZAZZL\CURSORS\NOT.BMP
CURSOR 1 = 13 1 $SBARDIR\ZZAZZL\CURSORS\ZZAZZL.BMP
CURSOR 2 = 9 9 $SBARDIR\ZZAZZL\CURSORS\ZOOM.BMP
CURSOR 5 = 16 1 $SBARDIR\ZZAZZL\CURSORS\LINK.BMP
CURSOR 6 = 15 15 $SBARDIR\ZZAZZL\CURSORS\WAIT.BMP
CURSOR 10 = 0 0 $SBARDIR\ZZAZZL\CURSORS\EXIT.BMP
CURSOR 14 = 0 14 $SBARDIR\ZZAZZL\CURSORS\LEFT.BMP
CURSOR 15 = 15 0 $SBARDIR\ZZAZZL\CURSORS\UPARROW.BMP
CURSOR 16 = 31 15 $SBARDIR\ZZAZZL\CURSORS\RIGHT.BMP
CURSOR 17 = 15 31 $SBARDIR\ZZAZZL\CURSORS\DOWN.BMP
CURSOR 18 = 16 1 $SBARDIR\ZZAZZL\CURSORS\HUMAN.BMP
CURSOR 19 = 15 15 $SBARDIR\ZZAZZL\CURSORS\BARNOT.BMP
CURSOR 20 = 15 15 $SBARDIR\ZZAZZL\CURSORS\BEXIT.BMP
// Wield cursors
CURSOR 24 = 27 1 $SBARDIR\BAR\CURSORS\LINK.BMP
// moved to GLOBAL.WLD for state save/restore
// set ZzazzlVision ON as default
// VAR ZZAZZLVISION = 1
// these may not be saved/restored properly
VAR HAIRINDRAIN = FALSE
VAR ZDPFLOODED = FALSE
VAR ZJPFLOODED = FALSE
VAR Z_CURLOC = ZAP
VAR EGGLOC = ZAP // Egg starts in Great Hall
VAR EGGROLL = ZZZ // Which room to roll the egg to
// For Egg
VAR EGGTIMER AS TIMER = 0
VAR EGGINRIVER = FALSE
VAR EGGONTRACKS = FALSE
// For Hairball
VAR HAIRINRIVER = FALSE
VAR HAIRTIMER AS TIMER = 0
// For Cannon
VAR PLUNGERMOUNTED = FALSE
VAR SPEARMOUNTED = TRUE
VAR CANNONFIRED = FALSE
VAR FIRSTSPEAR = TRUE
VAR PLUNGEDEGG = FALSE
VAR FIRSTGRATEENTER = TRUE
VAR ZVENTGRATELOCKED = TRUE
VAR ZVENTGRATEOPEN = FALSE
VAR GATEONELOCKED = TRUE
VAR GATETWOLOCKED = TRUE
VAR GATETHREELOCKED = TRUE
VAR GATEFOURLOCKED = TRUE
VAR GATEONECOUNT AS TIMER = 0
VAR GATETWOCOUNT AS TIMER = 0
VAR GATETHREECOUNT AS TIMER = 0
VAR GATEFOURCOUNT AS TIMER = 0
VAR ZHAVESNACK = FALSE
// For Pike
VAR PIKEINRACK = TRUE
// For Maze Doors
VAR BLACKDOORS = FALSE
VAR GREENDOORS = FALSE
VAR BROWNDOORS = FALSE
VAR YELLOWDOORS = FALSE
VAR SLIDEDOORS = FALSE
VAR DOORTEMP = FALSE
VAR BUTTONSDOWN = 0
VAR BUTTONONE = 0
VAR BUTTONTWO = 0
VAR BUTTONTHREE = 0
VAR NEWBUTTON = 0
VAR BUTTONHIT = FALSE
VAR BUTTONRELEASED = FALSE
VAR BUTTONTEMP = 0
// For flooding events
VAR ZDPFLOODTIMER AS TIMER = 0
VAR ZJPFLOODTIMER AS TIMER = 0
// For Zzazzl telepathic messages
VAR ZZATEL = FALSE // don't start until chat done
VAR TELEPATH = 1 // if it's time to play a message
VAR MESSAGE = 0 // Which message to play
VAR NUMMESSAGES = 0 // Number of messages to play 1-to-n
VAR TELCOUNT = 602 // Messages start after a couple of turns
VAR ZTURNCOUNT AS TIMER = 600
// jwl 11.18.96 PDA save state information
VAR PDAMODE = NOMODE
VAR PDAPOSITION = DOWN
VAR PDAINCREMENT = 11
SDEV BPDA_WLD AS PDA {
SET BKG=$SBARDIR\ZZAZZL\PDA\ZPDA.BMP;
SET ARE=DEACTIVE[90,70,500,185]{
RUN COMMAND = DEACTIVATEPDA;
};
SET BUT=$SBARDIR\ZZAZZL\PDA\ZMAP.BMP [121,233]+1^100%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZSTASH.BMP [170,233]+1^101%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZZOOM.BMP [223,233]+1^102 %1 {
// DEMO: zoom brings up not included message -- bar 01-23-97
SET TXT = $SBARDIR\GENERAL\NOTINCL.TXT COLOR 2 AS CAPTION;
};
SET BUT=$SBARDIR\ZZAZZL\PDA\ZSYSTEM.BMP [271,233]+1^103%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZLOG.BMP [323,234]+1^104%1;
SET CHR=$SBARDIR\ZZAZZL\PDA\ZWAND.SMK^WANDANIM LOOP 0[1,32];
SET TIME=$SBARDIR\ZZAZZL\PDA\ZTIME.BMP[413,188]^CLOCK+11 VALUE ZTURNCOUNT;
}
SDEV BWIELD_WLD AS WIELD {
SET BKG=$SBARDIR\ZZAZZL\WIELD\ZZYOU.BMP;
SET ARE = [0,0,99,99] {
SET TXT =Soldier_714-Z-367 COLOR 2 SIZE 16 AS TITLE; //%%135
SET BMP=$SBARDIR\GENERAL\MENUS\WAIT.BMP {
RUN SND = $SBARDIR\GENERAL\WAIT.WAV;
RUN COMMAND = UPDATE;
};
SET BMP=$SBARDIR\GENERAL\MENUS\SNAPOUT.BMP {
RUN LNK=$SBARDIR\WLD\BAR.WLD~~BDP_WLD~~SOLDIER_WLD AS CLOSEUP;
};
};
// DEMO: Removed interaction with soldier.
// DEMO: Removed interaction with the snacks.
// DEMO: Removed interaction with the plunger.
// DEMO: Removed itneraction with the pike.
// DEMO: Removed interaction with the spear.
// DEMO: Removed interaction with the fish.
// DEMO: Removed interaction with the hairball.
// DEMO: Removed interaction with the vent access card.
// DEMO: Removed interaction with the outdoor access card.
}
SDEV EVT_WLD AS EVENT{
IF (ZZATEL == TRUE)
// At the end of a turn
IF (TELCOUNT < ZTURNCOUNT)
IF (NUMMESSAGES == 0)
RUN EXPR = NUMMESSAGES( RANDOM % 5 ); // n is 5 to start
RUN EXPR = NUMMESSAGES( NUMMESSAGES + 1 ); // 1 to 5 is the range
ENDIF
IF ( TELEPATH == 1 )
RUN EXPR = MESSAGE( RANDOM % 10 );
// DEMO: Reduced number of zzazzl messages to 1 through 10.
IF (MESSAGE == 0)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL1.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 1)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL2.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 2)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL3.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 3)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL4.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 4)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL5.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 5)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL6.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 6)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL7.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 7)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL8.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 8)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL9.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 9)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL10.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (NUMMESSAGES == 0)
RUN EXPR = TELCOUNT( ZTURNCOUNT + 1 );
// About 50% of the time
RUN EXPR = TELEPATH( RANDOM % 2);
ENDIF
ENDIF
ENDIF
ENDIF
// DEMO: Removed egg in river support.
// DEMO: Removed check to see if shuttle bay is flooded.
// DEMO: Removed check to see if the pool room is flooded.
// DEMO: Removed check to see if hairball has made it to the downstream pool room
// DEMO: Removed egg on tracks support.
}
SDEV MAP_WLD AS BMP RECT[116,108,248,218]{
SET BKG = $SBARDIR\ZZAZZL\MAP\ZMAP.BMP;
// Soldier Icon locations
IF (Z_CURLOC == ZAP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[214,97] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZBP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[121,77] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZCP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[106,51] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZDP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[145,94] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZEB)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[87,78] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZEP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[51,74] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZFP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[20,40] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZGP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[14,9] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM1)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[53,14] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM2)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[102,30] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM3)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[140,52] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK1)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[41,6] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK2)
SE