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The Ultimate Frank Lloyd…ght - America's Architect
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Ultimate Frank Lloyd Wright, The - America's Architect (1994)(Microsoft Home).iso
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flwsema.dir
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00422_Script_422
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1994-11-15
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24KB
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727 lines
on startMovie
global nowFrame, lastMovie
global lastRoll,lastCast
set lastMovie = "FLWSEMA"
set lastRoll = 0
set lastCast = 0
setPuppet TRUE
repeat with i = 21 to 23
puppetSprite i, TRUE
end repeat
set the immediate of sprite 23 to TRUE
set the stretch of sprite 23 to FALSE
end startMovie
on stepMovie
global nowFrame,currFrame
if nowFrame <> currFrame then
seeAlsoList
set currFrame = nowFrame
end if
end stepMovie
on stopMovie
set the castNum of sprite 21 to 1050
puppetsprite 21, FALSE
put " " into field "SeeAlsoText"
updateStage
end stopMovie
on saveLocals
global lastFrame,nowFrame,lastMovie
set lastFrame = nowFrame
end saveLocals
on seForStep
global nowFrame
put the castNum of sprite 9 into cName
if nowFrame = "sematrei007°°°" then
gUnPuppet
go to frame "setypint000°°°" of movie "FLWSETY"
else if chars(nowFrame,6,8) = "int" then
gUnPuppet
puppetTransition 2,0,128
go to marker(+1)
else if cName = A28 then
puppetTransition 2,0,128
go to marker(+2)
else
puppetSprite 2, FALSE
puppetTransition 2,0,128
go to marker(+1)
end if
end seForStep
on seBackStep
global nowFrame,jmpStep
put the castNum of sprite 9 into cName
if chars(nowFrame,11,11) = "1" then
resetHit
updateStage
end if
if chars(nowFrame,6,8) = "int" then
go to "sepatnat006°°°" of movie "FLWSEPA"
else
puppetTransition 1,0,128
go to marker(jmpStep)
end if
end seBackStep
on mainRtn
global swapSpnum,rollFlag, dialogOn
if dialogOn = FALSE then
set rollFlag = FALSE
if rollOver(9) then
puppetSprite 9,TRUE
set the foreColor of sprite 9 to 230
else
set the foreColor of sprite 9 to 255
puppetSprite 9,FALSE
end if
menuRollOver()
if rollFlag = TRUE then
when mouseDown then isPress(swapSpnum)
else
when mouseDown then nothing
end if
--if the mouseH >= 340 and the mouseV > 450 then
buttonState
--end if
end if
end mainRtn
on buttonState
global thumbTrack, thumbFrame, bflag, FrankNav, adjPerOn, noTx, dialogOn
if dialogOn = FALSE then
-- don't check global buttons unless mouse is down at bottom
if (the mouseV > 200) or (bFlag = TRUE) then
set bFlag = FALSE
doState
end if
else if dialogOn = TRUE then
if the mouseDown then
if the mouseCast <> the number of cast "glossDialog" then
beep
end if
end if
end if
--if bflag = FALSE then set the castNum of sprite 23 to noTx
end buttonState
on isrollPhil
global phiint,org, tec, dem, uni, bal, ref, lig, tru
global nowroll
if (the mouseH >= item 1 of phiint and the mouseH <= item 2 of phiint)¼
and (the mouseV >= item 3 of phiint and the mouseV <= item 4 of phiint) then
set nowroll = "phiint"
else if (the mouseH >= item 1 of org and the mouseH <= item 2 of org)¼
and (the mouseV >= item 3 of org and the mouseV <= item 4 of org) then
set nowroll = "org"
else if (the mouseH >= item 1 of tec and the mouseH <= item 2 of tec)¼
and (the mouseV >= item 3 of tec and the mouseV <= item 4 of tec) then
set nowroll = "tec"
else if (the mouseH >= item 1 of dem and the mouseH <= item 2 of dem)¼
and (the mouseV >= item 3 of dem and the mouseV <= item 4 of dem) then
set nowroll = "dem"
else if (the mouseH >= item 1 of uni and the mouseH <= item 2 of uni)¼
and (the mouseV >= item 3 of uni and the mouseV <= item 4 of uni) then
set nowroll = "uni"
else if (the mouseH >= item 1 of bal and the mouseH <= item 2 of bal)¼
and (the mouseV >= item 3 of bal and the mouseV <= item 4 of bal) then
set nowroll = "bal"
else if (the mouseH >= item 1 of ref and the mouseH <= item 2 of ref)¼
and ( the mouseV >= item 3 of ref and the mouseV <= item 4 of ref) then
set nowroll = "ref"
else if (the mouseH >= item 1 of lig and the mouseH <= item 2 of lig)¼
and (the mouseV >= item 3 of lig and the mouseV <= item 4 of lig) then
set nowroll = "lig"
else if (the mouseH >= item 1 of tru and the mouseH <= item 2 of tru)¼
and (the mouseV >= item 3 of tru and the mouseV <= item 4 of tru) then
set nowroll = "tru"
else
set nowroll = ""
end if
updateStage
return nowroll
end isrollPhil
on isrollSite
global sitint,fla,hil, mou
global nowroll
if (the mouseH >= item 1 of sitint and the mouseH <= item 2 of sitint)¼
and (the mouseV >= item 3 of sitint and the mouseV <= item 4 of sitint) then
set nowroll = "sitint"
else if (the mouseH >= item 1 of fla and the mouseH <= item 2 of fla)¼
and (the mouseV >= item 3 of fla and the mouseV <= item 4 of fla) then
set nowroll = "fla"
else if (the mouseH >= item 1 of hil and the mouseH <= item 2 of hil)¼
and (the mouseV >= item 3 of hil and the mouseV <= item 4 of hil) then
set nowroll = "hil"
else if (the mouseH >= item 1 of mou and the mouseH <= item 2 of mou)¼
and (the mouseV >= item 3 of mou and the mouseV <= item 4 of mou) then
set nowroll = "mou"
else
set nowroll = ""
end if
return nowroll
end isrollSite
on isrollPatt
global patint,geo, col,sou,mus,cul,nat
global nowroll
if (the mouseH >= item 1 of patint and the mouseH <= item 2 of patint)¼
and (the mouseV >= item 3 of patint and the mouseV <= item 4 of patint) then
set nowroll = "patint"
else if (the mouseH >= item 1 of geo and the mouseH <= item 2 of geo)¼
and (the mouseV >= item 3 of geo and the mouseV <= item 4 of geo) then
set nowroll = "geo"
else if (the mouseH >= item 1 of col and the mouseH <= item 2 of col)¼
and (the mouseV >= item 3 of col and the mouseV <= item 4 of col) then
set nowroll = "col"
else if (the mouseH >= item 1 of sou and the mouseH <= item 2 of sou)¼
and (the mouseV >= item 3 of sou and the mouseV <= item 4 of sou) then
set nowroll = "sou"
else if (the mouseH >= item 1 of mus and the mouseH <= item 2 of mus)¼
and (the mouseV >= item 3 of mus and the mouseV <= item 4 of mus) then
set nowroll = "mus"
else if (the mouseH >= item 1 of cul and the mouseH <= item 2 of cul)¼
and (the mouseV >= item 3 of cul and the mouseV <= item 4 of cul) then
set nowroll = "cul"
else if (the mouseH >= item 1 of nat and the mouseH <= item 2 of nat)¼
and (the mouseV >= item 3 of nat and the mouseV <= item 4 of nat) then
set nowroll = "nat"
else
set nowroll = ""
end if
return nowroll
end isrollPatt
on isrollMate
global matint,woo,sto,gla, bri,cop,con,rei
global nowroll
if (the mouseH >= item 1 of matint and the mouseH <= item 2 of matint)¼
and (the mouseV >= item 3 of matint and the mouseV <= item 4 of matint) then
set nowroll = "matint"
else if (the mouseH >= item 1 of woo and the mouseH <= item 2 of woo)¼
and (the mouseV >= item 3 of woo and the mouseV <= item 4 of woo) then
set nowroll = "woo"
else if (the mouseH >= item 1 of sto and the mouseH <= item 2 of sto)¼
and (the mouseV >= item 3 of sto and the mouseV <= item 4 of sto) then
set nowroll = "sto"
else if (the mouseH >= item 1 of gla and the mouseH <= item 2 of gla)¼
and (the mouseV >= item 3 of gla and the mouseV <= item 4 of gla) then
set nowroll = "gla"
else if (the mouseH >= item 1 of bri and the mouseH <= item 2 of bri)¼
and (the mouseV >= item 3 of bri and the mouseV <= item 4 of bri) then
set nowroll = "bri"
else if (the mouseH >= item 1 of cop and the mouseH <= item 2 of cop)¼
and (the mouseV >= item 3 of cop and the mouseV <= item 4 of cop) then
set nowroll = "cop"
else if (the mouseH >= item 1 of cop and the mouseH <= item 2 of con)¼
and (the mouseV >= item 3 of cop and the mouseV <= item 4 of con) then
set nowroll = "con"
else if (the mouseH >= item 1 of rei and the mouseH <= item 2 of rei)¼
and (the mouseV >= item 3 of rei and the mouseV <= item 4 of rei) then
set nowroll = "rei"
else
set nowroll = ""
end if
return nowroll
end isrollMate
on isrollType
global typint,atr, hea, tow
global nowroll
if (the mouseH >= item 1 of typint and the mouseH <= item 2 of typint)¼
and (the mouseV >= item 3 of typint and the mouseV <= item 4 of typint) then
set nowroll = "typint"
else if (the mouseH >= item 1 of atr and the mouseH <= item 2 of atr)¼
and (the mouseV >= item 3 of atr and the mouseV <= item 4 of atr) then
set nowroll = "atr"
else if (the mouseH >= item 1 of hea and the mouseH <= item 2 of hea)¼
and (the mouseV >= item 3 of hea and the mouseV <= item 4 of hea) then
set nowroll = "hea"
else if (the mouseH >= item 1 of tow and the mouseH <= item 2 of tow)¼
and (the mouseV >= item 3 of tow and the mouseV <= item 4 of tow) then
set nowroll = "tow"
else
set nowroll = ""
end if
return nowroll
end isrollType
on locCheck spriteNum
global nowroll
if the mouseH >= 22 and the mouseH <= (22 + 97) then
set nowroll = isrollPhil()
isrollPhil()
philroll(nowroll,3)
else if the mouseH >= 142 and the mouseH <= (142 + 87) then
set nowroll = isrollSite()
siteroll(nowroll,3)
else if the mouseH >= 268 and the mouseH <= (268 + 94) then
set nowroll = isrollPatt()
pattroll(nowroll,3)
else if the mouseH >= 392 and the mouseH <= (392 + 92) then
set nowroll = isrollMate()
materoll(nowroll,3)
else if the mouseH >= 521 and the mouseH <= (521 + 70) then
set nowroll = isrollType()
typeroll(nowroll,3)
end if
end locCheck
on philroll nowroll,spriteNum
global flashtimer,phiint
set flashtimer = FALSE
set cName = A88
set resetCname = A51
if nowroll = "phiint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "org" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "tec" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "dem" then
set the castNum of sprite spriteNum to cName + 3
else if nowroll = "uni" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "bal" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "ref" then
set the castNum of sprite spriteNum to cName + 6
else if nowroll = "lig" then
set the castNum of sprite spriteNum to cName + 7
else if nowroll = "tru" then
set the castNum of sprite spriteNum to cName + 8
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end philroll
on siteroll nowroll,spriteNum
global flashtimer,sitint
set flashtimer = FALSE
set cName = B21
set resetCname = A51
if nowroll = "sitint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "fla" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "hil" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "mou" then
set the castNum of sprite spriteNum to cName + 3
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end siteroll
on pattroll nowroll,spriteNum
global flashtimer,patint
set flashtimer = FALSE
set cName = B25
set resetCname = A51
if nowroll = "patint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "geo" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "col" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "sou" then
set the castNum of sprite spriteNum to cName + 7
else if nowroll = "mus" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "cul" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "nat" then
set the castNum of sprite spriteNum to cName + 6
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
end pattroll
on materoll nowroll,spriteNum
global flashtimer,matint
set flashtimer = FALSE
set cName = B35
set resetCname = A51
if nowroll = "matint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "woo" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "sto" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "gla" then
set the castNum of sprite spriteNum to cName + 3
else if nowroll = "bri" then
set the castNum of sprite spriteNum to cName + 4
else if nowroll = "cop" then
set the castNum of sprite spriteNum to cName + 5
else if nowroll = "con" then
set the castNum of sprite spriteNum to cName + 6
else if nowroll = "rei" then
set the castNum of sprite spriteNum to cName + 7
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end materoll
on typeroll nowroll,spriteNum
global flashtimer,typint
set flashtimer = FALSE
set cName = B45
set resetCname = A51
if nowroll = "typint" then
set the castNum of sprite spriteNum to cName
else if nowroll = "atr" then
set the castNum of sprite spriteNum to cName + 1
else if nowroll = "hea" then
set the castNum of sprite spriteNum to cName + 2
else if nowroll = "tow" then
set the castNum of sprite spriteNum to cName + 3
else
set the castNum of sprite spriteNum to resetCname
set flashtimer = TRUE
end if
updateStage
end typeroll
on isPress spriteNum
global nowFrame,rollFlag, nextMov, lastMovie
set restate = A51
set buttonSucess = FALSE
set resetCastNo = A31
set nowPress = isrollPhil()
if nowPress = "phiint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEPH"
end if
if nowPress <> "" and nowPress <> "phiint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 10
set resetCast = resetCastNo
put "phi" & nowPress into clickasset
set nextMov = "FLWSEPH"
set buttonSucess = TRUE
repeat while the stillDown
if isrollPhil() = nowPress then
put "phi" into secName
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 10
set resetCast = resetCastNo
put "phi" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollPhil() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollSite()
if nowPress = "sitint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSESI"
end if
if nowPress <> "" and nowPress <> "sitint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 11
set resetCast = resetCastNo + 1
put "sit" & nowPress into clickasset
set nextMov = "FLWSESI"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollSite() = nowPress then
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 11
set resetCast = resetCastNo + 1
put "sit" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollSite() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollPatt()
if nowPress = "patint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEPA"
end if
if nowPress <> "" and nowPress <> "patint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 12
set resetCast = resetCastNo + 2
put "pat" & nowPress into clickasset
set nextMov = "FLWSEPA"
-- if nowPress = "sou" then
-- set buttonSucess to FALSE
-- else
set buttonSucess = TRUE
-- end if
updateStage
repeat while the stillDown
if isrollPatt() = nowPress then
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 12
set resetCast = resetCastNo + 2
put "pat" & nowPress into clickasset
set buttonSucess = TRUE
-- if nowPress = "sou" then
-- set buttonSucess to FALSE
-- end if
else if isrollPatt() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollMate()
if nowPress = "matint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSEMA"
end if
if nowPress <> "" and nowPress <> "matint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 13
set resetCast = resetCastNo + 3
put "mat" & nowPress into clickasset
set nextMov = "FLWSEMA"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollMate() = nowPress then
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 13
set resetCast = resetCastNo + 3
put "mat" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollMate() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
set nowPress = isrollType()
if nowPress = "typint" then
set buttonSucess = TRUE
put nowPress into clickasset
set nextMov = "FLWSETY"
end if
if nowPress <> "" and nowPress <> "typint" then
set the castNum of sprite spriteNum to the number of cast(nowPress & "dwn")
set resetSprite = 14
set resetCast = resetCastNo + 4
put "typ" & nowPress into clickasset
set nextMov = "FLWSETY"
set buttonSucess = TRUE
updateStage
repeat while the stillDown
if isrollType() = nowPress then
set the castNum of sprite spriteNum to the number of cast (nowPress & "dwn")
set resetSprite = 14
set resetCast = resetCastNo + 4
put "typ" & nowPress into clickasset
set buttonSucess = TRUE
else if isrollType() <> nowPress then
set the ink of sprite spriteNum to 8
set the castNum of sprite spriteNum to restate
set buttonSucess = FALSE
end if
updateStage
end repeat
end if
if buttonSucess = TRUE then
set the ink of sprite spriteNum to 8
if spriteNum = 3 then
set the castNum of sprite spriteNum to restate
updateStage
puppetSprite spriteNum, FALSE
else
put the timer + 10 into time
set the castNum of sprite spriteNum to restate
updateStage
repeat while the timer < time
end repeat
-- put the timer + 10 into time
-- repeat while the timer < time
-- end repeat
--set the castNum of sprite resetSprite to resetCast
-- updateStage
-- put the timer + 10 into time
-- repeat while the timer < time
-- end repeat
puppetSprite spriteNum,FALSE
end if
if clickasset = "patsou" then
set clickasset = "patmus"
end if
put "se" & clickasset & "000°°°" into jmpFrame
if chars(nowFrame,3,5) <> "mai" then resetHit
set rollFlag = FALSE
set the ink of sprite spriteNum to 8
puppetSprite 2, FALSE
puppetSprite 4, FALSE
puppetSprite 5, FALSE
if chars(clickasset,1,2)=chars(lastMovie,6,7) then
go to frame jmpFrame
flush
else
go to frame jmpFrame of movie nextMov
flush
end if
end if
end isPress
on setPuppet state
repeat with i = 10 to 15
puppetSprite i, state
set the immediate of sprite i to state
end repeat
end setPuppet
on menuRollOver
global lastRoll,lastCast,nowFrame,rollFlag
set resetState = A51
set cName = A41
set lCname = A22
set currHit = A31
put chars(nowFrame,3,5) into currSec
set rollFlag = FALSE
if currSec = "phi" then
set the castNum of sprite 10 to currHit
else if currSec = "sit" then
set the castNum of sprite 11 to currHit + 1
else if currSec = "pat" then
set the castNum of sprite 12 to currHit + 2
else if currSec = "mat" then
set the castNum of sprite 13 to currHit + 3
else if currSec = "typ" then
set the castNum of sprite 14 to currHit + 4
end if
if rollOver(10) then
set rollFlag = TRUE
if lastRoll <> 0 and lastRoll <> 10 then
set the castNum of sprite lastRoll to lastCast
end if
set the castNum of sprite 10 to cName
set lastRoll = 10
set lastCast = lCname
set nowroll = isrollPhil()
philroll(nowroll,15)
else if rollOver(11) then
set rollFlag = TRUE
if lastRoll <> 0 and lastRoll <> 11 then
set the castNum of sprite lastRoll to lastCast
end if
set the castNum of sprite 11 to cName + 1
set lastRoll = 11
set lastCast = lCname + 1
set nowroll = isrollSite()
siteroll(nowroll,15)
else if rollOver(12) then
set rollFlag = TRUE
if lastRoll <> 0 and lastRoll <> 12 then
set the castNum of sprite lastRoll to lastCast
end if
set the castNum of sprite 12 to cName + 2
set lastRoll = 12
set lastCast = lCname + 2
set nowroll = isrollPatt()
pattroll(nowroll,15)
else if rollOver(13) then
set rollFlag = TRUE
if lastRoll <> 0 and lastRoll <> 13 then
set the castNum of sprite lastRoll to lastCast
end if
set the castNum of sprite 13 to cName + 3
set lastRoll = 13
set lastCast = lCname + 3
set nowroll = isrollMate()
materoll(nowroll,15)
else if rollOver(14) then
set rollFlag = TRUE
if lastRoll <> 0 and lastRoll <> 14 then
set the castNum of sprite lastRoll to lastCast
end if
set the castNum of sprite 14 to cName + 4
set lastRoll = 14
set lastCast = lCname + 4
set nowroll = isrollType()
Typeroll(nowroll,15)
else
set rollFlag = FALSE
set the castNum of sprite lastRoll to lastCast
set the castNum of sprite 15 to resetState
if currSec = "phi" then
set the castNum of sprite 10 to currHit
else if currSec = "sit" then
set the castNum of sprite 11 to currHit + 1
else if currSec = "pat" then
set the castNum of sprite 12 to currHit + 2
else if currSec = "mat" then
set the castNum of sprite 13 to currHit + 3
else if currSec = "typ" then
set the castNum of sprite 14 to currHit + 4
end if
end if
updateStage
return rollFlag
end menuRollOver
on resetHit
set hitSp = A22
repeat with i = 0 to 4
set the castNum of sprite (i+10) to (hitSp + i)
updateStage
end repeat
end resetHit
on gUnPuppet
setPuppet FALSE
end gUnpuppet