home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CD-ROM Magazin 1995 December
/
CD_12_95.BIN
/
spiele
/
windows
/
warheads
/
war-lib.rc
< prev
next >
Wrap
Text File
|
1995-07-28
|
12KB
|
263 lines
// Bitmap resources are set up such that they are in a
// subdirectory of the WAR-BMP project called BMP.
// If you want to use a different subdirectory, search
// and replace the directory name with your own.
// left missile launcher (only the missile launcher part, not the base)
// both full and empty
10 BITMAP DISCARDABLE .\bmp\lbase\lb1.bmp // full
11 BITMAP DISCARDABLE .\bmp\lbase\lb2.bmp // "
12 BITMAP DISCARDABLE .\bmp\lbase\lb3.bmp // "
13 BITMAP DISCARDABLE .\bmp\lbase\lb4.bmp // "
14 BITMAP DISCARDABLE .\bmp\lbase\lb5.bmp // "
15 BITMAP DISCARDABLE .\bmp\lbase\lb6.bmp // empty
16 BITMAP DISCARDABLE .\bmp\lbase\lb7.bmp // "
17 BITMAP DISCARDABLE .\bmp\lbase\lb8.bmp // "
18 BITMAP DISCARDABLE .\bmp\lbase\lb9.bmp // "
19 BITMAP DISCARDABLE .\bmp\lbase\lb10.bmp // "
// right missile launcher (only the missile launcher part, not the base)
// both full and empty
20 BITMAP DISCARDABLE .\bmp\rbase\rb1.bmp // full
21 BITMAP DISCARDABLE .\bmp\rbase\rb2.bmp // "
22 BITMAP DISCARDABLE .\bmp\rbase\rb3.bmp // "
23 BITMAP DISCARDABLE .\bmp\rbase\rb4.bmp // "
24 BITMAP DISCARDABLE .\bmp\rbase\rb5.bmp // "
25 BITMAP DISCARDABLE .\bmp\rbase\rb6.bmp // empty
26 BITMAP DISCARDABLE .\bmp\rbase\rb7.bmp // "
27 BITMAP DISCARDABLE .\bmp\rbase\rb8.bmp // "
28 BITMAP DISCARDABLE .\bmp\rbase\rb9.bmp // "
29 BITMAP DISCARDABLE .\bmp\rbase\rb10.bmp // "
// hands counting and pointing
30 BITMAP DISCARDABLE .\bmp\hands\hand0.bmp
31 BITMAP DISCARDABLE .\bmp\hands\hand1.bmp
32 BITMAP DISCARDABLE .\bmp\hands\hand2.bmp
33 BITMAP DISCARDABLE .\bmp\hands\hand3.bmp
34 BITMAP DISCARDABLE .\bmp\hands\hand4.bmp
35 BITMAP DISCARDABLE .\bmp\hands\hand5.bmp
36 BITMAP DISCARDABLE .\bmp\hands\hand6.bmp
// air explosions... they go in order and there must be a black border around
// the set after (as they come down in size) so that the next one in sequence
// erases the previous one (hey, it's fast, not pretty!)
50 BITMAP DISCARDABLE .\bmp\airexp\airexp1.bmp
51 BITMAP DISCARDABLE .\bmp\airexp\airexp2.bmp
52 BITMAP DISCARDABLE .\bmp\airexp\airexp3.bmp
53 BITMAP DISCARDABLE .\bmp\airexp\airexp4.bmp
54 BITMAP DISCARDABLE .\bmp\airexp\airexp5.bmp
55 BITMAP DISCARDABLE .\bmp\airexp\airexp6.bmp
// bomber (jet) going left
// bomber takes damage so each successive picture looks like it's more beat up.
60 BITMAP DISCARDABLE .\bmp\jet\jet1.bmp
61 BITMAP DISCARDABLE .\bmp\jet\jet2.bmp
62 BITMAP DISCARDABLE .\bmp\jet\jet3.bmp
63 BITMAP DISCARDABLE .\bmp\jet\jet4.bmp
// bomber (jet) going right
65 BITMAP DISCARDABLE .\bmp\jet\jet1r.bmp
66 BITMAP DISCARDABLE .\bmp\jet\jet2r.bmp
67 BITMAP DISCARDABLE .\bmp\jet\jet3r.bmp
68 BITMAP DISCARDABLE .\bmp\jet\jet4r.bmp
70 BITMAP DISCARDABLE .\bmp\other\smart.bmp
// ignore this...
98 BITMAP DISCARDABLE .\bmp\other\grimmy.bmp
/// background screen bitmap
99 BITMAP DISCARDABLE .\bmp\other\screen.bmp
// these pictures are for animating the cities (and bases) from their
// undestructed state. They show the mushroom cloud and flash of light
// from the explosion, as well as the destruction of the live city.
// there's also a set you must draw for the destruction of an already
// leveled city. Those are numbered in the six hundreds and appear below.
// 491 = left missile base (not launcher)
// (it's treated like a city when it's drawn)
491 BITMAP DISCARDABLE .\bmp\city0\city01.bmp
492 BITMAP DISCARDABLE .\bmp\city0\city02.bmp
493 BITMAP DISCARDABLE .\bmp\city0\city03.bmp
494 BITMAP DISCARDABLE .\bmp\city0\city04.bmp
495 BITMAP DISCARDABLE .\bmp\city0\city05.bmp
496 BITMAP DISCARDABLE .\bmp\city0\city06.bmp
497 BITMAP DISCARDABLE .\bmp\city0\city07.bmp
498 BITMAP DISCARDABLE .\bmp\city0\city08.bmp
499 BITMAP DISCARDABLE .\bmp\city0\city09.bmp
// first city from the left
501 BITMAP DISCARDABLE .\bmp\city1\city11.bmp
502 BITMAP DISCARDABLE .\bmp\city1\city12.bmp
503 BITMAP DISCARDABLE .\bmp\city1\city13.bmp
504 BITMAP DISCARDABLE .\bmp\city1\city14.bmp
505 BITMAP DISCARDABLE .\bmp\city1\city15.bmp
506 BITMAP DISCARDABLE .\bmp\city1\city16.bmp
507 BITMAP DISCARDABLE .\bmp\city1\city17.bmp
508 BITMAP DISCARDABLE .\bmp\city1\city18.bmp
509 BITMAP DISCARDABLE .\bmp\city1\city19.bmp
// second city from the left
511 BITMAP DISCARDABLE .\bmp\city2\city21.bmp
512 BITMAP DISCARDABLE .\bmp\city2\city22.bmp
513 BITMAP DISCARDABLE .\bmp\city2\city23.bmp
514 BITMAP DISCARDABLE .\bmp\city2\city24.bmp
515 BITMAP DISCARDABLE .\bmp\city2\city25.bmp
516 BITMAP DISCARDABLE .\bmp\city2\city26.bmp
517 BITMAP DISCARDABLE .\bmp\city2\city27.bmp
518 BITMAP DISCARDABLE .\bmp\city2\city28.bmp
519 BITMAP DISCARDABLE .\bmp\city2\city29.bmp
// third city from the left
521 BITMAP DISCARDABLE .\bmp\city3\city31.bmp
522 BITMAP DISCARDABLE .\bmp\city3\city32.bmp
523 BITMAP DISCARDABLE .\bmp\city3\city33.bmp
524 BITMAP DISCARDABLE .\bmp\city3\city34.bmp
525 BITMAP DISCARDABLE .\bmp\city3\city35.bmp
526 BITMAP DISCARDABLE .\bmp\city3\city36.bmp
527 BITMAP DISCARDABLE .\bmp\city3\city37.bmp
528 BITMAP DISCARDABLE .\bmp\city3\city38.bmp
529 BITMAP DISCARDABLE .\bmp\city3\city39.bmp
// fourth city from the left
531 BITMAP DISCARDABLE .\bmp\city4\city41.bmp
532 BITMAP DISCARDABLE .\bmp\city4\city42.bmp
533 BITMAP DISCARDABLE .\bmp\city4\city43.bmp
534 BITMAP DISCARDABLE .\bmp\city4\city44.bmp
535 BITMAP DISCARDABLE .\bmp\city4\city45.bmp
536 BITMAP DISCARDABLE .\bmp\city4\city46.bmp
537 BITMAP DISCARDABLE .\bmp\city4\city47.bmp
538 BITMAP DISCARDABLE .\bmp\city4\city48.bmp
539 BITMAP DISCARDABLE .\bmp\city4\city49.bmp
// fifth city from the left
541 BITMAP DISCARDABLE .\bmp\city5\city51.bmp
542 BITMAP DISCARDABLE .\bmp\city5\city52.bmp
543 BITMAP DISCARDABLE .\bmp\city5\city53.bmp
544 BITMAP DISCARDABLE .\bmp\city5\city54.bmp
545 BITMAP DISCARDABLE .\bmp\city5\city55.bmp
546 BITMAP DISCARDABLE .\bmp\city5\city56.bmp
547 BITMAP DISCARDABLE .\bmp\city5\city57.bmp
548 BITMAP DISCARDABLE .\bmp\city5\city58.bmp
549 BITMAP DISCARDABLE .\bmp\city5\city59.bmp
// sixth city from the left
551 BITMAP DISCARDABLE .\bmp\city6\city61.bmp
552 BITMAP DISCARDABLE .\bmp\city6\city62.bmp
553 BITMAP DISCARDABLE .\bmp\city6\city63.bmp
554 BITMAP DISCARDABLE .\bmp\city6\city64.bmp
555 BITMAP DISCARDABLE .\bmp\city6\city65.bmp
556 BITMAP DISCARDABLE .\bmp\city6\city66.bmp
557 BITMAP DISCARDABLE .\bmp\city6\city67.bmp
558 BITMAP DISCARDABLE .\bmp\city6\city68.bmp
559 BITMAP DISCARDABLE .\bmp\city6\city69.bmp
// right missile base...
561 BITMAP DISCARDABLE .\bmp\city7\city71.bmp
562 BITMAP DISCARDABLE .\bmp\city7\city72.bmp
563 BITMAP DISCARDABLE .\bmp\city7\city73.bmp
564 BITMAP DISCARDABLE .\bmp\city7\city74.bmp
565 BITMAP DISCARDABLE .\bmp\city7\city75.bmp
566 BITMAP DISCARDABLE .\bmp\city7\city76.bmp
567 BITMAP DISCARDABLE .\bmp\city7\city77.bmp
568 BITMAP DISCARDABLE .\bmp\city7\city78.bmp
569 BITMAP DISCARDABLE .\bmp\city7\city79.bmp
// ok this starts the cities which represent already exploded cities
// exploding again. You'll note that there is no xx1 picture, nor is there
// and xx9 picture. This is because the final bitmap in the non-pre-destructed
// series is always the first picture in the destructed series.
// And as you can guess, the same (destructed) picture ends up as the last
// picture in the destructed sequence.
// left missile base exploding again
592 BITMAP DISCARDABLE .\bmp\city0\city092.bmp
593 BITMAP DISCARDABLE .\bmp\city0\city093.bmp
594 BITMAP DISCARDABLE .\bmp\city0\city094.bmp
595 BITMAP DISCARDABLE .\bmp\city0\city095.bmp
596 BITMAP DISCARDABLE .\bmp\city0\city096.bmp
597 BITMAP DISCARDABLE .\bmp\city0\city097.bmp
598 BITMAP DISCARDABLE .\bmp\city0\city098.bmp
// first city from the left exploding again
602 BITMAP DISCARDABLE .\bmp\city1\city192.bmp
603 BITMAP DISCARDABLE .\bmp\city1\city193.bmp
604 BITMAP DISCARDABLE .\bmp\city1\city194.bmp
605 BITMAP DISCARDABLE .\bmp\city1\city195.bmp
606 BITMAP DISCARDABLE .\bmp\city1\city196.bmp
607 BITMAP DISCARDABLE .\bmp\city1\city197.bmp
608 BITMAP DISCARDABLE .\bmp\city1\city198.bmp
// second city from the left exploding again
612 BITMAP DISCARDABLE .\bmp\city2\city292.bmp
613 BITMAP DISCARDABLE .\bmp\city2\city293.bmp
614 BITMAP DISCARDABLE .\bmp\city2\city294.bmp
615 BITMAP DISCARDABLE .\bmp\city2\city295.bmp
616 BITMAP DISCARDABLE .\bmp\city2\city296.bmp
617 BITMAP DISCARDABLE .\bmp\city2\city297.bmp
618 BITMAP DISCARDABLE .\bmp\city2\city298.bmp
// third city from the left exploding again
622 BITMAP DISCARDABLE .\bmp\city3\city392.bmp
623 BITMAP DISCARDABLE .\bmp\city3\city393.bmp
624 BITMAP DISCARDABLE .\bmp\city3\city394.bmp
625 BITMAP DISCARDABLE .\bmp\city3\city395.bmp
626 BITMAP DISCARDABLE .\bmp\city3\city396.bmp
627 BITMAP DISCARDABLE .\bmp\city3\city397.bmp
628 BITMAP DISCARDABLE .\bmp\city3\city398.bmp
// fourth city from the left exploding again
632 BITMAP DISCARDABLE .\bmp\city4\city492.bmp
633 BITMAP DISCARDABLE .\bmp\city4\city493.bmp
634 BITMAP DISCARDABLE .\bmp\city4\city494.bmp
635 BITMAP DISCARDABLE .\bmp\city4\city495.bmp
636 BITMAP DISCARDABLE .\bmp\city4\city496.bmp
637 BITMAP DISCARDABLE .\bmp\city4\city497.bmp
638 BITMAP DISCARDABLE .\bmp\city4\city498.bmp
// fifth city from the left exploding again
642 BITMAP DISCARDABLE .\bmp\city5\city592.bmp
643 BITMAP DISCARDABLE .\bmp\city5\city593.bmp
644 BITMAP DISCARDABLE .\bmp\city5\city594.bmp
645 BITMAP DISCARDABLE .\bmp\city5\city595.bmp
646 BITMAP DISCARDABLE .\bmp\city5\city596.bmp
647 BITMAP DISCARDABLE .\bmp\city5\city597.bmp
648 BITMAP DISCARDABLE .\bmp\city5\city598.bmp
// sixth city from the left exploding again
652 BITMAP DISCARDABLE .\bmp\city6\city692.bmp
653 BITMAP DISCARDABLE .\bmp\city6\city693.bmp
654 BITMAP DISCARDABLE .\bmp\city6\city694.bmp
655 BITMAP DISCARDABLE .\bmp\city6\city695.bmp
656 BITMAP DISCARDABLE .\bmp\city6\city696.bmp
657 BITMAP DISCARDABLE .\bmp\city6\city697.bmp
658 BITMAP DISCARDABLE .\bmp\city6\city698.bmp
// right missile base exploding again
662 BITMAP DISCARDABLE .\bmp\city7\city792.bmp
663 BITMAP DISCARDABLE .\bmp\city7\city793.bmp
664 BITMAP DISCARDABLE .\bmp\city7\city794.bmp
665 BITMAP DISCARDABLE .\bmp\city7\city795.bmp
666 BITMAP DISCARDABLE .\bmp\city7\city796.bmp
667 BITMAP DISCARDABLE .\bmp\city7\city797.bmp
668 BITMAP DISCARDABLE .\bmp\city7\city798.bmp
// WAVE sound effect resources
// yep, you can make em scream...
// try sampling barney the dinosaur too....
10001 WAVE .\wave\launch4.wav // missile launch from either missile base
10002 WAVE .\wave\cityexp2.wav // exploding city
10003 WAVE .\wave\airexp.wav // exploding anti-ballistic missile and subsequent blossoms
10004 WAVE .\wave\tick.wav // tick sound when hands count up bonus cities at end of game
10005 WAVE .\wave\out2.wav // sound when left missile base is out of missiles
10006 WAVE .\wave\out2.wav // sound when right missile base is out of missiles