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PC Gamer 5.14
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2000-11_-_Disc_5.14.iso
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3DGameStudio
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Mission
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mission.wdl
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2000-02-08
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5KB
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181 lines
///////////////////////////////////////////////////////////////////////////////////
// THE MISSION by Czeslav Gorski
///////////////////////////////////////////////////////////////////////////////////
PATH "..\\TEMPLATE"; // Change this, depending on your directory location!
///////////////////////////////////////////////////////////////////////////////////
// redefinitions for the template wdl scripts
DEFINE MSG_DEFS;
DEFINE MSG_X,4; // from left
DEFINE MSG_Y,4; // from above
DEFINE BLINK_TICKS,6;
DEFINE MSG_TICKS,64;
DEFINE PANEL_POSX,4; // from left
DEFINE PANEL_POSY,-20; // from below
FONT digit_font,<digfont.pcx>,12,16;
FONT standard_font,<ackfont.pcx>,6,9;
FONT msg_font,<msgfont.pcx>,12,16;
SOUND msg_sound,<msg.wav>;
///////////////////////////////////////////////////////////////////////////////////
INCLUDE <movement.wdl>;
INCLUDE <messages.wdl>;
INCLUDE <particle.wdl>;
INCLUDE <doors.wdl>;
INCLUDE <actors.wdl>;
INCLUDE <weapons.wdl>;
INCLUDE <war.wdl>;
INCLUDE <menu.wdl>;
///////////////////////////////////////////////////////////////////////////////////
// The following predefined 'keys' for operating the doors are used:
// key1 - CD, operates PC elevator
// key2 - 'door program', set by PC elevator, unlocks big_tor door
// key3 - MacGuffin, activates final message
IFDEF GERMAN;
STRING mission_str,
"IHRE MISSION - DEN MACGUFFIN SUCHEN!
HINWEIS - EIN MACGUFFIN SIEHT AUS WIE
EIN UEBERDIMENSIONALER LAMPENSCHIRM.";
IFELSE;
STRING mission_str,
"YOUR MISSION - GET THE MACGUFFIN!
HINT - A MACGUFFIN LOOKS LIKE
A GIANT LAMPSHADE.";
ENDIF;
IFDEF GERMAN;
STRING need_key1_str,"BITTE CD-ROM EINLEGEN";
STRING got_key1_str,"CD-ROM GEFUNDEN";
STRING ok_cd,"TORSPERRE DEAKTIVIERT";
STRING need_key2_str,"TORPROGRAMM LAEUFT NICHT!";
STRING got_key3_str,"MACGUFFIN GEFUNDEN!!\nJETZT AB NACH HAUSE";
STRING final_str,"DANKE, DASS SIE MISSION\nGESPIELT HABEN...";
IFELSE;
STRING need_key1_str,"PLEASE INSERT CD-ROM";
STRING got_key1_str,"FOUND A CD-ROM";
STRING ok_cd,"DOOR LOCK DEACTIVATED";
STRING need_key2_str,"DOOR SOFTWARE NOT RUNNING!";
STRING got_key3_str,"GOT MACGUFFIN!!\nNOW OUT OF HERE...";
STRING final_str,"THANK YOU FOR PLAYING MISSION...";
ENDIF;
SKILL TEX_CHECK { VAL 0; }
//////////////////////////////////////////////////////////////
ACTION swingdoor { BRANCH door; }
ACTION klappe { BRANCH lid; }
ACTION init_med { SET MY.__ROTATE,ON; BRANCH medipac; }
ACTION ammo { SET MY.__ROTATE,ON; MY._AMMOTYPE = 1; BRANCH ammopac; }
ACTION init_ammo1 { SET MY.__ROTATE,ON; MY._AMMOTYPE = 1; BRANCH ammopac; }
ACTION init_ammo2 { SET MY.__ROTATE,ON; MY._AMMOTYPE = 2; BRANCH ammopac; }
ACTION init_cd { SET MY.__ROTATE,ON; MY._KEYTYPE = 1; BRANCH key; }
ACTION init_cdschalt {
MY._KEYTYPE = 1; // activated by CD (Key 1)
CALL elevator;
SET MY.EVENT,cdschalt; // change event to display a message
}
ACTION cdschalt {
IF (MY.SKILL17 == 1) { END; } // must only move once
CALL elevator_event;
IF (MY.__MOVING == ON) { // elevator started?
MY.SKILL17 = 1; // prevent repeated operation
key2 = 1; // unlock big_tor
SET msg.STRING,ok_cd;
CALL show_message;
}
}
ACTION big_tor_norm { MY._PAUSE = 80; BRANCH gate; }
ACTION big_tor { MY._PAUSE = 80; MY._KEYTYPE = 2; BRANCH gate; }
ACTION init_crisstoff { // that is the macguffin!
SET MY.__ROTATE,ON; MY._KEYTYPE = 3; BRANCH key;
}
ACTION init_endlift { CALL elevator; SET MY.EVENT,endlift_operate; }
ACTION endlift_operate {
CALL elevator_event;
IF (key3) { // macguffin taken?
WAITT 32;
SET msg.STRING,final_str;
CALL show_message;
}
}
///////////////////////////////////////////////////////////////////////////////////
BMAP splashmap,<splash.pcx>;
PANEL splashscreen { BMAP splashmap; FLAGS REFRESH; }
SKILL VIDEO_MODE { VAL 6; }
SKILL VIDEO_DEPTH { VAL 16; }
MAIN main;
ACTION main {
SET splashscreen.VISIBLE,ON;
WAIT 1;
LOAD_LEVEL <mission.wmb>;
CALL load_status; // restore global skills
IFNDEF test;
WAITT 16;
ENDIF;
SET splashscreen.VISIBLE,OFF;
CALL show_panels; // for Health und Ammo
CALL init_sky;
WAIT 1;
SET msg.STRING,mission_str;
CALL show_message;
IFDEF test;
mouseview = 0; // prevent mouse movements while testing
CALL set_debug;
ENDIF;
}
ACTION player_prog {
SET MY.NARROW,ON; // use narrow hull!
SET MY.FAT,OFF;
MY._WALKFRAMES = 12.040;
MY._RUNFRAMES = 8.060;
MY._ATTACKFRAMES = 6;
MY._DIEFRAMES = 7;
CALL player_walk;
CALL player_fight;
CALL drop_shadow;
}
///////////////////////////////////////////////////////////////////////////////////
ACTION init_sky {
SKY_SPEED.X = 1;
SKY_SPEED.Y = 1.5;
CLOUD_SPEED.X = 3;
CLOUD_SPEED.Y = 4.5;
SKY_SCALE = 0.4;
SKY_CURVE = 1;
}
SKILL TURB_SPEED { VAL 1; }
SKILL TURB_RANGE { VAL 1; }
/////////////////////////////////////////////////////////////////
// The following definitions are for the WDFC window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "The Mission - A4 demo level";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}
INCLUDE <debug.wdl>;
/////////////////////////////////////////////////////////////////