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Text File  |  1996-01-23  |  17KB  |  504 lines

  1. "LXWP"
  2. TITLE=BENGAL TIGER
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2006
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. RESERVES...L
  12. ..W....WHITE
  13. TAILS..A.L.O
  14. ..M....M.L.P
  15. ..M.LEAP.E.A
  16. ..E.A..S.G.R
  17. FUR.I....A.D
  18. ..S.R.COOL..
  19. ***
  20. 1 India has established special ___ where the tigers are protected.((tbs_fac1))
  21. 5 About 40 years ago, a rajah found a ___ tiger. ((tbs_bok1))
  22. 7 Male Bengal tigers can be up to nine feet long, not counting their ___.((tbs_scl1))
  23. 8 One tiger's ___ was measured at 33 feet.((tbs_tic1))
  24. 9 Siberians had the most ___ of all tigers.((tbs_jig1))
  25. 10 The tiger uses its long tail to ___ itself.((tbs_uni2))
  26. ***
  27. 2 Tigers are excellent long-distance ___.((tbs_jig2))
  28. 3 The Bengal tiger lives in ___ or grassy areas.((tbs_hab1))
  29. 4 Tigers belong to the same cat family as the lion, ___, and the jaguar.((tbs_snp1))
  30. 6 It is now ___ to hunt Bengal tigers in India.((tbs_2ndT))
  31. 8 The place where a tiger lives is called its den or ___. ((tbs_fnd1))
  32. ***
  33. ;--- Settings
  34. set Inherit=1
  35. set subdir=06
  36. set dll=$dew_06.dll
  37. set tilesize=52
  38.  
  39. ;--- Wave
  40. wave2 w_ANIMAL_SND=$06a_snd1.wav                 ;Tiger Roar
  41. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  42.  
  43. ;--- Video    NONE for TIGER
  44. quicktime q_mov1=rmovie,$06qtm1.MOV,0
  45. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  46.  
  47. ;-------- Tile bmp defs
  48. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  49. bitmap cursor=gbase,0,0,ts,ts
  50. bitmap hilite=gbase,ts,0,ts,ts
  51. bitmap plaindn=gbase,0,ts,ts,ts
  52. bitmap plain=gbase,ts,ts,ts,ts
  53. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  54. ;
  55. ;Concentration Tile Bitmaps
  56. ; Downs
  57. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  58. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  59. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  60. ;Ups
  61. bitmap tbU_uni1=gbase,0,g4,ts,ts
  62. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  63. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  64. ;
  65. ;Small Tile Bitmaps - for vueclue display (smaller)
  66. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  67. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  68. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  69. ;
  70. ;------------------
  71. ; tileset -- the cursor hilite & however many plain tiles you want
  72. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  73. ;==================
  74. ;--- Done-ness
  75. PICTURE p_MainPhoto=rfull,1000
  76. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  77. group _done=s_done1     ; End of Crossword Game
  78. ;
  79. ;--- BITMAP ASSIGNMENT
  80. ; Look & Feel
  81. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  82. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  83. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  84.  
  85. ; Game done stuff
  86. text x_gamedone=Good job!
  87. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  88. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  89. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  90.  
  91. ; CloseUp
  92. BITMAP BMP_CLS0=1201
  93. BITMAP BMP_CLS1=1202
  94. BITMAP BMP_CLS2=1203
  95.  
  96. ; JigSaw
  97. BITMAP BMP_JIG1=1301
  98.  
  99. ; Maps
  100. BITMAP BMP_MAP1A=1401
  101.  
  102. ; Scale Screens
  103. BITMAP BMP_SCLAO=1500     ; Large
  104. BITMAP BMP_SCLAU=1502        ;   Button Up
  105. BITMAP BMP_SCLAD=1504         ;   Button Down
  106. BITMAP BMP_SCLBO=1510     ; Medium
  107. BITMAP BMP_SCLBU=1512         ;   Button Up
  108. BITMAP BMP_SCLBD=1514         ;   Button Down
  109. BITMAP BMP_SCLCO=1520     ; Small
  110. BITMAP BMP_SCLCU=1522         ;   Button Up
  111. BITMAP BMP_SCLCD=1524         ;   Button Down
  112.  
  113. ; Scramble Picture
  114. BITMAP BMP_SCR1=1601
  115.  
  116. ; Sound Picture (if any)
  117. BITMAP BMP_SND1=1700
  118.  
  119. ; Tic-Tac-Toe (bitmaps)
  120. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  121. BITMAP BMP_TIC1x=1801
  122.  
  123. ;BOOKS
  124. XREF BMP_BOK1=BOK01
  125.  
  126. ;LAW1
  127. XREF BMP_LAW1=LAW01
  128.  
  129. ; Threats
  130. ; Main - Hab Des
  131. BITMAP BMP_MAINTPIC=5030         ; Threat Picture - Chainsaw guy
  132. XREF BMP_MAIN_ANI=AHDS01         ; Threat Animation
  133. XREF BMP_MAINTILE=THDS01
  134. XREF tbU_mT=tbU_hds01            ; Threat Tile
  135. XREF tbD_mT=tbD_hds01            ; Threat Tile
  136. XREF tbs_mT=tbs_hds01            ; Threat Tile
  137.  
  138. ; 2nd - Hunters
  139. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hunter
  140. XREF BMP_2ND_ANI=AMAN01      ; Threat Animation
  141. XREF BMP_2NDTILE=TMAN01
  142. XREF tbU_2T=tbU_man01        ; Threat Tile
  143. XREF tbD_2T=tbD_man01        ; Threat Tile
  144. XREF tbs_2T=tbs_man01        ; Threat Tile
  145.  
  146. ; 06 - Extra Framed Pictures
  147. PICTURE p_PIC01=rfull,2001    ; SIL1 - Lying, paws extended
  148. PICTURE p_PIC02=rfull,2002    ; SNP1 - Lying on branch (zooey
  149. PICTURE p_PIC03=rfull,2003    ; HAB1 - Lying, side & back
  150. PICTURE p_PIC04=rfull,2004    ; UNI2 - Lying, left side
  151. PICTURE p_PIC10=rfull,2010    ; UNI1 - Tiger walking
  152.  
  153. ; Puzzle Pics
  154. BITMAP BMP_PUZ1=2501          ; Standing Tiger - used JIG02
  155.  
  156. ;VueClue definition
  157. ;--- VC_?? up to 10 actions. Drawn in order.
  158. rect rVC1=0,0,52,48
  159. rect rVC3=572,0,52,48
  160. rect rVCrvw=52,0,52,48
  161. screen s_rvw=rgame,null      ; Redefined later in script
  162.  
  163. rect vc_01=104,0,416,48                           ; this one's for the vc text
  164. rect rVcbk=0,0,624,48                             ; rect for vc background
  165. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  166. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  167. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  168. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  169. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  170.  
  171. ;TEXT FILE =========================
  172. include thetext=$xew\dew_06.xew
  173. include wave_06=$inc\wave_06.inc
  174.  
  175. ;--- Scramble game
  176. PICTURE p_scr1=rgame,BMP_SCR1
  177. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  178. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  179. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  180. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  181. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  182. group g_scr1=s_scr1,s_scr2,s_scr3
  183.  
  184. ;--- TicTacToe
  185. PICTURE p_tic1a=rfull,1800
  186. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  187. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  188. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  189. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  190. group g_tic1=s_tic1,s_tic2
  191.  
  192. ;--- WordFind
  193. rect rGrid=70,65,300,300
  194. rect rWl=460,120,200,400
  195. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  196. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  197. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  198. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  199. group g_fnd1=s_fnd1,s_fnd2
  200.  
  201. ;--- Jigsaw
  202. PICTURE p_jig1=rgame,BMP_JIG1
  203. showtext st_jig1=rtopctr,font22,l,ds_yb,x_jig1
  204. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
  205. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  206. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  207. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  208. group g_jig1=s_jig0,s_jig1,s_jig2
  209.  
  210. ;--- Jigsaw - 2
  211. PICTURE p_jig2=rgame,BMP_PUZ1
  212. showtext st_jig2=rbotctr,font22,v,ds_yb,x_jig2
  213. game _jigsaw2=rgame,jigsaw.dll,p_jigbkgrnd,BMP_PUZ1,4,3
  214. screen s_jig2_0=rfull,(p_jig2,p_gamebar,st_xs_study,tmr_jig)
  215. screen s_jig2_1=rfull,(_jigsaw2,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  216. screen s_jig2_2=rfull,(p_jig2,p_gamebar,st_jig2,b_Cont),w_jig2
  217. group g_jig2=s_jig2_0,s_jig2_1,s_jig2_2
  218.  
  219. ;--- Screen Definitions
  220. ;CONCENTRATION SCREENS
  221. ;--- Eat - Con
  222. showtext st_eat1=rcon,font22,v,black,x_eat1
  223. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  224.  
  225. ;--- Hab - Con   REWIRED TO USE PIC03
  226. showtext st_hab1=rpictext5,mapfont,v,black,x_hab1
  227. waveque wq_hab1=w_snap,w_hab1
  228. screen s_hutcon=rfull,(p_pic03,st_xs_snap,st_hab1,b_Cont_c2),wq_hab1
  229.  
  230. ;--- Mov1
  231. ;showtext st_mov1=rcon,font22,l,white,x_mov1
  232. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  233.  
  234. ;--- Uni1 - Con   REWIRED TO USE PIC10
  235. showtext st_uni1=rtopctr,font22,l,ds_yb,x_uni1
  236. waveque wq_uni1=w_snap,w_uni1
  237. screen s_unicon1=rfull,(p_pic10,st_uni1,b_Cont_c),wq_uni1
  238.  
  239. ;--- Uni2 - Con   REWIRED TO USE PIC04
  240. showtext st_uni2=rpictext,mapfont,v,black,x_uni2
  241. waveque wq_uni2=w_snap,w_uni2
  242. screen s_unicon2=rfull,(p_pic04,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  243.  
  244. ;--- Sil - Con   REWIRED TO USE PIC01