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Text File  |  1995-08-23  |  15KB  |  458 lines

  1. "LXWP"
  2. TITLE=SAN JUAQUIN KIT FOX
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2026
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..B.....V...
  12. CALIFORNIA.F
  13. O.A.A.A.X..A
  14. Y.C.R.B.EARS
  15. O.K.M.B.N..T
  16. T...I.I..R..
  17. E.DEN.T..E..
  18. ....G.SAND..
  19. ***
  20. 3 The kit fox lives in the San Joaquin Valley of ___.((tbs_map1))
  21. 7 Kit foxes use their big ___ to help stay cool in hot weather.((tbs_cls1))
  22. 9 A kit fox makes his home in a ___.((tbs_hab1))
  23. 10 The San Joaquin kit fox's ears are very furry inside to keep out ___.((tbs_snp1))
  24. ***
  25. 1 The kit fox has a long bushy tail, tipped with ___.((tbs_cls1))
  26. 2 A female fox is called a ___.((tbs_sil1))
  27. 3 The tiny fox has an age-old enemy, the ___.((tbs_hds08))
  28. 4 The beautiful San Joaquin valley is an important ___ area.((tbs_hds06))
  29. 5 The San Joaquin kit fox loves to eat ___((tbs_eat1))
  30. 6 The San Joaquin kit fox is very ___!((tbs_uni1))
  31. 8 The San Joaquin kit fox is related to the ___ fox.((tbs_fac3))
  32. ***
  33. ;
  34. ;--- Settings
  35. set Inherit=1
  36. set subdir=26
  37. set dll=$dew_26.dll
  38. set tilesize=52
  39.  
  40. ;-------- Tile bmp defs
  41. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  42. bitmap cursor=gbase,0,0,ts,ts
  43. bitmap hilite=gbase,ts,0,ts,ts
  44. bitmap plaindn=gbase,0,ts,ts,ts
  45. bitmap plain=gbase,ts,ts,ts,ts
  46. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  47. ;
  48. ;Concentration Tile Bitmaps       UNI2s used for threat icon!!!
  49. ; Downs
  50. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  51. ;;;bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  52. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  53. ;Ups
  54. bitmap tbU_uni1=gbase,0,g4,ts,ts
  55. ;;;bitmap tbU_uni2=gbase,ts,g4,ts,ts
  56. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  57. ;
  58. ;Small Tile Bitmaps - for vueclue display (smaller)
  59. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  60. ;;;bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  61. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  62. ;
  63. ;hds08
  64. bitmap tbD_hds08=gbase,ts,g3,ts,ts   ;Old Uni2
  65. bitmap tbU_hds08=gbase,ts,g4,ts,ts
  66. bitmap tbs_hds08=gbase,g2b,g3b,tsbw,tsb
  67. ;
  68. ;------------------
  69. ; tileset -- the cursor hilite & however many plain tiles you want
  70. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  71. ;==================
  72. ;--- Done-ness
  73. PICTURE p_MainPhoto=rfull,1000
  74. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  75. group _done=s_done1     ; End of Crossword Game
  76. ;
  77. ;--- BITMAP ASSIGNMENT
  78. ; Look & Feel
  79. XREF BMP_VCBMP=VCLU03                      ; Define the VueClue image here.
  80. XREF BMP_GAMEBAR=GBAR03                    ; Assign common Gamebar
  81. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  82.  
  83. ; Game done stuff
  84. text x_gamedone=Good job!
  85. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  86. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  87. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  88.  
  89. ; CloseUp
  90. BITMAP BMP_CLS0=1201
  91. BITMAP BMP_CLS1=1202
  92. BITMAP BMP_CLS2=1203
  93.  
  94. ; JigSaw
  95. BITMAP BMP_JIG1=1301
  96.  
  97. ; Maps
  98. BITMAP BMP_MAP1A=1401
  99.  
  100. ; Scramble Picture
  101. BITMAP BMP_SCR1=1601
  102.  
  103. ; Sound Picture (if any)
  104. ;BITMAP BMP_SND1=1700
  105.  
  106. ; Tic-Tac-Toe (bitmaps)
  107. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  108. BITMAP BMP_TIC1x=1801
  109.  
  110. ;BOOKS
  111. XREF BMP_BOK1=BOK01
  112. BITMAP BMP_BKP1=3500         ; Kit face for book
  113.  
  114. ; Threats
  115. ; Main - Man
  116. BITMAP BMP_MAINTPIC=5030     ; Threat Picture
  117. XREF BMP_MAIN_ANI=AHDS06     ; Threat Animation
  118. XREF BMP_MAINTILE=THDS06
  119. XREF tbU_mT=tbU_HDS06        ; Threat Tile
  120. XREF tbD_mT=tbD_HDS06        ; Threat Tile
  121. XREF tbs_mT=tbs_HDS06        ; Threat Tile
  122.  
  123. ; 2nd - Hab Des
  124. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - coyote
  125. XREF BMP_2ND_ANI=AHDS08      ; Threat Animation
  126. XREF BMP_2NDTILE=THDS08
  127. XREF tbU_2T=tbU_HDS08        ; Threat Tile
  128. XREF tbD_2T=tbD_HDS08        ; Threat Tile
  129. XREF tbs_2T=tbs_HDS08        ; Threat Tile
  130.  
  131. ; 26 - Extra Framed Pictures
  132. PICTURE p_PIC01=rfull,2001   ; HAB1 - Kit fox in den
  133. PICTURE p_PIC02=rfull,2002   ; SNP1 - Kit fox face shot for ears
  134. PICTURE p_PIC03=rfull,2003   ; SIL1 - Kit foxes kissing
  135. PICTURE p_PIC04=rfull,2004   ; UNI1 - Faces & ears
  136.  
  137. ;VueClue definition
  138. ;--- VC_?? up to 10 actions. Drawn in order.
  139. rect rVC1=0,0,52,48
  140. rect rVC3=572,0,52,48
  141. rect rVCrvw=52,0,52,48
  142. screen s_rvw=rgame,null      ; Redefined later in script
  143.  
  144. rect vc_01=104,0,416,48                           ; this one's for the vc text
  145. rect rVcbk=0,0,624,48                             ; rect for vc background
  146. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  147. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  148. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  149. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  150. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  151.  
  152. ;TEXT FILE =========================
  153. include thetext=$xew\dew_26.xew
  154. include wave_26=$inc\wave_26.inc
  155.  
  156. ;--- Scramble game
  157. PICTURE p_scr1=rgame,BMP_SCR1
  158. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  159. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  160. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  161. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  162. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  163. group g_scr1=s_scr1,s_scr2,s_scr3
  164.  
  165. ;--- TicTacToe
  166. PICTURE p_tic1a=rfull,1800
  167. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  168. showtext st_tic1=rtictxt,font22,v,tfc,x_tic1
  169. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  170. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  171. group g_tic1=s_tic1,s_tic2
  172.  
  173. ;--- WordFind
  174. rect rGrid=70,65,300,300
  175. rect rWl=460,120,200,400
  176. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  177. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  178. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  179. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  180. group g_fnd1=s_fnd1,s_fnd2
  181.  
  182. ;--- Jigsaw
  183. PICTURE p_jig1=rgame,BMP_JIG1
  184. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  185. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  186. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  187. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  188. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  189. group g_jig1=s_jig0,s_jig1,s_jig2
  190.  
  191. ;--- Screen Definitions
  192. ;CONCENTRATION SCREENS
  193. ;--- Eat - Con
  194. showtext st_eat1=rcon,font22,v,black,x_eat1
  195. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  196.  
  197. ;--- Hut - Con   REWIRED TO USE PIC01
  198. showtext st_hab1=rpictext,mapfont,v,black,x_hab1
  199. waveque wq_hab1=w_snap,w_hab1
  200. screen s_hutcon=rfull,(p_pic01,st_xs_snap,st_hab1,b_Cont_c2),wq_hab1
  201.  
  202. ;--- Uni1 - Con
  203. showtext st_uni1=rcon,font22,v,black,x_uni1
  204. screen s_unicon1=rfull,(p_unicon,st_uni1,b_Cont_c),w_uni1
  205.  
  206. ;--- Sil - Con   REWIRED TO USE PIC03
  207. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  208. waveque wq_sil1=w_snap,w_sil1
  209. screen s_silcon=rfull,(p_pic03,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  210.  
  211.  
  212. ;DYKs & WOWs (New Fast Facts & Snapshots)
  213. ;NEW FORMATS
  214. ;FAC1
  215. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  216. waveque wq_fac1=w_fact,w_fac1
  217. msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  218.  
  219. ;FAC2
  220. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  221. waveque wq_fac2=w_fact,w_fac2
  222. msgbox s_fac2=rfact,(p_fact2,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  223.  
  224. ;FAC3
  225. showtext st_fac3=rFactTxt,font22,v,black,x_fac3
  226. waveque wq_fac3=w_fact,w_fac3
  227. msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
  228.  
  229. ;FAC4
  230. showtext st_fac4=rFactTxt,font22,v,black,x_fac4
  231. waveque wq_fac4=w_fact,w_fac4
  232. msgbox s_fac4=rfact,(p_fact3,st_fac4,st_facttitle1,b_Cont_f),wq_fac4
  233.  
  234. ;SNP1 USES PIC02
  235. showtext st_snp1=rpictext,mapfont,v,black,x_snp1
  236. waveque wq_snp1=w_snap,w_snp1
  237. screen s_snp1=rfull,(p_pic02,st_xs_snap,st_snp1,b_Cont_c2),wq_snp1
  238.  
  239. ;ACTIVITY SCREENS
  240.  
  241. ;--- The Map
  242. PICTURE p_map1a=rfull,BMP_MAP1A
  243. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  244. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
  245. group g_map1=s_map1a
  246.  
  247. ;--- Book1
  248. PICTURE p_bok1=rfull,BMP_BOK1
  249. rect rbokpg1=90,84,182,279
  250. rect rbokpg2=348,84,182,225
  251. rect rbok1pic=350,208,175,150
  252. PICTURE p_bok1pic=rbok1pic,BMP_BKP1
  253. showtext st_bok1=rbokpg1,font20,l,black,x_bo