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Text File  |  1996-02-05  |  13KB  |  419 lines

  1. "LXWP"
  2. TITLE=N. SPOTTED OWL
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2028
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..L.........
  12. .ROUND.N.C..
  13. ..G...PELLET
  14. H.G.N..S.A.I
  15. EYESIGHT.W.M
  16. A.D.G....S.B
  17. D...HOT....E
  18. S...T..RADAR
  19. ***
  20. 2 Spotted owls have ___ heads. ((tbs_scr1))
  21. 5 Owls spit out a ___ made up of any parts of their prey they can't digest. ((tbs_eat1))
  22. 9 Spotted owls have very keen ___ . ((tbs_uni2))
  23. 10 Northern spotted owls hate to be ___. ((tbs_tic1))
  24. 11 The owl's dish shaped face acts a bit like a satellite or ___ dish ((tbs_Cls1))
  25. ***
  26. 1 "Old growth forest" are forests that have never been ___ . ((tbs_hab1))
  27. 3 The ___ of the spotted owl usually faces north. ((tbs_fac3))
  28. 4 Northern spotted owls use their ___ to catch their prey ((tbs_uni1))
  29. 6 People who cut ___ want to cut down the old growth forests. ((tbs_hds03))
  30. 7 Spotted owls can turn their ___ in almost a full circle. ((tbs_cls1))
  31. 8 The northern spotted owl is active at ___. ((tbs_fac1))
  32. ***
  33. ;--- Settings
  34. set Inherit=1
  35. set subdir=28
  36. set dll=$dew_28.dll
  37. set tilesize=52
  38.  
  39. ;--- Wave -
  40. wave2 w_ANIMAL_SND=$28a_snd1.wav                 ;
  41. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  42.  
  43. ;--- Video
  44. quicktime q_mov1=rmovie,$28qtm1.MOV
  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=VCLU03                      ; Define the VueClue image here.
  82. XREF BMP_GAMEBAR=GBAR03                    ; 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. ; Scramble Picture
  103. BITMAP BMP_SCR1=1601
  104.  
  105. ; Sound Picture (if any)
  106. BITMAP BMP_SND1=1700
  107.  
  108. ; Tic-Tac-Toe (bitmaps)
  109. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  110. BITMAP BMP_TIC1x=1801
  111.  
  112. ; Threats
  113. ; Main - Man
  114. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  115. XREF BMP_MAIN_ANI=AHDS03     ; Threat Animation - Hunter 1
  116. XREF BMP_MAINTILE=THDS03
  117. XREF tbU_mT=tbU_HDS03        ; Threat Tile
  118. XREF tbD_mT=tbD_HDS03        ; Threat Tile
  119. XREF tbs_mT=tbs_HDS03        ; Threat Tile
  120.  
  121. ; 28 - Extra Framed Pictures
  122. PICTURE p_PIC01=rfull,2001    ; Catching mouse - EAT1
  123. PICTURE p_PIC02=rfull,2002    ; Catching mouse - UNI2
  124. PICTURE p_PIC03=rfull,2003    ; Profile - SIL1
  125.  
  126. ;VueClue definition
  127. ;--- VC_?? up to 10 actions. Drawn in order.
  128. rect rVC1=0,0,52,48
  129. rect rVC3=572,0,52,48
  130. rect rVCrvw=52,0,52,48
  131. screen s_rvw=rgame,null      ; Redefined later in script
  132.  
  133. rect vc_01=104,0,416,48                           ; this one's for the vc text
  134. rect rVcbk=0,0,624,48                             ; rect for vc background
  135. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  136. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  137. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  138. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  139. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  140.  
  141. ;TEXT FILE =========================
  142. include thetext=$xew\dew_28.xew
  143. include wave_28=$inc\wave_28.inc
  144.  
  145. ;--- Scramble game
  146. PICTURE p_scr1=rgame,BMP_SCR1
  147. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  148. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  149. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  150. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  151. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  152. group g_scr1=s_scr1,s_scr2,s_scr3
  153.  
  154. ;--- TicTacToe
  155. PICTURE p_tic1a=rfull,1800
  156. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  157. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  158. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  159. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  160. group g_tic1=s_tic1,s_tic2
  161.  
  162. ;--- WordFind
  163. rect rGrid=70,65,300,300
  164. rect rWl=460,120,200,400
  165. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  166. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  167. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  168. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  169. group g_fnd1=s_fnd1,s_fnd2
  170.  
  171. ;--- Screen Definitions
  172. ;CONCENTRATION SCREENS
  173. ;--- Eat - Con
  174. showtext st_eat1=rcon,font22,v,black,x_eat1
  175. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  176.  
  177. ;--- Hut - Con
  178. showtext st_hab1=rcon,font22,v,black,x_hab1
  179. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  180.  
  181. ;--- Mov1 - Con
  182. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  183. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  184.  
  185. ;--- Uni1 - Con   REWIRED TO USE PIC01
  186. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  187. waveque wq_uni1=w_snap,w_uni1
  188. screen s_unicon1=rfull,(p_pic01,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  189.  
  190. ;--- Uni2 - Con   REWIRED TO USE PIC02
  191. showtext st_uni2=rpictext,mapfont,v,black,x_uni2
  192. waveque wq_uni2=w_snap,w_uni2
  193. screen s_unicon2=rfull,(p_pic02,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  194.  
  195. ;--- Sil - Con   REWIRED TO USE PIC03
  196. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  197. waveque wq_sil1=w_snap,w_sil1
  198. screen s_silcon=rfull,(p_pic03,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  199.  
  200. ;DYKs & WOWs (New Fast Facts & Snapshots)
  201. ;NEW FORMATS
  202.  
  203. ;FAC1
  204. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  205. waveque wq_fac1=w_fact,w_fac1
  206. msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  207.  
  208. ;FAC2
  209. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  210. waveque wq_fac2=w_fact,w_fac2
  211. msgbox s_fac2=rfact,(p_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  212.  
  213. ;FAC3
  214. showtext st_fac3=rFactTxt,font22,v,black,x_fac3
  215. waveque wq_fac3=w_fact,w_fac3
  216. msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
  217.  
  218. ;ACTIVITY SCREENS
  219.  
  220. ;--- The Maps (then & now)
  221. PICTURE p_map1a=rfull,BMP_MAP1A
  222. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  223. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
  224.  
  225. group g_map1=s_map1a
  226.  
  227. ;--- Sound
  228. ;wired without text
  229. PICTURE p_sound=rfull,BMP_SND1
  230. screen s_snd1=rfull,(p_sound,b_snd,b_Cont),w_ANIMAL_SND
  231.  
  232. ;--- Closeups
  233. rect rUpInfo=30,30,560,100
  234. text x_ClsInfo=Click on the small magnifying glasses.
  235. showtext st_Upinfo=rUpInfo,font25,l,ds_yb,x_ClsInfo
  236. text x_ClsInfo2=Click anywhere on screen to return.
  237. showtext st_Upinfo2=rUpInfo,font25,l,ds_yb,x_ClsInfo
  238.  
  239. PICTURE p_cls0=rfull,BMP_CLS0
  240.  
  241. PICTURE p_cls1=rfull,BMP_CLS1    ;head
  242. rect rClsTxt1=30,300,560,300            ; Adjust to position.
  243. showtext st_ClsTxt1=rClsTxt1,font22,l,ds_yb,x_cls1
  244. screen s_closeup1=rfull,(p_cls1,st_ClsTxt1,b_GoBack_r),w_cls1
  245. rect rMag1=204,66,119,77
  246. button b_Mag1=rMag1,0,0,s_closeup1
  247.  
  248. PICTURE p_cls2=rfull,BMP_CLS2    ;ear -radar dish
  249. rect rClsTxt2=30,30,560,300            ; Adjust to position.
  250. showtext st_ClsTxt2=rClsTxt2,font22,l,ds_yb,x_cls2
  251. screen s_closeup2=rfull,(p_cls2,st_ClsTxt2,b_GoBack_r),w_cls2
  252. rect