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Text File  |  1995-08-25  |  16KB  |  497 lines

  1. "LXWP"
  2. TITLE=MANATEE
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2030
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. KISS.COWS...
  12. ...L.A.A.M.B
  13. P..OIL.L.A.O
  14. E..W.V.R.M.A
  15. O....E.U.M.T
  16. PLANTS.SCARS
  17. L.I......L..
  18. E.R...FRESH.
  19. ***
  20. 1 Manatees like to  ___ each other.  ((tbs_com1))
  21. 3 Manatees might also be called "sea ___." ((tbs_fac1))
  22. 8 At one time, manatees were hunted for their ___, skins, and meat. ((tbs_bok1))
  23. 9 Manatees eat ___. ((tbs_eat1))
  24. 11 Many manatees have ___ on their backs from collisions with powerboats. ((tbs_uni1))
  25. 12 Manatees like to live in ___ water. ((tbs_hab1))
  26. ***
  27. 2 Manatees are ___ swimmers when they hunt for food. ((tbs_snp1))
  28. 3 Another name for baby manatees is  ___. ((tbs_sil1))
  29. 4 A long time ago, a relative of the manatee had tusks like a ___. ((tbs_cls1))
  30. 5 Manatees are ___. ((tbs_jig1))
  31. 6 As power ___ get more popular, the danger to manatees increases. ((tbs_Law1))
  32. 7 Manatees face their biggest threat from ___. ((tbs_man03))
  33. 10 Manatees need ___ to survive. ((tbs_uni2))
  34. ***
  35. ;--- Settings
  36. set Inherit=1
  37. set subdir=30
  38. set dll=$dew_30.dll
  39. set tilesize=52
  40.  
  41. ;--- Wave NONE FOR MANATEE
  42.  
  43. ;--- Video
  44. quicktime q_mov1=rmovie,$30qtm1.MOV,0
  45. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  46.  
  47. ;-------- Tile bmp defs
  48. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  49. bitmap cursor=gbase,0,0,ts,ts
  50. bitmap hilite=gbase,ts,0,ts,ts
  51. bitmap plaindn=gbase,0,ts,ts,ts
  52. bitmap plain=gbase,ts,ts,ts,ts
  53. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  54. ;
  55. ;Concentration Tile Bitmaps
  56. ; Downs
  57. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  58. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  59. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  60. ;Ups
  61. bitmap tbU_uni1=gbase,0,g4,ts,ts
  62. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  63. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  64. ;
  65. ;Small Tile Bitmaps - for vueclue display (smaller)
  66. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  67. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  68. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  69. ;
  70. ;------------------
  71. ; tileset -- the cursor hilite & however many plain tiles you want
  72. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  73. ;==================
  74. ;--- Done-ness 30
  75. PICTURE p_MainPhoto=rfull,1000
  76. rect rYeaMovie=445,19,0,0
  77. quicktime q_yeaM=rYeaMovie,$yayM.MOV,0
  78. ;screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  79. screen s_done2=rfull,(p_MainPhoto,q_yeaM,b_cont_c),(m_blank,StartVideo,DisableBtnGame)
  80. group _done=s_done2      ; End of Crossword Game
  81. ;
  82. ;--- BITMAP ASSIGNMENT
  83. ; Look & Feel
  84. XREF BMP_VCBMP=VCLU02                      ; Define the VueClue image here.
  85. XREF BMP_GAMEBAR=GBAR02                    ; Assign common Gamebar
  86. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  87.  
  88. ; Game done stuff
  89. text x_gamedone=Good job!
  90. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  91. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  92. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  93.  
  94. ; CloseUp
  95. BITMAP BMP_CLS0=1201
  96. BITMAP BMP_CLS1=1202
  97. BITMAP BMP_CLS2=1203
  98. BITMAP BMP_CLS3=1204
  99.  
  100. ; JigSaw
  101. BITMAP BMP_JIG1=1301
  102.  
  103. ; Maps
  104. BITMAP BMP_MAP1A=1401
  105.  
  106. ; Scramble Picture
  107. BITMAP BMP_SCR1=1601
  108.  
  109. ; Sound Picture (if any)
  110. ;BITMAP BMP_SND1=1700
  111.  
  112. ; Tic-Tac-Toe (bitmaps)
  113. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  114. BITMAP BMP_TIC1x=1801
  115.  
  116. ;BOOKS
  117. XREF BMP_BOK1=BOK01
  118. BITMAP BMP_BKP1=3500  ; Manatee pic for book
  119.  
  120. ;LAW1
  121. XREF BMP_LAW1=LAW01
  122.  
  123. ; Threats
  124. ; Main - Man -speed boats
  125. BITMAP BMP_MAINTPIC=5030     ; Threat Picture
  126. XREF BMP_MAIN_ANI=AMAN03     ; Threat Animation
  127. XREF BMP_MAINTILE=TMAN03
  128. XREF tbU_mT=tbU_MAN03        ; Threat Tile
  129. XREF tbD_mT=tbD_MAN03        ; Threat Tile
  130. XREF tbs_mT=tbs_MAN03        ; Threat Tile
  131.  
  132. ; 2nd - Hab Des
  133. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  134. XREF BMP_2ND_ANI=APOL01      ; Threat Animation - Hab Des 1
  135. XREF BMP_2NDTILE=TPOL01
  136. XREF tbU_2T=tbU_POL01        ; Threat Tile
  137. XREF tbD_2T=tbD_POL01        ; Threat Tile
  138. XREF tbs_2T=tbs_POL01        ; Threat Tile
  139.  
  140. ; 30 - Extra Framed Pictures
  141. PICTURE p_PIC01=rfull,2001    ; SIL1 - Mom with baby
  142. PICTURE p_PIC02=rfull,2002    ; UNI1 - Prop scars visable
  143. PICTURE p_PIC03=rfull,2003    ; SNP1 - NEED FROM DAVID COPY OF PIC02
  144. PICTURE p_PIC10=rfull,2010    ; UNI2 - Full screen (not framed) - breathing air
  145.  
  146. ;VueClue definition
  147. ;--- VC_?? up to 10 actions. Drawn in order.
  148. rect rVC1=0,0,52,48
  149. rect rVC3=572,0,52,48
  150. rect rVCrvw=52,0,52,48
  151. screen s_rvw=rgame,null      ; Redefined later in script
  152.  
  153. rect vc_01=104,0,416,48                           ; this one's for the vc text
  154. rect rVcbk=0,0,624,48                             ; rect for vc background
  155. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  156. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  157. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  158. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  159. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  160.  
  161. ;TEXT FILE =========================
  162. include thetext=$xew\dew_30.xew
  163. include wave_30=$inc\wave_30.inc
  164.  
  165. ;--- Scramble game
  166. PICTURE p_scr1=rgame,BMP_SCR1
  167. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  168. showtext st_scramble3=rtopctr,font22,l,ds_yb,x_scr1
  169. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  170. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  171. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  172. group g_scr1=s_scr1,s_scr2,s_scr3
  173.  
  174. ;--- TicTacToe
  175. PICTURE p_tic1a=rfull,1800
  176. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  177. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  178. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  179. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  180. group g_tic1=s_tic1,s_tic2
  181.  
  182. ;--- WordFind
  183. rect rGrid=70,65,300,300
  184. rect rWl=460,120,200,400
  185. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  186. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  187. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  188. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  189. group g_fnd1=s_fnd1,s_fnd2
  190.  
  191. ;--- Jigsaw
  192. PICTURE p_jig1=rgame,BMP_JIG1
  193. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  194. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  195. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  196. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  197. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  198. group g_jig1=s_jig0,s_jig1,s_jig2
  199.  
  200. ;--- Screen Definitions
  201. ;CONCENTRATION SCREENS
  202. ;--- Eat - Con
  203. showtext st_eat1=rcon,font22,v,black,x_eat1
  204. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  205.  
  206. ;--- Hut - Con
  207. showtext st_hab1=rcon,font22,v,black,x_hab1
  208. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  209.  
  210. ;--- Com - Con
  211. showtext st_com1=rcon,font22,v,black,x_com1
  212. screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
  213.  
  214. ;--- Mov1 - Con
  215. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  216. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  217.  
  218. ;--- Uni1 - Con   REWIRED TO USE PIC02
  219. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  220. waveque wq_uni1=w_snap,w_uni1
  221. screen s_unicon1=rfull,(p_pic02,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  222.  
  223. ;--- Uni2 - Con   REWIRED TO USE PIC10
  224. showtext st_uni2=rbotctr,font22,v,ds_yb,x_uni2
  225. waveque wq_uni2=w_snap,w_uni2
  226. screen s_unicon2=rfull,(p_pic10,st_xs_snap,st_uni2,b_Cont_c),wq_uni2
  227.  
  228. ;--- Sil - Con   REWIRED TO USE PIC01
  229. showtext st_sil1=rVpic,font22,v,black,x_sil1
  230. waveque wq_sil1=w_snap,w_sil1
  231. screen s_silcon=rfull,(p_pic01,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  232.  
  233.  
  234. ;DYKs & WOWs (New Fast Facts & Snapshots)
  235. ;NEW FORMATS
  236. ;FAC1
  237. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  238. waveque wq_fac1=w_fact,w_fac1
  239. msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  240.  
  241. ;FAC2
  242. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  243. waveque wq_fac2=w_fact,w_fac2
  244. msgbox s_fac2=rfact,(p_fact2,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  245.  
  246. ;FAC3
  247. showtext st_fac3=rFactTxt,font22,v,black,x_fac3
  248. waveque wq_fac3=w_fact,w_fac3
  249. msgbox s_fac3=rfact,(p_fact3,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
  250.  
  251. ;SNP1 US