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The Space Bar - 1997 Spring
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SPRING97.BIN
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wld
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zzademo.wld
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1997-01-28
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19KB
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570 lines
START_WLD = SOCHAT_WLD
DISKID=1
DISKAUDIO=$SBARDIR\GENERAL\CHADIS1.WAV
// ID X Y FileName
CURSOR 0 = 15 15 $SBARDIR\ZZAZZL\CURSORS\NOT.BMP
CURSOR 1 = 13 1 $SBARDIR\ZZAZZL\CURSORS\ZZAZZL.BMP
CURSOR 2 = 9 9 $SBARDIR\ZZAZZL\CURSORS\ZOOM.BMP
CURSOR 5 = 16 1 $SBARDIR\ZZAZZL\CURSORS\LINK.BMP
CURSOR 6 = 15 15 $SBARDIR\ZZAZZL\CURSORS\WAIT.BMP
CURSOR 10 = 0 0 $SBARDIR\ZZAZZL\CURSORS\EXIT.BMP
CURSOR 14 = 0 14 $SBARDIR\ZZAZZL\CURSORS\LEFT.BMP
CURSOR 15 = 15 0 $SBARDIR\ZZAZZL\CURSORS\UPARROW.BMP
CURSOR 16 = 31 15 $SBARDIR\ZZAZZL\CURSORS\RIGHT.BMP
CURSOR 17 = 15 31 $SBARDIR\ZZAZZL\CURSORS\DOWN.BMP
CURSOR 18 = 16 1 $SBARDIR\ZZAZZL\CURSORS\HUMAN.BMP
CURSOR 19 = 15 15 $SBARDIR\ZZAZZL\CURSORS\BARNOT.BMP
CURSOR 20 = 15 15 $SBARDIR\ZZAZZL\CURSORS\BEXIT.BMP
// Wield cursors
CURSOR 24 = 27 1 $SBARDIR\BAR\CURSORS\LINK.BMP
// moved to GLOBAL.WLD for state save/restore
// set ZzazzlVision ON as default
// VAR ZZAZZLVISION = 1
// these may not be saved/restored properly
VAR HAIRINDRAIN = FALSE
VAR ZDPFLOODED = FALSE
VAR ZJPFLOODED = FALSE
VAR Z_CURLOC = ZAP
VAR EGGLOC = ZAP // Egg starts in Great Hall
VAR EGGROLL = ZZZ // Which room to roll the egg to
// For Egg
VAR EGGTIMER AS TIMER = 0
VAR EGGINRIVER = FALSE
VAR EGGONTRACKS = FALSE
// For Hairball
VAR HAIRINRIVER = FALSE
VAR HAIRTIMER AS TIMER = 0
// For Cannon
VAR PLUNGERMOUNTED = FALSE
VAR SPEARMOUNTED = TRUE
VAR CANNONFIRED = FALSE
VAR FIRSTSPEAR = TRUE
VAR PLUNGEDEGG = FALSE
VAR FIRSTGRATEENTER = TRUE
VAR ZVENTGRATELOCKED = TRUE
VAR ZVENTGRATEOPEN = FALSE
VAR GATEONELOCKED = TRUE
VAR GATETWOLOCKED = TRUE
VAR GATETHREELOCKED = TRUE
VAR GATEFOURLOCKED = TRUE
VAR GATEONECOUNT AS TIMER = 0
VAR GATETWOCOUNT AS TIMER = 0
VAR GATETHREECOUNT AS TIMER = 0
VAR GATEFOURCOUNT AS TIMER = 0
VAR ZHAVESNACK = FALSE
// For Pike
VAR PIKEINRACK = TRUE
// For Maze Doors
VAR BLACKDOORS = FALSE
VAR GREENDOORS = FALSE
VAR BROWNDOORS = FALSE
VAR YELLOWDOORS = FALSE
VAR SLIDEDOORS = FALSE
VAR DOORTEMP = FALSE
VAR BUTTONSDOWN = 0
VAR BUTTONONE = 0
VAR BUTTONTWO = 0
VAR BUTTONTHREE = 0
VAR NEWBUTTON = 0
VAR BUTTONHIT = FALSE
VAR BUTTONRELEASED = FALSE
VAR BUTTONTEMP = 0
// For flooding events
VAR ZDPFLOODTIMER AS TIMER = 0
VAR ZJPFLOODTIMER AS TIMER = 0
// For Zzazzl telepathic messages
VAR ZZATEL = FALSE // don't start until chat done
VAR TELEPATH = 1 // if it's time to play a message
VAR MESSAGE = 0 // Which message to play
VAR NUMMESSAGES = 0 // Number of messages to play 1-to-n
VAR TELCOUNT = 602 // Messages start after a couple of turns
VAR ZTURNCOUNT AS TIMER = 600
// jwl 11.18.96 PDA save state information
VAR PDAMODE = NOMODE
VAR PDAPOSITION = DOWN
VAR PDAINCREMENT = 11
SDEV BPDA_WLD AS PDA {
SET BKG=$SBARDIR\ZZAZZL\PDA\ZPDA.BMP;
SET ARE=DEACTIVE[90,70,500,185]{
RUN COMMAND = DEACTIVATEPDA;
};
SET BUT=$SBARDIR\ZZAZZL\PDA\ZMAP.BMP [121,233]+1^100%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZSTASH.BMP [170,233]+1^101%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZZOOM.BMP [223,233]+1^102 %1 {
// DEMO: zoom brings up not included message -- bar 01-23-97
SET TXT = $SBARDIR\GENERAL\NOTINCL.TXT COLOR 2 AS CAPTION;
};
SET BUT=$SBARDIR\ZZAZZL\PDA\ZSYSTEM.BMP [271,233]+1^103%1;
SET BUT=$SBARDIR\ZZAZZL\PDA\ZLOG.BMP [323,234]+1^104%1;
SET CHR=$SBARDIR\ZZAZZL\PDA\ZWAND.SMK^WANDANIM LOOP 0[1,32];
SET TIME=$SBARDIR\ZZAZZL\PDA\ZTIME.BMP[413,188]^CLOCK+11 VALUE ZTURNCOUNT;
}
SDEV BWIELD_WLD AS WIELD {
SET BKG=$SBARDIR\ZZAZZL\WIELD\ZZYOU.BMP;
SET ARE = [0,0,99,99] {
SET TXT =Soldier_714-Z-367 COLOR 2 SIZE 16 AS TITLE; //%%135
SET BMP=$SBARDIR\GENERAL\MENUS\WAIT.BMP {
RUN SND = $SBARDIR\GENERAL\WAIT.WAV;
RUN COMMAND = UPDATE;
};
SET BMP=$SBARDIR\GENERAL\MENUS\SNAPOUT.BMP {
RUN LNK=$SBARDIR\WLD\BAR.WLD~~BDP_WLD~~SOLDIER_WLD AS CLOSEUP;
};
};
// DEMO: Removed interaction with soldier.
// DEMO: Removed interaction with the snacks.
// DEMO: Removed interaction with the plunger.
// DEMO: Removed itneraction with the pike.
// DEMO: Removed interaction with the spear.
// DEMO: Removed interaction with the fish.
// DEMO: Removed interaction with the hairball.
// DEMO: Removed interaction with the vent access card.
// DEMO: Removed interaction with the outdoor access card.
}
SDEV EVT_WLD AS EVENT{
IF (ZZATEL == TRUE)
// At the end of a turn
IF (TELCOUNT < ZTURNCOUNT)
IF (NUMMESSAGES == 0)
RUN EXPR = NUMMESSAGES( RANDOM % 5 ); // n is 5 to start
RUN EXPR = NUMMESSAGES( NUMMESSAGES + 1 ); // 1 to 5 is the range
ENDIF
IF ( TELEPATH == 1 )
RUN EXPR = MESSAGE( RANDOM % 10 );
// DEMO: Reduced number of zzazzl messages to 1 through 10.
IF (MESSAGE == 0)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL1.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 1)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL2.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 2)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL3.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 3)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL4.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 4)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL5.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 5)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL6.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 6)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL7.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 7)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL8.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 8)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL9.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (MESSAGE == 9)
RUN SND=$SBARDIR\ZZAZZL\EVENTS\ZZTEL10.WAV AS MIX;
RUN EXPR = NUMMESSAGES( NUMMESSAGES - 1 ); // decrement msg
ENDIF
IF (NUMMESSAGES == 0)
RUN EXPR = TELCOUNT( ZTURNCOUNT + 1 );
// About 50% of the time
RUN EXPR = TELEPATH( RANDOM % 2);
ENDIF
ENDIF
ENDIF
ENDIF
// DEMO: Removed egg in river support.
// DEMO: Removed check to see if shuttle bay is flooded.
// DEMO: Removed check to see if the pool room is flooded.
// DEMO: Removed check to see if hairball has made it to the downstream pool room
// DEMO: Removed egg on tracks support.
}
SDEV MAP_WLD AS BMP RECT[116,108,248,218]{
SET BKG = $SBARDIR\ZZAZZL\MAP\ZMAP.BMP;
// Soldier Icon locations
IF (Z_CURLOC == ZAP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[214,97] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZBP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[121,77] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZCP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[106,51] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZDP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[145,94] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZEB)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[87,78] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZEP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[51,74] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZFP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[20,40] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZGP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[14,9] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM1)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[53,14] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM2)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[102,30] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == MM3)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[140,52] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK1)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[41,6] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK2)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[57,6] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK3)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[73,7] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK4)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[90,8] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK5)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[109,11] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK6)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[128,17] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK7)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[145,22] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK8)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[159,29] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK9)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[169,37] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == TRACK10)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[178,47] FRAMERATE 4 +2 %0;
ENDIF
IF (Z_CURLOC == ZJP)
SET SPR=$SBARDIR\ZZAZZL\MAP\YOU.BMP[173,68] FRAMERATE 4 +2 %0;
ENDIF
// Egg Icon locations
IF (EGGLOC == ZAP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[203,97] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZBP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[131,77] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZCP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[116,51] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZEB)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[92,78] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV9)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[105,100] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIVD)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[135,100] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV8)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[49,99] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV7)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[13,94] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV6)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[5,64] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV5)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[7,48] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV4)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[14,43] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV3)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[33,38] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV2)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[59,34] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == RIV1)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[87,33] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZFP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[15,36] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZDP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[135,91] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZGP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[24,9] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZHP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[58,18] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK1)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[37,6] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK2)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[53,6] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK3)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[69,7] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK4)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[86,8] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK5)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[105,10] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK6)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[124,17] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK7)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[141,22] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK8)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[155,29] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK9)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[165,37] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK10)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[174,47] FRAMERATE 4 +2 %0;
ENDIF
// egg floating in flooded shuttlebay
IF (EGGLOC == TRACK11)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[186,55] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK12)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[190,56] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK13)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[193,58] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == TRACK14)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[196,60] FRAMERATE 4 +2 %0;
ENDIF
IF (EGGLOC == ZJP)
SET SPR=$SBARDIR\ZZAZZL\MAP\EGG.BMP[190,57] FRAMERATE 4 +2 %0;
ENDIF
// THE WIRE
SET SPR=$SBARDIR\ZZAZZL\PDA\ZSCREEN.BMP[227,0]+1 %0;
}
SDEV INV_WLD AS INVWLD RECT [117,110,349,219] {
SET BKG=$SBARDIR\ZZAZZL\INV\INVBACK.BMP;
// DEMO: Removed interactions with the snacks.
// DEMO: Removed interactions with the plunger.
// DEMO: Removed interactions with the pike.
// DEMO: Removed interactions with the spear.
// DEMO: Removed interactions with the fish.
// DEMO: Removed interactions with the hairball.
// DEMO: Removed interactions with the vent access card.
// DEMO: Removed interactions with the outdoor access card.
}
SDEV LOG_WLD AS LOG RECT[116,108,248,218]{
SET BKG = $SBARDIR\ZZAZZL\INV\INVBACK.BMP;
SET TXT = $SBARDIR\ZZAZZL\LOG\ZZALOG.TXT[0,0,200,100] SIZE 12 COLOR 7 AS TITLE ; //%%1300
}
// Soldier Chat
SDEV SOCHAT_WLD AS CHAT {
SET BKG = $SBARDIR\ZZAZZL\CHAR\SOLDIER\BLACK.BMP;
SET ARE = [0,0,640,480] %19;
// DEMO: Get Soldier's neutral loop from the bar asset area.
SET CHR = $SBARDIR\BAR\CHAR\SOLDIER\SONEUTR2.SMK^SOCHMOVIE [80,10] %19;
// Exit on Left Edge
SET AREA=[0,0,80,370]%20{
// DEMO: Pull the finish lines from the Salivraster asset area.
RUN EXPR = FINISHCHOICE( RANDOM % 5 );
IF (FINISHCHOICE == 0)
RUN SND = $SBARDIR\BAR\CHAR\FINISH\FINISH1.WAV AS WAITMIX;
ENDIF
IF (FINISHCHOICE == 1)
RUN SND = $SBARDIR\BAR\CHAR\FINISH\FINISH2.WAV AS WAITMIX;
ENDIF
IF (FINISHCHOICE == 2)
RUN SND = $SBARDIR\BAR\CHAR\FINISH\FINISH3.WAV AS WAITMIX;
ENDIF
IF (FINISHCHOICE == 3)
RUN SND = $SBARDIR\BAR\CHAR\FINISH\FINISH4.WAV AS WAITMIX;
ENDIF
IF (FINISHCHOICE == 4)
RUN SND = $SBARDIR\BAR\CHAR\FINISH\FINISH5.WAV AS WAITMIX;
ENDIF
RUN EXPR = LEVEL( 0 );
RUN LNK = $SBARDIR\WLD\BAR.WLD~~BDP_WLD~~SOLDIER_WLD FADE 3;
}
IF (OPENERDONE == FALSE)
// Play opening sequence depending on flashback history
IF (ZFLASHBACK == 0)
RUN MOVIE = $SBARDIR\ZZAZZL\CHAR\SOLDIER\SOCHOP.SMK %19;
RUN EXPR = SOCHMOVIE~~MODAL( 0 );
RUN EXPR = SOCHMOVIE~~LOOP( -1 );
RUN COMMAND = INSERT OBJECT CH1L1A TO SOCHAT_WLD;
RUN COMMAND = INSERT OBJECT CH1L1B TO SOCHAT_WLD;
RUN COMMAND = INSERT OBJECT CH1L1C TO SOCHAT_WLD;
RUN EXPR = LEVEL( 1 );
RUN EXPR = OPENERDONE( TRUE );
ENDIF
// DEMO: Can't complete the zzazzl flashback - removed block that prevents reentry.
ELSE
IF ( LEVEL == 1 )
SET TXT = Encourage_him [80,370,280,385] COLOR 7 AS TITLE %18 ^CH1L1A { //%%1359
RUN COMMAND = REMOVE OBJECT CH1L1A FROM SOCHAT_WLD;
RUN EXPR = SOCHMOVIE~~MODAL( 1 );
RUN EXPR = SOCHMOVIE~~LOOP( 1 );
RUN MOVIE = $SBARDIR\ZZAZZL\CHAR\SOLDIER\SOCH1L1A.SMK %19;
RUN EXPR = SOCHMOVIE~~MODAL( 0 );
RUN EXPR = SOCHMOVIE~~LOOP( -1 );
RUN EXPR = CHOICE( 3 );
// RUN COMMAND = INSERT OBJECT CH1L2A TO SOCHAT_WLD;
// RUN COMMAND = INSERT OBJECT CH1L2B TO SOCHAT_WLD;
// RUN COMMAND = INSERT OBJECT CH1L2C TO SOCHAT_WLD;
// RUN COMMAND = INSERT OBJECT CH1L2D TO SOCHAT_WLD;
RUN EXPR = LEVEL( 2 );
RUN COMMAND = REMOVE OBJECT CH1L1B FROM SOCHAT_WLD;
RUN COMMAND = PAINT;
RUN COMMAND = STOPPAINT;
RUN MOVIE = $SBARDIR\ZZAZZL\EVENTS\EVFLASH.SMK[0,0];
RUN LNK = ZAP_WLD@[1700,120];
};
SET TXT = Change_the_subject [80,390,400,405] COLOR 7 AS TITLE %18 ^CH1L1B { //%%1374
RUN COMMAND = REMOVE OBJECT CH1L1B FROM SOCHAT_WLD;
RUN EXPR = SOCHMOVIE~~MODAL( 1 );
RUN EXPR = SOCHMOVIE~~LOOP( 1 );
RUN MOVIE = $SBARDIR\ZZAZZL\CHAR\SOLDIER\SOCH1L1B.SMK %19;
RUN EXPR = SOCHMOVIE~~MODAL( 0 );
RUN EXPR = SOCHMOVIE~~LOOP( -1 );
};
// DEMO: Removed the finished interaction - use left edge of screen.
ENDIF
// DEMO: Removed the balance of the interactions with soldier for the demo.
// as "encourage him" is now the link to the zzazzl flashback.
ENDIF
}
// End of Soldier Chat
//
// Great Hall
//
SDEV ZAP_WLD FILTER 8 {
SET BKG=$SBARDIR\ZZAZZL\PAN\ZAP.BMP;
RUN EXPR = Z_CURLOC(ZAP);
RUN EXPR = ZZATEL( TRUE ); // don't start until chat done
// DEMO: Convert the link to the link to the mess hall to be
// a link to the txt3_wld and back to the soldier closeup.
SET ARE=[824,256,938,338]%5{
RUN COMMAND = REMOVEWIELD;
RUN LNK = TXT3_WLD;
};
// Link to Tapestry closeup
SET LNK = ZACA_WLD[1220,200,1365,290]^TAPESTRY %2;
// DEMO: Removed the interaction with the liftcall.
SET ARE = [1855,265,2015,340]^THRONE %1 {
SET TXT= throne COLOR 2 SIZE 16 AS TITLE; //%%1547
SET BMP=$SBARDIR\GENERAL\MENUS\EXAMINE.BMP{
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANDEXC1.WAV AS QUEUE *3;
};
SET BMP=$SBARDIR\GENERAL\MENUS\SITON.BMP{
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANDSIC1.WAV AS QUEUE *3;
};
// DEMO: Removed lookbehind interaction
// DEMO: Removed plunge interaction
};
// DEMO: Removed interaction with the pike in the doors.
// DEMO: Removed interaction with the doors wooshing shut.
IF (EGGLOC == ZAP)
SET CHR = $SBARDIR\ZZAZZL\PANIMS\ZAEG2.SMK[806,326]^EGG %1 LOOP 0{
SET TXT= egg COLOR 2 SIZE 16 AS TITLE; //%%1653
SET BMP=$SBARDIR\GENERAL\MENUS\EXAMINE.BMP{
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANAEXC1.WAV AS QUEUE *3;
};
SET BMP=$SBARDIR\GENERAL\MENUS\BREAK.BMP{
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANABRC1.WAV AS QUEUE *3;
};
// DEMO: Removed the smell interaction
// DEMO: Removed the plunge interaction
SET BMP=$SBARDIR\GENERAL\MENUS\ROLL.BMP{
SET TXT=Roll_the_egg_to... COLOR 4 SIZE 16 AS TITLE; //%%1669
SET TXT=Mess_Hall COLOR 4 SIZE 16 %1 { //%%1670
RUN SND=$SBARDIR\ZZAZZL\CHAR\EGG\ZBEA.WAV AS MIX;
RUN EXPR = EGG~~MODAL( 1 );
RUN EXPR = EGG~~LOOP( 1 );
RUN EXPR = EGGROLL( ZZZ );
// DEMO: Don't transfer the egg to mess hall world.
// DEMO: Don't remove the hallway from the mess hall
RUN EXPR = EGGLOC( ZEB );
};
IF (ZAP_WLD CONTAINS ZETA)
SET TXT=the_lift_shaft COLOR 4 SIZE 16 %1 { //%%1680
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANAROC2.WAV AS QUEUE *3;
};
ENDIF
};
SET BMP=$SBARDIR\GENERAL\MENUS\PICKUP.BMP {
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANATAC1.WAV AS QUEUE *3;
};
};
ENDIF
}
//
// Tapestry closeup
//
SDEV ZACA_WLD FILTER 8 AS CLOSEUP {
SET BKG = $SBARDIR\ZZAZZL\CLOSEUP\ZACA\ZACA.BMP;
SET ARE = [75,70,420,310]^TAPESTRY %1 {
SET TXT= tapestry COLOR 2 SIZE 16 AS TITLE; //%%1697
SET BMP=$SBARDIR\GENERAL\MENUS\EXAMINE.BMP{
RUN SND=$SBARDIR\ZZAZZL\AUDIO\ZANEEXC1.WAV AS QUEUE *3;
};
// DEMO: Removed the lookbehind interaction
// DEMO: Removed the plunge interaction
// DEMO: Removed the pickup interaction
};
}
SDEV TXT3_WLD AS CHAT {
SET BKG=$SBARDIR\GENERAL\TEXT3.BMP;
SET ARE=[80,10,560,400] %24 {
RUN LNK=$SBARDIR\WLD\BAR.WLD~~BDP_WLD~~SOLDIER_WLD AS CLOSEUP;
};
}