/*****************************************************************************/
/* cardset.rc                                                                */
/*         skeleton resource script for a                                    */
/*        .wdt dynamic link library for winDetective                         */
/*****************************************************************************/


	/**** DO NOT CHANGE THESE!!! ****/
#define IDS_BMP_CREDIT		900
#define IDS_JAIL				905
#define IDS_WARP				906
#define IDS_WHO				910
#define IDS_HOW				916
#define IDS_WHY				922
#define IDS_WHERE				928
#define PP_RED					31
#define PP_BLUE				32
#define PP_GREEN				33
#define PP_YELLOW				34
#define PP_PURPLE				35
#define PP_CYAN				36


/*----------------------------------------------------------------------------
 *  To design your own cardset, copy the generic bitmaps provided to a
 *  set of new .bmp files matching the names in the list below.
 *----------------------------------------------------------------------------
 *  The generic file SQUARE.BMP should be copied to create files
 *  sqred.bmp through sqcyan.bmp, for use as player markers.
 *  The square.bmp file itself forms the "floor tile" used in the playing
 *  field, and should be edited to match your proposed cardset in style.
 *  Retain the colors suggested by the file names for the player pieces,
 *  but be sure the design has some contrast with the floor tile design.
 *  If you have SDK Paint, the 3.1 Image Editor, or Borland's Resource
 *  Workshop, you may find these more convenient than Windows Paintbrush
 *  for editing small bitmaps.
 *----------------------------------------------------------------------------
*/

	/* screen background grid and player markers 16x16 pixels */
	/**** DO NOT CHANGE THESE NAMES ... just edit the bitmaps ****/
SQUARE BITMAP square.bmp
PP_RED BITMAP sqred.bmp
PP_BLUE BITMAP sqblue.bmp
PP_GREEN BITMAP sqgrn.bmp
PP_YELLOW BITMAP sqyel.bmp
PP_PURPLE BITMAP sqpurp.bmp
PP_CYAN BITMAP sqcyan.bmp


/*----------------------------------------------------------------------------
 *  To create a cardset, copy the generic bitmap file GENCARD.BMP a total
 *  of 27 times; to create a file set including who1.bmp through who6.bmp,
 *  how1.bmp through how6.bmp, why1.bmp through why6.bmp, and where1.bmp
 *  through where9.bmp.  Draw your designs on these blank .bmp files using
 *  Windows Paint or another bitmap editor to create cards for six 
 *  suspects, six weapons, six motives, and nine rooms respectively.
 *----------------------------------------------------------------------------
 *  Designs for cards should include the name of the suspect, weapon,
 *  motive or room on the cardface, if not obvious from the design.
 *----------------------------------------------------------------------------
 *  Note that for the rooms, the sequence of cards on the board is as
 *  follows:
 *           ---------------------------------------
 *           |   ---    ---           ---    ---   |
 *           |  | 6 |  | 2 |         | 4 |  | 8 |  |
 *           |   ---    ---    ---    ---    ---   |
 *           |                | 1 |
 *           |   ---    ---    ---    ---    ---   |
 *           |  | 7 |  | 3 |         | 5 |  | 9 |  |
 *           |   ---    ---           ---    ---   |
 *           ---------------------------------------
 *  You may want to refer to the actual playing board for locations of
 *  entrances to the rooms as used on the board, as a guide to their
 *  positions if they are part of your design.
 *----------------------------------------------------------------------------
*/

	/* suspect cards 112x160 */
1  BITMAP who1.bmp
2  BITMAP who2.bmp
3  BITMAP who3.bmp
4  BITMAP who4.bmp
5  BITMAP who5.bmp
6  BITMAP who6.bmp

	/* weapons cards 112x160 */
7  BITMAP how1.bmp
8  BITMAP how2.bmp
9  BITMAP how3.bmp
10 BITMAP how4.bmp
11 BITMAP how5.bmp
12 BITMAP how6.bmp

	/* motive cards 112x160 */
13 BITMAP why1.bmp
14 BITMAP why2.bmp
15 BITMAP why3.bmp
16 BITMAP why4.bmp
17 BITMAP why5.bmp
18 BITMAP why6.bmp

	/* location cards 112x160 */
19 BITMAP where1.bmp
20 BITMAP where2.bmp
21 BITMAP where3.bmp
22 BITMAP where4.bmp
23 BITMAP where5.bmp
24 BITMAP where6.bmp
25 BITMAP where7.bmp
26 BITMAP where8.bmp
27 BITMAP where9.bmp


/*----------------------------------------------------------------------------
 *  In the areas below denoted by quotation marks, REPLACE the wording
 *  "Suspect 1", "Weapon 1", "Room 1", etc, with the names of your
 *  suspects, weapons, motives, and rooms as used on the cards.  The 
 *  program can accommodate up to 16 characters, but because some areas on
 *  the playing field are cramped, try to keep names within 12 characters,
 *  lower case except for the first character.  DO NOT remove the 
 *  quotation marks.
 *----------------------------------------------------------------------------
 *  The first entry, labelled IDS_BMP_CREDIT, is for the artist's name,
 *  which appears in the program's About box when the cardset is loaded,
 *  and in the headers for the View Cardset option.
 *----------------------------------------------------------------------------
 *  The second and third entry, IDS_JAIL and IDS_WARP, are included for
 *  future exhancement of the game.  Put the number of the room to be
 *  designated as a jail (if you land or are suspected there, you lose
 *  the next turn) in quote marks after IDS_JAIL.  Put the number of the
 *  room to be designated as a transporter (if you land there, you can
 *  go to any other room on the board on your next turn) in quote marks
 *  after IDS_WARP.  To disallow these special rules, leave both zero.
 *  The number to use should be "1" through "9" corresponding to "Room 1"
 *  through "Room 9".  You may want to include this option if, for example,
 *  you're designing a medieval cardset and want to include a dungeon 
 *  room with the IDS_JAIL notation enabled.
 *----------------------------------------------------------------------------
*/

STRINGTABLE
{
	IDS_BMP_CREDIT, "ARTIST NAME HERE"
	IDS_JAIL, "0"
	IDS_WARP, "0"
	IDS_WHO+0, "Suspect 1"
	IDS_WHO+1, "Suspect 2"
	IDS_WHO+2, "Suspect 3"
	IDS_WHO+3, "Suspect 4"
	IDS_WHO+4, "Suspect 5"
	IDS_WHO+5, "Suspect 6"
	IDS_HOW+0, "Weapon 1"
	IDS_HOW+1, "Weapon 2"
	IDS_HOW+2, "Weapon 3"
	IDS_HOW+3, "Weapon 4"
	IDS_HOW+4, "Weapon 5"
	IDS_HOW+5, "Weapon 6"
	IDS_WHY+0, "Motive 1"
	IDS_WHY+1, "Motive 2"
	IDS_WHY+2, "Motive 3"
	IDS_WHY+3, "Motive 4"
	IDS_WHY+4, "Motive 5"
	IDS_WHY+5, "Motive 6"
	IDS_WHERE+0, "Room 1"
	IDS_WHERE+1, "Room 2"
	IDS_WHERE+2, "Room 3"
	IDS_WHERE+3, "Room 4"
	IDS_WHERE+4, "Room 5"
	IDS_WHERE+5, "Room 6"
	IDS_WHERE+6, "Room 7"
	IDS_WHERE+7, "Room 8"
	IDS_WHERE+8, "Room 9"
}


