# Created by Mike D. Smith

STAGE_DATA data/maps/death_row.png

OBJECTIVE KILL_ALL

OBJECTIVE_SCRIPT data/maps/death_row_obj.script

# The music to be played during the stage.
MUSIC not_alone.ogg

# The terrain types correspond to the colors in the "stage000_color.png" image.
# The order that the colors are found in the image (left to right, top to
# bottom), correspond to the order of the terrain types below.  First color
# found is the first terrain type, the second color is the second terrain type,
# etc.

# the sink and raise modifiers determine how much the ground is affected when
# you blow holes in it (sink) or raise it up with the gravity attack.
#TERRAIN_TYPE texture_name sink_modifier rasing_modifier

#FOG MUST GO FIRST so that it lies underneath the other things.
TERRAIN_TYPE_FOG data/white.png 0.1 0.1
TERRAIN_TYPE_SCALE data/grass03.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grass03b.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/mud00.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/mud00b.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/rock02.png 0.0 0.0 6.0
TERRAIN_TYPE_SCALE data/rock01.png 0.0 0.0 6.0
TERRAIN_TYPE_SCALE data/rock00.png 0.0 0.0 6.0
TERRAIN_TYPE_SCALE data/redrock00.png 0.0 0.0 6.0

# SkyBox Similar to the stage data, you enter the base name for the sky box that
# you want to use.  The caster engine reads in the appropriate files based on
# this name.
SKY_BOX data/skybox/desert_sky.jpg
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/death_row_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE ACID
WATER_IS_REFLECTIVE 0
WATER_COLOR 0.8 0.8 0.2 0.8

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 75.0
WATER_TEX data/acid_water01.png
WATER_GLOWS 1

# These are all Point lights in the scene the format is:
# LIGHT COLOR_R_G_B_FALLOFF AMBIENT_R_G_B_UNUSED POSITION_X_Y_Z
LIGHT 1.0 1.0 1.0 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 1.0 1.0 0.0 1.0    0.2 0.2 0.2 1.0     0.0 -100000.0 0.0

FOG_COLOR 0.2 0.2 0.2 1.0
FOG_DIST 2500.0

#TINT_COLOR 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 50.0
YSCALE 2.0

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0
#PROP_GROUP data/tree02.prop 4 0.003
#PROP_GROUP data/tree04.prop 4 0.003
#PROP_GROUP data/tree06.prop 4 0.003

SPAWN ACTOR UNDER_GROUND data/speedy.char 0.139 0.54 0.139 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.139 0.46 0.139 0.5 0.03

SPAWN ACTOR UNDER_GROUND data/speedy.char 0.191 0.54 0.191 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.191 0.46 0.191 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.191 0.54 0.195 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.191 0.46 0.195 0.5 0.03
PICKUP ENERGY_BALL 1 0.212 0.489

SPAWN ACTOR UNDER_GROUND data/speedy_shooter.char 0.241 0.54 0.241 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy_shooter.char 0.241 0.46 0.241 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy_shooter.char 0.241 0.54 0.251 0.5 0.03
SPAWN ACTOR UNDER_GROUND data/speedy_shooter.char 0.241 0.46 0.251 0.5 0.03


SPAWN ACTOR POP_IN data/tail_mouth.char 0.276 0.387 0.287 0.387 0.2 
PICKUP ENERGY_BALL 0 0.276 0.387
SPAWN ACTOR POP_IN data/tail_mouth.char 0.265 0.646 0.265 0.646 0.2
SPAWN ACTOR POP_IN data/tail_mouth.char 0.313 0.589 0.313 0.589 0.2
PICKUP ENERGY_BALL 0 0.313 0.589
SPAWN ACTOR POP_IN data/tail_mouth.char 0.325 0.463 0.325 0.463 0.2
PICKUP ENERGY_BALL 1 0.282 0.515


ACTOR data/air_bub.char 0.39 0.40
ACTOR data/air_bub.char 0.39 0.60
ACTOR data/air_bub.char 0.38 0.5


ACTOR data/long_neck.char 0.521 0.388
ACTOR data/long_neck.char 0.580 0.606
ACTOR data/long_neck.char 0.681 0.421

ACTOR data/air_bub.char 0.9 0.4
ACTOR data/air_bub.char 0.9 0.6
ACTOR data/jelly_walker.char 0.9 0.55
ACTOR data/jelly_walker.char 0.9 0.45
PICKUP ENERGY_BALL 1 0.872 0.5


#These are the dialogs that show up when you start and finish a level.
#The TALK_HEAD_TEX specifies the image to be used for the text block
TALK_HEAD_TEX data/anna_normal.png
INTRO_TEXT <NAME>, we're getting a strange reading from this area.  
INTRO_TEXT Clear out the Flanx so we can take a better look.


TALK_HEAD_TEX data/anna_normal.png
OUTRO_TEXT <NAME> are you okay?!  That was close.
OUTRO_TEXT Thanks to your close encounter with the nega orb, I think we can give you some help on how to destroy them.



# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.05 0.95 0.05 0.95

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.09 0.5
PLAYER_EXIT_POINT 0.09 0.5
