# Created by Mike D. Smith

NAME Shallow Pillars

# This is the name for the stage data files.
# It consists of a height map and a color map.
# Some stages have the data merged together, but the new convention is to just
# specify a file like "STAGE_DATA data/stage000.png" and then have files in the
# data directory that have "stage000_color.png" and "stage000_height.png"
# The caster engine automaticaly looks for the _color and _height files.
STAGE_DATA data/maps/shallow_pillars.png

INTRO_SCRIPT data/maps/shallow_pillars_intro.script

# The music to be played during the stage.
MUSIC rayha.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
TERRAIN_TYPE data/dirt00.png 0.0 0.0
TERRAIN_TYPE data/black64.png 0.0 0.0

# 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/black.png
PAN_BOX data/skybox/black.png




# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE NONE
WATER_TYPE MIST
#WATER_COLOR 0.8 0.8 1.0 0.7
#WATER_GLOWS 1
WATER_COLOR 0.2 0.2 0.2 0.3
WATER_GLOWS 0

WATER_TEX data/mist_water01.png
WATER_SPEED1 0.04
WATER_SPEED2 -0.04
WATER_USE_AS_ALPHA 1
WATER_REFLECTION_LEVEL 2000.0



PICKUP ENERGY_BALL 1 0.37 0.81


PICKUP ENERGY_BALL 1 0.852 0.225
SPAWN ACTOR EXPLODE_IN data/big_speedy_mom.char 0.838 0.264 0.838 0.264 0.11

PICKUP ENERGY_BALL 1 0.25 0.36
ACTOR data/long_neck.char 0.245 0.350


ACTOR data/long_neck.char 0.714 0.171


PICKUP ENERGY_BALL 1 0.652 0.641
ACTOR data/blaster_mouth.char 0.64 0.65


SPAWN ACTOR POP_IN data/speedy_hard.char 0.67 0.40 0.7 0.5 0.20
SPAWN ACTOR POP_IN data/speedy_hard.char 0.62 0.48 0.7 0.5 0.20
SPAWN ACTOR POP_IN data/speedy_hard.char 0.7 0.58 0.7 0.5 0.20
SPAWN ACTOR POP_IN data/speedy_hard.char 0.63 0.37 0.7 0.5 0.20




# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
#WATER_TYPE ACID
#WATER_COLOR 0.8 0.8 0.2 0.7

# This is the level at which the water reflects.
#WATER_REFLECTION_LEVEL 125.0

# the level for ice if you have ICE or WATER_WITH_ICE for the WATER_TYPE
#ICE_WATER_LEVEL 10.0

#WATER_TEX data/acid_water01.png
# put a 0 for not glowing and a 1 for glowing.
#WATER_GLOWS 1
#WATER_IS_REFLECTIVE 0


OBJECTIVE GET_ALL_RADAR_PICKUPS

# 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 0.8 0.7 1.0    0.2 0.2 0.2 1.0     100000.0 100000.0 0.0
LIGHT 0.7 0.8 1.0 1.0    0.2 0.2 0.2 1.0     -100000.0 100000.0 0.0
#LIGHT 1.0 1.0 1.0 1.0    0.0 0.0 0.0 1.0     -500 500000.0 -200

FOG_DIST 5000.0
FOG_COLOR 0.0 0.0 0.0 1.0
#TINT_COLOR 0.5 0.5 0.5 1.0

#MIST 0.1 0.1 0.1 1.0

#RAIN 0.8 0.8 0.8 0.8

# These are the scale values for the map.
XZSCALE 80.0
YSCALE 10.0

# Default is -0.2 * 60 = -12.0
GRAVITY -12.0


#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>, there are a fair number of free standing energy deposits in this area.
INTRO_TEXT Collect the ones we've identified on your radar to complete this mission.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Good work <NAME>!


# This describes where props are positioned on the level. The x and y positions
# are between 0 and 1
# PROP PROP_FILE X_POSITION Y_POSITION
#PROP data/cube01.prop 0.47 0.5
#PROP data/cube01.prop 0.43 0.52

# This is used to specify a "density" of props on a certian terrain type.
# 1.0 means place a prop at every point of the terrain type.  Normally, the
# density values are very small.
# PROP PROP_FILE WHICH_TERRAIN_TYPE DENSITY
#PROP_GROUP data/cube01.prop 1 0.03

# This is used to specify an actor (enemy) at a specified location on the map
# ACTOR ACTOR_FILE X_POSITION Y_POSITION


# Format is TRIGGER <SCRIPT> <script filename> <show on map> <position in mapx,
# worldy, mapz> <radius in mapx/z, worldy (-1 means infinite cylinder)>
# TRIGGER SCRIPT data/sublevel000.script 1 0.45 0.0 0.5   0.04 -1.0
# TRIGGER SCRIPT data/super0.script 1 0.31 0.0 0.31   0.04 -1.0


PROP data/rock01.prop 0.44 0.77
PROP data/rock01.prop 0.45 0.79
PROP data/rock02.prop 0.46 0.77
PROP data/rock03.prop 0.47 0.78
PROP data/rock01.prop 0.440000 0.770000
PROP data/rock01.prop 0.450000 0.790000
PROP data/rock02.prop 0.460000 0.770000
PROP data/rock03.prop 0.470000 0.780000
PROP data/rock03.prop 0.458434 0.777393
PROP data/rock02.prop 0.465429 0.775606
PROP data/rock01.prop 0.463600 0.780959
PROP data/rock01.prop 0.467553 0.770514
PROP data/rock03.prop 0.587185 0.730485
PROP data/rock02.prop 0.592891 0.732883
PROP data/rock02.prop 0.663198 0.650535
PROP data/rock03.prop 0.664770 0.642574
PROP data/rock03.prop 0.365885 0.834280
PROP data/rock03.prop 0.355442 0.804760
PROP data/rock03.prop 0.356317 0.833990
PROP data/rock02.prop 0.362319 0.826167
PROP data/rock02.prop 0.462790 0.786865
PROP data/rock02.prop 0.674837 0.811210
PROP data/rock02.prop 0.859266 0.555174
PROP data/rock02.prop 0.853577 0.531303
PROP data/rock02.prop 0.830254 0.525127
PROP data/rock02.prop 0.688358 0.487549
PROP data/rock02.prop 0.691497 0.475695
PROP data/rock02.prop 0.232773 0.476152
PROP data/rock02.prop 0.226144 0.478133
PROP data/rock02.prop 0.200932 0.649392
PROP data/rock02.prop 0.216236 0.651645
PROP data/rock02.prop 0.211669 0.682671
PROP data/rock03.prop 0.222965 0.674160
PROP data/rock03.prop 0.200366 0.655480
PROP data/rock03.prop 0.194983 0.650136
PROP data/rock03.prop 0.238205 0.485295
PROP data/rock03.prop 0.292904 0.492895
PROP data/rock03.prop 0.718160 0.484938
PROP data/rock03.prop 0.697874 0.488295
PROP data/rock03.prop 0.840239 0.524893
PROP data/rock03.prop 0.817445 0.522380
PROP data/rock01.prop 0.655953 0.657482
PROP data/rock01.prop 0.656797 0.651802
PROP data/rock01.prop 0.669786 0.646816
PROP data/rock01.prop 0.590225 0.736273
PROP data/rock01.prop 0.581981 0.732555
PROP data/rock01.prop 0.570016 0.739568
PROP data/rock01.prop 0.576379 0.750424
PROP data/rock01.prop 0.572604 0.752637
PROP data/rock01.prop 0.700896 0.470111
PROP data/rock01.prop 0.716352 0.476395
PROP data/rock01.prop 0.850320 0.530861
PROP data/rock01.prop 0.857473 0.550124
PROP data/rock01.prop 0.835168 0.526835
PROP data/rock01.prop 0.813573 0.518055


# 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 0.22 0.83
PLAYER_EXIT_POINT 0.71 0.18

