# Created by Mike D. Smith

# 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/channel_run.png

# The music to be played during the stage.
MUSIC pop_trance.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_SCALE data/grass00.png 1.0 1.0 1.0
TERRAIN_TYPE_SCALE data/grayrock00.png 0.1 0.1 1.0
TERRAIN_TYPE_SCALE data/redrock00.png 1.0 1.0 1.0

# 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/eveningsky.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/channel_run_intro.script
OBJECTIVE KILL_BOSS data/long_neck.char

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

#
WATER_TEX data/acid_water01.png
WATER_SPEED1 0.04
WATER_SPEED2 -0.04
WATER_USE_AS_ALPHA 1


# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 100.0

TOXIC_CLOUD 1600.0 1.0 0.5 0.0 0.7


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

# put a 0 for not glowing and a 1 for glowing.
WATER_GLOWS 0
WATER_IS_REFLECTIVE 1


PICKUP ENERGY_BALL 0 0.40 0.55


PICKUP ENERGY_BALL 0 0.60 0.18


TRIGGER SCRIPT data/channel_run_raise_water.script 1 0.60 0.0 0.18 0.15 -1.0


SPAWN ACTOR UNDER_GROUND data/speedy.char 0.53 0.40 0.53 0.38 0.10
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.55 0.36 0.53 0.38 0.10
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.53 0.38 0.53 0.38 0.10
SPAWN ACTOR UNDER_GROUND data/speedy.char 0.55 0.40 0.53 0.38 0.10

#PICKUP ENERGY_BALL 1 0.34 0.40
TRIGGER SCRIPT data/award_orbit.script 1 0.34 0.0 0.40 0.01 -1.0
PROP data/orbit_orb.prop 0.34 0.40


SPAWN ACTOR UNDER_GROUND data/blob.char 0.61 0.79 0.61 0.79 0.10
SPAWN ACTOR UNDER_GROUND data/lazy_blob.char 0.6 0.88 0.61 0.79 0.10
SPAWN ACTOR UNDER_GROUND data/blob.char 0.65 0.76 0.61 0.79 0.10



ACTOR data/fin_bold.char 0.25 0.65
ACTOR data/fin_bold.char 0.31 0.64
ACTOR data/fin_bold.char 0.38 0.69
ACTOR data/fin_bold.char 0.31 0.71


TRIGGER SCRIPT data/channel_boss_intro.script 1 0.88 0.0 0.63 0.10 -1.0

PICKUP ENERGY_BALL 1 0.61 0.52
SPAWN ACTOR POP_IN data/long_neck.char 0.60 0.56 0.88 0.63 0.11
SPAWN ACTOR POP_IN data/speedy.char 0.61 0.54 0.88 0.63 0.10
SPAWN ACTOR POP_IN data/speedy.char 0.63 0.56 0.88 0.63 0.10
SPAWN ACTOR POP_IN data/speedy.char 0.69 0.56 0.88 0.63 0.10
SPAWN ACTOR POP_IN data/speedy.char 0.63 0.63 0.88 0.63 0.10
SPAWN ACTOR POP_IN data/speedy.char 0.69 0.63 0.88 0.63 0.10
# 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 50000.0 0.0
LIGHT 1.0 1.0 1.0 1.0    0.2 0.2 0.2 1.0     -100000.0 50000.0 0.0
#LIGHT 1.0 1.0 1.0 1.0    0.0 0.0 0.0 1.0     -500 500000.0 -200

FOG_COLOR 0.2 0.2 0.2 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 40.0
YSCALE 8.0

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


#TALK_HEAD_TEX_ADV data/clarence_normal.png FACING_RIGHT POSITION_LEFT
#CUT_SCENE_TEXT How is <NAME> performing.

#TALK_HEAD_TEX_ADV data/anna_normal.png FACING_LEFT POSITION_RIGHT
#CUT_SCENE_TEXT He's doing really well!  He's already successfully completed several difficult level two missions.

#TALK_HEAD_TEX_ADV data/clarence_normal.png FACING_RIGHT POSITION_LEFT
#CUT_SCENE_TEXT I need him to run the Bayou mission.

#TALK_HEAD_TEX_ADV data/anna_normal.png FACING_LEFT POSITION_RIGHT
#CUT_SCENE_TEXT The Bayou mission?  But that's a level four mission!  Not even level three Casters can run those alone--much less a level one class B!  We should issue a request and get some more help from the Caster Clan before attempting the Bayou mission.

#TALK_HEAD_TEX_ADV data/clarence_normal.png FACING_RIGHT POSITION_LEFT
#CUT_SCENE_TEXT Given our current track record with the clan, I don't think that's going to happen.  Also, the Flanx are progressing too fast in that area.  By the time we get any help from the clan all of Middon will be overrun.  I'm not about to give up all that we've worked for over the last six months. 

#TALK_HEAD_TEX_ADV data/anna_normal.png FACING_LEFT POSITION_RIGHT
#CUT_SCENE_TEXT This is crazy, there's no way he can pull it off!  You're sending him on a suicide mission!

#TALK_HEAD_TEX_ADV data/clarence_normal.png FACING_RIGHT POSITION_LEFT
#CUT_SCENE_TEXT I'm not the one who sent down a rookie to do a man's job!  If he dies then it's his own clan's fault!  Now... I don't think he can pull this off either, but at least he can buy us some time and give us an excuse to get a real Caster down here.

#TALK_HEAD_TEX_ADV data/anna_normal.png FACING_LEFT POSITION_RIGHT
#CUT_SCENE_TEXT I can't believe you're doing this.

#TALK_HEAD_TEX_ADV data/clarence_normal.png FACING_RIGHT POSITION_LEFT
#CUT_SCENE_TEXT I don't have a choice.












# Put an award here for when they complete the level
#AWARD ATTACK CHARGE_AND_BLAST 5.0

#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 is a large Flanx near the end of this channel.  Destory this Flanx to complete this mission.
INTRO_TEXT Also, it looks like there is a toxic cloud above you.  Make sure to stay below it.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Great 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/tree03.prop 0.90 0.63
PROP data/tree04.prop 0.92 0.75
PROP data/tree03.prop 0.49 0.75

# 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
#ACTOR data/cylinder.char 0.2 0.3
#ACTOR data/baby_cylinder.char 0.7 0.5
#ACTOR data/baby_cylinder.char 0.4 0.9
#ACTOR data/baby_cylinder.char 0.8 0.2
#ACTOR data/hover_gun.char 0.5 0.4
#ACTOR data/hover_gun.char 0.6 0.8
#ACTOR data/scorpio_mantis.char 0.2 0.6
#ACTOR data/scorpio_mantis.char 0.5 0.2

# Same as with prop groups above but for actors.
#ACTOR_GROUP data/flipwalker.char 3 0.001

#The format is as follows
#SPAWN <ACTOR, PROP> <POP_IN, UNDER_GROUND, LIGHTNING, FROM_SKY>
#      <description filename> <starting position (x, z)> <spawn circle (x, z, radius)>
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.31 0.31 0.31 0.31 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.32 0.32 0.32 0.32 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.33 0.33 0.33 0.33 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.34 0.34 0.34 0.34 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.35 0.35 0.35 0.35 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.36 0.36 0.36 0.36 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.37 0.37 0.37 0.37 0.08
#SPAWN ACTOR UNDER_GROUND data/baby_cylinder.char 0.38 0.38 0.38 0.38 0.08
#
#SPAWN ACTOR UNDER_GROUND data/ethan.char 0.35 0.32 0.35 0.32 0.05
#SPAWN ACTOR UNDER_GROUND data/ethan.char 0.32 0.35 0.32 0.35 0.05
#SPAWN ACTOR POP_IN data/baby_cylinder.char 0.42 0.42 0.41 0.41 0.02
#SPAWN ACTOR POP_IN data/baby_cylinder.char 0.42 0.39 0.41 0.41 0.02
#SPAWN PROP POP_IN data/tree02.prop 0.42 0.39 0.41 0.41 0.08



# 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


# Percentages of the stage that define the play area (xmin, xmax, zmin, zmax)
PLAY_AREA 0.01 0.99 0.01 0.99

# The starting location for the player.  Position coordinates (like everything
# else) are between 0 and 1.
PLAYER_START_POSITION 0.15 0.15
PLAYER_EXIT_POINT 0.6 0.6

