# 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/maps/acid_meadow.png

# To complete a save boss stage, an activation goal must be completed.
# This is done by activating all the ACTIVATION_NODEs in the scene file.
OBJECTIVE SAVE_BOSS data/energy_truck.char

OBJECTIVE_SCRIPT data/maps/acid_meadow_obj.script

# The music to be played during the stage.
MUSIC redblue.ogg
#MUSIC none

# 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 data/sand00.png 1.0 1.0
TERRAIN_TYPE_FOG data/white.png 1.0 1.0
TERRAIN_TYPE_SCALE data/lakebottom00.png 1.0 1.0 4.0
TERRAIN_TYPE_SCALE data/rock02.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/redrock00.png 1.0 1.0 2.0
TERRAIN_TYPE_SCALE data/metal00.png 0.0 0.0 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/sunset.png
PAN_BOX data/skybox/default_pan.png

INTRO_SCRIPT data/maps/acid_meadow_intro.script
# Water stuff
# valid water types: WATER ICE ICE_WITH_WATER ACID LAVA
WATER_TYPE ACID
#WATER_TYPE WATER
WATER_COLOR 1.0 1.0 0.0 0.8

# This is the level at which the water reflects.
WATER_REFLECTION_LEVEL 165.0
#WATER_REFLECTION_LEVEL 0.0

# 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

WATER_SPEED1 0.082
WATER_SPEED2 -0.082
WATER_USE_AS_ALPHA 1

# These are all Point lights in the scene the format is:
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 5000.0

#MIST 0.08 0.14 0.08 1.0

# These are the scale values for the map.
XZSCALE 40.0
YSCALE 4.0

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

PICKUP ENERGY_BALL 1 0.19 0.7
PICKUP ENERGY_BALL 1 0.26 0.3
PICKUP ENERGY_BALL 1 0.5 0.35
PICKUP ENERGY_BALL 1 0.55 0.73
PICKUP ENERGY_BALL 1 0.75 0.33



# Which other scenes need to be completed before this one shows up on the map.

# Where on the map the marker for this scene shows up.
# XY coordinates.  0.0 is top left 1.0 is bottom right
SCENE_MAP_POSITION 0.3 0.25


#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 Hey <NAME>, we're still analyzing the data you collected on the nega orbs.
INTRO_TEXT In the mean time, we have some other tasks for you.
INTRO_TEXT Use the power in this transport to prime the inactive energy pumps.
INTRO_TEXT The acid in this area will destroy the transport, so be careful.

TALK_HEAD_TEX data/anna_happy.png
OUTRO_TEXT Well done <NAME>!

TALK_HEAD_TEX data/transparent_black.png
FAIL_TEXT The transport was destroyed.


TRIGGER SCRIPT data/maps/acid_meadow_raise_water.script 1 1.25 0.0 0.5 1.0 -1.0

ACTOR data/energy_truck.char 0.05 0.55
ACTIVATION_NODE data/energy_pump.char 0.86 0.53 data/energy_truck.char BEAM none
ACTIVATION_NODE data/energy_pump.char 0.5 0.45 data/energy_truck.char BEAM none
ACTIVATION_NODE data/energy_pump.char 0.34 0.76 data/energy_truck.char BEAM none

#ACTIVATION_NODE data/energy_pump.char 0.05 0.45 data/ethan.char NONE data/maps/acid_meadow_obj.script

# 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 0.05 0.5
PLAYER_EXIT_POINT 0.5 0.5
