# Textures and shapes
# keys:
# T:texture file name
# G:texture group (used for 'native' shapes): front,top,left-right
# D:descriptions (first line=count)
# N:native shape (box) lines: 
#    texture-group or theme reference: theme,xyz where 'xyz' is one of these:
#       wall,corner,door_ew,door_ns,passage_floor,room_floor
#    dimensions
#    name
#    description group
#    color
#
# P:shape options
#   shape index
#   skip side: 
#     none=0
#     FRONT_SIDE = 1;
#     TOP_SIDE = 2;
#     LEFT_RIGHT_SIDE = 4;  
#   stencil: 0,1
#   light blocking: 0,1
# shape subtypes:
# 3: 3ds object (lines: file, scale)
# 2: md2 object (lines: name, file, scale)
# T: torch (NORTH=0, EAST, SOUTH, WEST, NONE)
# L: teleporter
# [R: x,y,z] (optional: angles to rotate in inventory screen)
# H: dungeon theme (see comments below)

T:front.bmp
T:top.bmp
T:side.bmp
T:wood.bmp
T:top.bmp
T:copper.bmp
T:woodtop.bmp
T:fronttop.bmp
T:light.bmp
T:flame.bmp
T:doorNS.bmp
T:doorEW.bmp
T:bookshelf.bmp
T:chestfront.bmp
T:chestside.bmp
T:chesttop.bmp
T:marble.bmp
T:metal.bmp
T:ring2.bmp
T:iron.bmp
T:gui-wood.bmp

# This is "old-school". It's only used for "native" objects: chest, bookcase, etc.
# Walls, floors and doors now use themes (much more flexible; see below)
G:0,7,2
G:2,7,0
G:3,6,3
G:3,16,3
G:0,4,0
G:0,17,0
G:0,5,0
G:8,0,0
G:10,6,6
G:6,6,11
G:6,6,12
G:14,15,13
G:12,6,6
G:13,15,14
G:0,0,0

# Theme lines: 
#   name, 
#   wall, 
#   corner, 
#   door_ew, 
#   door_ns, 
#   passage_floor, 
#   room_floor
#   "purple" multi-texture: r,g,b,intensity,smooth(1|0)
#   same as above, but for the "dark" multi-texture value
#
# Names of textures don't include .bmp.
# Each entry is 3 required textures: front,top,side,
# followed by up to 7 variant textures. Variants for walls
# will be displayed on the sides and for floors on the top
# texture.
#
# You can specify a texture multiple times, it's only loaded once.

# HQ must be the 0th theme.
H:HQ
H:wall,walltop,wall,wallv1
H:corner,woodtop,corner
H:metal,metal,door2NS
H:door2NS,metal,metal
H:floor4,floor4,floor4,floor4v1
H:floor5,floor5,floor5,floor5v1
H:0.6,0.4,0.8,0.7,1
H:0.5,0.6,0.8,0.8,1

H:Default
H:front,fronttop,front,frontv1,frontv2
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor2,floor2,floor2,floor2v1,floor2v2
H:floor,floor,floor,floorv1
H:0.8,0.4,1.0,0.95,0
H:0.5,0.6,0.8,0.8,0

H:Other
H:wall2,fronttop,wall2,wall2v1,wall2v2
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor6,floor6,floor6,floor6v1
H:floor3,floor3,floor3
H:0.8,0.4,1.0,0.95,1
H:0.5,0.6,0.8,0.8,1

H:Other2
H:brick,fronttop,brick,brickv1
H:wood,woodtop,wood
H:woodtop,woodtop,doorEW
H:doorNS,woodtop,woodtop
H:floor7,floor7,floor7,floor7v1
H:brickfloor,brickfloor,brickfloor,brickfloorv1
H:0.7,0.4,0.75,0.95,1
H:0.5,0.6,0.8,0.8,1

# Descriptions
D:3
D:Pale weeds grow over these ancient walls
D:The walls crumble with age, yet appear sturdy
D:Dark limestone walls mark these corridors

D:3
D:It appears to be a thick wooden door
D:A dungeon door made of wood
D:The aged oak door is scarred by knife points and torch flame

D:2
D:The door frames seem to be made of some hard wood
D:The wood around the doors is reinforced by metal nails

D:3
D:A torch blazes nearby
D:The light is firmly attached to the wall, you cannot get it
D:It is a burning torch

D:3
D:A large wooden board that describes available missions
D:Click on the board to learn about your missions
D:The corporate 'brains' of S.C.O.U.R.G.E. inc.

D:2
D:A burning brazier
D:A brazier radiates heat nearby

D:2
D:You see a shining marble column
D:The column supports the ceiling

D:3
D:This teleporter is here courtesy of the management
D:This teleporter can take you back to headquarters
D:It is a teleporter

D:3
D:These stairs lead to another level
D:Stairs leading into darkness
D:You see a flight of stairs

D:3
D:It's a rusty lever.
D:It is best to leave that alone.
D:Touch it: it may add new germs to your collection.

# unitside=16
# unitoffset=2
# wallheight=12

# Constants::EW_WALL_INDEX
N:theme,wall
N:2,12,12
N:EW_WALL
N:0
N:ac8060ff

# Constants::EW_WALL_EXTRA_INDEX
N:theme,wall
N:2,14,12
N:EW_WALL_EXTRA
N:0
N:ac8060ff

# Constants::EW_WALL_TWO_EXTRAS_INDEX
N:theme,wall
N:2,16,12
N:EW_WALL_TWO_EXTRAS
N:0
N:ac8060ff

# Constants::NS_WALL_INDEX
N:theme,wall
N:12,2,12
N:NS_WALL
N:0
N:ac8060ff

# Constants::NS_WALL_EXTRA_INDEX
N:theme,wall
N:14,2,12
N:NS_WALL_EXTRA
N:0
N:ac8060ff

# Constants::NS_WALL_TWO_EXTRAS_INDEX
N:theme,wall
N:16,2,12
N:NS_WALL_TWO_EXTRAS
N:0
N:ac8060ff

# P:shape options
#   shape index
#   skip side: (none=0, FRONT_SIDE = 1, TOP_SIDE = 2, LEFT_RIGHT_SIDE = 4)
#   stencil: 0,1
#   light blocking: 0,1
P:0,1,1,1
P:1,1,1,1
P:2,1,1,1
P:3,4,1,1
P:4,4,1,1
P:5,4,1,1

# Constants::CORNER_INDEX
N:theme,corner
N:2,2,12
N:CORNER
N:0
N:ac8060ff

# Constants::DOOR_SIDE_INDEX
N:theme,corner
N:2,2,10
N:DOOR_SIDE
N:2
N:aa6633ff

# Constants::EW_DOOR_INDEX
N:theme,door_ew
N:1,6,10
N:EW_DOOR
N:1
N:aa6633ff

# Constants::EW_DOOR_TOP_INDEX
N:theme,corner
N:2,12,2
N:EW_DOOR_TOP
N:2
N:aa6633ff

# Constants::NS_DOOR_INDEX
N:theme,door_ns
N:6,1,10
N:NS_DOOR
N:1
N:aa6633ff

# Constants::NS_DOOR_TOP_INDEX
N:theme,corner
N:12,2,2
N:NS_DOOR_TOP
N:2
N:aa6633ff

P:8,0,0,1
P:10,0,0,1

# Constants::FLOOR_TILE_INDEX
N:theme,passage_floor
N:16,16,0
N:FLOOR_TILE
N:0
N:806040ff

# Constants::ROOM_FLOOR_TILE_INDEX
N:theme,room_floor
N:16,16,0
N:ROOM_FLOOR_TILE
N:0
N:a08040ff

# Constants::ROOM2_FLOOR_TILE_INDEX
#N:theme,room_floor
#N:16,16,0
#N:ROOM2_FLOOR_TILE
#N:0
#N:a08040ff

P:12,5,0,0
P:13,5,0,0
#P:14,5,0,0

# Constants::LAMP_NORTH_INDEX
N:14
N:1,1,2
N:LAMP_NORTH
N:3
N:ffffffff
T:0

# Constants::LAMP_SOUTH_INDEX
N:14
N:1,1,2
N:LAMP_SOUTH
N:3
N:ffffffff
T:2

# Constants::LAMP_WEST_INDEX
N:14
N:1,1,2
N:LAMP_WEST
N:3
N:ffffffff
T:3

# Constants::LAMP_EAST_INDEX
N:14
N:1,1,2
N:LAMP_EAST
N:3
N:ffffffff
T:1

# Constants::LAMP_BASE_INDEX
#N:2
#N:1,1,2
#N:LAMP_BASE
#N:3
#N:f0f0ffff
N:2
N:1,1,2
N:LAMP_BASE
N:3
N:ffffffff
3:/objects/torch.3ds
3:0.7


# Constants::EMPTY_SHAPE_INDEX
N:2
N:1,1,1
N:EMPTY_SHAPE
N:3
N:ffffffff

# board.3ds
N:14,
N:1,1,1
N:BOARD
N:4
N:ffffffff
3:/objects/board.3ds
3:1.2

# Constants::BRAZIER_INDEX]
N:14
N:3,3,3
N:BRAZIER
N:5
N:e820ffff
T:5

# Constants::BRAZIER_BASE_INDEX
#N:2
#N:3,3,1
#N:BRAZIER_BASE
#N:5
#N:f0f0ffff
N:14
N:1,1,1
N:BRAZIER_BASE
N:5
N:ffffffff
3:/objects/brazier.3ds
3:1.0


# column.3ds
N:14
N:1,1,1
N:COLUMN
N:6
N:ffffffff
3:/objects/column.3ds
3:1.7

# Constants::TELEPORTER_INDEX
N:2
N:3,3,14
N:TELEPORTER
N:7
N:0020ffff
L:1

# Constants::TELEPORTER_BASE_INDEX
N:3
N:3,3,1
N:TELEPORTER_BASE
N:7
N:f0f0ffff

# gate-up.3ds
N:14
N:1,1,1
N:GATE_UP
N:8
N:ffffffff
3:/objects/gate-up.3ds
3:2.0

# gate-down.3ds
N:14
N:1,1,1
N:GATE_DOWN
N:8
N:ffffffff
3:/objects/gate-down.3ds
3:2.0

N:14
N:1,1,1
N:DAGGER
N:0
N:ffffffff
3:/objects/sword.3ds
3:0.25

N:14
N:1,1,1
N:SWORD
N:0
N:ffffffff
3:/objects/sword2.3ds
3:0.4

# Constants::AXE_INDEX
N:14
N:1,1,1
N:AXE
N:0
N:ffffffff
3:/objects/axe.3ds
3:0.4

# Constants::BOOKSHELF_INDEX
N:10
N:2,5,7
N:BOOKSHELF
N:0
N:0000ffff

# Constants::CHEST_INDEX
N:11
N:2,3,2
N:CHEST
N:0
N:ffaa80ff

# Constants::BOOKSHELF2_INDEX
N:12
N:5,2,7
N:BOOKSHELF2
N:0
N:0000ffff

# Constants::CHEST2_INDEX
N:13
N:3,2,2
N:CHEST2
N:0
N:ffaa80ff

N:14
N:1,1,1
N:BARREL
N:0
N:ffffffff
3:/objects/barrel.3ds
3:0.9

N:14
N:1,1,1
N:CRATE
N:0
N:ffffffff
3:/objects/crate.3ds
3:1.2

N:14
N:1,1,1
N:VASE
N:0
N:ffffffff
3:/objects/vase.3ds
3:1.0

N:14
N:1,1,1
N:COMMODE
N:0
N:ffffffff
3:/objects/commode.3ds
3:1.0

# Constants::CORPSE_INDEX
N:14
N:1,1,1
N:CORPSE
N:0
N:ffffffff
3:/objects/corpse.3ds
3:0.65

# Constants::TABLE_INDEX
N:14
N:1,1,1
N:TABLE
N:0
N:ffffffff
3:/objects/table.3ds
3:1.3

# Constants::CHAIR_INDEX
N:14
N:1,1,1
N:CHAIR
N:0
N:ffffffff
3:/objects/chair.3ds
3:0.8

# Constants::BOW_INDEX
N:14
N:1,1,1
N:BOW
N:0
N:ffffffff
3:/objects/bow.3ds
3:0.65

# Constants::BOTTLE_INDEX
N:14
N:1,1,1
N:BOTTLE
N:0
N:ffffffff
3:/objects/bottle.3ds
3:0.5

# Constants::MEAT_INDEX
N:14
N:1,1,1
N:MEAT
N:0
N:ffffffff
3:/objects/meat.3ds
3:0.3

# Constants::APPLE_INDEX
N:14
N:1,1,1
N:APPLE
N:0
N:ffffffff
3:/objects/apple.3ds
3:0.3

# Constants::MUSHROOM_INDEX
N:14
N:1,1,1
N:MUSHROOM
N:0
N:ffffffff
3:/objects/mushroom.3ds
3:0.3

# Constants::BREAD_INDEX
N:14
N:1,1,1
N:BREAD
N:0
N:ffffffff
3:/objects/bread.3ds
3:0.3

# Constants::EGG_INDEX
N:14
N:1,1,1
N:EGG
N:0
N:ffffffff
3:/objects/egg.3ds
3:0.3

# Constants::ARROW_INDEX
N:14
N:1,1,1
N:ARROW
N:0
N:ffffffff
3:/objects/arrow.3ds
3:0.5

# Constants::HELMET_INDEX
N:14
N:1,1,1
N:HELMET
N:0
N:ffffffff
3:/objects/helmet.3ds
3:0.25
R:90,0,0

# Constants::WAND_INDEX
N:14
N:1,1,1
N:WAND
N:0
N:ffffffff
3:/objects/wand.3ds
3:0.25

# Constants::PEDESTAL_INDEX
N:14
N:1,1,1
N:PEDESTAL
N:0
N:ffffffff
3:/objects/pedestal.3ds
3:0.45

# Constants::TCHEST_INDEX
N:14
N:1,1,1
N:TCHEST
N:0
N:ffffffff
3:/objects/tchest.3ds
3:0.4

# Constants::POTION_INDEX
N:14
N:1,1,1
N:POTION
N:0
N:ffffffff
3:/objects/potion.3ds
3:0.25

# Constants::SCROLL_INDEX
N:14
N:1,1,1
N:SCROLL
N:0
N:ffffffff
3:/objects/scroll.3ds
3:0.40

# off switch
N:14
N:1,1,1
N:SWITCH_OFF
N:9
N:ffffffff
3:/objects/offswitch.3ds
3:0.7

# off switch
N:14
N:1,1,1
N:SWITCH_ON
N:9
N:ffffffff
3:/objects/onswitch.3ds
3:0.7

# md2 models
2:FIGHTER
2:/models/m2.md2
2:2.0

2:ROGUE
2:/models/m1.md2
2:2.0

2:CLERIC
2:/models/m3.md2
2:2.5

2:WIZARD
2:/models/m4.md2
2:2.5

2:BUGGERLING
2:/models/m5.md2
2:1.2

2:SLIME
2:/models/m6.md2
2:1.2

2:BAUUL
2:/models/m7.md2
2:1.2

2:HYDRALISK
2:/models/m8.md2
2:1.2

2:BRAWN
2:/models/m9.md2
2:1.2

2:PHANTOM
2:/models/m10.md2
2:2

2:RAPTOR
2:/models/m11.md2
2:2

2:FAIRY
2:/models/m12.md2
2:2

2:COBRA
2:/models/m13.md2
2:2
