# 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, 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, dimensions)
# T: torch (NORTH=0, EAST, SOUTH, WEST, NONE)
# L: teleporter
# [R: x,y,z] (optional: angles to rotate in inventory screen)
#
# FIXME: Shape indexes must still be represented in the Constants enum

T:front.bmp
T:top.bmp
T:side.bmp
T:wood.bmp
T:floor.bmp
T:floor2.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:floor3.bmp
T:ring2.bmp

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

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 appears to be functional (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

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

# Constants::EW_WALL_INDEX
N:1
N:2,12,12
N:EW_WALL
N:0
N:ac8060ff

# Constants::EW_WALL_EXTRA_INDEX
N:1
N:2,14,12
N:EW_WALL_EXTRA
N:0
N:ac8060ff

# Constants::EW_WALL_TWO_EXTRAS_INDEX
N:1
N:2,16,12
N:EW_WALL_TWO_EXTRAS
N:0
N:ac8060ff

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

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

# Constants::NS_WALL_TWO_EXTRAS_INDEX
N:0
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:2
N:2,2,12
N:CORNER
N:0
N:ac8060ff

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

# Constants::EW_DOOR_INDEX
N:9
N:1,6,10
N:EW_DOOR
N:1
N:aa6633ff

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

# Constants::NS_DOOR_INDEX
N:8
N:6,1,10
N:NS_DOOR
N:1
N:aa6633ff

# Constants::NS_DOOR_TOP_INDEX
N:2
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:6
N:16,16,0
N:FLOOR_TILE
N:0
N:806040ff

# Constants::ROOM_FLOOR_TILE_INDEX
N:4
N:16,16,0
N:ROOM_FLOOR_TILE
N:0
N:a08040ff

# Constants::ROOM2_FLOOR_TILE_INDEX
N:5
N:16,16,0
N:ROOM2_FLOOR_TILE
N:0
N:a08040ff

# 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

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

# board.3ds
N:14,
N:12,4,10
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

# column.3ds
N:14
N:4,4,10
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:7,2,10
N:GATE_UP
N:8
N:ffffffff
3:/objects/gate-up.3ds
3:2.0

# gate-down.3ds
N:14
N:7,2,10
N:GATE_DOWN
N:8
N:ffffffff
3:/objects/gate-down.3ds
3:2.0

# Constants::SWORD_INDEX
N:14
N:1,3,1
N:SWORD
N:0
N:ffffffff
3:/objects/sword.3ds
3:0.25

# Constants::AXE_INDEX
N:14
N:2,3,1
N:AXE
N:0
N:ffffffff
3:/objects/axe.3ds
3:0.1

# 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

# Constants::CORPSE_INDEX
N:14
N:1,3,2
N:CORPSE
N:0
N:ffffffff
3:/objects/corpse.3ds
3:0.65

# Constants::TABLE_INDEX
N:14
N:4,5,3
N:TABLE
N:0
N:ffffffff
3:/objects/table.3ds
3:1.3

# Constants::CHAIR_INDEX
N:14
N:2,3,4
N:CHAIR
N:0
N:ffffffff
3:/objects/chair.3ds
3:0.8

# Constants::BOW_INDEX
N:14
N:1,3,1
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:1,2,1
N:MEAT
N:0
N:ffffffff
3:/objects/meat.3ds
3:0.3

# Constants::APPLE_INDEX
N:14
N:1,3,1
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:1,2,1
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:1,3,1
N:ARROW
N:0
N:ffffffff
3:/objects/arrow.3ds
3:0.5

# Constants::HELMET_INDEX
N:14
N:2,2,1
N:HELMET
N:0
N:ffffffff
3:/objects/helmet.3ds
3:0.25
R:90,0,0

# Constants::WAND_INDEX
N:14
N:1,2,1
N:WAND
N:0
N:ffffffff
3:/objects/wand.3ds
3:0.25

# Constants::PEDESTAL_INDEX
N:14
N:2,3,3
N:PEDESTAL
N:0
N:ffffffff
3:/objects/pedestal.3ds
3:0.45

# Constants::TCHEST_INDEX
N:14
N:2,2,3
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:3,3,1
N:SCROLL
N:0
N:ffffffff
3:/objects/scroll.3ds
3:0.40

# md2 models
2:FIGHTER
2:/models/m2.md2
2:2.0,3,3,6

2:ROGUE
2:/models/m1.md2
2:2.0,3,3,6

2:CLERIC
2:/models/m3.md2
2:2.5,3,3,6

2:WIZARD
2:/models/m4.md2
2:2.5,3,3,6

2:BUGGERLING
2:/models/m5.md2
2:1.2,3,3,6

2:SLIME
2:/models/m6.md2
2:1.2,3,3,6

2:BAUUL
2:/models/m7.md2
2:1.2,3,3,6

2:HYDRALISK
2:/models/m8.md2
2:1.2,3,3,6

2:BRAWN
2:/models/m9.md2
2:1.2,3,3,6

2:PHANTOM
2:/models/m10.md2
2:2,3,3,6

2:RAPTOR
2:/models/m11.md2
2:2,3,3,6

2:FAIRY
2:/models/m12.md2
2:2,3,3,6

