
# PRE-CONFIGURATION
# This config file is meant to be loaded into another config before that
# config is useful; it defines the monsters that may be popped into those
# worlds, defines and loads fonts, and other things the level designers
# don't really want to care about
#

# associate images to symbolic name
image-list start
bluebrick   blbrick.pcx	# basic 16x16 blue floor tile
brownbrick  brbrick.pcx
floorgreen  floorgr.pcx
pointyplus  pointy.pcx
grill	    grill.pcx
ladder	    grill.pcx	rotate90
skeefont    fontaa.pcx
yellowguy   yellowg.pcx	#rotate45
yellowshrink   yellowsh.pcx
shot1	    shot1.pcx
door16	    door16.pcx
convey4x    convey4x.pcx
convey4y    convey4y.pcx
door2x	    door2x.pcx
orangekey   orkey.pcx
exit	    exit2x.pcx
buttongr    buttongr.pcx
buttonor    buttonor.pcx
fireball    fireball.pcx
alfatesttga alfatest.tga	rotate90
textsel	    arrow_e.pcx
testfont    bigfont1.pcx
spinner2    spinner2.pcx
image-list end

font		fpsfont
offset_x	1
offset_y	1
char_offset_x	10
kern_offset_x   9
kern_offset_y   11
image		skeefont
charmap		"! #$%&'[]*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz(|)~"
font		end


font		testfont
offset_x	0
offset_y	0
char_offset_x	20
kern_offset_x   15
kern_offset_y   20
image		testfont
charmap		"ABCDEFGHIJKL"
font		end



sprite		baba
name		baba
order		1	    # spr. order is 1..3 (start at 1, 3 is drawn last)
speed		3
option		impassable
# AI details
ai		mob_wander    # the AI to use
ainear		mob_robotron  # the AI to use when player is "near"
near		5	    # 7 tiles away is "near"
# dimensions; artwork dimensions and sprite body dimensions!
image_width	16
image_height	16
width		16
height		16
#
# while standing still
anim_statedef	still	    # if engine needs a missing state, first state used
anim_steps	5	    # 7 artworks in pcx file
anim_offset_x	25	    # artwork is 25px offset from last step
anim_image	pointyplus  # use this image for animating this state
#
sprite		end



sprite		pushwall
name		pushwall
order		1	    # spr. order is 1..3 (start at 1, 3 is drawn last)
option		pushable
option		impassable
# AI details
ai		nil         # the AI to use
# dimensions; artwork dimensions and sprite body dimensions!
image_width	16
image_height	16
width		16
height		16
#
# while standing still
anim_statedef	still	    # if engine needs a missing state, first state used
anim_steps	0	    # 7 artworks in pcx file
anim_offset_x	0	    # artwork is 25px offset from last step
anim_image	grill       # use this image for animating this state
#
sprite		end



sprite		fireballd
name		fireball
order		1
ai		mob_bounce
speed		4
start_direction	down
option		ethereal
option		indestructable
image_width	16
image_height	16
width		16
height		16
anim_statedef	still
anim_steps	1
anim_image	fireball
sprite		end




sprite		orangekey
name		OrangeKey
order		1	    # spr. order is 1..3 (start at 1, 3 is drawn last)
option		carryable
option		indestructable
option		impassable
ai		nil
ainear		mob_flee
near		5
speed		3
# dimensions; artwork dimensions and sprite body dimensions!
image_width	20
image_height	12
width		20
height		12
#
# while standing still
anim_statedef	still
anim_steps	1
anim_image	orangekey
#
sprite		end



sprite		babagen
name		babagen
ai		mob_generator # the AI to use
ainear		mob_flee
speed		3
near		5
option		impassable
image_width	16
image_height	16
width		16
height		16
order		1	    # order is 1..3 (start at 1, 3 is drawn last)
#
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_offset_x	0	    # artwork is 25px offset from last step
anim_shift_y	0
anim_image	door16      # use this image for animating this state
#
sprite		end



sprite		babagen2
name		babagen2
ai		mob_generator # the AI to use
image_width	16
image_height	16
option		impassable
width		16
height		16
order		1	    # order is 1..3 (start at 1, 3 is drawn last)
#
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_offset_x	0	    # artwork is 25px offset from last step
anim_shift_y	0
anim_image	door16      # use this image for animating this state
#
sprite		end



sprite		fblauncher
name		FireBallLauncher
ai		mob_generator # the AI to use
image_width	16
image_height	16
width		16
height		16
order		1	    # order is 1..3 (start at 1, 3 is drawn last)
#
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_offset_x	0	    # artwork is 25px offset from last step
anim_shift_y	0
anim_image	door16      # use this image for animating this state
#
sprite		end






sprite		arrow	    # don't need 4/8 arrows.. use states!
name		arrow
option		airborne
#option		impassable
option		velocity
ai		mob_arrow	    # the AI to use
speed		10
width		8
height		8
image_width	8
image_height	8
order		2	    # order is 1..3 (start at 1, 3 is drawn last)
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_image	shot1       # use this image for animating this state
sprite		end



sprite		alpha	    # don't need 4/8 arrows.. use states!
name		alpha
option		airborne
option		impassable
option		ethereal
ai		mob_wander
near		3
ainear		mob_robotron	    # the AI to use
width		32
height		32
image_width	32
image_height	32
order		2	    # order is 1..3 (start at 1, 3 is drawn last)
anim_statedef	still	    # animation state 1; 1..n (start at 1)
anim_steps	1	    # 7 artworks in pcx file
anim_image	alfatesttga # use this image for animating this state
sprite		end




sprite		player
name		player
ai		player
speed		2	    # player moves twice as often as everything else!
option		impassable
option		velocity
option		angles
# render order (1 is first, 3 is last)
order		1
# location of body within sprite
width		16
height		12
offset_y	9
# artwork for sprite
image_width	24          # 16
image_height	24          # 21
# while standing still
anim_statedef	still
anim_steps	1
anim_image	yellowguy   # 16x21px
# rotation setup
anim_statedef   angles  32  # include number of angles; default is 8!
anim_steps	1	    # 7 artworks in pcx file
anim_offset_x	0	    # artwork is 25px offset from last step
anim_image	yellowguy   # use this image for animating this state
# while moving up
anim_statedef	up	    # if engine needs a missing state, first state used
anim_steps	5	    # 7 artworks in pcx file
anim_offset_x	25	    # artwork is 25px offset from last step
anim_image	pointyplus  # use this image for animating this state
#
anim_statedef	left	    # if engine needs a missing state, first state used
anim_steps	1	    # 7 artworks in pcx file
anim_image	textsel     # use this image for animating this state
#
anim_statedef	down	    # if engine needs a missing state, first state used
anim_steps	5	    # 7 artworks in pcx file
anim_offset_x	25	    # artwork is 25px offset from last step
anim_image	pointyplus  # use this image for animating this state
#
sprite		end
