#
#	Image specifier:
#
#			"name"										-> single unanimated bitmap
#			{num, stride, "name", "name", ...}			-> regular animated bitmap
#			{num, "name", delay, "name", delay, ...}	-> irregular animated bitmap

# tile information - {ASCII map identifier, collidable flag, deadly flag,
# in-front flag, cloud flag, <image specifier>}
{
	{"-", 1, 0, 0, 0,	"log.bmp"}
	{"f", 0, 1, 0, 0,	{4, 2, "flame1.bmp", "flame2.bmp", "flame3.bmp", "flame4.bmp"}}
	{"w", 0, 1, 1, 0,	{4, 5, "water1.bmp", "water2.bmp", "water3.bmp", "water2.bmp"}}
	{"W", 0, 1, 1, 0,	"staticwater.bmp"}
}

# map - {ID, name, clear r, g, b, foreground map, background map,
# background scrolling multiple, background fixed update x, y,
# ID of screen to the left, ID of screen to the right, ID of screen to the top,
# ID of screen to the bottom }
{
	{1, "An indoor area",
				0.6, 0.6, 0.6,
				"indoor.txt", "indoorback.txt", 0.8, 0, 0,
				3, 2, 0, 0}

	{2, "The treehouse",
				0, 0, 0.2,
				"treehouse.txt", "outdoorback.txt", 0.3, 0.2, 0,
				1, 0, 0, 0}

	{3, "Out the Front",
				0, 0, 0.2,
				"front.txt", "outdoorback.txt", 0.8, 0, 0,
				0, 1, 0, 0}
}

# information on how links should be handled - {ID1, ID2, offset x, offset y}
{
	{1, 2, 0, 80}
	{1, 3, 0, 0}
}

# start information for Dizzy - {screen ID, x, y}
{1, 160, 100}

# object information - {ID, name, initial screen, initial x, initial y, <image specifier>}
#
# Special case ID:
#
#	0	- non-collectable object
#
{
	{0, "The Prince",			1, 272, 208,	"prince.png"}
	{2, "A bucket of water",	2, 906, 296,	"bucket.bmp"}
}

# hot spot information - {
#		ID,
#
#		screen reference, object reference,
#		x1, y1, x2, y2, 
#		dialogue ID (0 for none...), map patch ID,
#		object patch ID, hot spot patch, Dizzy patch
#
#		}
#
# Special case object IDs:
#
#	0	- no object, Dizzy must merely walk in to activate
#	1 	- no object, Dizzy must use 'action' to activate
#
{
	{0,	1, 2,	8, 104, 40, 128,	1, 1, 0, 1, 0}

	{3,	1, 0,	8, 104, 24, 112,	4, 0, 0, 0, 1}

	{1,	1, 1,	232, 184, 292, 232,	2, 0, 0, 0, 0}
	{2,	0, 1,	232, 184, 292, 232,	3, 0, 0, 0, 0}
}

# map patch information - {ID, map ID, offset x, offset y, new data }
{
	{1, 1, 1, 14, "indoorpatch.txt"}
}

# dialogue information - { dialogue ID, filename}
{
	{1, "fireout.txt"}
	{2, "princeunhappy.txt"}
	{3, "princehappy.txt"}
	{4, "dizzypain.txt"}
}

# object patch information - {patch ID, object ID, new screen ID }
{
}

# hot spot patch information - {patch ID, spot ID, new screen ID }
{
	{1,	1, 0}
	{1,	2, 1}
	{1,	3, 0}
}

# Dizzy patch information - {patch ID, new screen ID, x, y,
#				jumping flag, direction flag}
#
#	NB:	if new screen ID is non-zero, Dizzy moves screen and
#		gets a new x, y. Otherwise all three pieces of information
#		are ignored
#
#	Direction:	+1 = right, -1 = left
#
{
	{1,	0, 0, 0,	1, 1}
}

# Creature palette  - {	palette ID, "death" item, join to start point flag,
#						collision mode, tilemap name, 
#						<image specifier> }
#
#	Collision modes are:
#
#		0 - no collisions at all
#		1 - damage causing collision (no movement of Dizzy)
#		2 - catapulting collision
#		3 - tilemap collision
#
#
{
	{0, 0,	0,	 3, "shark.txt", "sharkfin.png"}
	{1, 0,	0,	 1, "",	"smallsnail.png"}
}

# Creature instance information - {creature ID, screen ID,
#			{ movement list }
#			behind flag, palette ID }
#
{
	{1, 3,		{ {92, 172, 0, 264} {356, 172, 1, 264} },		1, 0}
	{2, 2,		{ {272, 288, 0, 400} {364, 288, 1, 400} },		0, 1}
}

# Creature patch information - {ID, creature ID, screen ID, substitution ID}
#
# screen ID is only applied if substitution ID is non-zero!
{
}
