/******************************************************************************/
/* Return To Chaos - Dungeon definition file: Walls                           */
/******************************************************************************/
/******************************************************************************/
/* Main Data                                                                  */
/*                                                                            */
/* The name of the dungeon as it will appear in the selection menu when       */
/* loading RTC and other basic details.                                       */
/******************************************************************************/
[Main Data]
NAME..........=(4 - WALLS)
AUTHOR........=(GEORGE GILBERT)
DATE..........=(DECEMBER 2003)
ENTRANCE......=(1,0,0,EAST)
IMPORT_TO.....=(1,0,0,EAST)
END_OF_GAME...=(NONE)
RESTRICT_RUNES=(FALSE)

[New - Bitmaps]
ADD	BITMAP_ENTRANCE_BACKGROUND_TOMB		FILE=(Modules\Examples\Background_Tomb.bmp)		SIZE=(640,400)	POSITION=(0,0)		SCALINGS=(1)
ADD	BITMAP_ENTRANCE_FOREGROUND_TOMB		FILE=(Modules\Examples\Foreground_Tomb.bmp)		SIZE=(640,400)	POSITION=(0,0)		SCALINGS=(1)
ADD	BITMAP_ENTRANCE_DOOR_LEFT_TOMB		FILE=(Modules\Examples\DoorL_Tomb.bmp)			SIZE=(210,322)	POSITION=(0,66)		SCALINGS=(1)
ADD	BITMAP_ENTRANCE_DOOR_RIGHT_TOMB		FILE=(Modules\Examples\DoorR_Tomb.bmp)			SIZE=(256,322)	POSITION=(210,66)	SCALINGS=(1)
ADD	BITMAP_ENTRANCE_SWITCH_ENTER_TOMB	FILE=(Modules\Examples\Switch_Enter_Tomb.bmp)		SIZE=(24,24)	POSITION=(488,92)	SCALINGS=(1)
ADD	BITMAP_ENTRANCE_SWITCH_RESUME_TOMB	FILE=(Modules\Examples\Switch_Resume_Tomb.bmp)		SIZE=(24,24)	POSITION=(488,158)	SCALINGS=(1)
ADD	BITMAP_ENTRANCE_SWITCH_QUIT_TOMB	FILE=(Modules\Examples\Switch_Quit_Tomb.bmp)		SIZE=(24,24)	POSITION=(488,222)	SCALINGS=(1)

ADD	BITMAP_WALL_SAND_01_MAIN	FILE=(Modules\Examples\Wall_Sand_01.bmp)		SIZE=(72,96)	POSITION=(32,46)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_01_ALT		FILE=(Modules\Examples\Wall_Sand_01_alt.bmp)		SIZE=(72,96)	POSITION=(32,46)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_02_MAIN	FILE=(Modules\Examples\Wall_Sand_02.bmp)		SIZE=(26,98)	POSITION=(14,44)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_02_ALT		FILE=(Modules\Examples\Wall_Sand_02_alt.bmp)		SIZE=(26,98)	POSITION=(14,44)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_03_MAIN	FILE=(Modules\Examples\Wall_Sand_03.bmp)		SIZE=(16,104)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_03_ALT		FILE=(Modules\Examples\Wall_Sand_03_alt.bmp)		SIZE=(16,104)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_04_MAIN	FILE=(Modules\Examples\Wall_Sand_04.bmp)		SIZE=(38,146)	POSITION=(22,64)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_04_ALT		FILE=(Modules\Examples\Wall_Sand_04_alt.bmp)		SIZE=(38,146)	POSITION=(22,64)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_05_MAIN	FILE=(Modules\Examples\Wall_Sand_05.bmp)		SIZE=(56,220)	POSITION=(34,96)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_05_ALT		FILE=(Modules\Examples\Wall_Sand_05_alt.bmp)		SIZE=(56,220)	POSITION=(34,96)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_06_MAIN	FILE=(Modules\Examples\Wall_Sand_06.bmp)		SIZE=(66,272)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_06_ALT		FILE=(Modules\Examples\Wall_Sand_06_alt.bmp)		SIZE=(66,272)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_07_MAIN	FILE=(Modules\Examples\Wall_Sand_07.bmp)		SIZE=(16,98)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_07_ALT		FILE=(Modules\Examples\Wall_Sand_07_alt.bmp)		SIZE=(16,98)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_08_MAIN	FILE=(Modules\Examples\Wall_Sand_08.bmp)		SIZE=(140,98)	POSITION=(70,50)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_08_ALT		FILE=(Modules\Examples\Wall_Sand_08_alt.bmp)		SIZE=(140,98)	POSITION=(70,50)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_09_MAIN	FILE=(Modules\Examples\Wall_Sand_09.bmp)		SIZE=(140,98)	POSITION=(70,50)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_10_MAIN	FILE=(Modules\Examples\Wall_Sand_10.bmp)		SIZE=(118,148)	POSITION=(18,74)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_10_ALT		FILE=(Modules\Examples\Wall_Sand_10_alt.bmp)		SIZE=(118,148)	POSITION=(19,74)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_11_MAIN	FILE=(Modules\Examples\Wall_Sand_11.bmp)		SIZE=(212,148)	POSITION=(106,74)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_12_MAIN	FILE=(Modules\Examples\Wall_Sand_12.bmp)		SIZE=(64,222)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_12_ALT		FILE=(Modules\Examples\Wall_Sand_12_alt.bmp)		SIZE=(64,222)	POSITION=(-1,-1)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_13_MAIN	FILE=(Modules\Examples\Wall_Sand_13.bmp)		SIZE=(320,222)	POSITION=(160,110)	SCALINGS=(1)
ADD	BITMAP_WALL_SAND_RF_MAIN	FILE=(Modules\Examples\Wall_Sand_rf.bmp)		SIZE=(448,62)	POSITION=(0,0)		SCALINGS=(1)
ADD	BITMAP_WALL_SAND_FL_MAIN	FILE=(Modules\Examples\Wall_Sand_fl.bmp)		SIZE=(448,150)	POSITION=(0,0)		SCALINGS=(1)

/******************************************************************************/
/* Graphics - Entrance                                                        */
/*                                                                            */
/* Unique identifiers for the graphics that make up the dungeon entrance      */
/* screen.                                                                    */
/******************************************************************************/
[Graphics - Entrance]
BACKGROUND...=(BITMAP_ENTRANCE_BACKGROUND_TOMB)
FOREGROUND...=(BITMAP_ENTRANCE_FOREGROUND_TOMB)
DOOR_LEFT....=(BITMAP_ENTRANCE_DOOR_LEFT_TOMB)
DOOR_RIGHT...=(BITMAP_ENTRANCE_DOOR_RIGHT_TOMB)
SWITCH_ENTER.=(BITMAP_ENTRANCE_SWITCH_ENTER_TOMB)
SWITCH_RESUME=(BITMAP_ENTRANCE_SWITCH_RESUME_TOMB)
SWITCH_QUIT..=(BITMAP_ENTRANCE_SWITCH_QUIT_TOMB)

/******************************************************************************/
/* Graphics - Wall Sets                                                       */
/*                                                                            */
/* Unique identifiers for the graphics that make up the user interface.       */
/******************************************************************************/
[Graphics - Interface]
BACKGROUND...=(NULL)
ARROWS_UP....=(BITMAP_INTERF_ARROWS_UP)
ARROWS_DOWN..=(BITMAP_INTERF_ARROWS_DOWN)
WEAPON_BOXES.=(BITMAP_INTERF_WEAPON_BOXES)
WEAPON_READY.=(BITMAP_INTERF_WEAPON_READY)
WEAPON_HIT...=(BITMAP_INTERF_WEAPON_HIT)
RUNE_SELECTOR=(BITMAP_INTERF_RUNE_SELECTOR)
CHAR_STATS...=(BITMAP_INTERF_CHAR_STATS)
CHAR_PORTRAIT=(BITMAP_INTERF_CHAR_PORTRAIT)
CHAR_DEAD....=(BITMAP_INTERF_CHAR_DEAD)

/******************************************************************************/
/* Graphics - Wall Sets                                                       */
/*                                                                            */
/* Unique identifiers for the graphics that make up the walls.                */
/******************************************************************************/
[Graphics - Wall Sets]
NAME=(WALLSET_DEFAULT)
WALL_01=(BITMAP_WALL_01_MAIN,BITMAP_WALL_01_ALT)
WALL_02=(BITMAP_WALL_02_MAIN,BITMAP_WALL_02_ALT)
WALL_03=(BITMAP_WALL_03_MAIN,BITMAP_WALL_03_ALT)
WALL_04=(BITMAP_WALL_04_MAIN,BITMAP_WALL_04_ALT)
WALL_05=(BITMAP_WALL_05_MAIN,BITMAP_WALL_05_ALT)
WALL_06=(BITMAP_WALL_06_MAIN,BITMAP_WALL_06_ALT)
WALL_07=(BITMAP_WALL_07_MAIN,BITMAP_WALL_07_ALT)
WALL_08=(BITMAP_WALL_08_MAIN,BITMAP_WALL_08_ALT)
WALL_09=(BITMAP_WALL_09_MAIN,NULL)
WALL_10=(BITMAP_WALL_10_MAIN,BITMAP_WALL_10_ALT)
WALL_11=(BITMAP_WALL_11_MAIN,NULL)
WALL_12=(BITMAP_WALL_12_MAIN,BITMAP_WALL_12_ALT)
WALL_13=(BITMAP_WALL_13_MAIN,NULL)
WALL_RF=(BITMAP_WALL_RF_MAIN,NULL,NULL,NULL)
WALL_FL=(BITMAP_WALL_FL_MAIN,NULL,NULL,NULL)

NAME=(WALLSET_SAND)
WALL_01=(BITMAP_WALL_SAND_01_MAIN,BITMAP_WALL_SAND_01_ALT)
WALL_02=(BITMAP_WALL_SAND_02_MAIN,BITMAP_WALL_SAND_02_ALT)
WALL_03=(BITMAP_WALL_SAND_03_MAIN,BITMAP_WALL_SAND_03_ALT)
WALL_04=(BITMAP_WALL_SAND_04_MAIN,BITMAP_WALL_SAND_04_ALT)
WALL_05=(BITMAP_WALL_SAND_05_MAIN,BITMAP_WALL_SAND_05_ALT)
WALL_06=(BITMAP_WALL_SAND_06_MAIN,BITMAP_WALL_SAND_06_ALT)
WALL_07=(BITMAP_WALL_SAND_07_MAIN,BITMAP_WALL_SAND_07_ALT)
WALL_08=(BITMAP_WALL_SAND_08_MAIN,BITMAP_WALL_SAND_08_ALT)
WALL_09=(BITMAP_WALL_SAND_09_MAIN,NULL)
WALL_10=(BITMAP_WALL_SAND_10_MAIN,BITMAP_WALL_SAND_10_ALT)
WALL_11=(BITMAP_WALL_SAND_11_MAIN,NULL)
WALL_12=(BITMAP_WALL_SAND_12_MAIN,BITMAP_WALL_SAND_12_ALT)
WALL_13=(BITMAP_WALL_SAND_13_MAIN,NULL)
WALL_RF=(BITMAP_WALL_SAND_RF_MAIN,NULL,NULL,NULL)
WALL_FL=(BITMAP_WALL_SAND_FL_MAIN,NULL,NULL,NULL)

/******************************************************************************/
/* Description                                                                */
/*                                                                            */
/* Text description of the dungeon as it will appear in the game.             */
/******************************************************************************/
[Description]
BACKGROUND=(BITMAP_INTERF_DESCRIPTION)
TITLE.....=(WALLS)
BODY......=(A SAMPLE DUNGEON SHOWING\HOW TO REPLACE WALL\AND ENTRANCE GRAPHICS.)
CREDIT....=(BY GEORGE GILBERT\DECEMBER 2003)

/******************************************************************************/
/* Characters                                                                 */
/*                                                                            */
/* Definitions of all the champions for use in mirrors or the party.          */
/******************************************************************************/
[Characters]
CHARACTER_ZED	NAME=(ZED)	TITLE=(DUKE OF BANVILLE)	GENDER=(M)	STATS=(999,999,999)	EXP=(15.0,15.0,15.0,15.0)	ATTRS=(255,255,255,255,255,255)	PORTRAIT=(BITMAP_PORTRAIT_ZED)

/******************************************************************************/
/* Party                                                                      */
/*                                                                            */
/* Starting members of the party                                              */
/******************************************************************************/
[Party]
CHARACTER_ZED

/******************************************************************************/
/* Layout                                                                     */
/*                                                                            */
/* Definitions of all the levels in the dungeon.                              */
/******************************************************************************/
[Layout]

; Level 0
WALLSET=(WALLSET_SAND)
LIGHT_LEVEL=(100)
OFFSET=(0,0)
SIZE=(10,11)
0111111111
0010001001
0011101111
0001010110
0111011101
1101010111
1001110010
1111010010
0001010110
0001111100
0000000000

/******************************************************************************/
/* Items                                                                      */
/*                                                                            */
/* Definitions of all the items found in the dungeon.                         */
/******************************************************************************/
[Items]

; none!