// Main Config File
///
//******************************************************
// Current Resolution 640 x 480
// Values are max size! ANYTHING higher will go over the frame!
// SmallPic           176 x 211 (includes spritepic and 3D view)
// SmallPicFrame      204 x 239
// BigPic             608 x 288
// WallPic            112 x 134, 49 x 58, 16 x 19, -> 176,211
//***************************
Install_Dir = C:\games\DungeonCraft
Default_Resources = C:\games\DungeonCraft\DefaultArt
CommonCharFolder = C:\games\DungeonCraft\CharSave
Game_Exec = C:\games\DungeonCraft\UAFWin\UAFWin.exe
// error log location defaults to same folder
// as executable, use the following to change it
//LOG_ERROR_PATH = C:\UAF\UAFErrors.txt
HttpUpdate1 = http://uaf.sourceforge.net
//***************************
// Shared Config
//***************************
Force_SysMem = 1
LOG_ERRORS = 1
LOG_DATABASE_ERRORS = 40
LOG_COMPILE_ERRORS = 40
MAX_UNDO_ACTIONS = 20
EDITOR_COLOR_1 = 0,0,0
EDITOR_COLOR_2 = 0,0,255
EDITOR_COLOR_3 = 0,255,0
EDITOR_COLOR_4 = 255,0,0
EDITOR_COLOR_5 = 255,255,0
EDITOR_COLOR_6 = 255,0,255
EDITOR_COLOR_7 = 0,255,255
EDITOR_COLOR_8 = 192,192,192
EDITOR_COLOR_9 = 128,128,128
EDITOR_COLOR_10 = 128,128,255
EDITOR_COLOR_11 = 128,255,128
EDITOR_COLOR_12 = 255,128,128
EDITOR_COLOR_13 = 255,128,0
EDITOR_COLOR_14 = 0,128,255
EDITOR_COLOR_15 = 192,192,0
EDITOR_COLOR_16 = 255,255,255

// for each zone
DEFAULT_SUMMONED_MONSTER = Goblin

// combat sounds
DEF_CHAR_DEATH = snd_death.mp3
DEF_CHAR_MOVE = snd_step_stone.mp3
DEF_HIT = snd_hit.mp3
DEF_MISS = snd_miss.mp3
DEF_CAST = cast.wav
DEF_BUMP = snd_bump_brick.mp3
DEF_STEP = snd_step_stone.mp3
DEF_INTRO = snd_mus_intro.mp3
DEF_DEATH = snd_death.mp3

// default art files, changes only affect editor
DEF_HORZ_BAR = bo_defhb.png
DEF_VERT_BAR = bo_defvb.png
DEF_FRAME = bo_deffr.png
DEF_COMBAT_WALLS = cw_defcw.png
DEF_COMBAT_WALLS_WILDERNESS = cww_defcww.png
DEF_COMBAT_CURSOR = cu_defcc.png
DEF_COMBAT_DEATH_ICON = defcdi.png
DEF_COMBAT_DEATH = defcd.png
DEF_CAMP = sp_defca.png
DEF_TREASURE = sp_deftr.png
DEF_ICONBG = defib.png


//***************************
// Game Engine Config
//***************************
Screen_Width  = 640
Screen_Height = 480
Color_Bits    = 32
Inter_Character_Delay = 15

// text colors used
COLOR_WHITE = 255,255,255
COLOR_BLACK = 0,0,0
COLOR_GREEN = 0,255,0
COLOR_RED = 255,0,0
COLOR_YELLOW = 255,255,0
COLOR_BLUE = 128,128,255
COLOR_COMBAT_GREEN = 0,255,0
COLOR_COMBAT_RED = 255,0,0
COLOR_COMBAT_YELLOW = 255,255,0
COLOR_COMBAT_BLUE = 64,128,255
BACKGROUND_FILL = 0,0,0
BACKGROUND_COMBAT_FILL = 0,0,0
COLOR_KEYBOARD_SHORTCUT = 251,133,15
USE_KEYBOARD_SHORTCUT = 1
COLOR_CUSTOM_1 = 102,247,159

// combat flags, they will only affect the debug build
// of the engine
//Monster_NoMove     = 0
//Monster_AlwaysMiss = 1
//Monster_AlwaysHit  = 0
//Monster_NoCast     = 0
//Monster_PlyrControl = 0
//Monster_NoDeath    = 0
//Party_AlwaysMiss   = 0
//Party_AlwaysHit    = 0

//DLD Starting x,y where text messages will be written to
TEXTBOX = 18,328
DEFAULT_MENU_HORZ = 14,460
DEFAULT_MENU_VERT = 200,200
DEFAULT_MENU_TEXTBOX = 200,328
PARTYNAMES = 18,18,275,18
LOCATIONTEXT = 275,280
VERSIONTEXT = 280,301
BIGPICSIZE = 14,16,622,304
TEXTBOX_LINES = 6

HORZ_BAR_TOP = 0,0
HORZ_BAR_MIDDLE = 0,309
HORZ_BAR_BOTTOM = 0,444
VERT_BAR_LEFT = 0,0
VERT_BAR_MIDDLE = 258,0
VERT_BAR_RIGHT = 626,0
VIEWPORT_FRAME = 34,40
VIEWPORT_FRAME_SRC = 0,0,204,239
VIEWPORT_FRAME_OFFSET = 417,-19 //in character view
VIEWPORT_RECT = 48,54,224,265
VERT_BAR_LONG = 1,1,13,457
VERT_BAR_SHORT = 21,1,32,323
//VERT_BAR_LONG_2 = 29,1,43,457
HORZ_BAR_LONG = 0,0,636,14
HORZ_BAR_LONG_2 = 0,14,636,28
HORZ_BAR_LONG_3 = 0,28,636,43

// Default UA-like wall rects used for 3D View
// These are source bitmap coords
// within the art image file. Check the BlankWall.bmp template
// to match these labels to a wall section.
// Specify pixel coords for left, top, right, bottom
// These apply to walls, overlays, and doors
//
A_WALL_RECT = 392,146,424,357
B_WALL_RECT = 522,146,554,357
C_WALL_RECT = 262,146,294,280
D_WALL_RECT = 342,146,374,280
E_WALL_RECT = 262,146,374,280
F_WALL_RECT = 2,146,34,280
G_WALL_RECT = 132,146,164,280
H_WALL_RECT = 522,2,570,60
I_WALL_RECT = 262,2,278,60
J_WALL_RECT = 2,2,18,21
K_WALL_RECT = 392,2,408,60
L_WALL_RECT = 522,2,538,60
M_WALL_RECT = 554,2,570,60
N_WALL_RECT = 18,146,34,280
O_WALL_RECT = 132,146,148,280
P_WALL_RECT = 132,2,148,21
// x,y offsets added to VIEWPORT_RECT.left,VIEWPORT_RECT.top to get
// new dest x,y within viewport frame
A_OFF = -32,0
B_OFF = 112,0
C_OFF = 0,40
D_OFF = 0,40
E_OFF = 0,40
F_OFF = -32,40
G_OFF = 48,40
H_OFF = 0,78
I_OFF = 0,78
J_OFF = 0,96
K_OFF = 32,78
L_OFF = 0,78
M_OFF = 0,78
N_OFF = -16,40
O_OFF = 48,40
P_OFF = 0,96

// viewport_coords holds the coords for drawing tiles in the
// regular viewport, which is composed of 13 viewable squares
// no matter which direction the player is facing.  
//
// The viewport map is numbered as:
//
// 5 distant walls
//      0  2  4  3  1
//      5  7  9  8  6
//        10 12 11
//
// 7 distant walls
//   13 0  2  4  3  1 14
//      5  7  9  8  6
//        10 12 11
//
//  with the player standing in 12.
//
// These are destination offsets from the ViewportX,Y
// for where the viewport 3D walls are drawn.
//
// Defaults for 5 distant walls
VIEWPORT_COORD_0 =  0,0
VIEWPORT_COORD_1 =  144,0
VIEWPORT_COORD_2 =  32,0
VIEWPORT_COORD_3 =  112,0
VIEWPORT_COORD_4 =  64,0
VIEWPORT_COORD_5 =  0,0
VIEWPORT_COORD_6 =  160,0
VIEWPORT_COORD_7 =  16,0
VIEWPORT_COORD_8 =  112,0
VIEWPORT_COORD_9 =  64,0
VIEWPORT_COORD_10 = 0,0
VIEWPORT_COORD_11 = 144,0
VIEWPORT_COORD_12 = 32,0


MAX_ALTERNATE_WALL_FORMATS = 4

// format for wall type 1 - from Kevin's Tavern demo
// uses 5 distant walls
WIDTH_WALL_FORMAT_1 = 480
HEIGHT_WALL_FORMAT_1 = 360
NUM_DISTANT_WALLS_1 = 5
A1_WALL_RECT = 2,2,34,213
B1_WALL_RECT = 150,2,182,213
C1_WALL_RECT = 336,2,368,213
D1_WALL_RECT = 184,2,216,213
E1_WALL_RECT = 36,2,148,213
F1_WALL_RECT = 218,2,250,213
G1_WALL_RECT = 302,2,334,213
H1_WALL_RECT = 252,2,300,213
I1_WALL_RECT = 388,2,404,213
J1_WALL_RECT = 460,2,476,213
K1_WALL_RECT = 424,2,440,213
L1_WALL_RECT = 442,2,458,213
M1_WALL_RECT = 370,2,386,213
N1_WALL_RECT = 234,2,250,213
O1_WALL_RECT = 302,2,318,213
P1_WALL_RECT = 406,2,422,213
A1_OFF = -32,0
B1_OFF = 112,0
C1_OFF = 0,0
D1_OFF = 0,0
E1_OFF = 0,0
F1_OFF = -32,0
G1_OFF = 48,0
H1_OFF = 0,0
I1_OFF = 0,0
J1_OFF = 0,0
K1_OFF = 32,0
L1_OFF = 0,0
M1_OFF = 0,0
N1_OFF = -16,0
O1_OFF = 48,0
P1_OFF = 0,0
// Defaults for 5 distant walls
VIEWPORT_COORD_0_1 =  0,0
VIEWPORT_COORD_1_1 =  144,0
VIEWPORT_COORD_2_1 =  32,0
VIEWPORT_COORD_3_1 =  112,0
VIEWPORT_COORD_4_1 =  64,0
VIEWPORT_COORD_5_1 =  0,0
VIEWPORT_COORD_6_1 =  160,0
VIEWPORT_COORD_7_1 =  16,0
VIEWPORT_COORD_8_1 =  112,0
VIEWPORT_COORD_9_1 =  64,0
VIEWPORT_COORD_10_1 = 0,0
VIEWPORT_COORD_11_1 = 144,0
VIEWPORT_COORD_12_1 = 32,0

// format for wall type 2 - from Kevin's New Walls
// uses 7 distant walls
WIDTH_WALL_FORMAT_2 = 500
HEIGHT_WALL_FORMAT_2 = 375
NUM_DISTANT_WALLS_2 = 7
A2_WALL_RECT = 2,2,34,213
B2_WALL_RECT = 150,2,182,213
C2_WALL_RECT = 336,2,368,213
D2_WALL_RECT = 184,2,216,213
E2_WALL_RECT = 36,2,148,213
F2_WALL_RECT = 218,2,250,213
G2_WALL_RECT = 302,2,334,213
H2_WALL_RECT = 252,2,300,213
I2_WALL_RECT = 388,2,396,213
J2_WALL_RECT = 460,2,468,213
K2_WALL_RECT = 432,2,440,213
L2_WALL_RECT = 442,2,458,213
M2_WALL_RECT = 370,2,386,213
N2_WALL_RECT = 218,2,250,213
O2_WALL_RECT = 302,2,334,213
P2_WALL_RECT = 398,2,430,213
A2_OFF = -32,0
B2_OFF = 112,0
C2_OFF = 0,0
D2_OFF = 0,0
E2_OFF = 0,0
F2_OFF = -32,0
G2_OFF = 48,0
H2_OFF = 0,0
I2_OFF = -8,0
J2_OFF = 0,0
K2_OFF = 32,0
L2_OFF = 0,0
M2_OFF = 0,0
N2_OFF = -16,0
O2_OFF = 32,0
P2_OFF = 0,0
// Defaults for 7 distant walls
VIEWPORT_COORD_0_2 =  8,0
VIEWPORT_COORD_1_2 =  136,0
VIEWPORT_COORD_2_2 =  40,0
VIEWPORT_COORD_3_2 =  104,0
VIEWPORT_COORD_4_2 =  72,0
VIEWPORT_COORD_5_2 =  0,0
VIEWPORT_COORD_6_2 =  160,0
VIEWPORT_COORD_7_2 =  16,0
VIEWPORT_COORD_8_2 =  112,0
VIEWPORT_COORD_9_2 =  64,0
VIEWPORT_COORD_10_2 = 0,0
VIEWPORT_COORD_11_2 = 144,0
VIEWPORT_COORD_12_2 = 32,0
VIEWPORT_COORD_13_2 = 0,0 
VIEWPORT_COORD_14_2 = 168,0 

//New EasyWalltex Format 640 res
WIDTH_WALL_FORMAT_3 = 168
HEIGHT_WALL_FORMAT_3 = 352
NUM_DISTANT_WALLS_3 = 5
A3_WALL_RECT = 2,2,34,214
B3_WALL_RECT = 134,2,166,214
C3_WALL_RECT = 52,215,84,349
D3_WALL_RECT = 132,215,164,349
E3_WALL_RECT = 52,215,164,349
F3_WALL_RECT = 34,42,66,176
N3_WALL_RECT = 50,42,66,176
G3_WALL_RECT = 102,42,134,176
O3_WALL_RECT = 102,42,118,176
H3_WALL_RECT = 2,215,50,273
L3_WALL_RECT = 2,215,18,273
M3_WALL_RECT = 34,215,50,273
I3_WALL_RECT = 66,81,82,139
J3_WALL_RECT = 2,275,18,294
K3_WALL_RECT = 86,81,102,139
P3_WALL_RECT = 2,275,18,294
A3_OFF = -32,0
B3_OFF = 112,0
C3_OFF = 0,40
D3_OFF = 0,40
E3_OFF = 0,40
F3_OFF = -32,40
G3_OFF = 48,40
H3_OFF = 0,78
I3_OFF = 0,78
J3_OFF = 0,96
K3_OFF = 32,78
L3_OFF = 0,78
M3_OFF = 0,78
N3_OFF = -16,40
O3_OFF = 48,40
P3_OFF = 0,96
VIEWPORT_COORD_0_3 =  0,0
VIEWPORT_COORD_1_3 =  144,0
VIEWPORT_COORD_2_3 =  32,0
VIEWPORT_COORD_3_3 =  112,0
VIEWPORT_COORD_4_3 =  64,0
VIEWPORT_COORD_5_3 =  0,0
VIEWPORT_COORD_6_3 =  160,0
VIEWPORT_COORD_7_3 =  16,0
VIEWPORT_COORD_8_3 =  112,0
VIEWPORT_COORD_9_3 =  64,0
VIEWPORT_COORD_10_3 = 0,0
VIEWPORT_COORD_11_3 = 144,0
VIEWPORT_COORD_12_3 = 32,0 

// format for Dinonykos extended tall walls
WIDTH_WALL_FORMAT_4 = 1000
HEIGHT_WALL_FORMAT_4 = 375
NUM_DISTANT_WALLS_4 = 5
A4_WALL_RECT = 2,2,66,213
B4_WALL_RECT = 246,2,310,213
C4_WALL_RECT = 624,2,688,213
D4_WALL_RECT = 312,2,376,213
E4_WALL_RECT = 68,2,244,213
F4_WALL_RECT = 378,2,458,213
G4_WALL_RECT = 542,2,622,213
H4_WALL_RECT = 460,2,540,213
I4_WALL_RECT = 724,2,764,213
J4_WALL_RECT = 884,2,900,213
K4_WALL_RECT = 800,2,840,213
L4_WALL_RECT = 842,2,874,213
M4_WALL_RECT = 690,2,722,213
N4_WALL_RECT = 426,2,458,213
O4_WALL_RECT = 542,2,574,213
P4_WALL_RECT = 774,2,790,213
A4_OFF = -32,0
B4_OFF = 80,0
C4_OFF = -32,0
D4_OFF = 0,0
E4_OFF = -32,0
F4_OFF = -64,0
G4_OFF = 32,0
H4_OFF = -16,0
I4_OFF = -16,0
J4_OFF = 0,0
K4_OFF = 24,0
L4_OFF = -16,0
M4_OFF = 0,0
N4_OFF = -16,0
O4_OFF = 32,0
P4_OFF = 0,0
VIEWPORT_COORD_0_4 = 0,0
VIEWPORT_COORD_1_4 = 144,0
VIEWPORT_COORD_2_4 = 32,0
VIEWPORT_COORD_3_4 = 112,0
VIEWPORT_COORD_4_4 = 64,0
VIEWPORT_COORD_5_4 = 0,0
VIEWPORT_COORD_6_4 = 160,0
VIEWPORT_COORD_7_4 = 16,0
VIEWPORT_COORD_8_4 = 112,0
VIEWPORT_COORD_9_4 = 64,0
VIEWPORT_COORD_10_4 = 0,0
VIEWPORT_COORD_11_4 = 144,0
VIEWPORT_COORD_12_4 = 32,0


// These are the coordinates used to 
// draw the map graphics.
// each entry is left,top,right+1,bottom+1
// size of objects drawn
HORZ_SIZE  = 0,0,4,2
HORZOFFSET_SIZE = 0,0,6,2
VERT_SIZE = 0,0,2,4
VERTOFFSET_SIZE = 0,0,2,6
MAP_OUTER_SQUARE_SIZE = 0,0,16,16
MAP_INNER_SQUARE_SIZE = 0,0,8,8

// For each each map square, add these offsets to the top,left 
// of the map art getting blitted to that square
NORTH_OFFSET_1 = 2,0
NORTH_OFFSET_2 = 6,0
NORTH_OFFSET_3 = 10,0
NORTH_OFFSET_4 = 5,2
SOUTH_OFFSET_1 = 2,14
SOUTH_OFFSET_2 = 6,14
SOUTH_OFFSET_3 = 10,14
SOUTH_OFFSET_4 = 5,12
EAST_OFFSET_1 = 14,2
EAST_OFFSET_2 = 14,6
EAST_OFFSET_3 = 14,10
EAST_OFFSET_4 = 12,5
WEST_OFFSET_1 = 0,2
WEST_OFFSET_2 = 0,6
WEST_OFFSET_3 = 0,10
WEST_OFFSET_4 = 2,5
CENTER_OFFSET = 4,4

// size of arrow used on area map
ARROW_SIZE = 0,0,8,8

// Arrow source coords
ARROW_NORTH = 0,21,8,29
ARROW_EAST = 8,21,16,29
ARROW_SOUTH = 8,29,16,37
ARROW_WEST = 0,29,8,37

/COMBAT_MAP_HEIGHT = 50
COMBAT_MAP_WIDTH = 50
COMBAT_STAT_BOX_WIDTH = 240

SOUND_PLAYBACK_RATE = 22050

// design name and version location
// when displayed during main start menu
//DESIGN_VERSION = 0,0
MAX_DEFAULT_ART_SLOTS = 96