' ******************************************
' *** Map Maker - Objects Script File    ***
' *** (1995) Didier Dambrin - Image Line ***
' ******************************************
'
'
' p = map position
' x = x position
' y = y position
' t = current tile number
' m = current plane number in high byte
' c = move to current item
' l = modify low byte only
' h = modify high byte only
' and   = AND mask
' or    = OR mask
' xor   = XOR mask
' CutP1 = upper left map area tile position
' CutP2 = lower right map area tile position
' CutX1,CutY1,CutX2,CutY2 = map area coordinates
'
'
* special items
Set the water Y coordinate=10000,y
Set the hook coordinates=10001,x,y
Set the subway window Y coordinate=10002,y
Enable the thunder=10003
Set the second background kind and Y=10004,0,y
Set the background skyscraper position=10005,0,x,y
Set the plane wing poly position=10006,0,x,y
Set a windy weather=10007,384
Set the water Y coordinate for this sector=10008,0,x,y
Set the background subway Y for this sector=10009,0,x,y
Enable the hydrobot=10010

* TELEPORTATION GATES
Define a DOUBLE teleportation gate=1000,1,p
Define a SINGLE teleportation gate=1000,0,p
Define an EXIT gate=1000,256,p

* PUSHABLE ZONE
Define a pushable zone=1200,0,CutX1,CutY1,CutX2,CutY2,CutX1,CutY1,CutX2,CutY2,4,0,65535

help=ADDING A LEVER ACTION
* LEVER ACTIONS
Single ACTIVATED lever action=1100,l1,p,1
Single DEACTIVATED lever action=1100,l1,p,0
Multiple ACTIVATED levers action=1100
Multiple DEACTIVATED levers action=1101

Perform action once only=skip,h1
Always perform action (for map areas that can move back)=skip,h0 
Do not perform the next actions if the map at the tile position match the given tile=c,m7,p,t

Open an automatic door=c,256,p,1
Close an automatic door=c,256,p,0
Send a game message=c,11
Make a tile explode to the next tile=c,256,p,-1
Make a tile explode to any next tile (less than -1)=c,256,p
Change a SINGLE tile=c,m0,p,t
Change a SINGLE tile (NO CHECKING)=c,m23,p,t
FILL a map area with a tile=c,m1,CutP1,CutP2,t
COPY a map area to another one=c,m14,CutP1,CutP2,p
Send a game anim at the current position=c,m2,x,y
Add a DELAYED tile (+delay)=c,m10,p,t
Send a lightning (when raining)=c,13
Launch the rain=c,22
Drop an enemy from the top=c,m16,p,t
Send a collision zone=c,25,CutP1,CutP2
Set the background & foreground procs (defaults)=c,21,0,0
Found a secret (raise the secret counter)=c,24

Play a CD track (+Track number+Loop flag)=c,17
Change the CD volume (0..256)=c,18,256

Map area sound: gear=c,265,1
Map area sound: second gear=c,265,3
Map area sound: platform looping=c,265,4
Map area sound: trigger=c,265,5
Map area sound: stone sound=c,265,9
Map area sound: falling area=c,265,2
Map area sound: platform looping (higher pitch)=c,265,6
Map area sound: ending sound only=c,265,7
Map area sound: trigger+ending sound=c,265,8

Move a map area between TWO positions=skip,h1,c,259,CutP1,CutP2,CutX1,CutY1,2
Move a map area between MORE positions=skip,h1,c,259,CutP1,CutP2,CutX1,CutY1
Specify that the next map area you will enter will be clipped to the destination window (info bit 0)=c,260
Specify that the next map area will be clipped to the source window (info bit 1)=c,262
Specify the kind of params for the next map areas=c,265
Specify the sound volume for the next map areas=c,261
Specify the info bits for the next map area=c,264
Specify that the next map area will FALL (info bit 2) (set speed to 80)=c,264,xor 4,265,2
Specify that the next map area will shake the screen while moving (info bit 3)=c,264,xor 8
Specify that the next map area wile move some dust while moving (info bit 4)=c,264,xor 16
Specify a clipping zone for the last map area you entered=c,12,CutP1,CutP2
Specify a clipping zone for the last map area you entered (pixel accurate version)=c,15,CutX1,CutY1,CutX2,CutY2
The last map area will be the ground for the grinder=c,19
Make the vertical scrolling follow the moving map area=c,20,160
Specify the sector for the last map area (may be useful)=c,26,p

1 pixel speed for the moving area (after the coordinates)=c,16
2 pixels speed for the moving area=c,32

Affect the FOREGROUND map=c,h1
Affect the BACKGROUND map=c,h0
Affect the BONUS map=c,h2

* PLATFORMS - ID
help=ADDING A LINEAR PLATFORM
Platform with LINEAR trajectory=100
help=ADDING A CIRCULAR PLATFORM
Platform with CIRCULAR trajectory=101
help=ADDING A FALLING PLATFORM
FALLING platform=102
help=ADDING A ROLLING PLATFORM
ROLLING platform=103

help=ADDING A LINEAR PLATFORM
* PLATFORMS - MOVEMENT 
Cyclic movement=skip,0
If on it & go back=skip,1
If on it & stay=skip,2
If on it & go back/cyclic=skip,3
If on it & stay/cyclic=skip,4
Cyclic/don't move hero horizontally=skip,5
If on it & go back/don't move hor.=skip,6
If on it & stay/don't move hor.=skip,7
If on it & go back/cyclic/don't move hor.=skip,8
If on it & stay/cyclic/don't move hor.=skip,9
If on it & stay/go back after left=skip,10
Cyclic/if not on it=skip,11
If on it & go back/move if lever=skip,12
If on it & go back/move if lever/cyclic=skip,13
Move with arrows/if on it & stay=skip,14
Move with arrows/if on it & stay/move till next post=skip,15
Move with arrows/if on it & go back=skip,16
Move with arrows/If on it & go back/move till next post=skip,17
Move up down/if on it & go back=skip,18
If on it & stay/Move till next post=skip,19
Move till next post/move till last post - move with arrows/if on it & stay/move till next post=skip,20
If on it & go back/move till next post=skip,21
If on it & go back/bouncing=skip,22
Cyclic/bouncing=skip,23
If on it & stay/move till next post/move if lever/go back after left=skip,24
If on it & stay/move till next post/move if lever=skip,25
If on it & go back/gradual move=skip,26
If on it & stay/move till next post/gradual move=skip,27
If on it & stay/move till next post/move if lever/gradual move=skip,28
Invert speed/if on it & stay/move till next post/move if lever - if on it & stay/move till next post=skip,29
Cyclic/gradual move=skip,30
Move with arrows/if on it & stay/move till next post/gradual move=31
Cyclic/Realistic circular movement=skip,32

Continuous movement=skip,0
Bouncing barrel=skip,23
Mine wagon activated by a lever=skip,29
Move till last post & stop when activated=skip,28
Elevator with arrows=15
Elevator with arrows & gradual movement=31

* PLATFORMS - GFX
Metal elevator (3*16) (animated)=skip,skip,512
Metal. elev. with railings (3*16) (animated)=skip,skip,513
Metal. plat. with triangular edges (3*16) (can be used for circular movement)=skip,skip,l2
Second metal elev. with railings (3*16) (animated)=skip,skip,515
Rolling metal platform (42)=skip,skip,l4
Metal. plat. with triang. edges WITH CHAIN (3*16)=skip,skip,l5
Metal. plat. with arrow signs (3*16) (use with MoveUpDown)=skip,skip,l6
Yellow/black striped platform (2*16)=skip,skip,l7
Beige floating platform (2*16)=skip,skip,l8
Floating barrel (2*16)=skip,skip,l9
Stone platform WITH CHAIN (3*16)=skip,skip,l10
Wagon (3*16) (animated)=skip,skip,l11
Mines wagon (3*16) (animated)=skip,skip,l12
Small plate (1*16)=skip,skip,l13
Elevator for scaffolding (2*16)=skip,skip,l14
Mines metal elevator (3*16)=skip,skip,l15
General yellow/black striped metal elevator (2*16)=skip,skip,l16
General metal platform with triangular edges (3*16)=skip,skip,l17
General yellow/black striped metal elevator WITH CHAIN (2*16)=skip,skip,l18
General wooden platform (27)=skip,skip,l19
General up/down platform (2*16)=skip,skip,l20
Large metal platform with triangular edges (4*16)=skip,skip,l21

* PLATFORMS - GFX - Eat This/city
Mech plat/shadow=skip,skip,l0
Metal plat/triangle edges=skip,skip,l1
Metal plat/chain=skip,skip,l2
Mech plat=skip,skip,l3
Elevator booth=skip,skip,l4
Mech cube=skip,skip,l5

* PLATFORMS - GFX - Eat This/forest
Bouncing trunc=skip,skip,l6
Vertical mech plat=skip,skip,l7
Vertical plat with chains=skip,skip,l8
Rotated plat=skip,skip,l9

* PLATFORMS - SIZE
One segment=skip,skip,h1
Two segments=skip,skip,h2
Three segments=skip,skip,h3
Four segments=skip,skip,h4

* PLATFORMS - SPEED
1/2 pixel every frame (slowest) (speed 1)=skip,skip,skip,l1
1 pixels every frame (normal) (speed 2)=skip,skip,skip,l2
3/2 pixels every frame (speed 3)=skip,skip,skip,l3
2 pixels every frame (speed 4)=skip,skip,skip,l4
3 pixels every frame (speed 6)=skip,skip,skip,l6
4 pixels every frame (fast) (speed 8)=skip,skip,skip,l8

* PLATFORMS - ACTIVATED BY LEVER
Activated by a lever which is OFF=skip,skip,skip,h1
Activated by a lever which is ON=skip,skip,skip,h2
Not activated by any lever=skip,skip,skip,h0

* VERTICAL PLATFORMS
Add a platform with a vertical path=5320,0,0,x,y,CutY1,CutY2

* ENEMIES
Bitch=5000,0,x,y
Basket ball player=5010,0,x,y
Bruce lee=5010,1,x,y
Big man with crowbar=5010,2,x,y
Granny in wheelchair=5020,0,x,y
Place the senator=5040,0,x,y
Falling bowl=5030,0,x,y
Falling crate=5030,1,x,y
Land mine=5080,0,x,y
Fly droid=5090,0,x,y,CutX1,CutY1,CutX2,CutY2
Fly droid with gun=5090,10,x,y,CutX1,CutY1,CutX2,CutY2
Laser droid=5110,0,x,y,CutX1,CutY1,CutX2,CutY2
Walker=5130,0,x,y,CutX1,CutX2
Small alien soldier=5160,0,x,y,CutX1,CutX2
Huge alien soldier=5170,0,x,y,CutX1,CutX2
Small shooting droid=5210,0,x,y,CutX1,CutX2
Small droid fixing something=5210,2,x,y,CutX1,CutX2
Small ceiling droid=5330,0,x,y,CutX1,CutX2
Caterpillar=5230,0,x,y,CutX1,CutX2
Old lady=5250,0,x,y,CutX1,CutX2
Old lady (doesn't walk)=5250,0,x,y,x,x
Alien flying platform=5310,0,x,y
Sea mine=5370,0,x,y,8

* MISCELLANEOUS
Water column=5150,0,x,y
Barrel on fire=5180,0,x,y
Radioactive barrel=5180,1,x,y
Second radioactive barrel=5180,2,x,y
Barrel (metal)=5180,3,x,y
Barrel (metal, second one)=5180,4,x,y
Bottle (metal)=5180,5,x,y
Bloody barrel=5180,11,x,y
Second bloody barrel=5180,12,x,y
Forest box 1=5180,6,x,y
Forest box 2=5180,7,x,y
Forest barrel 1=5180,8,x,y
Forest barrel 2=5180,9,x,y
Forest lying barrel=5180,10,x,y

Thing attached on a rope=5190,0,x,y,32
Metal light=5190,1,x,y,27
Light with green cover=5190,3,x,y,27
Fire loop=5200,0,x,y,256,256,0
Translucent fire loop=5200,0,x,y,256,256,16
Smoke column=5220,0,x,y,256,256,16
Carrier=5140,0,CutX2,CutY1,CutY2,128
Jump pod=5260,0,x,y
Enemy shield=5360,0,x,y
Save rocket (NOT WORKING)=5270,0,x,y
Falling sign=5280,0,x,y
Sprite object=5290,0,x,y,0,0
Sprite object (mix mode)=5290,0,x,y,0,16
Sprite object (light mode)=5290,0,x,y,0,40
Door light sprite object=5290,0,x,y,6912,40
Damaged door (+lever pos)=5300,0,x,y
Anim object=5340,0,x,y,CutX1,CutY1,CutX2,CutY2
Anim oil drop=5340,0,x,y,CutX1,CutY1,CutX2,CutY2,88

* SENSITIVE ZONE
Add a sensitive zone=5240,0,CutX1,CutY1,CutX2,CutY2,p,786,776
Add an inverted sensitive zone=5240,0,CutX1,CutY1,CutX2,CutY2,p,776,786

* WALL GUNS
Standard wall gun=5100,0,x,y,150

Standard duration=skip,skip,skip,skip,150
Continuous=skip,skip,skip,skip,24

* MORNING STARS (FOREST)
RIGHT TO LEFT ONE=5350,0,x,y,360,3
RIGHT TO LEFT ONE=5350,0,x,y,-360,3

help=ADDING A SOUND
* SOUNDS
Place a spot sound=5060,0,x,y,x,y,skip,256
Place a rectangle sound=5060,0,CutX1,CutY1,CutX2,CutY2,skip,256

Quiet alarm sound=skip,skip,skip,skip,skip,skip,47
First gear sound=skip,skip,skip,skip,skip,skip,41
Second gear sound=skip,skip,skip,skip,skip,skip,42
Third gear sound=skip,skip,skip,skip,skip,skip,43
Fourth gear sound=skip,skip,skip,skip,skip,skip,44
Fifth gear sound=skip,skip,skip,skip,skip,skip,45
Sixth gear sound=skip,skip,skip,skip,skip,skip,46
Seventh gear sound (alarm)=skip,skip,skip,skip,skip,skip,10
Eighth gear sound=skip,skip,skip,skip,skip,skip,11
Ninth gear sound=skip,skip,skip,skip,skip,skip,160
Techno drum sound=skip,skip,skip,skip,skip,skip,77
Water sound=skip,skip,skip,skip,skip,skip,106
Fire sound=skip,skip,skip,skip,skip,skip,30
Wind sound=skip,skip,skip,skip,skip,skip,159
Forest birds=skip,skip,skip,skip,skip,skip,10001
Forest wood cracks=skip,skip,skip,skip,skip,skip,10000
Rain and storm=skip,skip,skip,skip,skip,skip,10002
Distant eagle=skip,skip,skip,skip,skip,skip,10003

Activated by a lever which is OFF=skip,skip,skip,skip,skip,skip,skip,skip,1,p
Activated by a lever which is ON=skip,skip,skip,skip,skip,skip,skip,skip,2,p

Default pitch=skip,skip,skip,skip,skip,skip,skip,skip,skip,skip,256

* MAPS
Place a parallax map=10030,0,0,x,y
Place a parallax map (wallpaper w)=10030,0,1,x,y
Place a parallax map (wallpaper h)=10030,0,2,x,y
Place a parallax map (wallpaper w+h)=10030,0,3,x,y

Default game detail=skip,skip,skip,skip,skip,skip,skip,3

help=ADDING A GUN
* GUNS (NOT WORKING)
Standard gun=5070,0,x,y,0

Fire to left=skip,skip,skip,skip,1
Fire to right=skip,skip,skip,skip,0

Standard duration=skip,skip,skip,skip,skip,150

help=ADDING A HAMMER
* HAMMERS (NOT WORKING)
Standard hammer=5050,0,x,y
Vertical double arrow=5050,1,x,y
Horizontal double arrow=5050,2,x,y

Standard duration=skip,skip,skip,skip,skip,skip,150,0
