// MAPINFO for Strife (full version and teaser)
include "mapinfo/common.txt"

gameinfo
{
	titlepage = "TITLEPIC"
	creditpage = "CREDIT"
	titlemusic = "D_LOGO"
	titletime = 8
	advisorytime = 0
	pagetime = 5
	chatsound = "misc/chat"
	finalemusic = "d_intro"
	finaleflat = "-NOFLAT-"
	finalepage = "CREDIT"
	infopage = "HELP1", "HELP2", "HELP3"
	quitsound = ""
	borderflat = "F_PAVE01"
	border = StrifeBorder
	telefogheight = 0
	defkickback = 150
	skyflatname = "F_SKY001"
	translator = "xlat/strife.txt"
	defaultbloodcolor = "68 00 00"
	defaultbloodparticlecolor = "ff 00 00"
	backpacktype = "AmmoSatchel"
	armoricons = "I_ARM2", 0.5, "I_ARM1"
	statusbar = ""
	intermissionmusic = "d_slide"
	intermissioncounter = false
	weaponslot = 1, "PunchDagger"
	weaponslot = 2, "StrifeCrossbow2", "StrifeCrossbow"
	weaponslot = 3, "AssaultGun"
	weaponslot = 4, "MiniMissileLauncher"
	weaponslot = 5, "StrifeGrenadeLauncher2", "StrifeGrenadeLauncher"
	weaponslot = 6, "FlameThrower"
	weaponslot = 7, "Mauler2", "Mauler"
	weaponslot = 8, "Sigil"
	dimcolor = "ff d7 00"
	dimamount = 0.2
	definventorymaxamount = 25
	defaultrespawntime = 16
	defaultdropstyle = 2
	endoom = "ENDSTRF"
	player5start = 5
	pickupcolor = "d7 ba 45"
	quitmessages = "$QUITMSG", "$QUITMSG15", "$QUITMSG16", "$QUITMSG17", "$QUITMSG18", "$QUITMSG19", "$QUITMSG20", "$QUITMSG21", "$QUITMSG22"
	menufontcolor_title = "UNTRANSLATED"
	menufontcolor_label = "UNTRANSLATED"
	menufontcolor_value = "GRAY"
	menufontcolor_action = "GRAY"
	menufontcolor_header = "RED"
	menufontcolor_highlight = "GREEN"
	menufontcolor_selection = "GOLD"
	menubackbutton = "M_BACK_S"
	PlayerClasses = "StrifePlayer"
	pausesign = "M_PAUSE"
	gibfactor = 0.5
	cursorpic = "strfcurs"
	textscreenx = 10
	textscreeny = 10
	defaultendsequence = "Inter_Strife"
	maparrow = "maparrows/arrow.txt", "maparrows/ddtarrow.txt"
	statscreen_mapnamefont = "BigFont"
	statscreen_finishedfont = "BigFont", "white"
	statscreen_enteringfont = "BigFont", "white"
}

Intermission Inter_Strife_Good
{
	Image
	{
		Music = "D_HAPPY"
		Background = "SS4F1"
		Sound = "svox/rie01"
		Time = 13
	}
	Image
	{
		Background = "SS4F2"
		Sound = "svox/bbx01"
		Time = 11
	}
	Image
	{
		Background = "SS4F3"
		Sound = "svox/bbx02"
		Time = 14
	}
	Image
	{
		Background = "SS4F4"
		Time = 28
	}
	Wiper
	{
		WipeType = Crossfade
	}
	Image
	{
		Music = "D_FAST"
		Background = "CREDIT"
	}
}


Intermission Inter_Strife_Sad
{
	Image
	{
		Music = "D_SAD"
		Background = "SS6F1"
		Sound = "svox/ss601a"
		Time = 8
	}
	Image
	{
		Background = "SS6F2"
		Sound = "svox/ss602a"
		Time = 8
	}
	Image
	{
		Background = "SS6F3"
		Sound = "svox/ss603a"
		Time = 9
	}
	Wiper
	{
		WipeType = Crossfade
	}
	Image
	{
		Music = "D_FAST"
		Background = "CREDIT"
	}
}

Intermission Inter_Strife_Lose
{
	Image
	{
		Music = "D_SAD"
		Background = "SS5F1"
		Sound = "svox/ss501b"
		Time = 11
	}
	Image
	{
		Background = "SS5F2"
		Sound = "svox/ss502b"
		Time = 10
	}
	Image
	{
		Background = "SS5F3"
		Sound = "svox/ss503b"
		Time = 11
	}
	Wiper
	{
		WipeType = Crossfade
	}
	Image
	{
		Music = "D_FAST"
		Background = "CREDIT"
	}
}

/* later
Intermission Inter_Strife_Intro
{
}
*/

Intermission Inter_Strife_MAP03
{
	Image
	{
		Music = "D_DARK"
		Background = "SS2F1"
		Sound = "svox/mac10"
		Time = 9
	}
	Image
	{
		Background = "SS2F2"
		Sound = "svox/mac11"
		Time = 10
	}
	Image
	{
		Background = "SS2F3"
		Sound = "svox/mac12"
		Time = 12
	}
	Image
	{
		Background = "SS2F4"
		Sound = "svox/mac13"
		Time = 17
	}
}

Intermission Inter_Strife_MAP10
{
	Image
	{
		Music = "D_DARK"
		Background = "SS3F1"
		Sound = "svox/mac16"
		Time = 10
	}
	Image
	{
		Background = "SS3F2"
		Sound = "svox/mac17"
		Time = 12
	}
	Image
	{
		Background = "SS3F3"
		Sound = "svox/mac18"
		Time = 12
	}
	Image
	{
		Background = "SS3F4"
		Sound = "svox/mac19"
		Time = 11
	}
}

skill baby
{
	AutoUseHealth
	AmmoFactor = 2
	DamageFactor = 0.5
	EasyBossBrain
	SpawnFilter = Baby
	PicName = "M_JKILL"
	Name = "$SSKILL_BABY"
	Key = "t"
}

skill easy
{
	SpawnFilter = Easy
	PicName = "M_ROUGH"
	Name = "$SSKILL_EASY"
	Key = "r"
}

skill normal
{
	SpawnFilter = Normal
	PicName = "M_HURT"
	Name = "$SSKILL_NORMAL"
	Key = "v"
	DefaultSkill
}

skill hard
{
	SpawnFilter = Hard
	PicName = "M_ULTRA"
	Name = "$SSKILL_HARD"
	Key = "e"
}

skill nightmare
{
	AmmoFactor = 2
	FastMonsters
	DisableCheats
	RespawnTime = 16
	SpawnFilter = Nightmare
	PicName = "M_NMARE"
	Name = "$SSKILL_NIGHTMARE"
	Key = "b"
}

gamedefaults
{
	forcenoskystretch
	strifefallingdamage
	nointermission
	clipmidtextures
	noinfighting
}

map MAP01 "AREA 1: sanctuary"
{
	next = "MAP02"
	sky1 = "SKYMNT02"
	music = "D_ACTION"
	cluster = 1
}

map MAP02 "AREA 2: town"
{
	next = "MAP03"
	sky1 = "SKYMNT02"
	music = "D_TAVERN"
	cluster = 1
}

map MAP03 "AREA 3: front base"
{
	next = "MAP04"
	sky1 = "SKYMNT02"
	music = "D_DANGER"
	cluster = 1
	noallies
	redirect = "Sigil", "map30"
	slideshow = "Inter_Strife_MAP03"
}

map MAP04 "AREA 4: power station"
{
	next = "MAP05"
	sky1 = "SKYMNT02"
	music = "D_FAST"
	cluster = 1
}

map MAP05 "AREA 5: prison"
{
	next = "MAP06"
	sky1 = "SKYMNT02"
	music = "D_INTRO"
	cluster = 1
}

map MAP06 "AREA 6: sewers"
{
	next = "MAP07"
	sky1 = "SKYMNT02"
	music = "D_DARKER"
	cluster = 1
}

map MAP07 "AREA 7: castle"
{
	next = "MAP08"
	sky1 = "SKYMNT02"
	music = "D_STRIKE"
	cluster = 1
	redirect = "Sigil", "map10"
}

map MAP08 "AREA 8: Audience Chamber"
{
	next = "MAP09"
	sky1 = "SKYMNT02"
	music = "D_SLIDE"
	cluster = 1
}

map MAP09 "AREA 9: Castle: Programmer's Keep"
{
	next = "MAP10"
	sky1 = "SKYMNT02"
	music = "D_TRIBAL"
	cluster = 1

	// These are the sky changes for the first 8 maps

	specialaction = "Programmer", "ACS_Execute", 0, 1, 256
	specialaction = "Programmer", "ACS_Execute", 0, 2, 256
	specialaction = "Programmer", "ACS_Execute", 0, 3, 256
	specialaction = "Programmer", "ACS_Execute", 0, 4, 256
	specialaction = "Programmer", "ACS_Execute", 0, 5, 256
	specialaction = "Programmer", "ACS_Execute", 0, 6, 256
	specialaction = "Programmer", "ACS_Execute", 0, 7, 256
	specialaction = "Programmer", "ACS_Execute", 0, 8, 256
	
	// It seems that Strife was originally going to print the text
	// from the C1TEXT lump when you move from map 9 to map 10, but
	// that idea apparently got scrapped as the game developed. 
}

map MAP10 "AREA 10: New Front Base"
{
	next = "MAP11"
	sky1 = "SKYMNT01"
	music = "D_MARCH"
	cluster = 1
	slideshow = "Inter_Strife_MAP10"
}

map MAP11 "AREA 11: Borderlands"
{
	next = "MAP12"
	sky1 = "SKYMNT01"
	music = "D_DANGER"
	cluster = 1
}

map MAP12 "AREA 12: the temple of the oracle"
{
	next = "MAP13"
	sky1 = "SKYMNT01"
	music = "D_MOOD"
	cluster = 1
}

map MAP13 "AREA 13: Catacombs"
{
	next = "MAP14"
	sky1 = "SKYMNT01"
	music = "D_CASTLE"
	cluster = 1
}

map MAP14 "AREA 14: mines"
{
	next = "MAP15"
	sky1 = "SKYMNT01"
	music = "D_DARKER"
	cluster = 1
}

map MAP15 "AREA 15: Fortress: Administration"
{
	next = "MAP16"
	sky1 = "SKYMNT01"
	music = "D_ACTION"
	cluster = 1
}

map MAP16 "AREA 16: Fortress: Bishop's Tower"
{
	next = "MAP17"
	sky1 = "SKYMNT01"
	music = "D_FIGHT"
	cluster = 1
}

map MAP17 "AREA 17: Fortress: The Bailey"
{
	next = "MAP18"
	sky1 = "SKYMNT01"
	music = "D_SPENSE"
	cluster = 1
}

map MAP18 "AREA 18: Fortress: Stores"
{
	next = "MAP19"
	sky1 = "SKYMNT01"
	music = "D_SLIDE"
	cluster = 1
}

map MAP19 "AREA 19: Fortress: Security Complex"
{
	next = "MAP20"
	sky1 = "SKYMNT01"
	music = "D_STRIKE"
	cluster = 1
}

map MAP20 "AREA 20: Factory: Receiving"
{
	next = "MAP21"
	sky1 = "SKYMNT01"
	music = "D_DARK"
	cluster = 1
}

map MAP21 "AREA 21: Factory: Manufacturing"
{
	next = "MAP22"
	sky1 = "SKYMNT01"
	music = "D_TECH"
	cluster = 1
}

map MAP22 "AREA 22: Factory: Forge"
{
	next = "MAP23"
	sky1 = "SKYMNT01"
	music = "D_SLIDE"
	cluster = 1
}

map MAP23 "AREA 23: Order Commons"
{
	next = "MAP24"
	sky1 = "SKYMNT01"
	music = "D_DRONE"
	cluster = 1
}

map MAP24 "AREA 24: Factory: Conversion Chapel"
{
	next = "MAP25"
	sky1 = "SKYMNT01"
	music = "D_PANTHR"
	cluster = 1
}

map MAP25 "AREA 25: Catacombs: Ruined Temple"
{
	next = "MAP26"
	sky1 = "SKYMNT01"
	music = "D_SAD"
	cluster = 1
}

map MAP26 "AREA 26: proving grounds"
{
	next = "MAP27"
	sky1 = "SKYMNT01"
	music = "D_INSTRY"
	cluster = 1
}

map MAP27 "AREA 27: The Lab"
{
	next = "MAP28"
	sky1 = "SKYMNT01"
	music = "D_TECH"
	cluster = 1
}

map MAP28 "AREA 28: Alien Ship"
{
	next = "MAP29"
	sky1 = "SKYMNT01"
	music = "D_ACTION"
	cluster = 1
}

map MAP29 "AREA 29: Entity's Lair"
{
	next = "EndGameS"
	sky1 = "SKYMNT01"
	music = "D_INSTRY"
	cluster = 1
	deathsequence = "Inter_Strife_Lose"
}

map MAP30 "AREA 30: Abandoned Front Base"
{
	next = "MAP31"
	sky1 = "SKYMNT01"
	music = "D_DRONE"
	cluster = 1
}

map MAP31 "AREA 31: Training Facility"
{
	next = "MAP01"
	sky1 = "SKYMNT01"
	music = "D_FIGHT"
	cluster = 1
}

map MAP32 "AREA 1: Sanctuary"
{
	next = "MAP33"
	sky1 = "SKYMNT02"
	music = "D_MAP1"
	cluster = 2
}

map MAP33 "AREA 2: Town"
{
	next = "MAP34"
	sky1 = "SKYMNT02"
	music = "D_MAP2"
	cluster = 2
}

map MAP34 "AREA 3: Movement Base"
{
	next = "EndBuyStrife"
	sky1 = "SKYMNT02"
	music = "D_MAP3"
	cluster = 2
	noallies
}

cluster 1
{
	hub
}

cluster 2
{
	hub
	exittext = "T1TEXT"
	music = "d_fmfast"
	pic = "PANEL7"
	exittextislump
}

clearepisodes
episode MAP02 teaser MAP33
{
	name = "Quest for the Sigil"
}
