--------------------------------------------------------------------
--  DOOM PARAMETERS (Feature Set)
--------------------------------------------------------------------
--
--  Copyright (C) 2006-2016 Andrew Apted
--
--  This program is free software; you can redistribute it and/or
--  modify it under the terms of the GNU General Public License
--  as published by the Free Software Foundation; either version 2
--  of the License, or (at your option) any later version.
--
--------------------------------------------------------------------

DOOM.PARAMETERS =
{
  teleporters = true

  jump_height = 24

  map_limit = 12800
  -- this is roughly how many characters can fit on the
  -- intermission screens (the CWILVxx patches).  It does not
  -- reflect any buffer limits in the DOOM.EXE
  max_name_length = 28

  -- number of lines for intermission and end-of-episode texts
  max_screen_lines = 16

  titlepic_lump   = "TITLEPIC"
  titlepic_format = "patch"

  interpic_lump   = "INTERPIC"
  interpic_format = "patch"

  skip_monsters = { 20,30,45 }

  monster_factor = 1.25
  health_factor  = 1.0
  ammo_factor    = 1.0
  time_factor    = 1.0

  mon_along_factor = 8.4

  bex_map_prefix = "HUSTR_"

  bex_secret_name  = "C5TEXT"
  bex_secret2_name = "C6TEXT"

  -- meh, get rid of these (find a better way)
  doom2_monsters = true
  doom2_weapons  = true
  doom2_skies    = true  -- RSKY# patches
}


DOOM.ACTIONS =
{
  --
  -- These keywords are used by prefabs that are remotely
  -- triggered (by a switch or walk-over line).
  --

  S1_OpenDoor = { id=103,  kind="open" }    -- opens and stays open
  W1_OpenDoor = { id=2,    kind="open" }    --
  GR_OpenDoor = { id=46,   kind="open" }    --

  W1_OpenDoorFast = { id=109, kind="open" }

  S1_UnlockBlue   = { id=133, kind="unlock" }
  S1_UnlockRed    = { id=135, kind="unlock" }
  S1_UnlockYellow = { id=137, kind="unlock" }

  S1_RaiseStair = { id=127,  kind="stair" }  -- 16 units
  W1_RaiseStair = { id=100,  kind="stair" }  --

  S1_FloorUp  = { id=18,   kind="floor_up" } -- up to next highest floor
  W1_FloorUp  = { id=119,  kind="floor_up" } --

  S1_LowerFloor = { id=23, kind="lower" }  -- down to lowest nb floor
  W1_LowerFloor = { id=38, kind="lower" }  --
}

