#
# DO NOT MODIFY THIS FILE !
#
# We Want War - Level Description File
# Level 1 - From Cargoboxes They Came
#
<wewantwar_level>

  <general_information>
      mapfile: maps/level_1.fmp
      weather: 0
      music: snd/music/music1.mp3
      timebonus: 11000
  </general_information>



  #
  # Create the player
  #
  <player>
    pos: 4 10
    angle: 64
    id: 1
  </player>



  #
  # Define the tilesequences we use when animating the opening/closing
  # of the doors.
  #
  <doors>
    <small_v_door>
      <upper_half> 141 142 143 144 145 </upper_half>
      <lower_half> 146 147 148 149 150 </lower_half>
    </small_v_door>

    <small_h_door>
      <left_half> 151 152 153 154 155 </left_half>
      <right_half> 156 157 158 159 160 </right_half>
    </small_h_door>
  </doors>



  #
  # This level has only one objective. Player has to go to the
  # to the elevator that is located to the bottom left corner of
  # the map.
  #
  <objective>
  
    <message>
      FIND THE ELEVATOR
    </message>
    
    #
    # Define the finishing conditions. This objective has only one
    # condition. Player has to go to the elevator.
    #
    <finishing_conditions>
      <player_inside>
        status: on
        rect: 1 45 4 48
      </player_inside>

    </finishing_conditions>
    




    #
    # These objects are created to the playfield as we start playing
    # the level.
    #
    <event>
        tl: 0 0
        br: 100 100
        <spawn>
            <corpse> pos: 42 8 </corpse>
            <corpse> pos: 42 20 </corpse>
            <corpse> pos: 46 23 </corpse>
            <corpse> pos: 24 24 </corpse>
            <corpse> pos: 50 17 </corpse>
            <corpse> pos: 11 28 </corpse>
            <corpse> pos: 65 17 </corpse>
            <corpse> pos: 70 25 </corpse>
            <corpse> pos: 58 39 offset: 10 -5 </corpse>
            <corpse> pos: 70 40 </corpse>
            <corpse> pos: 85 36 </corpse>
            <lightfence>
              t: electric
              node1: 53 39 0 0
              node2: 55 39 0 0
              sequence: 1 40
                        0 2
                        1 60
                        0 2
                        1 2
                        0 2 *
            </lightfence>
            <lightfence>
              t: electric
              node1: 53 42 0 0
              node2: 55 39 0 0
            </lightfence>
            
            #
            # Some bonuses
            #
            # Where we start
            <bonusitem> t: 200pts pos: 8 6 </bonusitem>
            <bonusitem> t: 200pts pos: 8 8 </bonusitem>
            # Second room
            <bonusitem> t: 100pts pos: 27 13 </bonusitem>
            <bonusitem> t: 100pts pos: 29 13 </bonusitem>
            # First big room
            <bonusitem> t: 200pts pos: 39 27 </bonusitem>
            <bonusitem> t: 100pts pos: 37 27 </bonusitem>
            # In the bathroom
            <bonusitem> t: 100pts pos: 65 33 </bonusitem>
            <bonusitem> t: 100pts pos: 61 35 </bonusitem>
            <bonusitem> t: 100pts pos: 61 37 </bonusitem>
            # The "grenade" room
            <bonusitem> t: 200pts pos: 85 17 </bonusitem>
            <bonusitem> t: 200pts pos: 86 17 </bonusitem>
            <bonusitem> t: 100pts pos: 87 17 </bonusitem>
            <bonusitem> t: 100pts pos: 88 17 </bonusitem>
            # The secret room
            <bonusitem> t: 200pts pos: 18 47 </bonusitem>
            <bonusitem> t: 200pts pos: 19 47 </bonusitem>
            <bonusitem> t: 100pts pos: 20 47 </bonusitem>
            <bonusitem> t: shotgun pos: 21 47 </bonusitem>
            
            #
            # Some decorative objects
            #
            <decorative> t: monitor pos: 92 43 angle: 64 offset: 16 0 </decorative>
            <decorative> t: monitor pos: 92 34 angle: 64 offset: 16 0 </decorative>
            <decorative> t: microwave pos: 77 42 angle: 192 offset: 30 0 </decorative>
        </spawn>
        
        #
        # When the Difficulty Level is set to HARD, we have some more
        # stuff.
        #
        <spawn>
          difficulty: hard
          
          # The room next to the starting room
          <alien> t: carnivore pos: 30 8 </alien>
          <alien> t: carnivore pos: 28 8 </alien>
          # The room after that
          <alien> t: carnivore pos: 46 10 </alien>
          <alien> t: carnivore pos: 44 10 </alien>
          <alien> t: carnivore pos: 45 9 </alien>
          # Above the social section
          <alien> t: winged pos: 66 21 </alien>
          <alien> t: winged pos: 66 21 </alien>
          # Inside the social rooms
          <alien> t: carnivore pos: 70 35 </alien>
          <alien> t: carnivore pos: 70 33 angle: 128 flags: 1 </alien>
          <alien> t: carnivore pos: 57 39 offset: 10 16 angle: 64 flags: 1 </alien>
          <alien> t: mediumworm pos: 70 35 </alien>
          <alien> t: mediumworm pos: 70 35 </alien>
          <alien> t: mediumworm pos: 70 35 </alien>
          <alien> t: mediumworm pos: 70 35 </alien>
        </spawn>
    </event>


    #
    # ================= THE DYNAMIC EVENTS ==================
    #
    #
    # The first opening box where comes one worm.
    #
    <event>
      tl: 14 7
      br: 15 14

      <spawn>
        <alien> t: smallworm pos: 8 13 </alien>
      </spawn>

      <modify>
        at: 7 12 set: 165
        at: 8 12 set: 166
        at: 7 13 set: 167
        at: 8 13 set: 168
      </modify>
    </event>




    #
    # The first big storage rooms.
    #
    # Alien comes out from a box
    <event>
      tl: 25 19
      br: 27 26

      <spawn>
        sound: 1
        <alien> t: carnivore pos: 33 20 angle: 140 </alien>
      </spawn>

      <modify>
        at: 32 19 set: 165
        at: 33 19 set: 166
        at: 32 20 set: 167
        at: 33 20 set: 168
      </modify>
      
      # When playing with hard - difficulty
      <spawn>
        difficulty: hard
        <alien> t: carnivore pos: 21 26 angle: 32 </alien>
      </spawn>
      <modify>
        difficulty: hard
        at: 20 25 set: 165
        at: 21 25 set: 166
        at: 20 26 set: 167
        at: 21 26 set: 168
      </modify>
    </event>


    <event>
      tl: 67 27
      br: 73 32
      <spawn>
        <alien> t: carnivore pos: 82 30 angle: 192 </alien>
        <alien> t: carnivore pos: 83 30 angle: 192 </alien>
      </spawn>
    </event>
    
    #
    # The corridor near the electric sparks.
    #
    <event>
      tl: 49 32
      br: 50 34
      <spawn>
        sound: 30
        <animation> uid: 301 pos: 53 32 offset: 16 16 dir: 0 -2 </animation>
      </spawn>
      <modify>
        at: 53 32 set: 350
      </modify>
      <spawn>
        delay: 20
        <alien> t: mediumworm pos: 53 32 offset: 16 16 </alien>
      </spawn>
      <spawn>
        delay: 50
        difficulty: hard
        <alien> t: carnivore pos: 53 32 offset: 16 16 angle: 192 </alien>
      </spawn>
    </event>
    
    #
    # Above the social section
    #
    <event>
      tl: 78 28
      br: 79 31
      <spawn> sound: 30 <animation> uid: 301 pos: 83 29 offset: 16 16 dir: -2 0 </animation> </spawn>
      <modify> at: 83 29 set: 351 </modify>
      <spawn> delay: 25 <alien> t: carnivore pos: 83 29 offset: 16 16 angle: 192 </alien> </spawn>
      <spawn> delay: 45 <alien> t: carnivore pos: 83 29 offset: 16 16 angle: 192 </alien> </spawn>
    </event>
    <event>
      tl: 63 21
      br: 69 24
      <spawn>
        difficulty: hard
        sound: 30
        <animation> uid: 301 pos: 65 24 offset: 16 16 dir: -2 -1 </animation>
      </spawn>
      <modify>
        difficulty: hard
        at: 65 24 set: 351
      </modify>
      <spawn>
        difficulty: hard
        delay: 20
        <alien> t: carnivore pos: 65 24 offset: 16 16 angle: 32 </alien>
      </spawn>
      <spawn>
        difficulty: hard
        delay: 45
        <alien> t: carnivore pos: 65 24 offset: 16 16 angle: 28 </alien>
      </spawn>
      <spawn>
        difficulty: hard
        delay: 80
        <alien> t: smallworm pos: 65 24 offset: 16 16 </alien>
      </spawn>
    </event>
  </objective>


  #
  # The level story
  <story>
    background: gfx/levelpic/level_1.bmp
    story: gfx/levelpic/story_1.bmp
  </story>
  
#    line: From Cargoboxes They Came
#    line: During the last two weeks we've been receiving
#    line: strange cargoboxes that were labeled as "fragile" and
#    line: smelled like something was rotting inside.
#    line: <br>
#    line: I was doing my normal maintenace tasks in the basement of this
#    line: warehouse when someone opened one of those boxes and let the
#    line: hell rise upon us..
#    line: <br>
#    line: I heard screaming and growling from the next room but I was too
#    line: scared to go and see what's happening there. Soon later the shooting
#    line: started but it ended quickly. I guess that all the security guards
#    line: we're killed. I realized that whatever it was, I have to go out of here
#    line: because I'm trapped in this room. So I took a good grip of my crowbar.

</wewantwar_level>
[END]
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