
; Defines general parameters of the game for which wadfiles are intended.
;
;	Name		textual name for internal use
;	IWAD		standard 8.3 base name and extension of main wadfile
;	NewMap		default name for new map -- dictates format for all maps
;	Directory	directory in which main wadfile (and game files) reside
;	Run			command to execute (from the directory) for running a map

[WadGame]
Name=Heretic
IWAD=HERETIC.WAD
NewMap=E1M1
Directory=C:\HERETIC
Run=heretic.exe -file $_Wadfile -warp $_Wadmap -nosound

; Defines parameters of the default sector motif created when no motif
; file can be located at startup.

[Default.Sector]
Above=GRSTNPB
Main=GRSTNPB
Below=GRSTNPB
Ceiling=FLOOR03
Floor=FLOOR03
CeilingHeight=128
FloorHeight=0
Lighting=128

; Defines parameters of the default door motif created when no motif
; file can be located at startup.

[Default.Door]
Base=FLOOR10
Door=DOORSTON
Track=METL2
Type=1

; Defines parameters of the default stair motif created when no motif
; file can be located at startup.

[Default.Stair]
FloorRunner=WOODWL
CeilingRunner=WOODWL
Stairwell=WOODWL
FloorInc=8
CeilingInc=0
LightingInc=0

;	ID				used to classify things
;	Red				red value for drawing things of said class
;	Green			green value for drawing things of said class
;	Blue			blue value for drawing things of said class
;	Name			textual description of class

[Things.Classes]
0x001	255	255	255	Start
0x002	255	0	0	Enemy
0x003	255	255	0	Key
0x004	0	192	0	Armor
0x005	128	128	0	Weapon
0x006	128	128	000	Ammo
0x007	0	255	255	Powerup
0x008	192	192	192	Scenery
0x009	000	000	000	Sounds
0x00a	255	0	255	Teleport
0x00b	0	0	255	Healing
0x00c	192	0	0	Hazard

;	ID				used to uniquely identify things in a map
;	Class			classification (defined above)
;	Size			approximate thing size (in map units)
;	Sprite			name of the sprite to use for display purposes
;	Name			textual description of thing

[Things.Types]
0x001	1	20	playa1	    Player 1
0x002	1	20	playa1	    Player 2
0x003	1	20	playa1	    Player 3
0x004	1	20	playa1	    Player 4
0x005	2	20	impxa1	    Gargoyle leader
0x006	2	20	heada1	    Ironlich
0x007	2	20	srcra1	    D'Sparil
0x008	6	20	bagha0	    Bag of holding
0x009	2	20	mntrv1	    Maulotaur
0x00a	6	20	amg1a0	    Wand crystal (10)
0x00b	1	20	playf1	    Deathmatch
0x00c	6	20	amg2a0	    Wand crystal (50)
0x00d	6	20	amm1a0	    Mace spheres (20)
0x00e	10	20	teleg0	    Destination
0x00f	2	20	wzrda1	    Disciple
0x010	6	20	amm2a0	    Mace spheres (100)
0x011	8	20	skh1a0	    Skull hang (70)
0x012	6	20	amc1a0	    Crossbow bolts (5)
0x013	6	20	amc2a0	    Crossbow quarrel (20)
0x014	6	20	ams1a0	    Hellstaff rune (20)
0x015	6	20	ams2a0	    Hellstaff rune (100)
0x016	6	20	amp1a0	    Phoenix orb (1)
0x017	6	20	amp2a0	    Phoenix orb (10)
0x018	8	20	skh2a0	    Skull hang (60)
0x019	8	20	skh3a0	    Skull hang (45)
0x01a	8	20	skh4a0	    Skull hang (35)
0x01b	8	20	srtca0	    Serpent torch
0x01c	8	20	chdlb0	    Chandelier
0x01d	8	20	smpla0	    Small pillar
0x01e	7	20	eggca0	    Egg
0x01f	4	20	shd2a0	    Shield (2)
0x020	7	20	artisphl	Healing urn
0x021	7	20	artitrch	Torch
0x022	7	20	artifbmb	Time bomb
0x023	7	20	spmpa0	    Map Scroll
0x024	7	20	artiatlp	Chaos device
0x025	8	20	stgsa0	    Stalagmite (small)
0x026	8	20	stgla0	    Stalagmite (large)
0x027	8	20	stcsa0	    Stalactite (small)
0x028	8	20	stcla0	    Stalactite (large)
0x029	9	20	telea0      Sound: E2_Waterfall
0x02a	9	20	telea0      Sound: E1_Wind
0x02b	12	20	ppodk0	    Pod generator
0x02c	12	20	barla0	    Barrel
0x02d	2	20	mummy1	    Golem leader
0x02e	2	20	mummy5	    Golem leader ghost
0x02f	8	20	brpla0	    Brown pillar
0x030	8	20	mos1a0	    Moss (three)
0x031	8	20	mos2a0	    Moss (one)
0x032	8	20	wtrhc0	    Wall torch
0x033	8	20	hcora0	    Hanging corpse
0x034	10	20	teleh0	    Entrance (glittering blue)
0x035	5	20	wblsa0	    DragonClaw
0x036	6	20	amb1a0	    Energy orb (10)
0x037	6	20	amb2a0	    Energy orb (25)
0x038	2	20	sor2i0	    D'Sparil spot
0x040	2	20	kniga1	    Undead warrior
0x041	2	20	kniga5	    Undead warrior ghost
0x042	2	20	impxb1	    Gargoyle
0x044	2	20	mumme1	    Golem
0x045	2	20	mumme5	    Golem ghost
0x046	2	20	beasa1	    Weredragon
0x049	3	20	akyya0	    Green key
0x04a	10	20	teleh0	    Entrance (glittering red)
0x04b	7	20	artiinvs	Invisibility
0x04c	8	20	kfr1a0	    Fire brazier
0x04f	3	20	bkyya0	    Blue key
0x050	3	20	ckyya0	    Yellow key
0x051	11	20	ptn1a0	    Crystal vial (10)
0x052	11	20	artiptn2	Quartz flask (25)
0x053	7	20	artisoar	Wings of wrath
0x054	7	20	artiinvu	Invulnerability
0x055	4	20	shlda0	    Shield (1)
0x056	7	20	artipwbk	Tome of power
0x057	8	20	vlcoe0	    Volcano
0x05a	2	20	clnka1	    Sabreclaw
0x05c	2	20	snkea1	    Ophidian
0x05e	8	20	kgzba0	    Blue orb
0x05f	8	20	kgzga0	    Green orb
0x060	8	20	kgzya0	    Yellow orb
0x4b0	9	20	telea0      Sound: A2_Scream
0x4b1	9	20	telea0	    Sound: A2_Squish
0x4b2	9	20	telea0	    Sound: A1_Drops
0x4b3	9	20	telea0	    Sound: A1_SlowFootsteps
0x4b4	9	20	telea0	    Sound: A1_Heartbeat
0x4b5	9	20	telea0	    Sound: A1_Bells
0x4b6	9	20	telea0	    Sound: A2_Growl
0x4b7	9	20	telea0	    Sound: A2_Magic
0x4b8	9	20	telea0	    Sound: A1_Laughter
0x4b9	9	20	telea0	    Sound: A1_FastFootsteps
0x7d1	5	20	wbowa0	    Crossbow
0x7d2	5	20	wmcea0	    Mace
0x7d3	5	20	wphxa0	    Phoenix rod
0x7d4	5	20	wskla0	    Hellstaff
0x7d5	5	20	wgnta0	    Gauntlets
0x7f3	12	20	ppoda0	    Pod

;	ID				used to classify linedefs
;	Name			textual description of class
;
;	Note:	When converting a sector to a door, the linedef types 
;			available are those in class number two.

[LineDefs.Classes]
0x001	Special
0x002	Local door
0x003	Remote door
0x004   Ceiling
0x005   Crushing ceiling
0x006	Lift
0x007   Floor
0x008   Moving floor
0x009   Stairs
0x00a   Exit
0x00b   Teleport
0x00c   Lighting

;	ID
;	class
;	codes
;		n       does NOT require a tag number
;		W       walk-over activation
;		S       switch (triggered by player use)
;		G       gunfire (pistol, shotgun, chaingun) cross or hit line
;		1       the line may be activated once only
;		R       potentially repeatable activation
;		&       affected sectors locked out from further changes
;		m       monster actions can activate the line's effect
;	speed
;		(slow=1, medium = 2, fast = 3, turbo = 4)
;	time
;	texture changes
;	description

[LineDefs.Types]

; Special
0x030	1	n		-	-	-	scrolling wall (left)
0x063	1	n		-	-	-	scrolling wall (left)

; Local door
0x001	2	nSRm	2	4	-	open/close
0x01a	2	nSR		2	4	-	open/close (blue key required)
0x01c	2	nSR		2	4	-	open/close (green key required)
0x01b	2	nSR		2	4	-	open/close (yellow key required)
0x01f	2	nS1		2	-	-	open
0x020	2	nS1		2	-	-	open (blue key required)
0x021	2	nS1		2	-	-	open (green key required)
0x022	2	nS1		2	-	-	open (yellow key required)
0x02e	2	nG1		2	-	-	open

; Remote door
0x004	3	W1		2	4	-	open/close
0x01d	3	S1		2	4	-	open/close
0x05a	3	WR		2	4	-	open/close
0x03f	3	SR		2	4	-	open/close
0x002	3	W1		2	-	-	open
0x067	3	S1		2	-	-	open
0x056	3	WR		2	-	-	open
0x03d	3	SR		2	-	-	open
0x003	3	W1		2	-	-	close
0x032	3	S1		2	-	-	close
0x04b	3	WR		2	-	-	close
0x02a	3	SR		2	-	-	close
0x010	3	W1		2	30	-	close/open (30 seconds)
0x04c	3	WR		2	30	-	close/open (30 seconds)
0x064	3	WR		4	-	-	open/close

; Ceiling
0x028	4	W1		1	-	-	up to highest ceiling
0x029	4	S1		1	-	-	down to floor
0x02b	4	SR		1	-	-	down to floor
0x02c	4	W1		1	-	-	down to floor + 8
0x031	4	S1		1	-	-	down to floor + 8
0x048	4	WR		1	-	-	down to floor + 8

; Crushing ceiling
0x006	5	W1&		2	0	-	start fast crush
0x019	5	W1&		2	0	-	start slow crush
0x049	5	WR&		1	0	-	start slow crush
0x04d	5	WR&		2	0	-	start fast crush
0x039	5	W1&		-	-	-	stop crush
0x04a	5	WR&		-	-	-	stop crush

; Lift
0x00a	6	W1		3	3	-	lift
0x015	6	S1		3	3	-   lift
0x058	6	WRm		3	3	-   lift
0x03e	6	SR		3	3	-   lift

; Floor
0x077	7	W1		1	-	-   up to next highest floor
0x080	7	WR		1	-	-	up to next highest floor
0x012	7	S1		1	-	-	up to next highest floor
0x045	7	SR		1	-	-   up to next highest floor
0x016	7	W1&		1	-	TX  up to next highest floor + texture
0x05f	7	WR&		1	-	TX  up to next highest floor + texture
0x014	7	S1&		1	-	TX  up to next highest floor + texture
0x044	7	SR&		1	-	TX  up to next highest floor + texture
0x02f	7	G1&		1	-	TX	up to next highest floor + texture
0x005	7	W1		1	-	-   up to lowest ceiling
0x05b	7	WR		1	-	-   up to lowest ceiling
0x065	7	S1		1	-	-   up to lowest ceiling
0x040	7	SR		1	-	-   up to lowest ceiling
0x018	7	G1		1	-	-	up to lowest ceiling
0x082	7	W1		4	-	-   up to next highest floor (turbo)
0x083	7	S1		4	-	-   up to next highest floor (turbo)
0x081	7	WR		4	-	-   up to next highest floor (turbo)
0x084	7	SR		4	-	-   up to next highest floor (turbo)
0x038	7	W1&		1	-	-   up to lowest ceiling - 8, crush
0x05e	7	WR&		1	-	-   up to lowest ceiling - 8, crush
0x037	7	S1		1	-	-   up to lowest ceiling - 8, crush
0x041	7	SR		1	-	-   up to lowest ceiling - 8, crush
0x03a	7	W1		1	-	-	up 24
0x05c	7	WR		1	-	-	up 24
0x00f	7	S1&		1	-	TX  up 24 + texture
0x042	7	SR&		1	-	TX  up 24 + texture
0x03b	7	W1&		1	-	TXP up 24 + sector texture
0x05d	7	WR&		1	-	TXP up 24 + sector texture
0x00e	7	S1&		1	-	TX  up 32 + texture
0x043	7	SR&		1	-	TX  up 32 + texture
0x01e	7	W1		1	-	-	up by shortest lower texture
0x060	7	WR		1	-	-   up by shortest lower texture
0x026	7	W1		1	-	-   down to lowest floor
0x017	7	S1		1	-	-   down to lowest floor
0x052	7	WR		1	-	-   down to lowest floor
0x03c	7	SR		1	-	-   down to lowest floor
0x025	7	W1		1	-	NXP down to lowest floor + sector texture
0x054	7	WR		1	-	NXP down to lowest floor + sector texture
0x013	7	W1		1	-	-   down to highest floor
0x066	7	S1		1	-	-   down to highest floor
0x053	7	WR		1	-	-   down to highest floor
0x02d	7	SR		1	-	-   down to highest floor
0x024	7	W1		3	-	-   down to highest floor + 8
0x047	7	S1		3	-	-   down to highest floor + 8
0x062	7	WR		3	-	-   down to highest floor + 8
0x046	7	SR		3	-	-   down to highest floor + 8
0x009	7	S1		1	-	NXP donut + sector texture
0x055	7	WR		1	-	-	down to highest floor (ceiling up to highest ceiling)

; Moving floor
0x035	8	W1&		1	3	-	start moving floor
0x036	8	W1&		-	-	-	stop moving floor
0x057	8	WR&		1	3	-	start moving floor
0x059	8	WR&		-	-	-	stop moving floor

; Stair
0x008	9	W1		1	-	-	stairs (8)
0x007	9	S1		1	-	-	stairs (8)
0x06b	9	S1		4	-	-	stairs (16)

; Exit
0x00b	10	nS1		-	-	-	end level, go to next
0x033	10	nS1		-	-	-	end level, go to secret
0x034	10	nW1		-	-	-	end level, go to next
0x069	10	nW1		-	-	-	end level, go to secret

; Teleport
0x027	11	W1m		-	-	-	teleport
0x061	11	WRm		-	-	-	teleport
0x07d	11	W1m		-	-	-	teleport monsters only
0x07e	11	WRm		-	-	-	teleport monsters only

; Lighting
0x023	12	W1		-	-	-	off
0x068	12  W1		-	-	-   set to dimmest near
0x00c	12	W1		-	-	-	set to brightest near
0x00d	12	W1		-	-	-	on maximum
0x04f	12	WR		-	-	-	off
0x050	12	WR		-	-	-	set to brightest near
0x051	12	WR		-	-	-	on maximum
0x011	12	W1		-	-	-	start blinking
0x08a	12	SR		-	-	-	on maximum
0x08b	12	SR		-	-	-	off
0x04e	12	WR		-	-	-	set to dimmest near

[Sectors.Types]
0x001	Blink (random)
0x002	Blink (1/2 second)
0x003	Blink (1 second)
0x004	-10/20% health
0x005	-5/10% health
0x006	Ceiling crush and raise
0x007	-2/5% health
0x008	Light oscillates
0x009	Secret
0x00a	Ceiling drops (after 30 seconds)
0x00c	Blink (1/2 second sync.)
0x00d	Blink (1 second sync.)
0x00e	Ceiling rises (after 300 seconds)
0x00f	Friction_Low
0x010	-10/20% health
0x015	Scroll (east/slow)
0x016	Scroll (east/normal)
0x017	Scroll (east/fast)
0x01a	Scroll (north/slow)
0x01b	Scroll (north/normal)
0x01c	Scroll (north/fast)
0x01f	Scroll (south/slow)
0x020	Scroll (south/normal)
0x021	Scroll (south/fast)
0x024	Scroll (west/slow)
0x025	Scroll (west/normal)
0x026	Scroll (west/fast)
0x028	Wind (east/weak)
0x029	Wind (east/normal)
0x02a	Wind (east/strong)
0x02b	Wind (north/weak)
0x02c	Wind (north/normal)
0x02d	Wind (north/strong)
0x02e	Wind (south/weak)
0x02f	Wind (south/normal)
0x030	Wind (south/strong)
0x031	Wind (west/weak)
0x032	Wind (west/normal)
0x033	Wind (west/strong)
