==============================================================================
			    XSYSTEM Documentation
		 Copyright (c) 1994-95 Q Studios Corporation
			    Contact: Peter Freese
		    pfreese@qstudios.com or CIS:74170,543
==============================================================================


This file documents the XSystem used in Blood. The XSystem is a system of
communication between dynamic world objects. A firm grasp of the XSystem is
crucial for Blood level designers. The XSystem provides basic building blocks
for creating simple doors, switches, and platforms, as well as the
flexibility for building extremely complex scenarios and puzzles.


==============================================================================
				  Overview
==============================================================================


XSectors, XWalls, and XSprites

	The XSystem is based on extending the three simple object types used
	in the Build engine: sectors, walls, and sprites. The extensions to
	these are referred to as XSectors, XWalls, and XSprites, or
	collectively as XObjects. Internally, the XSystem manages a list of
	each of each XObject and maintains links between its related object.
	The links are stored in the extra field, which you cannot edit in
	MapEdit, but can view with the Tab key in 2D mode.


State

	Fundamental to every XObject is the concept of state. In the XSystem,
	state is a simple boolean condition: ON or OFF. The meaning of state
	changes within different contexts, and can mean such things as open
	or closed for a door, alive or dead for a creature, or moving or
	still for a platform. For some types of XObjects, the implementation
	of state is hardwired, i.e., the meaning of ON and OFF are fixed. In
	most cases, however, you are free to manipulate the meaning of the
	two states as you see fit. Nevertheless, consistency and protocol
	will go a long way towards creating maintainable maps that are easy
	to debug.  For example, it is recommended that you create doors such
	that ON is open, and OFF is closed, but this is by no means enforced.

	There are many sector effects that are implicitly tied to state. The
	two most commonly used effects, lighting and panning, are both by
	default directly controlled by sector state, and you will need to
	understand state in order to make full use of these effects.

	Simply put, the effect is active when the state is ON, and the effect
	is inactive when the state is OFF. This means that the water in a
	sector could be made to flow or be still, depending on the sector's
	state. In the same way, a sector's lighting effect can be made to go
	on and off by changes in the state of the sector. The lighting wave
	form (if any) and amount of lighting (positive or negative) are
	independently configurable, which means the implementation of ON and
	OFF are still up to you.

	Switches are XSprites that work by changing their state in response
	to some stimulus, such as being pressed by the player, or impacted by
	a projectile. Nearly every XObject can change state in this fashion,
	although you can also effect state changes through the use of
	messages transmitted from one XObject to another.


Triggers

	All changes in state ultimately originate as a result of some
	physical event, usually an action by the player. These events are
	known as triggers, and XObjects can be made sensitive to triggers by
	setting the appropriate trigger flags:

	[x] Push
	[x] Impact
	[x] Explode
	[x] Pickup
	[x] Touch
	[x] Sight
	[x] Proximity
	[x] Enter
	[x] Exit
	[x] WallPush

	The Push trigger flag can be set for all XObjects, and is activated
	when the player presses the action key while facing the XObject. The
	player must be within a certain distance (currently 64 pixels) in
	order to activate the trigger. However, if the player is in an
	XSector that has the Push flag set, the trigger can be activated if
	no other XObject within push range has the Push flag set. Push
	triggers have many uses, such as switches that control other
	XObjects, swinging doors, or walls the player can push back.

	An Impact trigger is generated when the XObject is hit by a vector
	weapon, such as the shotgun or the tommy gun, regardless of whether
	the source of the vector was a player or a creature. The Impact
	trigger flag can be set for all XObjects. Use the Impact trigger flag
	to make glass windows change state (and break) when shot.

	The Explode trigger is similar to the Impact trigger, except it is
	created when the XObject is affected by an explosion. All XObjects
	can have Explode triggers. Explode triggers can be used for walls
	that can be demolished with TNT.

	The Pickup trigger flag can only be set for XSprites. This trigger is
	generated when an item is picked up by a player. If you use the
	Pickup trigger, you should use the XSprite to send out a message to
	another XObject, since it will be deleted immediately after being
	triggered.  The Pickup trigger makes it easy to create an ambush
	where picking up a crucial item causes doors to open exposing hordes
	of enemies. This differs from DOOM, which requires that the player
	step into a sector that actuates a trigger. Use of the sprite Pickup
	flag is preferable to using an XSector's Enter flag where the intent
	is to trigger another XObject when a special item is picked up.

	The Touch trigger is generated when the player is standing on (and
	being supported by) a particular XSprite. Only XSprites can use Touch
	triggers. A good use for Touch triggers is to create a break away
	floor section using floor sprites that drops the player into some
	other hazard.

	The Sight trigger flag allows XSprites to generate a trigger when a
	player is visible from the XSprite's location. The visibility test is
	computationally expensive, so use this trigger flag very sparingly!

	The Proximity trigger flag can be set for XSprites to allow them to
	trigger when a Dude (not just players) is within a finite distant
	from the XSprite. The dude must be with 64 pixels AND be visible from
	the location of the XSprite. The visibility test ensures that
	proximity triggers don't get generated for Dudes that are on the
	other sides of walls. Proximity triggers are used automatically for
	player placed proximity bombs, but you can create preset proximity
	bombs with this trigger flag.

	XSectors can generate triggers when a player enters and exits a
	sector by using the Enter and Exit trigger flags. It is not yet
	determined whether teleporting from or dying in a sector constitute
	leaving, so be careful when using these flags together not to create
	potential deadlocks.

	The WallPush is an XSector flag that is the equivalent of setting the
	Push trigger flag for all of the outward facing walls of a sector.
	Setting the WallPush trigger flag makes it easy to trigger red sector
	doors. This Flag may be used in conjunction with the Push flag in
	sectors where the intent is to have the player activate the XSector
	from the inside or outside.

	For most XObjects, the effect of a physical trigger is to toggle the
	state of the object. This is not always the case, however, and the
	implementation of an XObject's response to a physical trigger is
	dependent on the type of XObject. In the descriptions of each
	specific XObject type, you can assume that a physical trigger toggles
	state unless explicitly stated otherwise.


Keys

	You can limit what triggers the player is able to generate by
	specifying a key requirement. There are up to 7 different keys that
	the player can acquire each level. If the key field is set to a value
	other than 0, the XObject will not generate a trigger unless the
	player possesses the appropriate key. For example, a wall tile might
	possess a key hole. If the player has the silver key, pressing the
	action button while facing the wall will open the adjoining door (via
	a command message to the door). If the player does not have the
	silver key, the door will not open.


Messages

	The XSystem enables you to create highly interactive and complex
	environments, and the primary mechanism for accomplishing this
	complexity is the message system. Every XObject has the ability to
	send and receive messages to and from other XObjects. Communication
	between XObjects is what allows a wall switch to open a door, a trap
	to open upon entering a secret area, or a combination lock to
	activate a teleporter.

	Communication takes places in the form of commands which can be
	broadcast on any of 1023 different 'channels'. Each XObject has a
	separate transmit and receive channel, called txID and rxID,
	respectively. These can be set to the same channel, but usually they
	will be different. Think of the receive channel as the channel that
	the XObject is listening to. A message will have as many receivers as
	there are listeners. If a command is broadcast on channel 200, then
	every other XObject with an rxID of 200 can react to that message.
	Different types of XObjects can be listening to channel, and each
	react differently on reception of a message.

	The conditions for when to transmit a message are defined by an
	XObject's Send Mask, which is described later.


Commands

	The primary reason for sending a message to an XObject is to alter
	the state of the recipient. To that end, there are several different
	commands that a message may encapsulate:

		OFF
		ON
		state
		toggle
		!state
		link

	The simplest of these are the OFF command and the ON command. As you
	would expect, these force the recipient to the specified state. To
	turn an XObject ON, send an ON command on the channel to which it is
	listening. To turn it OFF, send an OFF command on the same channel.

	For example, a wall switch could transmit an ON message on channel
	142 when the player presses the action key on the front of the
	switch.  An XSector with an rxID of 142 would change from OFF to ON
	when receiving the message. If the XSector had a lighting effect
	defined, it would be activated by the change in state. This is how
	you would create a room with a light switch on the wall.

	The state command allows an XObject to transmit an OFF or ON command,
	depending on what its current state is. If the XObject is OFF, it
	transmits an OFF command. If it is ON, it transmits an ON command.
	The state command provides a convenient way to synchronize the states
	of two or more XObjects.

	Any XObject receiving a toggle command will invert its state. Use
	this command when you don't care what the original or resulting state
	will be, and you just want to ensure that the receiving XObject
	changes state.

	The !state (read "not state") works similar to the state command,
	except the state of the sender is inverted. If it is OFF, it
	transmits an ON command. If it is ON, it transmits an OFF command.

	The link command is used to synchronize the state of two or more
	XObjects at a more fundamental level than the state command, and is
	described in detail under "Linking".


System Channels

	Channels 0 - 99 are system channels and are reserved for certain
	global tasks. You can use them as txIDs, but should not use them for
	rxIDs (with the exception of 0), since channels below 100 are not
	broadcast. By broadcasting on a system channel, you can trigger
	certain system events, such as ending a level.

	Here are the uses of the system channels:

	0	Null channel. No commands are ever sent on channel 0.

	1..2	Reserved

	3	Voice/text over

	4	End level A

	5	End level B

	6	Lightning

	7	Called at startup

	8	Called at BloodBath startup

	9	Called at Coop startup

	10..89	Reserved

	90..99	Used internally for remote detonators

	100+	Miscellaneous level channels

	Channels from 100 to 1023 are free and should be used by the level
	designer for communication between XObjects.


Send Flags

	XObjects broadcast messages as a result of a state change. You can
	specify which state changes will cause the XObject to transmit by the
	send flags:

	[x] going ON
	[x] going OFF

	When the state changes from OFF to ON, a message will be broadcast if
	the "going ON" flag is set.  When the state changes from ON to OFF, a
	message will be sent if the "going OFF" flag is set.  If neither flag
	is set, the XObject will not broadcast any messages as a result of
	state changes.  If both flags are set, it will broadcast at any state
	change.

	For example, suppose you want to use a lever to control a portcullis.
	When the lever is pulled one way, you want it to raise the
	portcullis, and when it is pulled the other way, you want to lower
	the portcullis.  You would set the command to "state" and set both
	send flags, so the level would send an ON or OFF command every time
	the lever is moved.

	If, on the other hand, you wanted to use two switches to control the
	portcullis, you might have switch A raise the portcullis when it is
	turned on, and switch B lower it when turned off. In this case you
	would set switch A's "going ON" send flag and set its command to
	"ON"; and switch B's "going OFF" send flag and set its command to
	"OFF". Switch A would then send an ON command only when its state
	changed to ON, and switch B would send an OFF command only when its
	state changed to OFF.


The Busy state

	For many XObjects, such as doors or lifts, state is used to indicate
	one of two spatial positions that it can move between. By definition,
	however, transitions between the two states cannot occur
	instantaneously, but must progress over some finite period of time.
	In this case, the state change will not be considered complete until
	the object reaches its destination.

	While the object is undergoing a state change, the state field will
	remain unchanged, but an internal variable, called "busy" will track
	the progress of the state change. The busy value is a binary fraction
	that ranges from 0 (OFF) to 1 (ON). You can control how long the
	state change takes (for the appropriate XObject types) by specifying
	a value for busyTime in 1/10ths of a second. A door with a busy time
	of 50 will take 5.0 seconds to open or close. The current maximimum
	busyTime is 25.5 seconds, though this may be raised to accommodate
	the longer waitTimes used with Momentary Switches.

	Once the object reaches its goal state, the state field is changed,
	and a message is broadcast, depending on the send flags. The effect
	of delaying the state change until transition is complete allows
	actions of objects to be sequenced.

	For example, imagine what is necessary to move a boat through a set
	of locks. First one door opens, and when the door is completely open,
	it sends a message to the boat to move it through the door. When the
	boat reaches it's destination, it sends a message to the door, which
	starts closing. Once the door is closed, it sends a message to the
	sector, which raises the water level. When the water reaches its
	desired level, it sends a message to the other door, etc.


Callbacks

	For many of the XObjects in a level, you will want them to be reset
	after a period of time. For example, you might want to create a
	vertical door that closes automatically after being open for 10
	seconds. The XSystem supports this through the use of callbacks.
	Callbacks are a special message type that is generated internally and
	gets delivered to the XObject after a time period that you specify.

	You control the generation of callbacks through two fields, the
	waitTime and the restState. If waitTime is 0, the XObject will not
	generate a callback, otherwise it specifies the delay in 1/10ths of a
	second between a state change and receiving the callback. The
	restState is either OFF or ON, and indicates the default "resting"
	state for the XObject. It will post a callback when changing away
	from the restState, and when it receives the callback message, it
	will set its state to the restState.

	In the above example of a vertical door that closes after 10 seconds,
	you would create a door such that OFF is closed, and ON is open. Set
	the waitTime to 100, and the restState to OFF. Whenever the door
	opens, changing state from OFF to ON, it will post a callback message
	to itself. After 10.0 seconds, the callback is delivered, and the
	door will close.

	Unlike broadcast messages which are sent out on a particular channel,
	callbacks are delivered directly to the XObject which generated them,
	and are not concerned with rxID or txID. Callbacks also work
	irrespective of the XObject's send flags. This allows callbacks to
	work independently of any other messaging you might involve the
	XObject in. You can still broadcast messages on a state change,
	regardless of whether that state change occured as a result of a
	physical trigger, a command message, or a callback message.

	In most cases you will want to leave restState at its default value
	of FALSE. There are a few cases where having a restState of ON can
	solve some rather unusual design problems, but a description here
	would only be confusing. It will suffice to say that you'll know when
	you need to change it.


Linking

	Imagine opening the door to a dark closet, and as the door opens, the
	interior of the closet gets brighter. Imagine raising a flood gate,
	and as the gate opens, the water downstream begins to move, slowly at
	first, but them more rapidly as the gate gets higher. These are some
	of the effects you can accomplish with link messages.

	The link command essentially allows an XObject, a master, to
	broadcast its busy state. It is not necessary to set send flags for
	the link command. The link command will be sent out continuously as
	the master changes state. This will cause any XObjects receiving the
	link commands, slaves, to synchronize with the master by copying the
	master's busy value. When the master finishes its transition, its
	state field will change, and so too will that of all the slaves.

	The interpretation of the busy value will depend entirely on the type
	of XObject receiving the command. Certain sector attributes, such as
	lighting amplitude and pan velocity are by default controlled by
	state, and therefore busy value. Sending link commands from a door
	XSector to a room XSector is an easy to synchronize the illumination
	of the room with how far the door is open.

	The XSystem makes no checks for slaves starting out in the same state
	as masters. If a slave is ON and the master is OFF when a map is
	loaded, and the master broadcasts a link command as it changes state
	from OFF to ON, the slave will seem to 'pop' to OFF when it receives
	the first link command, and then slowly change to the ON state
	simultaneously with the master. You should avoid this by ensuring
	that slaves start out in the same state as masters.


Decoupling

	Each XObject can be thought of as having several components: a
	component which handles state and the sending and receiving of
	messages, a component which interprets and implements state in an
	object specific way, and a part which detects physical triggers.
	Normally, these components all function as a single unit. When an
	XObject is triggered, its state is modified, the physical
	representation changes, and a message may be sent out. This 'unit'
	functionality is intuitive, and it makes creating the most common
	types of XObjects quite simple.

	Suppose, however, that you want to control the lighting in a room
	with a wall switch, but you also want to be able to detect when a
	player enters the room in order to trigger some sort of trap. You
	might set up a static lighting effect controlled by state, so that
	when the sector is ON the room is bright and when it is OFF the room
	is dark. Pressing a wall switch could send a toggle command to the
	room XSector, turning the lights on and off. If you simply set the
	Enter trigger flag in the sector, then a player entering the room
	would toggle the state of the sector, turning the lights on or off.
	And any message sent out would have to depend on a state change,
	which would mean it would be triggered not only by physical
	triggers, but by state changes caused by the light switch.

	Fortunately, there is a way to isolate the functioning of the
	XObject's physical trigger component from its state mechanism. The
	decouple bit, when set, causes physical triggers not to affect the
	XObject's state, and to directly generate a physical trigger message.
	This message is broadcast on the txID channel, and causes the
	physical trigger to be applied to all receiving XObjects. In other
	words, to any XObject receiving the message, the trigger will be
	handled exactliy as if it were generated by that XObject itself.



==============================================================================
				  XSPRITES
==============================================================================


Data

	The data field is a catch all storage area for miscellaneous data
	with no place to go. Its use is type dependant.


Difficulty

	This specifies at what difficulty level the object appears. Level 0
	is the easiest, and level 3 is the hardest. Not yet implemented.


Detail

	Not yet implemented.


Map flags

	( ) when seen
	( ) never
	( ) initial
	( ) secret

	These allow you to specify the conditions under which the object will
	be visible on the players 2D map. The default is "when seen", which
	means that it must be first seen in 3D mode before it will be
	displayed on the map. XSprites marked as "never" will be invisible
	in 2D map mode. To have an XSprite start on the map, use "initial".
	"Secret" is not yet defined.


Sound kit

	Not yet implemented. See Ideas section.


Respawn flags

	Not yet implemented. See Ideas section.


XSprite types

Markers

	None implemented yet.

Switches

	Toggle Switches:

	The most basic of all switch types. It will display as one of two
	pictures in 3D mode, depending on the state. The picnum should be set
	to the OFF state picture. The ON picture (picnum + 1) will be displayed
	when the switch is on. All physical triggers toggle the state of the
	Toggle switch.

	Momentary Switches:

	Like the Toggle switch, except physical triggers can only change its
	state to ON. You'll need a callback or a message from another XObject
	to reset the switch to the OFF position.

	Combination Switches:

	Combination switches are multi-way switches which change to an ON state
	when they are set to a certain combination.  These switches can be used
	for combination locks, or even counters, as I will demonstrate.  Their
	behavior is controlled through 3 data fields:

	        data1   Current value ( 0 <= x < N-1 )
	        data2   Key value
	        data3   Number of values (N)

	The switch can have a value from 0 to N-1, where N is specified in the
	data3 field.  If data3 = 5, for example, the switch can have a value
	from 0 to 4, for a total of different values, or positions.  Each value
	is represented by a different tile.  You specify the base tile, which
	is the picture it will have when value = 0.  For example, if you pick
	tile 2300 for the switch, and data3 = 5, the switch will cycle through
	tiles 2300-2304.

	The current value for the switch is specified in the data1 field.
	Normally value is manipulated by the program, but you can set the
	initial value so when the map starts a switch will be in a particular
	position.

	If you enable a trigger for a combination switch, such as the Push
	trigger, whenever the trigger occurs the value (data1) for the switch
	will increment, wrapping around if it reaches N (data3).  In this way
	you can cycle continuously through all the different combinations for a
	particular switch.

	You can also control a combination switch with messages.  By sending an
	ON command to a combination switch, it will cycle UP.  By sending an
	OFF command to a combination switch, it will cycle DOWN.  In this
	manner, you can create a counter.  The switch will have a value equal
	to the number of ON messages it has received, minus the number of OFF
	messages, assuming it starts out with a value of 0 and you don't have
	any physical triggers enabled.

	The real power of combination switches comes from the ability to set a
	key value in the data2 field.  The switch will changes its state
	depending on whether data1 = data2.  In other words, data2 is the
	"combination" of the lock.  If data2 = 3, whenever the switch cycles to
	3, its state will change to ON, and whenever it cycles away from 3, its
	state will go to OFF.

	With this knowledge, you can create a combination lock consisting of
	multiple switches like the example in the hallway of FXTEST.MAP.  This
	combination lock actually consists of 4 combination switches: 3 used as
	tumblers, and one used as a counter.  The tumblers as set up pretty
	much as you would expect.  For each, data3 specifies the number of
	tiles to cycle through, and data2 specifies the key value for each.
	Each tumbler sends State to the counter.  Unlike the tumblers, the
	counter does not have any physical triggers set, so it is only cycled
	by messages it receives from the tumblers.  Since each tumbler sends a
	State command to the counter, it effectively "counts" how many of the
	tumblers are in the correct position to open the door.

	Since the door should open only when all three tumblers are in the
	correct position, the counter switch has data2 = 3.  Thus, when it
	reaches a value of 3, it will go to an ON state, and send a message to
	the door to open.  The data3 field for the counter is set to a
	arbitrary high value to prevent the switch from cycling around to 0
	before it reaches 3.  I just checked the code, and it will work just as
	well if data3 = 0.  So, if you don't want a counter to "wrap around",
	just store a value of 0 in data3. In the example, the counter is
	visible so you can see how it works, but you should probably hide it in
	the real game maps.

	The multi-way door setup in the outside area of FXTEST.MAP is only
	slightly more complicated than the combination lock.  In this setup,
	there are also 4 switches, but 3 of them are hidden by embedding them
	in the wall next to each door.  The combination switch in the center of
	the pool is a Master switch, and the 3 hidden switches are slaves.  The
	master switch sends Link commands to the 3 slaves. The Master switch is
	the only one which responds to physical triggers, in this case, a Push
	trigger. Whenever the Master switch cycles to a new value, it sends a
	Link command to all the slaves, and they all change to the same value.
	The value of data2 is irrelevant for a Master switch, and the value of
	data3 is irrelevent for a Slave.

	Each slave switch has a key value (data2) set so that whenever the
	Master (and all the slaves) cycles to a certain value, it will go ON
	and send a message to the door it controls to open. In the example in
	FXTEST.MAP, the slaves have key values of 1, 2, and 3, in clockwise
	order starting with the west most slave.

	There is no limit to the number of Slaves switches you can tie to a
	Master. They simply all receive on the same channel the Master
	transmits on.  There is also no limit to the number of tumblers you can
	use in creating a combination lock.


Weapons

Ammo

Keys

Items

Dudes

	Creatures can use their state to indicate whether they are alive or
	dead. Thus, they can send commands when they are killed. It is also
	possible for creatures to respond to command words to change their
	state -- ergo, they can be killed and brought back to life by remote
	control. Creatures can, of course, have many more states than can be
	represented by a simple binary state variable. The state bit here can
	be considered to mean active/inactive. For example, a creature could
	start out life as an inactive statue, and become animated when the
	player reaches a certain location. This has the potential for some
	really neat stuff.

	A creature with a non-zero value in the key field will drop a key of
	the specified ID upon death.


Generators

	Timer events are used to generate triggers at regular or semi-regular
	intervals.

	txID	command is broadcast on txID channel at each interval, and
		optionally going on or off depending on the sendWhen
		parameter.

	rxID	used to turn the generator on or off.

	state	on  = triggers every data1 +/- data2 tenths of a second.
	        off = no triggers generated

	command	used for trigger generation, and normal messages

	sendWhen used only for normal messages, ignored for trigger generation

	busyTime	not used
	waitTime	time before shutting off

	data1	trigger interval in tenths of a second.
	data2	random interval, added or subtracted from data1.
	data3	used internally

	What all this means is that the kGenTrigger type, and future
	generator types, support being turned on and off by other triggers
	(like switches), or by its own waitTime.

	The specified command is sent on the specified txID at specified
	(data1 +|- data2) intervals while the kGenTrigger object's state is
	ON, regardless of what the sendWhen parameter is set to.

	The kGenTrigger will also send the specified command on the specified
	txID when the state is turned ON or OFF, if one or both of the
	sendWhen fields are set.

	Q. What should these be used for?
	A. Almost any event that you want to be triggered repeatedly and
	regular intervals. In future versions, specific kGen??? types will be
	added to generate blood drips, water drips, fireballs, etc. These
	will work in much the same way as kGenTrigger except that they will
	spawn a special sprite at each interval instead of sending a message.

	Q. What should these NOT be used for?
	A. DO NOT use the kGenTrigger object to simulate any continuous
	motion.  We will be adding a continuous motion feature to some of our
	sector effects in the near future. If you use the kGenTrigger feature
	to simulate this, you will only be hurting your map and wasting
	precious time.


Tricks and traps

	Tricks/Traps/Hazards

	80	TNT barrels - large barrels of explosive material. Will blow
		up after receiving a certain amount of damage. Blowing up is
		considered a state change. You can also blow them up with
		command messages.

	81	Floor spike - sort of like a sharp stalagmite. Does damage
		when touched. ??? Damage once or continuous

	82	Falling rock trap - several rocks fall to the ground. Needs
		to be triggered via command.

	83	Gas emitting statue - when triggered, emits a cloud of
		poisonous gas



==============================================================================
				   XWALLS
==============================================================================

Panning

Types


==============================================================================
				  XSECTORS
==============================================================================

Shade effects

	Wave forms
	Period
	Amplitude
	Phase

Panning effects

	pan floor
	pan ceiling
	velocity
	angle


Water depth

Underwater

Types


==============================================================================
			   LEVEL DEFINITION FILES
==============================================================================

==============================================================================
				Experimental
==============================================================================

This section describes new features of the XSystem that are being tested. The
implementation of these is subject to change, so while you are encouraged to
experiment, please do not rely heavily on them heavily.

Voice/Text overs

	You can specify one of several (currently not very meaningful)
	messages to display during the game by sending a message on system
	channel 3. To choose which message is displayed, set the XObjects
	data field to one of the following values:

	The idea is to provide the ability to present some sort of plot
	element during game play. The message would be associated with a
	sound effect which would be played on top of the rest of the
	music/audio (like Katarn's voice in Dark Forces). This is NOT the way
	to create a sound effect that is supposed to come from some location
	in the map.

	Perhaps we could create a a level definition file (INI file, perhaps)
	that would allow level designers to specify the text of messages and
	associated sound resource, rather that having a fixed set for the
	game.

	Using the data field has some problems, since it is needed for some
	specific XObject types, such as combination switches.



==============================================================================
				    Ideas
==============================================================================


Damage:

	Sector damage:
		Damage frequency (every n.nn seconds)
		[ ] in sector
		[ ] on floor
		DAMAGE DESCRIPTOR

	Damage descriptor
	Damage period (every 1/10th seconds)
	[ ] Damage on floor only
	[ ] Damage only when ON

Damage Descriptor

	Type:
		Pummel		Punch, pummel, impact or crush
		Burn		Burn from heat or fire
		Bullet		Bullets or other piercing projectile
		Cut		Cutting or cleaving from a blade or sharp edge
		Stab		Stabbing or impaling
		Explode		Explosion concussion
		Gas		Poison gas
		Drown		Lack of air underwater
		Sonic
		Psyche
		Spirit
		Magic

	Amount:
		# hit points


Sound effects

	Each sound effect will have the following properties:

		Sample length
		Sample rate
		Looping flag

Sound Kits

	Since it would be difficult, if not cumbersome, to assign sounds for
	each possible sound effect that an object might make, sound kits
	provide a predefined collection of sounds for object state changes.

		(0) -> 1
		0 (->) 1 (loop)
		0 -> (1)

		(1) -> 0
		1 (->) 0 (loop)
		1 -> (0)

Respawning

	permanent	// 0=not permanent, 1=permanent (respawn ignored)
	respawn		// 0=never, 1=always, 2=optional never, 3=optional always
	respawnTime	// 0=instant, >0=time in tenths of a second,
	launchMode	// 0=all, 1=bloodbath, 2=ally, 3=ally&bloodbath,


Surface Kits

	Surfaces are used to describe the way that materials react to damage,
	object collisions, and interaction with the player.

	Surfaces have the following properties:

		Footfall sound
		Impact sound
		Impact effect

	Predefined surface types are:

		Stone
		Wood
		Dirt
		Metal
		Water
		Lava
		Air


Miscellaneous

	a boat

	mine cart

	mausoleum - door opens, and a platform slides out with a body on it

	moving platforms, such as one in ShadowWarrior

	You walk by a window and hear the sound of rain coming from outside.
	Occasionally, the sky flashes, and then you hear the sound of thunder
	from far away.

	Floor lightning:  Connect a bunch of floor sprites together to create
	a lightning-like effect. Imagine a guy pounding a staff on the ground,
	and lightning radiates outward on the floor from his staff. When it
	hits the player it does damage.


Elevators:

	At each floor, there is a call switch for the elevator. Pressing the
	switch will illuminate a light, which will stay lit until the elevator
	arrives. Above or to one side of the elevator is a panel which
	displays the current floor the elevator is on. When the elevator
	arrives, a door splits open to allow access to the elevator interior.
	Once inside the elevator, the player can press one of several floor
	buttons.

	Elevator is open on same level as player. Player enters. Player
	presses action bar => elevator closes, moves to next floor. Player
	presses action bar => elevator opens.


Rachel

	She will appear, walk towards her target location (a marker sprite),
	and then disappear. Any actions you wish her to perform should be
	accomplished with the initial trigger.


Sound generator

	Place one of these where you want to create a custom sound, e.g., a
	creaky floor or mysterious laugh. When it gets triggered, it will
	play the sound id specified in its data field. The sprite's waitTime,
	if non-zero, specifies that the sound generator is self triggering,
	and determines the average period between sounds in 1/10 seconds. The
	interval will vary by +/- 50%.


Wall traps

	Force field wall. Blocks all movement when energized (including
	bullets).

	Crushing wall - moves forward until it meets another wall, crushing
	anything and anyone in between. Use two opposing walls to make a nice
	sandwich.

	Swinging pendulum trap. A large bladed pendulum swings out of a niche
	in the wall.

	Guillotine - huge blade drops from above.

	For flexibility, the blade and projectile wall traps are not
	self-triggered. You need something else to trigger them. This allows
	you to adjust their timing to suit your needs. For example, you can
	trigger the razor doors by placing a player-cross trigger (see below)
	a short distant before the blade wall. Adjust the distance so that a
	player walking at a normal pace gets sliced neatly in two!


Kinetic effects:

	warp to marker sprite
	warp to sector
	stair case sectors
	Sinusoidal floor heights
	Sinusoidal walls
	Collapsing stairs
	[x] Drag objects

Container effects:

	Teleport
	Relocate
	Sinking through floor
	Linking

	Upper linked sector
	Lower linker sector

	Upper linked water
	Lower linked water

	Linked sectors are combined vertically so that the ceiling of one is
	the floor of another. This means it is possible for the player to move
	between them, and to partially be in both.

	Teleport when enter once to target location
	Teleport when enter always to target location


Combination Switches:

	* Counter switches cycled by messages from something other than a
	combination switch.  For example, you can keep track of the number of
	times a Player enters a sector.  On the 10th time -- Zap!

	* Combination locks with more than one set on combinations.  You could
	do this by have a set of tumblers which are used as Masters, controlling
	several sets of Slaves each with their own combinations.  In this
	manner, you could have a combination lock which causes one action when
	one combination is entered, and another action for a different
	combination.

	* Combine tumblers with a momentary switch so the Player needs to enter
	a combination and then press a switch to perform an action.  The
	momentary switch would send state when going ON and OFF just like the
	tumblers, but would provide an extra value to the count.

	* Lots of other cool stuff.  These things are really powerful -- there's
	an almost unlimited potential in using hidden switches that nobody's
	using yet.  If you have something you want to try, but can't figure out
	how to do it, just tell me and I'll try to create an example for you. I
	welcome any challenges!


==============================================================================
				  GLOSSARY
==============================================================================

Dude

Missile

Projectile

Trigger

Vector weapon

==============================================================================
			       TROUBLESHOOTING
==============================================================================

WHY DON'T MY DOORS WORK?

Make sure the doors are receiving triggers. If they are triggered externally,
you need a matching txId->rxId pair. If they are triggered internally, check
your trigger flags. Make sure the sector is not decoupled.


WHY DO DOORS START IN THE WRONG POSITION?

Remember that you must draw your doors in the OPEN position, but set their
state to reflect how you want the door to first appear in the level.


WHY DOES A TEXTURE STRETCH ON A SLIDING DOOR?

You may have an extra wall tagged for movement. If not all your walls move,
then at least some of the wall textures will stretch. Try to make them hidden.


WHY DO DOORS 'POP' FROM OPEN TO CLOSED?

Make sure that busyTime is non-zero.


MOMENTARY SWITCHES DON'T RESET.

Momentary switches do not automatically reset, although you can cause any
XObject to reset to a rest state after a period of time by setting the
waitTime.


==============================================================================
				   HISTORY
==============================================================================

95/07/13

First official release.  The type specific descriptions for XSprites, XWalls,
and XSectors is missing, but the overview is complete and contains the
information that everyone needs. Please address questions or suggestions to
me at the email address in the file header.
