;=== PCC2 Resource Index ===
;
;  Syntax is
;    item = file name
;  items are
;    s.foo = sounds
;    g.foo = graphics
;    f.foo = fonts
;  Names are relative to the resource directory resp. the "dir:" entries
;  from cc-res.cfg.
;
;  When PCC II needs an item which is not there, it attempts a blind
;  guess from the item name: the prefixes turn into a set of extensions,
;  dots turn into slashes, hence PCC opens `vcr/torpedo.gfx' when asked
;  for `g.vcr.torpedo'. When an item ending in a number can't be opened,
;  PCC tries without the number (i.e. `g.vcr.ftr10' is tried as `g.vcr.ftr'
;  if it can't be opened).
;
;  File names:
;  - if a file name ends with a ".", PCC2 tries all supported extensions
;  - two file names separated with "|" means draw second image atop first
;  - the "|" might also be followed by a transformation name:
;    + "size:WIDTH,HEIGHT": resize to WIDTHxHEIGHT. Both WIDTH and HEIGHT
;       must be numbers, optionally with a "%" suffix to resize in relation
;       to the screen size (i.e. "size:50%x100" makes the image half the
;       screen width wide, and 100 pixels tall)
;    + "size:screen": same as "size:100%,100%"
;    + "add:N": only for palettized images: add N to each pixel
;

;----- VCR Sounds ------
; "s.vcr.beamN" is used when a type-N beam fires ("s.vcr.beam0" for fighters).
; "s.vcr.beam" is used when no value defined for this beam.
; The default sounds assume you have Winplan; right now we only include
; "zap.wav" and "expl-*.wav".
s.vcr.beam    = wav/zap.wav
s.vcr.beam0   = wav/ffire3.wav
s.vcr.beam1   = wav/ffire4.wav
s.vcr.beam2   = wav/ffire4.wav
s.vcr.beam8   = wav/weapon2.wav
s.vcr.beam9   = wav/laser.wav
s.vcr.beam10  = wav/laser.wav
s.vcr.tlaun   = wav/photon1.wav
s.vcr.bang    = wav/expl-big.wav
s.vcr.bangf   = wav/expl-small.wav
s.vcr.damaged = wav/expl-small.wav
s.vcr.thit    = wav/hit.wav

; s.vcr.flaun = fighter launch

;--- Main Menu Graphics
g.bg.choose   = bg/blank.|bg/title.|size:screen
g.bg.unpack   = bg/blank.|bg/unpack.|size:screen
g.bg.maketurn = bg/blank.|bg/maketurn.|size:screen
g.bg.sweep    = bg/blank.|bg/sweep.|size:screen
g.bg.vcr      = bg/blank.|vcr/banner.|size:screen

;--- VCR Graphics
g.vcr.bg      = vcrbg.jpg

; This is the "custom ship" picture
g.ship200     = menu/ship.cd

; g.vcr.planet
; g.vcr.ship
; g.vcr.ftr[1..11]
; g.vcr.torpedo

;--- Control Screens
; "g.planetX" is used for a planet of temperature X. We currently have only
; one for all. PCC 1.x synthesizes an image for each level from 12 images.
g.planet = vcr/planet.png

; "g.baseX" is used for a base whose highest tech is X. PCC 1.x distinguishes
; between high-tech and low-tech, so do we.
g.base7  = base/newbase.png
g.base8  = base/newbase.png
g.base9  = base/newbase.png
g.base10 = base/newbase.png
g.base   = base/oldbase.png

;--- Windows
; "winblue" is some sort of blue marble. We can derive other window
; frame colors from it. For reference, here are some good ones:
;   add:16 = fall (=green/red/yellow)
;   add:48 = pale green
;   add:60 = dark green
;   add:64 = green
;   add:76 = dark yellow
;   add:78 = not so dark greenish yellow
;   add:-24 = orange
;   add:-28 = reddish orange
;   add:-32 = red
;   add:-48 = gray
g.winblue = winblue.
g.winred = winblue.|add:-32
g.wingray = winblue.|add:-48
g.wingreen = winblue.|add:61
g.winyellow = winblue.|add:78

; "bgtile" is a gray sand texture. We can derive other background
; colors from it. For reference, here are some good ones:
;   add:8 = light gray (works as window background)
;   add:16 = dark red
;   add:20 = reddish orange
;   add:28 = orangeish yellow
;   add:32 = yellow
;   add:48 = blue
;   add:52 = light blue (same shade as winblue)
;   add:56 = really light blue
;   add:64 = fall
;   add:72 = acid green
;   add:100 = pale green
;   add:112 = dark green
;   add:116 = bright green
;   add:128 = dark yellow
;   add:130 = not so dark greenish yellow
;   add:-12 = whiteish blue
g.bgtile = bgtile.
g.bluetile = bgtile.|add:48
g.greentile = bgtile.|add:112
g.redtile = bgtile.|add:16

; Help files. "help.xxx" contains help pages "xxx:foo".
; "help" contains all pages without colon.
help         = pcc2help.xml
help.pcc2    = pcc2help.xml
help.playvcr = pcc2help.xml
help.config  = pcc2help.xml
help.int     = pcc2interpreter.xml
