; March 24, 1997
; The number of overlay levels
;


SetMaxThingLevels(10)

DefineThingType(repairgraphic)
{
   SetThingImage(repricon_animation)
   SetLevel(3)
   NoEdit()
}



DefineThingType(smcrater)
{
   SetThingImage(smcrater_animation)
   SetLevel(0)
   IsCrater(0)
}

DefineThingType(medcrater)
{
   SetThingImage(medcrater_animation)
   SetThingShadowImage(medcrater_shadow_animation)
   SetLevel(0)
   IsCrater(1)
}

DefineThingType(bigcrater)
{
   SetThingImage(largecrater_animation)
   SetLevel(0)
   IsCrater(2)
}

DefineThingType(brdh)
{
   SetThingImage(brdh_animation)
   SetThingShadowImage(brdh_shadow_animation)
   SetLevel(0)
}

DefineThingType(brdv)
{
   SetThingImage(brdv_animation)
   SetThingShadowImage(brdv_shadow_animation)
   SetLevel(0)
}

;DefineThingType(pbrdh)
;{
;   SetThingImage(pbrdh_animation)
;   SetThingShadowImage(pbrdh_shadow_animation)
;   SetLevel(0)
;}

;DefineThingType(pbrdv)
;{
;   SetThingImage(pbrdv_animation)
;   SetThingShadowImage(pbrdv_shadow_animation)
;   SetLevel(0)
;}
DefineThingType(wal)
{
  SetThingImage(wal_animation)
  SetLevel(0)
  SetHitPoints(400 0)
}


;
; ===  CLIFFS
; 

DefineThingType(clif1)
{
  SetThingImage(clif1_animation)
  SetThingShadowImage(clif1_shadow_animation)
  SetLevel(2)
}

DefineThingType(clif2)
{
  SetThingImage(clif2_animation)
  SetThingShadowImage(clif2_shadow_animation)
  SetLevel(2)
}

DefineThingType(clif3)
{
  SetThingImage(clif3_animation)
  SetThingShadowImage(clif3_shadow_animation)
  SetLevel(2)
}

DefineThingType(clif4)
{
  SetThingImage(clif4_animation)
  SetThingShadowImage(clif4_shadow_animation)
  SetLevel(2)
}

DefineThingType(clif5)
{
  SetThingImage(clif5_animation)
  SetThingShadowImage(clif5_shadow_animation)
  SetLevel(2)
}

DefineThingType(clif6)
{
  SetThingImage(clif6_animation)
  SetThingShadowImage(clif6_shadow_animation)
  SetLevel(2)
}




;
; ==== plants
;

DefineThingType(plnt1)
{
  SetThingImage(plnt1_animation)
  SetThingShadowImage(plnt1_shadow_animation)
  SetLevel(0)
  CanBeMorphedInto()
  SetHitPoints(100 0)
}

DefineThingType(plnt2)
{
  SetThingImage(plnt2_animation)
  SetThingShadowImage(plnt2_shadow_animation)
  SetLevel(0)
  CanBeMorphedInto()
  SetHitPoints(100 0)
}

DefineThingType(plnt3)
{
  SetThingImage(plnt3_animation)
  SetThingShadowImage(plnt3_shadow_animation)
  SetLevel(0)
  CanBeMorphedInto()
  SetHitPoints(100 0)
}

;
; ===== rock overlays
;

DefineThingType(rock1)
{
  SetThingImage(rock1_animation)
  SetThingShadowImage(rock1_shadow_animation)
  SetLevel(2)
}

DefineThingType(rock2)
{
  SetThingImage(rock2_animation)
  SetThingShadowImage(rock2_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(3000 0)
}

DefineThingType(rock3)
{
  SetThingImage(rock3_animation)
  SetThingShadowImage(rock3_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(3000 0)
}

DefineThingType(rock4)
{
  SetThingImage(rock4_animation)
  SetThingShadowImage(rock4_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(3000 0)
}

DefineThingType(rock5)
{
  SetThingImage(rock5_animation)
  SetThingShadowImage(rock5_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(3000 0)
}

DefineThingType(rock6)
{
  SetThingImage(rock6_animation)
  SetThingShadowImage(rock6_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(3000 0)
}


;
; ===== tree overlays
;

DefineThingType(tree1)
{
  SetThingImage(tree1_animation)
  SetThingShadowImage(tree1_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(400 0)
}

DefineThingType(tree2)
{
  SetThingImage(tree2_animation)
  SetThingShadowImage(tree2_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(400 0)
}

DefineThingType(tree3)
{
  SetThingImage(tree3_animation)
  SetThingShadowImage(tree3_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(350 0)
}

DefineThingType(tree4)
{
  SetThingImage(tree4_animation)
  SetThingShadowImage(tree4_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(350 0)
}

DefineThingType(tree5)
{
  SetThingImage(tree5_animation)
  SetThingShadowImage(tree5_shadow_animation)
  SetLevel(2)
  SetHitPoints(2000 0)
}

DefineThingType(tree6)
{
  SetThingImage(tree6_animation)
  SetThingShadowImage(tree6_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

;
; Rubble
;

DefineThingType(rubble1)
{
  SetThingImage(rubble1_animation)
  SetThingShadowImage(rubble1_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(rubble2)
{
  SetThingImage(rubble2_animation)
  SetThingShadowImage(rubble2_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(rubble3)
{
  SetThingImage(rubble3_animation)
  SetThingShadowImage(rubble3_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(ruin1)
{
  SetThingImage(ruin1_animation)
  SetThingShadowImage(ruin1_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(ruin2)
{
  SetThingImage(ruin2_animation)
  SetThingShadowImage(ruin2_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(ruin3)
{
  SetThingImage(ruin3_animation)
  SetThingShadowImage(ruin3_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(wreck1)
{
  SetThingImage(wreck1_animation)
  SetThingShadowImage(wreck1_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(wreck2)
{
  SetThingImage(wreck2_animation)
  SetThingShadowImage(wreck2_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(wreck3)
{
  SetThingImage(wreck3_animation)
  SetThingShadowImage(wreck3_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

DefineThingType(special1)
{
  SetThingImage(special1_animation)
  SetThingShadowImage(special1_shadow_animation)
  SetLevel(2)
  CanBeMorphedInto()
  SetHitPoints(300 0)
}

;======== water overlays
DefineThingType(water1)
{
  SetThingImage(water1_animation)
  SetThingShadowImage(water1_shadow_animation)
  SetLevel(2)
}

DefineThingType(water2)
{
  SetThingImage(water2_animation)
  SetThingShadowImage(water2_shadow_animation)
  SetLevel(2)
}

DefineThingType(water3)
{
  SetThingImage(water3_animation)
  SetThingShadowImage(water3_shadow_animation)
  SetLevel(2)
}

;=========== miscellaneous ovls

DefineThingType(misc1)
{
  SetThingImage(misc1_animation)
  SetThingShadowImage(misc1_shadow_animation)
  SetLevel(2)
}

DefineThingType(misc2)
{
  SetThingImage(misc2_animation)
  SetThingShadowImage(misc2_shadow_animation)
  SetLevel(2)
}

DefineThingType(misc3)
{
  SetThingImage(misc3_animation)
  SetThingShadowImage(misc3_shadow_animation)
  SetLevel(2)
}
