; Effects of buildings and overlays on landscape
; (Determines whether units can walk on certain tiles etc.)
;
; Format is:
;
;   DefineOvlEffect(filename width height) {
;       _effect_  _altitude_modifier_  ...
;   }
;
;
; Effects Are:
;
;   -1 - Passable (No Effect)
;    2 - Building Bay (part of building, but units can walk on it)
;    3 - Solid (unit can't walk there)


;New Overlays

DefineOvlEffect(aowal000.spr 1 1) {
 3 0
}

DefineOvlEffect(ncwal1l0.spr 1 1) {
 3 0
}

DefineOvlEffect(nocen1l0.spr 5 4) {
 3 0 3 0 3 0 3 0 3 0
 3 0 3 0 3 0 3 0 3 0
 3 0 3 0 3 0 3 0 3 0
 3 0 3 0 3 0 3 0 3 0
}


DefineOvlEffect(ncswl1l0.spr 2 2) {
 3 0 3 0
 3 0 3 0
}

DefineOvlEffect(ncswm1l0.spr 2 2) {
 3 0 3 0
 3 0 3 0
}



DefineOvlEffect(ncbwl1l0.spr 3 3) {
-1 0 3 0 3 0
 3 0 3 0 3 0
 3 0 3 0 -1 0
}

DefineOvlEffect(ncbwm1l0.spr 3 3) {
 3 0 3 0 -1 0
 3 0 3 0 3 0
 -1 0 3 0 3 0
}


DefineOvlEffect(ncsbh1l0.spr 3 3) {
    3 0 3 0 3 0
    2 0 2 0 2 0
    3 0 3 0 3 0
}

DefineOvlEffect(ncsbv1l0.spr 3 3) {
    3 0 2 0 3 0
    3 0 2 0 3 0
    3 0 2 0 3 0
}

DefineOvlEffect(ncbbh1l0.spr 6 3) {
    3 0 3 0 3 0 3 0 3 0 3 0
    2 0 2 0 2 0 2 0 2 0 2 0
    3 0 3 0 3 0 3 0 3 0 3 0
}

DefineOvlEffect(ncbbv1l0.spr 3 6) {
    3 0 2 0 3 0
    3 0 2 0 3 0
    3 0 2 0 3 0
    3 0 2 0 3 0
    3 0 2 0 3 0
    3 0 2 0 3 0
}

DefineOvlEffect(nfagt1l0.spr 3 3) {
    2 0 2 0 2 0
    3 0 3 0 3 0
    3 0 3 0 3 0
}

DefineOvlEffect(nitrc1l0.spr 4 4) {
   2 0 2 0 2 0 -1 0
   2 0 2 0 2 0  2 0
   3 0 3 0 3 0  3 0
   3 0 3 0 3 0  3 0
}

DefineOvlEffect(nocbs1l0.spr 4 4) {
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
}

DefineOvlEffect(nochm1l0.spr 4 4) {
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0
}


DefineOvlEffect(nocen1l0.spr 5 5) {
   3 0 3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0 3 0
   3 0 3 0 3 0 3 0 3 0
}



DefineOvlEffect(tcvbvst0.spr 5 4) {
    3 0  3 0 3 0 2 0 2 0
    3 0  3 0 2 0 3 0 3 0
    3 0  2 0 3 0 3 0 3 0
    2 0  3 0 3 0 3 0 3 0
}

DefineOvlEffect(tcvbhst0.spr 5 4) {
    2 0  2 0 3 0 3 0 3 0
    3 0  3 0 2 0 3 0 3 0
    3 0  3 0 3 0 2 0 3 0
    3 0  3 0 3 0 3 0 2 0
}

DefineOvlEffect(tcpbvst0.spr 5 4) {
    3 0  3 0 3 0 2 0 2 0
    3 0  3 0 2 0 3 0 3 0
    3 0  2 0 3 0 3 0 3 0
    2 0  3 0 3 0 3 0 3 0
}

DefineOvlEffect(tcpbhst0.spr 5 4) {
    2 0  2 0 3 0 3 0 3 0
    3 0  3 0 2 0 3 0 3 0
    3 0  3 0 3 0 2 0 3 0
    3 0  3 0 3 0 3 0 2 0
}

DefineOvlEffect(aoctr000.spr 3 3) {
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
}
DefineOvlEffect(aoctr002.spr 3 3) {
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
}
DefineOvlEffect(aoctr001.spr 3 3) {
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
   -1  0  -1   0  -1  0
}


; Old Overlays and current buildings


DefineOvlEffect(simphq0.spr 4 5) {
  -1 0 -1 0 -1 0 -1 0
  -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0
   3 0  3 0  2 0  3 0
  -1 0  3 0  3 0  2 0
}

DefineOvlEffect(nfhqt1l0.spr 5 6) {
  -1 0 -1 0 -1 0 -1 0 -1 0
  -1 0 -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0  3 0
   3 0  3 0  3 0  3 0  3 0
  -1 0  3 0  3 0  2 0  3 0
  -1 0  3 0  3 0 -1 0 -1 0
}


DefineOvlEffect(nfhqt2l0.spr 5 6) {
  -1 0 -1 0 -1 0 -1 0 -1 0
  -1 0 -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0  3 0
   3 0  3 0  3 0  3 0  3 0
  -1 0  3 0  3 0  2 0  3 0
  -1 0  3 0  3 0 -1 0 -1 0
}

DefineOvlEffect(nfhqt3l0.spr 5 6) {
  -1 0 -1 0 -1 0 -1 0 -1 0 
  -1 0 -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0  3 0
   3 0  3 0  3 0  3 0  3 0
  -1 0  3 0  3 0  2 0  3 0
  -1 0  3 0  3 0 -1 0 -1 0
}


DefineOvlEffect(nivcy1l0.spr 5 5) {
 -1 0  3 0  3 0  3 0  3 0
  3 0  3 0  3 0  3 0  3 0
  3 0  3 0  2 0  3 0  3 0
  3 0  2 0  3 0  3 0  3 0
  2 0  3 0  3 0  3 0 -1 0
}

DefineOvlEffect(nivcy2l0.spr 5 5) {
 -1 0  3 0  3 0  3 0  3 0
  3 0  3 0  3 0  3 0  3 0
  3 0  3 0  2 0  3 0  3 0
  3 0  2 0  3 0  3 0  3 0
  2 0  3 0  3 0  3 0 -1 0
}

DefineOvlEffect(nihqt1l0.spr 5 6) {
 -1 0 -1 0 -1 0 -1 0 -1 0 
 -1 0 -1 0 -1 0 -1 0 -1 0 
  3 0  3 0  3 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  2 0  3 0  3 0  3 0
}

DefineOvlEffect(nihqt2l0.spr 5 6) {
 -1 0 -1 0 -1 0 -1 0 -1 0 
 -1 0 -1 0 -1 0 -1 0 -1 0 
  3 0  3 0  3 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  2 0  3 0  3 0  3 0
}

DefineOvlEffect(nihqt3l0.spr 5 6) {
 -1 0 -1 0 -1 0 -1 0 -1 0 
 -1 0 -1 0 -1 0 -1 0 -1 0 
  3 0  3 0  3 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  3 0  2 0  3 0  3 0 
  3 0  2 0  3 0  3 0  3 0
}


DefineOvlEffect(ncpow1l0.spr 4 5) {
  -1 0 -1 0  2 0 -1 0 
  -1 0  2 0  2 0  2 0
  -1 0  3 0  3 0  3 0
  -1 0  2 0  3 0 -1 0
  -1 0 -1 0 -1 0 -1 0
}

DefineOvlEffect(nclnc1l0.spr 5 4) {
  -1 0 -1 0 -1 0 -1 0 -1 0
  -1 0 -1 0  3 0  3 0 -1 0
  -1 0  3 0  3 0  2 0 -1 0
  -1 0  3 0  3 0 -1 0 -1 0
}

DefineOvlEffect(ncmin1l0.spr 1 3) {
  2 0
  2 0
  2 0
}

DefineOvlEffect(ncwel1l0.spr 1 3) {
  2 0
  2 0
  2 0
}

DefineOvlEffect(nfrrm1l0.spr 3 4) {
  -1 0  3 0 -1 0 
   3 0  3 0  3 0 
   3 0  3 0  3 0 
   3 0 -1 0 -1 0 
}

DefineOvlEffect(nfgdt1l0.spr 2 2) {
  3 0 3 0
  3 0 3 0
}

DefineOvlEffect(nfaar1l0.spr 2 2) {
  3 0 3 0 
  3 0 3 0 
}

DefineOvlEffect(nfhsp1l0.spr 5 4) {
 -1 0 3 0 3 0 3 0  3 0
  3 0 3 0 3 0 2 0  2 0
  3 0 3 0 2 0 2 0  2 0
  3 0 3 0 2 0 2 0 -1 0
}

DefineOvlEffect(nfrep1l0.spr 5 4) {
  -1 0 -1 0  3 0 -1 0 -1 0
   3 0  3 0  3 0  2 0  3 0
   3 0  3 0  2 0  3 0  3 0
  -1 0  2 0  3 0  3 0 -1 0
}

DefineOvlEffect(nccam1l0.spr 1 2) {
  2 0 
  3 0 
}


DefineOvlEffect(nirrm1l0.spr 3 3) {
  3 0 3 0 3 0 
  3 0 3 0 3 0 
  3 0 3 0 2 0 
}


DefineOvlEffect(nigdt1l0.spr 2 2) {
  3 0 3 0
  3 0 3 0
}

DefineOvlEffect(nccap1l0.spr 2 2) {
  3 0 3 0
  3 0 3 0
}

DefineOvlEffect(nccap2l0.spr 2 2) {
 -1 0 -1 0
 -1 0 -1 0
}

DefineOvlEffect(niagt1l0.spr 3 3) {
  2 0 2 0 2 0 
  3 0 3 0 3 0
  3 0 3 0 3 0
}

DefineOvlEffect(nitgt1l0.spr 3 2) {
  3 0 3 0 3 0  
  3 0 2 0 3 0  
}

DefineOvlEffect(nihsp1l0.spr 4 3) {
  3 0 3 0 3 0 -1 0
  3 0 3 0 3 0  3 0
  2 0 3 0 3 0  3 0
}

DefineOvlEffect(nirep1l0.spr 4 4) {
  -1 0 -1 0 -1 0 -1 0
  -1 0  3 0 -1 0 -1 0
   2 0  3 0  2 0  3 0
  -1 0  2 0  2 0  3 0
}

DefineOvlEffect(nfphf1l0.spr 5 4) {
  -1 0 -1 0 -1 0 -1 0 -1 0 
  -1 0  3 0  2 0  3 0  3 0
   3 0  3 0  3 0  2 0 -1 0
  -1 0  3 0  3 0 -1 0 -1 0
}

DefineOvlEffect(nfphf2l0.spr 5 4) {
  -1 0 -1 0 -1 0 -1 0 -1 0 
  -1 0  3 0  2 0  3 0  3 0
   3 0  3 0  3 0  2 0 -1 0
  -1 0  3 0  3 0 -1 0 -1 0
}


DefineOvlEffect(niutf1l0.spr 5 4) {
  -1 0  3 0  3 0  3 0  3 0
   3 0  3 0  2 0  3 0  3 0
   3 0  3 0  3 0  2 0  3 0
   3 0  3 0  3 0  3 0 -1 0
}

DefineOvlEffect(niutf2l0.spr 5 4) {
  -1 0  3 0  3 0  3 0  3 0
   3 0  3 0  2 0  3 0  3 0
   3 0  3 0  3 0  2 0  3 0
   3 0  3 0  3 0  3 0 -1 0
}



;freedom gu3rd


DefineOvlEffect(nfutf1l0.spr 6 5) {
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0  3 0 -1 0 
   3 0  3 0  2 0  3 0  3 0 -1 0 
   3 0  3 0  3 0  2 0  2 0 -1 0 
   3 0  3 0  3 0  3 0 -1 0 -1 0 
}

DefineOvlEffect(nfutf2l0.spr 6 5) {
  -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
   3 0  3 0  3 0  3 0  3 0 -1 0 
   3 0  3 0  2 0  3 0  3 0 -1 0 
   3 0  3 0  3 0  2 0  2 0 -1 0 
   3 0  3 0  3 0  3 0 -1 0 -1 0 
}

DefineOvlEffect(nfvcy1l0.spr 5 4) {
  -1 0 -1 0  3 0  3 0 -1 0
   3 0  3 0  3 0  3 0  3 0
   3 0  2 0  2 0  3 0  3 0
  -1 0 -1 0  3 0  3 0 -1 0
}

DefineOvlEffect(nfvcy2l0.spr 5 4) {
  -1 0 -1 0  3 0  3 0 -1 0
   3 0  3 0  3 0  3 0  3 0
   3 0  2 0  2 0  3 0  3 0
  -1 0 -1 0  3 0  3 0 -1 0
}



;
;
; ============== This is the civilian building... it loooks like the old
; fg factory
;
DefineOvlEffect(efgcon0.spr 5 5) {
 -1 0 -1 0 -1 0 -1 0 -1 0
  3 0  3 0  3 0  3 0 -1 0
  3 0  3 0  2 0  3 0  3 0
  3 0  3 0  2 0  3 0  3 0
  3 0  3 0  2 0  3 0 -1 0
}




;===============================================
; NEW NEW OVERLAYS


;====== cliffs


DefineOvlEffect(aoclf000.spr 3 4) {
 -1 0 -1 0 -1 0
 -1 0 -1 0 -1 0
 -1 0  3 2  3 0
  3 0  3 2  3 2
}

DefineOvlEffect(aoclf001.spr 3 3) {
 -1 0 -1 0 -1 0 
 -1 0 -1 0 -1 0 
  3 0  3 2  3 0 
}

DefineOvlEffect(aoclf002.spr 3 3) {
 -1 0 -1 0 -1 0
 -1 0 -1 0 -1 0
  3 0  3 2  3 0
}

DefineOvlEffect(aoclf003.spr 3 4) {
 -1 0 -1 0 -1 0
  3 0  3 0 -1 0
 -1 0  3 2  3 2
  3 0  3 2 -1 0
}

DefineOvlEffect(aoclf004.spr 3 4) {
 -1 0 -1 0 -1 0
 -1 0  3 2  3 2
  3 2  3 2  3 0
  3 0  3 2 -1 0
}

DefineOvlEffect(aoclf005.spr 5 5) {
 -1 0 -1 0 -1 0 -1 0 -1 0
  3 2  3 2  3 2 -1 0 -1 0
  3 2  3 2  3 2  3 2 -1 0
 -1 0  3 2  3 2  3 0 -1 0
 -1 0 -1 0 -1 0 -1 0 -1 0
}

; plants

DefineOvlEffect(aopln000.spr 1 1) {
 -1 0
}

DefineOvlEffect(aopln001.spr 1 1) {
 -1 0
}

DefineOvlEffect(aopln002.spr 1 1) {
 -1 0
}

; === rocks

DefineOvlEffect(aoroc000.spr 2 2) {
  3 0 -1 0
 -1 0 -1 0
}

DefineOvlEffect(aoroc001.spr 2 2) {
  3 0 -1 0
 -1 0 -1 0
}

DefineOvlEffect(aoroc002.spr 2 2) {
  3 0 -1 0
 -1 0 -1 0 
}

DefineOvlEffect(aoroc003.spr 3 3) {
 -1 0 -1 0 -1 0 
 -1 0  3 2  3 0
 -1 0  3 2 -1 0
}

DefineOvlEffect(aoroc004.spr 3 3) {
 -1 0 -1 0 -1 0
  3 0  3 0 -1 0
 -1 0 -1 0 -1 0
}

DefineOvlEffect(aoroc005.spr 3 3) {
 -1 0 -1 0 -1 0
  3 0  3 2  3 0
  3 0  3 2 -1 0
}

; ==== trees

DefineOvlEffect(aotre000.spr 3 3) {
 -1 0 -1 0 -1 0
 -1 0 -1 0 -1 0
 -1 0  3 2 -1 0
}

DefineOvlEffect(aotre001.spr 2 2) {
 -1 0 -1 0 
  3 2 -1 0 
}

DefineOvlEffect(aotre002.spr 2 2) {
 -1 0 -1 0
  3 2  3 2
}

DefineOvlEffect(aotre003.spr 2 2) {
 -1 0 -1 0
 -1 0 -1 0
}

DefineOvlEffect(aotre004.spr 2 2) {
 -1 0 -1 0 
 -1 0 -1 0
}

DefineOvlEffect(aotre005.spr 2 2) {
 -1 0 -1 0
 -1 0 -1 0
}

;============rubble

DefineOvlEffect(aorub000.spr 2 2) {
 3 0  3 0 
 3 0  3 0
}

DefineOvlEffect(aorub001.spr 3 2) {
 3 0  3 0 -1 0
 3 0 -1 0 -1 0
}

DefineOvlEffect(aorub002.spr 2 2) {
 3 0  3 0 
 3 0 -1 0
}

;============ruins

DefineOvlEffect(aorun000.spr 4 4) {
 -1 0 -1 0 -1 0 -1 0
 -1 0  3 0  3 0 -1 0
  3 0  3 2  3 0 -1 0 
 -1 0 -1 0 -1 0 -1 0
}

DefineOvlEffect(aorun001.spr 6 6) {
 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
 -1 0 -1 0  3 0  3 2 -1 0 -1 0
 -1 0 -1 0 -1 0  3 0 -1 0 -1 0
 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
}

DefineOvlEffect(aorun002.spr 3 3) {
 -1 0 -1 0 -1 0
 -1 0  3 2 -1 0 
 -1 0 -1 0 -1 0 
}

;===========special

DefineOvlEffect(aospc000.spr 4 4) {
 -1 0 -1 0 -1 0 -1 0
 -1 0  3 0  3 0  3 0
  3 0  3 2  3 2 -1 0 
 -1 0  3 0 -1 0 -1 0
}


;======== wrecks

DefineOvlEffect(aowrk000.spr 3 3) {
  3 0 -1 0 -1 0
  3 0  3 0 -1 0 
 -1 0 -1 0 -1 0 
}

DefineOvlEffect(aowrk001.spr 3 3) {
 -1 0 -1 0 -1 0
  3 0  3 2 -1 0 
 -1 0 -1 0 -1 0 
}

DefineOvlEffect(aowrk002.spr 2 2) {
 3 2  3 2 
 3 0  3 0 
}

;============== water
DefineOvlEffect(aowtr000.spr 2 2) {
 0 2 0 2
 0 2 0 2
}

DefineOvlEffect(aowtr001.spr 2 2) {
 0 2 0 2
 0 2 0 2
}

DefineOvlEffect(aowtr002.spr 2 2) {
 0 2 0 2
 0 2 0 2
}

;===================misc ovls

DefineOvlEffect(aomsc000.spr 1 1) {
 0 0 
}

DefineOvlEffect(aomsc001.spr 1 1) {
 0 0 
}

DefineOvlEffect(aomsc002.spr 1 1) {
 0 0 
}
