config File Syntax
The config file is a series of keywords followed by file names. The order of command words does not matter particularly, but the order of the file names that follow each command does. The map command must go at the end of the file because it reads the rest of the file as filenames for maps to load. However, any number of filenames can be used with the map command.
Commands:
player ball.bmp sound.wav - loads the file ball.bmp as the sprite for one of the players and sound.wav as the sound it makes when it collides with another ball. The first player command found corresponds to the first player, the second command to the second player, and so on.
mouse mouse.bmp sound.wav - loads the file mouse.bmp as the sprite for the mouse. You probably want this to be a pool cue graphic. sound.wav will be the sound that is played when a ball is struck by the cue.
pocket pocket.bmp sound.wav - loads the file pocket.bmp as the sprite for the pocket that balls fall into on the table and sound.wav as the sound for a ball falling into a pocket.
reflect reflect.bmp reflectActive.bmp sound.wav - loads the file reflect.bmp as the sprite for Reflecters on the board and reflectActive.bmp as the sprite for a Bumper when a ball bounces off of it. sound.wav will be played when a ball hits a reflecter.
bumper bumper.bmp bumperActive.bmp sound.wav - loads the file bumper.bmp as the sprite for Bumpers on the board and bumperActive.bmp as the sprite for a Reflecter when a ball bounces off of it. sound.wav will be player=d when a ball hits a bumper.
gravity gravity.bmp gravityActive.bmp gravityRecharge.bmp sound.wav recharge.wav - loads the file gravity.bmp as the sprite for Gravity Wells on the board and gravityActive.bmp as the sprite for a Gravity Well that is sucking balls towards it. gravityRecharge.bmp is the sprite for an inactive Gravity Well. sound.wav and recharge.wav are the sounds that will be played while the Gravity Well is sucking balls in and when it is recharging, respectively.
repulser repulser.bmp repulserActive.bmp repulserRecharge.bmp sound.wav recharge.wav - loads the file repulser.bmp as the sprite for Repulsers on the board and repulserActive.bmp as the sprite for a Repulser that is pushing balls away from it. repulserRecharge.bmp is the sprite for an inactive Repulser. sound.wav and recharge.wav are the sounds that will be played while the Repulser is repelling balls and when it is recharging, respectively.
sizeincrease sizeinc.bmp sizeincActive.bmp sound.wav - loads the file sizeinc.bmp as the sprite for Enlargers on the board and sizeincActive.bmp as the sprite for a Enlarger when a ball rolls over it. sound.wav will be played when a ball is affected by an Enlarger.
sizedecrease sizedec.bmp sizedecActive.bmp sound.wav - loads the file sizedec.bmp as the sprite for Shrinkers on the board and sizedecActive.bmp as the sprite for a Shrinker when a ball rolls over it. sound.wav will be played when a ball is affected by a Shrinker.
table table.bmp - loads the file table.bmp as the image used as the background for the pool table. Note that the image will be stretched to fit the size of the pool table and may not be stretched the same amount in the x and y directions. A simple, single color bitmap is a good choice for this.
wall_sound sound.wav - loads the file sound.wav as the sound for balls bouncing off walls.
borders top.bmp right.bmp bottom.bmp left.bmp - loads the specified files as the borders for the top, right, bottom, and left sides of the pool table, respectively. These images will be stretched to run the length of the border (not including the corners, see below), but will only be stretched in one dimension.
corners top_left.bmp top_right.bmp bottom_right.bmp bottom_left.bmp - loads the specified files as the images for top-left, top-right, bottom-right, and bottom-left corners of the border, respectively. The images fill in the 4 corners of the pool table that are not taken care of by the borders command. They are not stretched in any way so that the corners of the pool table can look nice without having to worry that stretching will mess up the way two sides of the table join together.
background background.bmp - the image you want to have as a background behind the pool table. The image will be stretched to fit the screen.
map file.map file.map ... - loads the mapfiles that can be selected to define the table layout. A description of the mapfile format can be found here.