************************************************************************
*                Function: how to handle the layers		       *
*                          					       *
*                                                                      *
*                Project #:              NATIVE                        *
*                                                                      *
*                Programmer:             Roland Graf                   *
*                Date:                   20.2.97                       *
*					 29.1.98 poor english docs     *
*                                                                      *
*              COPYRIGHT 1996,1997,1998 Duranik Software               *
*          UNATHORIZED REPRODUCTION, ADAPTATION, DISTRIBUTION,         *
*          PERFORMANCE OR DISPLAY OF THIS COMPUTER PROGRAM OR          *
*        THE ASSOCIATED AUDIOVISUAL WORK IS STRICTLY PROHIBITED.       *
*                            ALL RIGHTS RESERVED.                      *
*                                                                      *
************************************************************************


Every object has a layer offset, that indicates the position of the object
on the screen. For example: a object with the layer 0 will always displayed
behind a object with the layer obj_enemy-obj_gegner if the objects are
crossing each other.
The layer will be added to obj_gegner from the program to get the start
adress looking for free object positions.

For example her are a few defined layers:

layer1	set	0			; background graphic
layer2	set	(obj_enemy-obj_gegner)	; object behind player ship
layer3	set	(obj_enemy1-obj_gegner)	; object in front player ship
layer4	set	(obj_shoot-obj_gegner)	; shoots
layer5	set	(obj_explo-obj_gegner)	; explosions


To avoid the program looking at to many free object postitions you must
tell the program the total number of object positions. For example you
want a explosion with the layer obj_explo-obj_gegner than you must set
total number of object positions to TOTAL_EXPLO

The following table shows the defined variables for the number of
individual objects. (if you want for example more explosions only
increment TOTAL_EXPLO in the NATIVE.INC file).

    +---------------------+
    |     TOTAL_BACK      |	number of background objects
    +---------------------+
    |     TOTAL_ENEMY     |	number of objects behind player
    +---------------------+
    |     TOTAL_ENEMY1    |	number of objects in front of player
    +---------------------+
    |     TOTAL_EXPLO     |	number of explosion objects
    +---------------------+
    |     TOTAL_SHOT1     |	number of shoot objects
    +---------------------+
    |     TOTAL_STATIC    |	number of static objects
    +---------------------+
    |     TOTAL_EXTRA     |	number of extra objects
    +---------------------+

You should beware that only objects with the layers TOTAL_ENEMY and
TOTAL_ENEMY1 will be checked for collisions with enemies.
Only objects with the layer TOTAL_EXTRA will be checked for extras
coming from destroyed objects.