Deprecation of old-style _PLFB and script-generated macros

1.17 terrain-graphics macros clean-up (#6606)
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doofus-01 2022-04-16 10:01:09 -07:00 committed by GitHub
parent 1183858f25
commit 19fcc1424f
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59 changed files with 2815 additions and 265 deletions

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@ -14,8 +14,8 @@
{NEW:BASE Iasy interior/stone-ancient LAYER=-88}
{NEW:TRANSITION (!,Ql*,Ias*) Iasy -87 flat/dirt-dark FLAG=inside}
{NEW:TRANSITION Iasy (!,Ql*,Ias*) -87 flat/dirt-dark}
{TRANSITION_COMPLETE_L Iasy (Ql) -87 volcano/edge}
{TRANSITION_COMPLETE_LF Iasy (Ql) -89 transition2 volcano/chasm-wall-fire}
{NEW:TRANSITION_INTRA Iasy -87 volcano/edge ADJACENT=Ql}
{NEW:TRANSITION_INTRA Iasy -89 volcano/edge ADJACENT=Ql FLAG=transition2}
[terrain_graphics]
map="

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@ -1,13 +1,11 @@
#textdomain wesnoth-utbs
# A supplementary terrain-graphics file
{DISABLE_BASE_TRANSITIONS (Cyd,Kyd)}
# this castle is pretty boring, should be updated at some point
{NEW:BASE (Cyd,Kyd) darkcastle}
{NEW:OVERLAY Kyd dark-keep-throne}
{TERRAIN_BASE Cyd darkcastle}
{TERRAIN_BASE Kyd darkcastle}
{OVERLAY Kyd dark-keep-throne}
{WALL_TRANSITION3 (Cyd,Kyd) Ql* Qx* unwalkable/dcastle-lava-chasm}
{NEW:WALL_TRANSITION3 (Cyd,Kyd) Ql* Qx* unwalkable/dcastle-lava-chasm}
{NEW:WALL2 (Cyd,Kyd) X* (!,Cyd,Kyd,X*) castle/dwarven-castle-wall}
{NEW:WALL2 (Cyd,Kyd) Ql* (!,Cyd,Kyd,Ql*) unwalkable/dcastle-lava}
@ -15,8 +13,6 @@
{NEW:WALL (Cyd,Kyd) (!,Cyd,Kyd,X*) castle/dwarven-castle}
{DISABLE_WALL_TRANSITIONS Kyd}
############################################################################
# This makes gray shallow water transition on top of the floor terrains, which
# otherwise would have a hard edge.
@ -83,5 +79,5 @@ Iwr,Ior,Icn,R*,Ias*,Uu* #enddef
#ifndef EDITOR
# The ruined desert castles in this campaign were ravaged by meteors
{OVERLAY_RANDOM Cdr embellishments/stones-small}
{NEW:OVERLAY Cdr embellishments/stones-small}
#endif

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@ -90,23 +90,23 @@
{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ track_rail}
# Mine rail tracks
{TRACK_COMPLETE *^Br\ *^Br| *^Br/ track_rail misc/rails}
{NEW:TRACK_COMPLETE *^Br\ *^Br| *^Br/ misc/rails FLAG=track_rail}
# add transition rail<->rail wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 track_rail misc/rails-switch-ns}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw}
{NEW:TRACK_BORDER_RESTRICTED (*^Br/,*^Br\) *^Br| misc/rails-switch-ns FLAG=track_rail}
{NEW:TRACK_BORDER_RESTRICTED (*^Br|,*^Br/) *^Br\ misc/rails-switch-nwse FLAG=track_rail}
{NEW:TRACK_BORDER_RESTRICTED (*^Br|,*^Br\) *^Br/ misc/rails-switch-nesw FLAG=track_rail}
#add transitions at rail end
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end}
{NEW:TRACK_BORDER_RESTRICTED (*^Br|,*^Br/,*^Br\) (!,C*,K*) misc/rails-end FLAG=track_rail}
# basic images for the bridge
{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ track_wood bridge/wood}
{TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r track_wood bridge/wood-rotting}
{NEW:TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ bridge/wood FLAG=track_wood}
{NEW:TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r bridge/wood-rotting FLAG=track_wood}
# add transition bridges<->bridges wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) 100 -80 track_wood bridge/wood-end}
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) bridge/wood-end FLAG=track_wood}
# add dock-style ends to bridges ending in water
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) 100 -80 track_wood bridge/wood-dock}
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) bridge/wood-dock FLAG=track_wood}
# add ramps where straight bridges end on land
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) 100 -80 track_wood bridge/wood-end}
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) bridge/wood-end FLAG=track_wood}
# Forests
@ -174,64 +174,67 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY *^Do village/desert-oasis-3}
# Swamp
{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*) -85 base2 swamp/reed}
{OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed}
# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
# {OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*) -85 base2 swamp/reed}
{NEW:OVERLAY Ss swamp/reed LAYER=-85 FLAG=base2 ADJACENT="!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*" }
{NEW:OVERLAY Chs swamp/reed LAYER=-85 FLAG=base2 ADJACENT="!,C*,K*,Ss" }
# Large volcano
{VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6}
{NEW:VOLCANO_2x2 Mv Mm,Md mountains/volcano6 FLAG=base2}
# Single-hex volcano
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
{NEW:OVERLAY Mv mountains/volcano BASE=140,140 FLAG=base2 ADJACENT="!,Xv,Mv,!,C*,K*,X*,Q*"}
{NEW:OVERLAY Mv misc/smoke-A CENTER=90,108 ANIM=[01~12] TIME=100}
# Mountains
{MOUNTAIN_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle}
{NEW:MOUNTAIN_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle FLAG=base2 }
{MOUNTAINS_2x4_NW_SE Mm 18 base,base2 mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 base,base2 mountains/basic_range4}
{NEW:MOUNTAINS_2x4_NW_SE Mm mountains/basic_range3 FLAG=base,base2 PROB=18}
{NEW:MOUNTAINS_2x4_SW_NE Mm mountains/basic_range4 FLAG=base,base2 PROB=26}
{MOUNTAINS_1x3_NW_SE Mm 20 base,base2 mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE Mm 20 base,base2 mountains/basic_range2}
{NEW:MOUNTAINS_1x3_NW_SE Mm mountains/basic_range1 FLAG=base,base2 PROB=20}
{NEW:MOUNTAINS_1x3_SW_NE Mm mountains/basic_range2 FLAG=base,base2 PROB=20}
{MOUNTAINS_2x2 Mm 40 base,base2 mountains/basic5}
{MOUNTAINS_2x2 Mm 30 base,base2 mountains/basic6}
{NEW:MOUNTAINS_2x2 Mm mountains/basic5 FLAG=base,base2 PROB=40}
{NEW:MOUNTAINS_2x2 Mm mountains/basic6 FLAG=base,base2 PROB=30}
{MOUNTAIN_SMALL Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n}
{NEW:MOUNTAIN_SMALL Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle-n FLAG=base2 }
{MOUNTAIN_SINGLE_RANDOM Mm base,base2 mountains/basic}
{NEW:MOUNTAIN_SINGLE Mm mountains/basic FLAG=base,base2 }
# Dry Mountains
{MOUNTAIN_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle}
{NEW:MOUNTAIN_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle FLAG=base2 }
{MOUNTAINS_2x4_NW_SE Md 18 base,base2 mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 base,base2 mountains/dry_range4}
{NEW:MOUNTAINS_2x4_NW_SE Md mountains/dry_range3 FLAG=base,base2 PROB=18}
{NEW:MOUNTAINS_2x4_SW_NE Md mountains/dry_range4 FLAG=base,base2 PROB=26}
{MOUNTAINS_1x3_NW_SE Md 20 base,base2 mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE Md 20 base,base2 mountains/dry_range2}
{NEW:MOUNTAINS_1x3_NW_SE Md mountains/dry_range1 FLAG=base,base2 PROB=20}
{NEW:MOUNTAINS_1x3_SW_NE Md mountains/dry_range2 FLAG=base,base2 PROB=20}
{MOUNTAINS_2x2 Md 40 base,base2 mountains/dry5}
{MOUNTAINS_2x2 Md 30 base,base2 mountains/dry6}
{NEW:MOUNTAINS_2x2 Md mountains/dry5 FLAG=base,base2 PROB=40}
{NEW:MOUNTAINS_2x2 Md mountains/dry6 FLAG=base,base2 PROB=30}
{MOUNTAIN_SMALL Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n}
{NEW:MOUNTAIN_SMALL Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle-n FLAG=base2 }
{MOUNTAIN_SINGLE_RANDOM Md base,base2 mountains/dry}
{NEW:MOUNTAIN_SINGLE Md mountains/dry FLAG=base,base2 }
# Snow mountains (uncomment rules as the corresponding tiles are added)
#{MOUNTAIN_RESTRICTED Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
#{NEW:MOUNTAIN_RESTRICTED Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle FLAG=base2 }
#{MOUNTAINS_2x4_NW_SE Ms 18 base,base2 mountains/snow_range3}
#{MOUNTAINS_2x4_SW_NE Ms 26 base,base2 mountains/snow_range4}
#{NEW:MOUNTAINS_2x4_NW_SE Ms mountains/snow_range3 FLAG=base,base2 PROB=18}
#{NEW:MOUNTAINS_2x4_SW_NE Ms mountains/snow_range4 FLAG=base,base2 PROB=26}
#{MOUNTAINS_1x3_NW_SE Ms 20 base,base2 mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE Ms 20 base,base2 mountains/snow_range2}
#{NEW:MOUNTAINS_1x3_NW_SE Ms mountains/snow_range1 FLAG=base,base2 PROB=20}
#{NEW:MOUNTAINS_1x3_SW_NE Ms mountains/snow_range2 FLAG=base,base2 PROB=20}
{MOUNTAINS_2x2 Ms 15 base,base2 mountains/snow5}
{MOUNTAINS_2x2 Ms 25 base,base2 mountains/snow6}
{NEW:MOUNTAINS_2x2 Ms mountains/snow5 FLAG=base,base2 PROB=15}
{NEW:MOUNTAINS_2x2 Ms mountains/snow6 FLAG=base,base2 PROB=25}
{MOUNTAIN_SMALL Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
{NEW:MOUNTAIN_SMALL Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle-n FLAG=base2 }
{MOUNTAIN_SINGLE_RANDOM Ms base,base2 mountains/snow}
{NEW:MOUNTAIN_SINGLE Ms mountains/snow FLAG=base,base2 }
#This one is to fill any "gaps" there might be when next to castles or walls
{NEW:BASE Mm hills/regular}
@ -239,43 +242,48 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:BASE Ms hills/snow}
# Desert Mountains
{OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
{OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle@V}
{MOUNTAINS_2x4_NW_SE Mdd 18 base,base2 desert_mountains/desert_range3}
{MOUNTAINS_1x3_NW_SE Mdd 20 base,base2 desert_mountains/desert_range1}
{MOUNTAINS_1x3_SW_NE Mdd 20 base,base2 desert_mountains/desert_range2}
{MOUNTAINS_2x2 Mdd 40 base,base2 desert_mountains/desert5}
{MOUNTAINS_2x2 Mdd 30 base,base2 desert_mountains/desert6}
# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
# {OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
# {OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle@V}
{NEW:OVERLAY Mdd desert_mountains/desert BASE=72,72 FLAG=base2 ADJACENT="!,Xv,!,C*,K*,X*,Ql,Qx*" }
{MOUNTAIN_SINGLE_RANDOM Mdd base,base2 desert_mountains/desert}
{NEW:MOUNTAINS_2x4_NW_SE Mdd desert_mountains/desert_range3 FLAG=base,base2 PROB=18}
{NEW:MOUNTAINS_1x3_NW_SE Mdd desert_mountains/desert_range1 FLAG=base,base2 PROB=20}
{NEW:MOUNTAINS_1x3_SW_NE Mdd desert_mountains/desert_range2 FLAG=base,base2 PROB=20}
{NEW:MOUNTAINS_2x2 Mdd desert_mountains/desert5 FLAG=base,base2 PROB=40}
{NEW:MOUNTAINS_2x2 Mdd desert_mountains/desert6 FLAG=base,base2 PROB=30}
{NEW:MOUNTAIN_SINGLE Mdd desert_mountains/desert FLAG=base,base2 }
#This one is to fill any "gaps" there might be when next to castles or walls
{NEW:BASE Mdd hills/dry}
{NEW:BASE Mdd hills/dry }
{NEW:TRANSITION (Mdd,Mdd^Xm) (!,Md*,Mv,S*,X*) -166 desert_mountains/desert}
# Special Desert Mountain to Chasm Blend transition - the default mountain-chasm transition is white, looks terrible.
{TRANSITION_COMPLETE_LF (Qx*,Ql*) (Mdd,Mdd^Xm) 0 transition3 desert_mountains/blend-from-chasm}
{NEW:TRANSITION_INTRA (Qx*,Ql*) 0 desert_mountains/blend-from-chasm FLAG=transition3 ADJACENT="Mdd,Mdd^Xm" BASE=90,90}
# {TRANSITION_COMPLETE_LF (Qx*,Ql*) (Mdd,Mdd^Xm) 0 transition3 desert_mountains/blend-from-chasm}
{TRANSITION_COMPLETE_LF (Mdd,Mdd^Xm) Ai,W*,S* -165 non_submerged desert_mountains/desert-to-water}
{NEW:TRANSITION_INTRA (Mdd,Mdd^Xm) -165 desert_mountains/desert-to-water FLAG=non_submerged ADJACENT="Ai,W*,S*"}
# {TRANSITION_COMPLETE_LF (Mdd,Mdd^Xm) Ai,W*,S* -165 non_submerged desert_mountains/desert-to-water}
# Impassable peaks
{OVERLAY_LF Mdd^Xm 1 clouds mountains/cloud@V}
{PEAKS_1x2_SW_NE Mdd^Xm 15 peaks desert_mountains/peak_range1}
{PEAKS_LARGE Mdd^Xm 25 peaks desert_mountains/peak_large1}
{PEAKS_LARGE Mdd^Xm 33 peaks desert_mountains/peak_large2}
{OVERLAY_RANDOM_LF Mdd^Xm 2 peaks desert_mountains/peak}
# {NEW:OVERLAY Mdd^Xm mountains/cloud@V LAYER=1 FLAG=clouds}
{NEW:PEAKS_1x2_SW_NE Mdd^Xm desert_mountains/peak_range1 FLAG=peaks PROB=15}
{NEW:PEAKS_LARGE Mdd^Xm desert_mountains/peak_large1 FLAG=peaks PROB=25}
{NEW:PEAKS_LARGE Mdd^Xm desert_mountains/peak_large2 FLAG=peaks PROB=33}
{NEW:OVERLAY Mdd^Xm desert_mountains/peak LAYER=2 FLAG=peaks}
# {OVERLAY_RANDOM_LF Mdd^Xm 2 peaks desert_mountains/peak}
{OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
{PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1}
{PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1}
{PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2}
{OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak}
# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
# {OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
{NEW:OVERLAY *^Xm mountains/cloud@V LAYER=1 FLAG=clouds}
{NEW:PEAKS_1x2_SW_NE *^Xm mountains/peak_range1 FLAG=peaks PROB=15}
{NEW:PEAKS_LARGE *^Xm mountains/peak_large1 FLAG=peaks PROB=25}
{NEW:PEAKS_LARGE *^Xm mountains/peak_large2 FLAG=peaks PROB=33}
{NEW:OVERLAY *^Xm mountains/peak LAYER=2 FLAG=peaks}
#
# > V I L L A G E B U I L D I N G S <
# Flagged as 'village' so they can be placed on
# top of both 'base' and 'overlay'
#Human villages
{NEW:VILLAGE_TOD *^Vh village/human}
{NEW:VILLAGE *^Vha village/human-snow}
@ -377,8 +385,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81}
# Water Lillies
{OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies}
{OVERLAY_COMPLETE_L *^Ewf (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies-flower}
# To aid those updating terrain macros in 1.17/1.18, this next macro used to be
# {OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies}
{NEW:OVERLAY *^Ewl embellishments/water-lilies LAYER=-86 ADJACENT="C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*"}
{NEW:OVERLAY *^Ewf embellishments/water-lilies-flower LAYER=-86 ADJACENT="C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*"}
# Windmill decoration
{NEW:OVERLAY *^Wm,*^Vwm misc/windmill-A ANIM=[01~18] TIME=70}
@ -401,8 +411,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY *^Es embellishments/stones-small}
{NEW:OVERLAY *^Esa embellishments/snowbits-small}
{OVERLAY_RANDOM *^Em embellishments/mushroom}
{OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*) embellishments/mushroom-farm}
# not broken, but not identical - different random variations chosen, so leaving old macros in as a breadcrumb for now
{NEW:OVERLAY *^Em embellishments/mushroom}
# {OVERLAY_RANDOM *^Em embellishments/mushroom}
{NEW:OVERLAY *^Emf embellishments/mushroom-farm ADJACENT="C*,K*,X*,Ql*,Qx*,W*,M*,*^V*"}
# {OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*) embellishments/mushroom-farm}
# Chasm bridges - for now they don't tile
{NEW:OVERLAY Ql*^Bs\ cave/chasm-lava-stone-bridge-se-nw FLAG=bridge LAYER=-80}
@ -417,6 +430,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY *^Bs/ cave/chasm-stone-bridge-sw-ne FLAG=bridge LAYER=-80}
# Trash/remains - These should be moved to a new file and a more concise macro put here
# but at least all the rules are self-contained within trash.cfg
{TRASH_DISABLE Xo*^Edb}
{TRASH_A *^Edt 33 misc/detritus/trashA}
{TRASH_A *^Edb 33 misc/detritus/detritusA}
@ -435,24 +449,23 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
#closed (impassable)
{GATES_VERTICAL_NS_L (*^Pr|) (X*,*^Eq*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_SW_L (*^Pr\) (X*,*^Eq*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_SE_L (*^Pr/) (X*,*^Eq*) 0 () portals/gate-rusty}
{NEW:GATES_VERTICAL_NS (*^Pr|) (X*,*^Eq*) portals/gate-rusty}
{NEW:GATES_DIAGONAL_SW (*^Pr\) (X*,*^Eq*) portals/gate-rusty}
{NEW:GATES_DIAGONAL_SE (*^Pr/) (X*,*^Eq*) portals/gate-rusty}
{GATES_VERTICAL_NS_L (*^Pw|) (X*,*^Eq*) 0 () portals/door-wooden}
{GATES_DIAGONAL_SW_L (*^Pw\) (X*,*^Eq*) 0 () portals/door-wooden}
{GATES_DIAGONAL_SE_L (*^Pw/) (X*,*^Eq*) 0 () portals/door-wooden}
{NEW:GATES_VERTICAL_NS (*^Pw|) (X*,*^Eq*) portals/door-wooden}
{NEW:GATES_DIAGONAL_SW (*^Pw\) (X*,*^Eq*) portals/door-wooden}
{NEW:GATES_DIAGONAL_SE (*^Pw/) (X*,*^Eq*) portals/door-wooden}
#open/embellishment
{GATES_VERTICAL_NS_L (*^Pr|o) (X*,*^Eq*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_SW_L (*^Pr\o) (X*,*^Eq*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_SE_L (*^Pr/o) (X*,*^Eq*) 0 () portals/gate-rusty-open}
{GATES_VERTICAL_NS_L (*^Pw|o) (X*,*^Eq*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_SW_L (*^Pw\o) (X*,*^Eq*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_SE_L (*^Pw/o) (X*,*^Eq*) 0 () portals/door-wooden-open}
{NEW:GATES_VERTICAL_NS (*^Pr|o) (X*,*^Eq*) portals/gate-rusty-open}
{NEW:GATES_DIAGONAL_SW (*^Pr\o) (X*,*^Eq*) portals/gate-rusty-open}
{NEW:GATES_DIAGONAL_SE (*^Pr/o) (X*,*^Eq*) portals/gate-rusty-open}
{NEW:GATES_VERTICAL_NS (*^Pw|o) (X*,*^Eq*) portals/door-wooden-open}
{NEW:GATES_DIAGONAL_SW (*^Pw\o) (X*,*^Eq*) portals/door-wooden-open}
{NEW:GATES_DIAGONAL_SE (*^Pw/o) (X*,*^Eq*) portals/door-wooden-open}
#
# > B A S E T E R R A I N S <
@ -500,26 +513,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY Wwr,Wwrt,Wwrg water/reef FLAG=reef LAYER=-320}
# Desert base terrains
{NEW:BASE Dd sand/desert}
# only use the smaller plant tiles when adjacent to castles, chasms etc
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 33 embellishments/desert-plant}
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 50 embellishments/desert-plant2}
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 100 embellishments/desert-plant3}
# and then any plant tile elsewhere
{OVERLAY_P *^Edp,*^Edpp 9 embellishments/desert-plant}
{OVERLAY_P *^Edp,*^Edpp 10 embellishments/desert-plant2}
{OVERLAY_P *^Edp,*^Edpp 11 embellishments/desert-plant3}
{OVERLAY_P *^Edp,*^Edpp 12 embellishments/desert-plant4}
{OVERLAY_P *^Edp 14 embellishments/desert-plant5} # This one contains bones
{OVERLAY_P *^Edp,*^Edpp 16 embellishments/desert-plant6}
{OVERLAY_P *^Edp 20 embellishments/desert-plant7} # This one contains bones
{OVERLAY_P *^Edp,*^Edpp 24 embellishments/desert-plant8}
{OVERLAY_P *^Edp,*^Edpp 32 embellishments/desert-plant9}
{OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10}
{OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11}
{NEW:OVERLAY *^Edp embellishments/plants/desert-bones ADJACENT="C*,K*,Q*" PROB=17}
{NEW:OVERLAY *^Edp,*^Edpp embellishments/plants/desert-plant ADJACENT="C*,K*,Q*"}
{NEW:OVERLAY *^Esd embellishments/rocks}
{NEW:BASE Ds sand/beach}
@ -535,7 +532,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# Frozen base terrain
{NEW:BASE Aa frozen/snow}
#10% 10% 10% 10% 25% 35%
{NEW:BASE_P Ai 10 frozen/ice2}
{NEW:BASE_P Ai 11 frozen/ice3}
@ -562,7 +558,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:BASE_P Ss 33 swamp/water-plant@V}
{NEW:BASE Ss,Chs swamp/water}
#ANIMATED
# Animated water (waves)
{NEW:WATER_342_180_TILE_FLAGS}
@ -574,8 +570,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:WATER_342_180_OVERLAY Wog,Wwg,Wwrg water/overlay-gray -502}
{NEW:WATER_342_180_OVERLAY Wot,Wwt,Wwrt water/overlay-tropical -504}
#####################
# Castle base terrains
# Most bases get a special -2 layer to get them over the chasm images
#####################
{NEW:BASE Ch,Cha flat/road}
{NEW:BASE Chr flat/stone-path}
@ -639,16 +637,17 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# > T R A N S I T I O N S B E T W E E N T E R R A I N S <
#
#####################
# Aquatic camp
{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-camp/castle}
{AQUATIC:CAMPS Kme Cme,Cm,Km castle/aquatic-camp}
{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
# Troll camp
{NEW:CASTLEWALL (Kte) (!,C*,K*,Xu*,Xo*) C* castle/troll/keep}
{NEW:CASTLEWALL (Kte,Cte) (!,C*,K*,Xu*,Xo*) C* castle/troll/regular}
{AQUATIC:CAMPS Kte Cm*,Ct* castle/troll}
{AQUATIC:CAMPS Kte Cme,Cte castle/troll}
# Aquatic castle
@ -656,13 +655,15 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/aquatic-castle/keep-castle}
{NEW:CASTLEWALL Km (!,Km,Xu*,Xo*) K* castle/aquatic-castle/keep}
# disable the next line to get the brown bank transition. It adds more images to the hex though.
{DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
{DISABLE_BASE_TRANSITIONS (Km,Cm)}
{NEW:DISABLE_TRANSITION (Km,Cm) * FLAG=non_submerged}
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (Xu*,Xo*) (non_fading) (castle/aquatic-castle)}
{TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground}
{TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/keep-to-ground}
{TRANSITION_COMPLETE_LF (Km) (W*,Ss) 0 non_fading castle/aquatic-castle/keep-to-water}
{NEW:TRANSITION (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 castle/aquatic-castle/castle-to-ground FLAG=non_fading}
{NEW:TRANSITION (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 castle/aquatic-castle/keep-to-ground FLAG=non_fading}
{NEW:TRANSITION (Km) (W*,Ss) 0 castle/aquatic-castle/keep-to-water FLAG=non_fading}
# {TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground}
# {TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/keep-to-ground}
# {TRANSITION_COMPLETE_LF (Km) (W*,Ss) 0 non_fading castle/aquatic-castle/keep-to-water}
# Elven castle
@ -816,10 +817,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular}
{NEW:TRANSITION Iwr,Ior,Icn Ql* -283 interior/wood-chasm/wood-burnt}
{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud*,Kud*}
{NEW:DISABLE_TRANSITION (Qx*,Ql*,Xu*,Xo*,Cud*,Kud*) (*,*^*)}
#{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud*,Kud*}
#dwarven castle transitions
{WALL_TRANSITION3 (Cud*,Kud*) Ql* Qx* unwalkable/dcastle-lava-chasm}
{NEW:WALL_TRANSITION3 (Cud*,Kud*) Ql* Qx* unwalkable/dcastle-lava-chasm}
# Custom flag used to allow stone walls to still get drawn over these
{NEW:WALL2 (Cud*,Kud*) X* (!,Cud*,Kud*,X*) castle/dwarven-castle-wall FLAG=castlewall}
@ -874,28 +876,33 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
# New Generic Castle-to Chasm transition
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea,Cfa,Kfa) Qx* -89 transition2 chasm/regular-snow-castle}
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*,Xo*) Ql* -89 transition2 unwalkable/castle-lava-chasm}
# To aid those updating terrain macros in 1.17/1.18, these next macros used to be
# {TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea,Cfa,Kfa) Qx* -89 transition2 chasm/regular-snow-castle}
# {TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
# {TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
# {TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*,Xo*) Ql* -89 transition2 unwalkable/castle-lava-chasm}
{NEW:TRANSITION_INTRA (Cha,Kha,Coa,Koa,Cea,Kea,Cfa,Kfa) -89 chasm/regular-snow-castle FLAG=transition2 ADJACENT="Qx*"}
{NEW:TRANSITION_INTRA (!,Cud*,Kud*,!,C*,K*) -89 chasm/earthy-castle FLAG=transition2 ADJACENT="Qxe"}
{NEW:TRANSITION_INTRA (!,Cud*,Kud*,!,C*,K*) -89 chasm/regular-castle FLAG=transition2 ADJACENT="Qx*"}
{NEW:TRANSITION_INTRA (!,Cud*,Kud*,!,C*,K*,Xo*) -89 unwalkable/castle-lava-chasm FLAG=transition2 ADJACENT="Ql*"}
# Special Mountain to Chasm Blend transition
{TRANSITION_COMPLETE_LF (Qx*,Ql*) (M*,Mv) 0 transition3 mountains/blend-from-chasm}
{NEW:TRANSITION_INTRA (Qx*,Ql*) 0 mountains/blend-from-chasm FLAG=transition3 ADJACENT="M*"}
#chasm/lava transitions always below castles/walls
# these have been moved lower, layer=-290 from -90
{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -290 ground unwalkable/lava-chasm}
{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -290 ground unwalkable/lava-chasm}
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava}
{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high}
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,Rra) -290 ground chasm/regular-snow}
{WALL_TRANSITION_LF Qx* (Wwf,Wwg,S*) -290 ground chasm/swamp}
{WALL_TRANSITION_LF Qx* (W*) -290 ground chasm/water}
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}
{NEW:WALL_TRANSITION2 Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) unwalkable/lava-chasm LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) unwalkable/lava-chasm LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Ql (!,Ql,Xv,_off^_usr) unwalkable/lava LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qlf (!,Qlf,Xv,_off^_usr) unwalkable/lava-high LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qx* (Ai*,Aa*,Ha*,Ms*,Rra) chasm/regular-snow LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qx* (Wwf,Wwg,S*) chasm/swamp LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qx* (W*) chasm/water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qxe (!,Qx*,Xv,_off^_usr) chasm/earthy LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION Qx* (!,Qx*,Xv,_off^_usr) chasm/regular LAYER=-290 FLAG=ground}
{TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-castle}
{NEW:TRANSITION_INTRA (Xo*) -289 chasm/regular-castle FLAG=transition2 ADJACENT="Qx*"}
# Stone wall transitions
@ -1063,16 +1070,15 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION Qxua Xv,_off^_usr -601 chasm/abyss-base FLAG=depths}
# fake shroud
{OVERLAY_L *^_s 1 void/void }
{TRANSITION_RESTRICTED_LF *^_s (!,*^_s) 1 overlay void/void }
{NEW:OVERLAY *^_s void/void LAYER=1}
{NEW:TRANSITION *^_s (!,*^_s) 1 void/void FLAG=overlay}
# ugly fillups for missing transitions
{TRANSITION_COMPLETE_L Ai Xv,_off^_usr -800 frozen/ice}
{NEW:TRANSITION Ai Xv,_off^_usr -800 frozen/ice}
{TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void}
{NEW:TRANSITION Xv _off^_usr -810 void/void}
# Default terrain
{NEW:BASE * void/void}
#wmlindent: stop ignoring

View file

@ -1,23 +1,30 @@
#textdomain wesnoth
#toplevel macros to handle base tiles
# These macros are legacy code, the entire file can be retired
###############################
# No test on neighbour #
###############################
#define TERRAIN_BASE_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_PLFB ({TERRAIN}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TERRAIN_BASE TERRAINLIST P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_RANDOM_LFB ({TERRAIN}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TERRAIN_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_SINGLEHEX_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLEHEX_PLFB ({TERRAIN}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -28,24 +35,32 @@
###############################
#define TERRAIN_BASE_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED_RANDOM TERRAIN ADJACENT L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
#meta-macro TERRAIN_BASE_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
@ -56,24 +71,32 @@
###############################
#define TERRAIN_BASE_RESTRICTED2_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED2 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_RESTRICTED2_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED2_RANDOM TERRAINLIST ADJACENT L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED2_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
#meta-macro TERRAIN_BASE_ROTATION_RESTRICTED2 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED2_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
@ -84,24 +107,32 @@
###############################
#define TERRAIN_BASE_RESTRICTED3_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED3 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_RESTRICTED3_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro TERRAIN_BASE_RESTRICTED3_RANDOM TERRAINLIST ADJACENT L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED3_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
#meta-macro TERRAIN_BASE_ROTATION_RESTRICTED3 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TERRAIN_BASE_ROTATION_RESTRICTED3_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
@ -112,6 +143,8 @@
###############################
#define TERRAIN_BASE_COMPLETE_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_COMPLETE_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef

View file

@ -37,4 +37,5 @@
{IMAGESTEM}-A[01~06]{POSTFIX}.png:300#enddef
#define BUILD_IMAGE BUILDER IMAGESTEM POSTFIX
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{{BUILDER} {IMAGESTEM} {POSTFIX}}#enddef

View file

@ -1,5 +1,6 @@
#textdomain wesnoth
#define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER BASE_POSITION IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
3
@ -28,6 +29,7 @@
#enddef
#define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
3
@ -55,6 +57,7 @@
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG1 TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION FLAG IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
3
@ -83,6 +86,7 @@
#enddef
#define TERRAIN_ADJACENT_CORNER_PROB TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM PROB
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
3

View file

@ -1,6 +1,6 @@
#textdomain wesnoth
# a simple set of macros for gates, maybe it is better to be put somewhere else.
# these are deprecated, do not use
#define GATES_DIAGONAL_SW_L GATE BARRIER LAYER IPF IMAGESTEM

View file

@ -1,6 +1,8 @@
#textdomain wesnoth
#define BORDER_RESTRICTED_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -33,6 +35,8 @@
# Same as above, but for 2-tile transitions.
#define BORDER_RESTRICTED2_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -70,6 +74,8 @@
# Same as above, but for 3-tile transitions.
#define BORDER_RESTRICTED3_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -113,6 +119,8 @@
# any other type, using the filename grassland-x-x-x-x.png
#define BORDER_RESTRICTED4_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -158,6 +166,8 @@
#enddef
#define BORDER_RESTRICTED5_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -208,6 +218,8 @@
#enddef
#define BORDER_RESTRICTED6_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2

View file

@ -9,22 +9,27 @@
# take one of the images IMAGESTEM#
# the chances are the same for all available images, even if the last ones are missing
#define GENERIC_SINGLE_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_SINGLE_PLFB ({TERRAIN}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define GENERIC_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1-@R2)}
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1)}
@ -42,30 +47,37 @@
# the chances are the same for all available images, even if the last ones are missing
#define BORDER_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED4_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED4_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED5_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED5_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED6_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED6_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{BORDER_RESTRICTED6_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED5_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED4_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}

View file

@ -1,6 +1,7 @@
#textdomain wesnoth
#define CORNER_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGE
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
2
@ -35,6 +36,7 @@
#enddef
#define DISABLE_CORNER_TRANSITIONS_F TERRAIN FLAG
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
[tile]
x=0
@ -45,6 +47,6 @@
[/terrain_graphics]
#enddef
#define DISABLE_CORNER_TRANSITIONS TERRAIN
{DISABLE_CORNER_TRANSITIONS_F {TERRAIN} overlay}
#enddef
# #define DISABLE_CORNER_TRANSITIONS TERRAIN
# {DISABLE_CORNER_TRANSITIONS_F {TERRAIN} overlay}
# #enddef

View file

@ -5,6 +5,7 @@
#they have no default parameters, these should be provided by the implementers
#define GENERIC_SINGLE_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, *
@ -32,6 +33,7 @@
# experimental 1-hex rule
#define GENERIC_SINGLEHEX_PLFB VALUE PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
[tile]
x=0
@ -50,6 +52,7 @@
#enddef
#define GENERIC_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -83,6 +86,8 @@
#enddef
#define GENERIC_RESTRICTED2_N_NE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -115,6 +120,8 @@
#enddef
#define GENERIC_RESTRICTED2_N_SE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -147,6 +154,8 @@
#enddef
#define GENERIC_RESTRICTED2_N_S_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -188,6 +197,8 @@
#enddef
#define GENERIC_RESTRICTED3_N_NE_SE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -221,6 +232,8 @@
#enddef
#define GENERIC_RESTRICTED3_N_NE_S_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -254,6 +267,8 @@
#enddef
#define GENERIC_RESTRICTED3_N_NE_SW_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -287,6 +302,8 @@
#enddef
#define GENERIC_RESTRICTED3_N_SE_SW_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
[terrain_graphics]
map="
, 2
@ -323,6 +340,7 @@
# TERRAIN ist next to at least three ADJACENT-hexes
#
#define GENERIC_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
#deprecated 2 1.19.0 This is an internal macro, direct use is not recommended in any case.
{GENERIC_RESTRICTED3_N_NE_SE_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED3_N_NE_S_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED3_N_NE_SW_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
@ -332,6 +350,7 @@
# Simplified macro for defining ImagePathFunction-using variations of water
# terrains. Assumes 15 frames, sets flag to "base" and layer to "-1000".
#define ANIMATED_WATER_15 TERRAINLIST IPF TIME IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
[tile]
x=0
@ -351,6 +370,7 @@
# Simplified macro for defining ImagePathFunction-using water transitions.
#define ANIMATED_WATER_15_TRANSITION TERRAINLIST ADJACENT LAYER IPF TIME IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2

View file

@ -1,109 +1,12 @@
#textdomain wesnoth
###########################################
####### LAYOUT ########################
###########################################
#define TRACK_CONNECT TERRAINLIST FLAG R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#main bridge
pos=1
type={TERRAINLIST}
set_flag={FLAG}-connect-{R0}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_AWAY TERRAINLIST ADJACENT FLAG R1 R2 R3 R4 R5 R6 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#main track
pos=1
type={TERRAINLIST}
no_flag={FLAG},{FLAG}-connect-{R4}
set_flag={FLAG}-away-{R4}
[/tile]
[tile]
#exit side
pos=2
type={ADJACENT}
no_flag={FLAG}-away-{R3}
[/tile]
[tile]
#side where we should have exited, but don't
pos=3
set_flag={FLAG}-away-{R1}
no_flag={FLAG}-connect-{R1}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_CONNECT_ALL TERRAINLIST FLAG R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#exit side
pos=2
no_flag={FLAG}-away-{R3}
[/tile]
[tile]
#main bridge
pos=1
type={TERRAINLIST}
set_flag={FLAG}-connect-{R0}
no_flag={FLAG}-away-{R0}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_FINAL TERRAIN FLAG
[terrain_graphics]
map="
, 2
* , *
, 1
* , *
, *"
[tile]
pos=2
type={TERRAIN}
has_flag={FLAG}-connect-@R3
[/tile]
[tile]
pos=1
type={TERRAIN}
set_flag={FLAG}-connect-@R0
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
###########################################
####### DRAWING #######################
###########################################
#define TRACK_SINGLE_PLFB TERRAIN ADJACENT1 ADJACENT2 ADJACENT3 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -145,6 +48,8 @@
#enddef
#define TRACK_RESTRICTED_PLFB TERRAIN ADJACENT1 ADJACENT2 ADJACENT3 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -194,6 +99,8 @@
#enddef
#define TRACK_RESTRICTED2_N_NE_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -231,6 +138,8 @@
#enddef
#define TRACK_RESTRICTED2_N_SE_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -268,6 +177,8 @@
#enddef
#define TRACK_RESTRICTED2_N_S_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -316,12 +227,16 @@
# TERRAIN is next to at least two ADJACENT-hexes
#
#define TRACK_RESTRICTED2_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{TRACK_RESTRICTED2_N_NE_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED2_N_SE_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED2_N_S_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef
#define TRACK_RESTRICTED3_N_NE_SE_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -359,6 +274,8 @@
#enddef
#define TRACK_RESTRICTED3_N_NE_S_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -396,6 +313,8 @@
#enddef
#define TRACK_RESTRICTED3_N_NE_SW_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -434,6 +353,8 @@
#enddef
#define TRACK_RESTRICTED3_N_SE_SW_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -474,6 +395,8 @@
# TERRAIN ist next to at least three ADJACENT-hexes
#
#define TRACK_RESTRICTED3_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{TRACK_RESTRICTED3_N_NE_SE_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED3_N_NE_S_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED3_N_NE_SW_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
@ -481,6 +404,8 @@
#enddef
#define TRACK_RESTRICTED4_N_NE_SE_S_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -519,6 +444,8 @@
#enddef
#define TRACK_RESTRICTED4_N_NE_SE_SW_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -557,6 +484,8 @@
#enddef
#define TRACK_RESTRICTED4_N_NE_S_SW_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -598,12 +527,16 @@
# TERRAIN is next to at least four ADJACENT-hexes
#
#define TRACK_RESTRICTED4_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{TRACK_RESTRICTED4_N_NE_SE_S_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED4_N_NE_SE_SW_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{TRACK_RESTRICTED4_N_NE_S_SW_PLFB ({TERRAIN}) {ADJACENT1} {ADJACENT2} {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef
#define TRACK_RESTRICTED5_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -641,6 +574,8 @@
#enddef
#define TRACK_RESTRICTED6_PLFB TERRAIN ADJACENT1 ADJACENT2 PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2
@ -673,6 +608,8 @@
#enddef
#define TRACK_EMERGENCY_PLFB TERRAIN PROB LAYER FLAG BUILDER R0 R3 IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, *
@ -697,6 +634,8 @@
[/terrain_graphics]
#enddef
#define TRACK_COMPLETE SE_NW_VALUE N_S_VALUE NE_SW_VALUE FLAG IMAGESTEM
#deprecated 2 1.19.0
{TRACK_RESTRICTED6_PLFB ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * 100 -80 {FLAG} IMAGE_SINGLE {IMAGESTEM}}
{TRACK_RESTRICTED5_PLFB ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * 100 -80 {FLAG} IMAGE_SINGLE {IMAGESTEM}}
{TRACK_RESTRICTED4_PLFB ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * 100 -80 {FLAG} IMAGE_SINGLE {IMAGESTEM}}
@ -712,6 +651,8 @@
#enddef
#define TRACK_TEST_FLAG TERRAIN FLAG
#deprecated 2 1.19.0
[terrain_graphics]
map="
, *
@ -737,6 +678,8 @@
####### TRANSITIONS ###################
###########################################
#define TRACK_BORDER_RESTRICTED_PLF TERRAINLIST ADJACENT PROB LAYER FLAG IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 2

View file

@ -1,5 +1,6 @@
#textdomain wesnoth
# this entire file is being retired in 1.17
#toplevel macros to handle keeps
# keeps are base terrain (use flag base) but at layer -2
@ -13,6 +14,7 @@
#meta-macro KEEP_BASE TERRAINLIST P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_SINGLE_RANDOM_LFB ({TERRAIN}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -23,24 +25,28 @@
###############################
#define KEEP_BASE_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED_RANDOM TERRAIN ADJACENT L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
#meta-macro KEEP_BASE_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
@ -51,24 +57,28 @@
###############################
#define KEEP_BASE_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED2_RANDOM TERRAIN ADJACENT L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
#meta-macro KEEP_BASE_ROTATION_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
@ -79,24 +89,28 @@
###############################
#define KEEP_BASE_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro KEEP_BASE_RESTRICTED3_RANDOM TERRAIN ADJACENT L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
#meta-macro KEEP_BASE_ROTATION_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=-2 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define KEEP_BASE_ROTATION_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
@ -107,6 +121,7 @@
###############################
#define KEEP_BASE_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0 Try using NEW:CASTLEWALL and NEW:BASE
{GENERIC_COMPLETE_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef

View file

@ -1,4 +1,7 @@
#textdomain wesnoth
# this entire file is being retired in 1.17
#define IMAGE_NW BUILDER IMAGESTEM
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -nw}
@ -407,6 +410,7 @@
## for random variations in n-ne and nw-n walls
#define WALL_2_VARIATION PROB TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
, 3
@ -459,6 +463,7 @@
#enddef
#define WALL_ADJACENT_2 TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
## *-nw-n and *-n-ne facing use up to 9 random variations, if present
# The variations are commented out since no terrain uses them; uncomment if
@ -572,6 +577,7 @@
#enddef
#define WALL_ADJACENT_3 TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
@ -750,6 +756,7 @@
#enddef
#define WALL_ADJACENT_4 TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
@ -958,6 +965,7 @@
#enddef
#define WALL_ADJACENT_5 TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
@ -1196,6 +1204,7 @@
#enddef
#define WALL_ADJACENT_6 TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
[terrain_graphics]
map="
@ -1244,6 +1253,7 @@
#enddef
#define DISABLE_WALLS TERRAIN1 TERRAIN2 TERRAIN3
#deprecated 2 1.19.0
[terrain_graphics]
map="
3
@ -1267,6 +1277,7 @@
#enddef
#define WALL_ADJACENT_TRANSITION TERRAINLIST ADJACENT BUILDER IMAGESTEM
#deprecated 2 1.19.0
{DISABLE_BASE_TRANSITIONS ({TERRAINLIST})}
{WALL_ADJACENT_6 ({TERRAINLIST}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
@ -1278,6 +1289,7 @@
#enddef
#define WALL_ADJACENT TERRAINLIST ADJACENT BUILDER IMAGESTEM BASE_NAME
#deprecated 2 1.19.0
{KEEP_BASE ({TERRAINLIST}) {BASE_NAME}}
{WALL_ADJACENT_TRANSITION ({TERRAINLIST}) ({ADJACENT}) ({BUILDER}) ({IMAGESTEM})}

View file

@ -1,6 +1,7 @@
#textdomain wesnoth
#Macro for 4-Hex mountains
#define MOUNTAINS_2x2 TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
., *, .
@ -41,6 +42,7 @@
#enddef
#define MOUNTAINS_2x4_NW_SE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
., *, ., .
@ -89,6 +91,7 @@
#enddef
#define MOUNTAINS_2x4_SW_NE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
., ., *, .
@ -141,6 +144,7 @@
#enddef
#define MOUNTAINS_1x3_NW_SE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
., ., ., .
@ -181,6 +185,7 @@
#enddef
#define MOUNTAINS_1x3_SW_NE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
., ., ., .
@ -221,6 +226,7 @@
#enddef
#define MOUNTAIN_SINGLE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
, *
@ -247,10 +253,12 @@
#enddef
#define MOUNTAIN_SINGLE_RANDOM TERRAIN FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
{MOUNTAIN_SINGLE ({TERRAIN}) 100 {FLAG} {IMAGESTEM}@V}
#enddef
#define MOUNTAIN_RESTRICTED TERRAIN ADJACENT FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
# Places directional small mountains. The single-direction versions are six
# separate rules instead of one with rotations, because the exact layering
# doesn't work when the base coordinates get rotated too.
@ -474,6 +482,7 @@
#enddef
#define MOUNTAIN_SMALL TERRAIN ADJACENT FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:MOUNTAIN macros instead
[terrain_graphics]
map="
, *
@ -502,6 +511,7 @@
#
#define PEAKS_LARGE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:PEAKS macros instead
[terrain_graphics]
map="
., .
@ -532,6 +542,7 @@
#enddef
#define PEAKS_1x2_SW_NE TERRAIN PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:PEAKS macros instead
[terrain_graphics]
map="
., .
@ -567,6 +578,7 @@
#enddef
#define VOLCANO_2x2 TERRAIN ADJACENT PROB FLAG IMAGESTEM
#deprecated 2 1.19.0 Use the NEW:PEAKS macros instead
[terrain_graphics]
map="
., *, .

View file

@ -1,17 +1,20 @@
#textdomain wesnoth
# this entire file is being retired in 1.17
#toplevel macros to handle overlays
###############################
# No test on neighbour #
###############################
#define OVERLAY_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_PLFB ({TERRAIN}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro OVERLAY TERRAINLIST P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_RANDOM_LFB ({TERRAIN}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -22,24 +25,28 @@
###############################
#define OVERLAY_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
#meta-macro OVERLAY_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
@ -50,24 +57,28 @@
###############################
#define OVERLAY_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED2_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
#meta-macro OVERLAY_ROTATION_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
@ -78,24 +89,28 @@
###############################
#define OVERLAY_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro OVERLAY_RESTRICTED3_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
#meta-macro OVERLAY_ROTATION_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define OVERLAY_ROTATION_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
@ -106,6 +121,7 @@
###############################
#define OVERLAY_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_COMPLETE_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef

View file

@ -4,6 +4,8 @@
# is used for castles and keeps, as those have custom transitions.
#define DISABLE_BASE_TRANSITIONS_F TERRAIN FLAG
#deprecated 2 1.19.0
[terrain_graphics]
[tile]
x=0
@ -15,6 +17,8 @@
#enddef
#define DISABLE_BASE_TRANSITIONS TERRAINLIST
#deprecated 2 1.19.0
{DISABLE_BASE_TRANSITIONS_F {TERRAINLIST} transition}
#enddef
@ -22,6 +26,8 @@
# Kept for compatibility.
#define DISABLE_TRANSITIONS TERRAIN_PATTERN
#deprecated 2 1.19.0
{DISABLE_BASE_TRANSITIONS ({TERRAIN_PATTERN})}
{DISABLE_BASE_TRANSITIONS_F ({TERRAIN_PATTERN}) overlay}
#enddef
@ -31,6 +37,8 @@
# transition without an image replacement.
#define DISABLE_WALL_TRANSITIONS_F TERRAIN FLAG
#deprecated 2 1.19.0
[terrain_graphics]
[tile]
x=0
@ -42,6 +50,8 @@
#enddef
#define DISABLE_WALL_TRANSITIONS TERRAINLIST
#deprecated 2 1.19.0
{DISABLE_WALL_TRANSITIONS_F {TERRAINLIST} wall}
#enddef
@ -50,12 +60,16 @@
###############################
#define TRANSITION_RESTRICTED_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -66,12 +80,16 @@
###############################
#define TRANSITION_RESTRICTED2_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED2_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED2 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED2_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED2_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -82,12 +100,16 @@
###############################
#define TRANSITION_RESTRICTED3_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED3_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED3 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED3_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED3_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -98,12 +120,16 @@
###############################
#define TRANSITION_RESTRICTED4_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED4_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED4 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED4_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED4_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -114,12 +140,16 @@
###############################
#define TRANSITION_RESTRICTED5_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED5_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED5 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED5_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED5_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -130,12 +160,16 @@
###############################
#define TRANSITION_RESTRICTED6_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED6_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro TRANSITION_RESTRICTED6 TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define TRANSITION_RESTRICTED6_RANDOM_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_RESTRICTED6_RANDOM_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -146,6 +180,8 @@
###############################
#define TRANSITION_COMPLETE_LFB TERRAINLIST ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{BORDER_COMPLETE_LFB ({TERRAINLIST}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef

View file

@ -1,17 +1,22 @@
#textdomain wesnoth
#toplevel macros to handle villages
# this entire file is being retired in 1.17
###############################
# No test on neighbour #
###############################
#define VILLAGE_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_PLFB ({TERRAIN}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
#meta-macro VILLAGE TERRAINLIST P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_SINGLE_RANDOM_LFB ({TERRAIN}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef
@ -22,24 +27,32 @@
###############################
#define VILLAGE_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
#meta-macro VILLAGE_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0)}
#enddef
@ -50,24 +63,32 @@
###############################
#define VILLAGE_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED2_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
#meta-macro VILLAGE_ROTATION_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1)}
#enddef
@ -78,24 +99,32 @@
###############################
#define VILLAGE_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ()}
#enddef
#meta-macro VILLAGE_RESTRICTED3_RANDOM TERRAIN ADJACENT L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
#meta-macro VILLAGE_ROTATION_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
#define VILLAGE_ROTATION_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) (-@R0-@R1-@R2)}
#enddef
@ -106,6 +135,8 @@
###############################
#define VILLAGE_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
#deprecated 2 1.19.0
{GENERIC_COMPLETE_LFB ({TERRAIN}) ({ADJACENT}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM})}
#enddef

View file

@ -1,6 +1,6 @@
#textdomain wesnoth
#define CORNER_OVERLAY TERRAIN ADJACENT IMAGESTEM
#define AQUATIC:CORNER_OVERLAY TERRAIN ADJACENT IMAGESTEM
[terrain_graphics]
map="
2
@ -63,9 +63,16 @@
[/terrain_graphics]
#enddef
# for deprecation - remove this when needed
#define CORNER_OVERLAY TERRAIN ADJACENT IMAGESTEM
#deprecated 2 1.19.0 This has been renamed AQUATIC:CORNER_OVERLAY
{AQUATIC:CORNER_OVERLAY {TERRAIN} {ADJACENT} {IMAGESTEM}
#enddef
#define AQUATIC:CAMPS KEEP CAMP IMAGEPATH
{DISABLE_BASE_TRANSITIONS_F ({KEEP},{CAMP}) non_submerged}
{NEW:DISABLE_TRANSITION ({KEEP},{CAMP}) (*) FLAG=non_submerged}
# {DISABLE_BASE_TRANSITIONS_F ({KEEP},{CAMP}) non_submerged}
[terrain_graphics]
map="
, 2
@ -82,7 +89,8 @@
[image]
layer=0
# base=54,72
name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R0}
# name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R0}
name={IMAGEPATH}/keep-small-@R0.png
[/image]
[/tile]
[tile]
@ -118,7 +126,8 @@
[image]
layer=0
# base=72,2
name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R1}
# name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R1}
name={IMAGEPATH}/keep-small-@R1.png
[/image]
[/tile]
[tile]
@ -139,11 +148,15 @@
probability=100
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANSITION_COMPLETE_LF ({CAMP},{KEEP}) (!,{KEEP},{CAMP},W*,Ss,Q*,X*,C*,K*) 0 non_fading {IMAGEPATH}/castle-to-ground}
{TRANSITION_COMPLETE_LF ({CAMP}) ({KEEP}) -1 pool_edge {IMAGEPATH}/keep-rim}
# the hardcoded terrains should be moved out of here, probably as an optional argument
{NEW:TRANSITION_INTRA ({CAMP},{KEEP}) 0 {IMAGEPATH}/castle-to-ground FLAG=non_fading ADJACENT="!,{KEEP},{CAMP},W*,Ss,Q*,X*,C*,K*"}
{NEW:TRANSITION_INTRA ({CAMP}) -1 {IMAGEPATH}/keep-rim FLAG=pool_edge ADJACENT={KEEP}}
# {TRANSITION_COMPLETE_LF ({CAMP},{KEEP}) (!,{KEEP},{CAMP},W*,Ss,Q*,X*,C*,K*) 0 non_fading {IMAGEPATH}/castle-to-ground}
# {TRANSITION_COMPLETE_LF ({CAMP}) ({KEEP}) -1 pool_edge {IMAGEPATH}/keep-rim}
# this macro was defined at the top of this file
{CORNER_OVERLAY {KEEP} (!,{KEEP},!,C*,K*) {IMAGEPATH}/stone-post}
{AQUATIC:CORNER_OVERLAY {KEEP} (!,{KEEP},!,C*,K*) {IMAGEPATH}/stone-post}
#enddef
@ -344,6 +357,7 @@
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
########################################################
# this can probably be deleted

View file

@ -0,0 +1,69 @@
#textdomain wesnoth
#define CORNER TERRAIN ADJACENT1 IMAGESTEM
#arg ADJACENT2
{ADJACENT1}#endarg
#arg IPF
#endarg
#arg PROB
100#endarg
#arg LAYER
0#endarg
#arg FLAG
overlay#endarg
#arg BASE
54,72#endarg
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={ADJACENT1}
set_no_flag={FLAG}-@R2
[/tile]
[tile]
pos=3
type={ADJACENT2}
set_no_flag={FLAG}-@R4
[/tile]
probability={PROB}
rotations=tr,r,br,bl,l,tl
[image]
layer={LAYER}
base={BASE}
name={IMAGESTEM}-@R0.png{IPF}
[/image]
[/terrain_graphics]
#enddef
#define DISABLE_CORNER_TRANSITIONS TERRAIN
#arg FLAG
overlay#endarg
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
set_flag={FLAG}-[tr,r,br,bl,l,tl]
[/tile]
[/terrain_graphics]
#enddef

View file

@ -0,0 +1,100 @@
#textdomain wesnoth
###########################################
####### LAYOUT ########################
###########################################
#define TRACK_CONNECT TERRAINLIST FLAG R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#main bridge
pos=1
type={TERRAINLIST}
set_flag={FLAG}-connect-{R0}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_AWAY TERRAINLIST ADJACENT FLAG R1 R2 R3 R4 R5 R6 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#main track
pos=1
type={TERRAINLIST}
no_flag={FLAG},{FLAG}-connect-{R4}
set_flag={FLAG}-away-{R4}
[/tile]
[tile]
#exit side
pos=2
type={ADJACENT}
no_flag={FLAG}-away-{R3}
[/tile]
[tile]
#side where we should have exited, but don't
pos=3
set_flag={FLAG}-away-{R1}
no_flag={FLAG}-connect-{R1}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_CONNECT_ALL TERRAINLIST FLAG R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
#exit side
pos=2
no_flag={FLAG}-away-{R3}
[/tile]
[tile]
#main bridge
pos=1
type={TERRAINLIST}
set_flag={FLAG}-connect-{R0}
no_flag={FLAG}-away-{R0}
[/tile]
[/terrain_graphics]
#enddef
#define TRACK_FINAL TERRAIN FLAG
[terrain_graphics]
map="
, 2
* , *
, 1
* , *
, *"
[tile]
pos=2
type={TERRAIN}
has_flag={FLAG}-connect-@R3
[/tile]
[tile]
pos=1
type={TERRAIN}
set_flag={FLAG}-connect-@R0
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef

View file

@ -54,7 +54,3 @@
{TRACK_CONNECT_ALL {SE_NW_VALUE} {FLAG} se s sw nw n ne * * * 2 * *}
{TRACK_CONNECT_ALL {SE_NW_VALUE} {FLAG} nw n ne se s sw 2 * * * * *}
#enddef
#####################################################################################################
############### AUTO GENERATED CODE ###################################################
#####################################################################################################

View file

@ -1,5 +1,7 @@
#textdomain wesnoth
# this does not use any external macros
#define TRASH_DISABLE TERRAIN
#arg FLAG

View file

@ -0,0 +1,301 @@
#textdomain wesnoth
# a simple set of macros for gates, maybe it is better to be put somewhere else.
# this does not use external rules/macros
#define NEW:GATES_DIAGONAL_SW GATE BARRIER IMAGESTEM
#arg LAYER
0#endarg
#arg BASE
90,126#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,2,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-sw.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,2,
.,*,."
[tile]
pos=1
type=!,{GATE},{BARRIER}
# set_no_flag=gate
[/tile]
[tile]
pos=2
type={GATE}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-sw-end.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-long-sw.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define NEW:GATES_DIAGONAL_SE GATE BARRIER IMAGESTEM
#arg LAYER
0#endarg
#arg BASE
90,126#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-se.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type=!,{GATE},{BARRIER}
# set_no_flag=gate
[/tile]
[tile]
pos=2
type={GATE}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-se-end.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-long-se.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define NEW:GATES_VERTICAL_NS GATE BARRIER IMAGESTEM
#arg LAYER
0#endarg
#arg BASE
90,126#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,2,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-n.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-right-n.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,2,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-left-n.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-long-n.png{IPF}
variations=;2;3;4;5;6;7;8
base={BASE}
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef

View file

@ -0,0 +1,925 @@
#textdomain wesnoth
###########################################
####### DRAWING #######################
###########################################
#define NEW:TRACK_SINGLE TERRAIN ADJACENT1 ADJACENT2 ADJACENT3 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3 , 3
, 1
3 , 3
, 4"
[tile]
pos=2
type={ADJACENT1}
no_flag={FLAG}-connect-@R3
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=4
type={ADJACENT3}
no_flag={FLAG}-connect-@R0
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[1,2,4,5]
has_flag={FLAG}-connect-@R[0,3]
set_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R3.png{IPF}
layer={LAYER}
center=90,144
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED TERRAIN ADJACENT1 ADJACENT2 ADJACENT3 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 3
, 1
3, 3
, 4"
[tile]
# bridge connected side
pos=2
type={ADJACENT1}
has_flag={FLAG}-connect-@R3
[/tile]
[tile]
# not connected side
pos=3
type={ADJACENT2}
[/tile]
[tile]
# opposite of connection
pos=4
type={ADJACENT3}
no_flag={FLAG}-connect-@R0
[/tile]
[tile]
pos=1
type={TERRAIN}
#The layout don't decide where to put terminations, we put them where termination should go, but the exit side isn't a bridge
#terminations only go where straight bridge should have gone
no_flag={FLAG},{FLAG}-connect-@R[1,2,4,5]
has_flag={FLAG}-connect-@R[0,3]
set_flag={FLAG},{FLAG}-connected-@R0
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED2_N_NE TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
3, 3
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[2~5]
has_flag={FLAG}-connect-@R[0,1]
set_flag={FLAG},{FLAG}-connected-@R[0,1]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED2_N_SE TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 3
, 1
3, 2
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[1,3~5]
has_flag={FLAG}-connect-@R[0,2]
set_flag={FLAG},{FLAG}-connected-@R[0,2]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R2.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED2_N_S TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 3
, 1
3, 3
, 4"
[tile]
pos=2
type={ADJACENT1}
has_flag={FLAG}-connect-@R3
[/tile]
[tile]
#here we must be a bit more restrictive to detect bridge termination properly
#but the emergency catchups will solve any problem anyway
pos=4
type={ADJACENT1}
has_flag={FLAG}-connect-@R0
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[1,2,4,5]
has_flag={FLAG}-connect-@R[0,3]
set_flag={FLAG},{FLAG}-connected-@R[0,3]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R3.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#
# TERRAIN is next to at least two ADJACENT-hexes
#
#define NEW:TRACK_RESTRICTED2 TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
{NEW:TRACK_RESTRICTED2_N_NE ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED2_N_SE ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED2_N_S ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
#enddef
#define NEW:TRACK_RESTRICTED3_N_NE_SE TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
3, 2
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[3~5]
has_flag={FLAG}-connect-@R[0~2]
set_flag={FLAG},{FLAG}-connected-@R[0~2]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R2.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED3_N_NE_S TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
3, 3
, 2"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[2,4,5]
has_flag={FLAG}-connect-@R[0,1,3]
set_flag={FLAG},{FLAG}-connected-@R[0,1,3]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R3.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED3_N_NE_SW TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
2, 3
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[2,3,5]
has_flag={FLAG}-connect-@R[0,1,4]
set_flag={FLAG},{FLAG}-connected-@R[0,1,4]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R4.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED3_N_SE_SW TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 3
, 1
2, 2
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[1,3,5]
has_flag={FLAG}-connect-@R[0,2,4]
set_flag={FLAG},{FLAG}-connected-@R[0,2,4]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R2-@R4.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#
# TERRAIN ist next to at least three ADJACENT-hexes
#
#define NEW:TRACK_RESTRICTED3 TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
{NEW:TRACK_RESTRICTED3_N_NE_SE ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED3_N_NE_S ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED3_N_NE_SW ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED3_N_SE_SW ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
#enddef
#define NEW:TRACK_RESTRICTED4_N_NE_SE_S TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
3, 2
, 2"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[4,5]
has_flag={FLAG}-connect-@R[0~3]
set_flag={FLAG},{FLAG}-connected-@R[0~3]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R2-@R3.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED4_N_NE_SE_SW TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
2, 2
, 3"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[3,5]
has_flag={FLAG}-connect-@R[0~2,4]
set_flag={FLAG},{FLAG}-connected-@R[0~2,4]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R2-@R4.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED4_N_NE_S_SW TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
2, 3
, 2"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R[2,5]
has_flag={FLAG}-connect-@R[0,1,3,4]
set_flag={FLAG},{FLAG}-connected-@R[0,1,3,4]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R3-@R4.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#
# TERRAIN is next to at least four ADJACENT-hexes
#
#define NEW:TRACK_RESTRICTED4 TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
{NEW:TRACK_RESTRICTED4_N_NE_SE_S ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED4_N_NE_SE_SW ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
{NEW:TRACK_RESTRICTED4_N_NE_S_SW ({TERRAIN}) {ADJACENT1} {ADJACENT2} {IMAGESTEM} PROB={PROB} LAYER={LAYER} FLAG={FLAG} IPF={IPF}}
#enddef
#define NEW:TRACK_RESTRICTED5 TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
3, 2
, 1
2, 2
, 2"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={ADJACENT2}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},{FLAG}-connect-@R5
has_flag={FLAG}-connect-@R[0~4]
set_flag={FLAG},{FLAG}-connected-@R[0~4]
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1-@R2-@R3-@R4.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_RESTRICTED6 TERRAIN ADJACENT1 ADJACENT2 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
2, 2
, 1
2, 2
, 2"
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG}
has_flag={FLAG}-connect-[n,ne,se,s,sw,nw]
set_flag={FLAG},{FLAG}-connected-[n,ne,se,s,sw,nw]
[/tile]
probability={PROB}
[image]
name={IMAGESTEM}@V-n-ne-se-s-sw-nw.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_EMERGENCY TERRAIN R0 R3 IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, *
*, *
, 1
*, *
, *"
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG}
set_flag={FLAG},{FLAG}-connected-[{R0},{R3}]
[/tile]
probability={PROB}
[image]
name={IMAGESTEM}@V-{R0}-{R3}.png{IPF}
center=90,144
layer={LAYER}
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
#define NEW:TRACK_COMPLETE SE_NW_VALUE N_S_VALUE NE_SW_VALUE IMAGESTEM
#arg FLAG
track#endarg
{NEW:TRACK_RESTRICTED6 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED5 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED4 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED3 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED2 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_SINGLE ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
#emergency catch all (mainly for missing images)
{NEW:TRACK_EMERGENCY {SE_NW_VALUE} se nw {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_EMERGENCY {N_S_VALUE} n s {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_EMERGENCY {NE_SW_VALUE} ne sw {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
#enddef
#define NEW:TRACK_TEST TERRAIN
#arg FLAG
track#endarg
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
has_flag={FLAG}-@R0
[image]
name=test/test-@R0.png{IPF}
layer=40
[/image]
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
###########################################
####### TRANSITIONS ###################
###########################################
#define NEW:TRACK_BORDER_RESTRICTED TERRAINLIST ADJACENT IMAGESTEM
#arg PROB
100#endarg
#arg FLAG
track#endarg
#arg LAYER
-80#endarg
#arg IPF
#endarg
[terrain_graphics]
map="
, 2
* , *
, 1
* , *
, *"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-connected-@R0
set_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
has_flag={FLAG}-connected-@R3
[/tile]
[image]
layer={LAYER}
center=90,144
name={IMAGESTEM}@V-@R0.png{IPF}
variations=";2;3"
[/image]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef

View file

@ -47,10 +47,15 @@
#define NEW:OVERLAY TERRAIN IMAGESTEM
# Places {IMAGESTEM}[1-11].png as overlay tiles.
# default is not to care about adjacent tiles because rules filter for a fake terrain code,
# but ADJACENT= can be called to restrict (usually shrink) the overlay graphics
#arg LAYER
0#endarg
#arg BASE
90,160#endarg
#arg FLAG
overlay#endarg
@ -63,12 +68,195 @@ overlay#endarg
#arg TIME
#endarg
#arg ADJACENT
_fak#endarg
#arg CENTER
90,144#endarg
[terrain_graphics]
map="
, *
* , 2
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
# check if there is more than one adjacent flag set
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0,{FLAG}-@R1
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0,{FLAG}-@R2
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0,{FLAG}-@R3
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0,{FLAG}-@R4
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0,{FLAG}-@R5
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
# flag the one-adjacent case
# [terrain_graphics]
# [tile]
# x=0
# y=0
# type={TERRAIN}
# has_flag={FLAG}-@R0
# no_flag={FLAG}-small
# set_no_flag={FLAG}-draw-@R0
# [/tile]
# rotations=ne,se,s,sw,nw,n
# [/terrain_graphics]
# draw the small version
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
has_flag={FLAG}-small
[/tile]
probability={PROB}
[image]
name={IMAGESTEM}-small@V{ANIM}.png:{TIME}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base={BASE}
# base=90,160
center={CENTER}
[/image]
[/terrain_graphics]
# draw the one-side-smaller version
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
no_flag={FLAG}-small
has_flag={FLAG}-@R0
[/tile]
probability={PROB}
[image]
name={IMAGESTEM}-small@V{ANIM}-@R0.png:{TIME}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base={BASE}
# base=90,160
center={CENTER}
[/image]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
# draw the small version if there was no side-specific version
# get the rotations out of the image because of base key,
# and we won't know this is needed until the previous image tag fails
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}-@R0
set_no_flag={FLAG}-small
[/tile]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
has_flag={FLAG}-small
[/tile]
probability={PROB}
[image]
name={IMAGESTEM}-small@V{ANIM}.png:{TIME}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base={BASE}
# base=90,160
center={CENTER}
[/image]
rotations=ne,se,s,sw,nw,n
[/terrain_graphics]
# draw the default
[terrain_graphics]
map="
, *
* , *
, 1
* , *
@ -85,7 +273,8 @@ overlay#endarg
name={IMAGESTEM}@V{ANIM}.png:{TIME}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base=90,160
base={BASE}
# base=90,160
center={CENTER}
[/image]
[/terrain_graphics]
@ -845,6 +1034,9 @@ transition_inverted#endarg
#arg FLAG
transition#endarg
#arg BASE
98,98#endarg
#arg IPF
~NOP()#endarg
@ -868,7 +1060,7 @@ transition#endarg
[image]
name={IMAGESTEM}@V-@R0.png{IPF}
layer={LAYER}
base=98,98
base={BASE}
center=90,144
variations=";2;3;4;5"
[/image]
@ -3754,6 +3946,10 @@ Xu*,Xo*#endarg
[/terrain_graphics]
#enddef
########################
# villages - start
########################
#define NEW:VILLAGE TERRAINLIST IMAGESTEM
#arg PROB
@ -3765,6 +3961,9 @@ Xu*,Xo*#endarg
#arg TIME
#endarg
#arg FLAG
village#endarg
[terrain_graphics]
map="
, *
@ -3776,7 +3975,7 @@ Xu*,Xo*#endarg
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=village
set_no_flag={FLAG}
[/tile]
probability={PROB}
@ -3795,6 +3994,10 @@ Xu*,Xo*#endarg
{NEW:VILLAGE {TERRAINLIST} {IMAGESTEM} (ANIM=[01~03]) (TIME={TIME})}
#enddef
#define NEW:VILLAGE_A4 TERRAINLIST TIME IMAGESTEM
{NEW:VILLAGE {TERRAINLIST} {IMAGESTEM} (ANIM=[01~04]) (TIME={TIME})}
#enddef
#define NEW:VILLAGE_TOD TERRAINLIST IMAGESTEM
#arg PROB
@ -3806,6 +4009,9 @@ Xu*,Xo*#endarg
#arg TIME
first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
#arg FLAG
village#endarg
[terrain_graphics]
map="
, *
@ -3817,7 +4023,7 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=village
set_no_flag={FLAG}
[/tile]
probability={PROB}
@ -3835,10 +4041,6 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
[/terrain_graphics]
#enddef
#define NEW:VILLAGE_A4 TERRAINLIST TIME IMAGESTEM
{NEW:VILLAGE {TERRAINLIST} {IMAGESTEM} (ANIM=[01~04]) (TIME={TIME})}
#enddef
# This hacky macro will hopefully be replaced with a more elegant way of passing
# variation-specific probabilities sometime
#define VILLAGE_PROBABILITY PROB
@ -3847,6 +4049,10 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
[/terrain_graphics]
#enddef
########################
# villages - end
########################
################## start of wall and torch flames ######################################
########################

View file

@ -0,0 +1,720 @@
#textdomain wesnoth
#Macro for 4-Hex mountains
#define NEW:MOUNTAINS_2x2 TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., *, .
, *, *
*, 1, *
, 1, 1
*, 1, *
, *, *
., *, .
, ., ."
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=90,107
[/image]
[image]
name={IMAGESTEM}_2@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=144,107
[/image]
[image]
name={IMAGESTEM}_3@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=198,107
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAINS_2x4_NW_SE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., *, ., .
, *, *, .
*, 1, *, .
, 1, 1, *
*, 1, 1, *
, *, 1, 1
., *, 1, *
, ., *, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=90,107
[/image]
[image]
name={IMAGESTEM}_2@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=144,107
[/image]
[image]
name={IMAGESTEM}_3@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=198,73
[/image]
[image]
name={IMAGESTEM}_4@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=252,108
[/image]
[image]
name={IMAGESTEM}_5@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=306,144
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAINS_2x4_SW_NE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., ., *, .
, ., *, *
., *, 1, *
, *, 1, 1
*, 1, 1, *
, 1, 1, *
*, 1, *, .
, *, *, ."
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=90,144
[/image]
[image]
name={IMAGESTEM}_2@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=144,108
[/image]
[image]
name={IMAGESTEM}_3@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=198,73
[/image]
[image]
name={IMAGESTEM}_4@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=252,107
[/image]
[image]
name={IMAGESTEM}_5@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=306,107
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAINS_1x3_NW_SE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., ., ., .
, *, ., .
*, *, ., .
, 1, *, .
*, 1, *, .
, *, 1, *
., *, *, .
, ., *, ."
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=90,107
[/image]
[image]
name={IMAGESTEM}_2@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=144,107
[/image]
[image]
name={IMAGESTEM}_3@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=198,144
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAINS_1x3_SW_NE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., ., ., .
, ., *, .
., *, *, .
, *, 1, *
*, 1, *, .
, 1, *, .
*, *, ., .
, ., ., ."
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=90,144
[/image]
[image]
name={IMAGESTEM}_2@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=144,107
[/image]
[image]
name={IMAGESTEM}_3@V.png{IPF}
variations=";_2;_3;_4;_5;_6;_7;_8;_9"
base=198,107
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAIN_SINGLE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}@V.png{IPF}
base=90,107
center=90,144
variations=";2;3;4;5;6"
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:MOUNTAIN_RESTRICTED TERRAIN ADJACENT IMAGESTEM
# Places directional small mountains. The single-direction versions are six
# separate rules instead of one with rotations, because the exact layering
# doesn't work when the base coordinates get rotated too.
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
, 2
3, 3
, 1
3, 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-n.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 3
3, 2
, 1
3, 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-ne.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 3
3, 3
, 1
3, 2
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-se.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 3
3, 3
, 1
3, 3
, 2"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-s.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 3
3, 3
, 1
2, 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-sw.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 3
2, 3
, 1
3, 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-1
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
[image]
name={IMAGESTEM}@V-nw.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3, 2
, 1
3, 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG},mountain-small-2
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}@V-@R0-@R1.png{IPF}
base=90,143
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
# Marks all the hexes for which a matching directional image was not found
# with the mountain-small-3 flag, so it can be filled by MOUNTAIN_SMALL
# after multihex tiles have been placed.
[terrain_graphics]
map="
, 2
*, *
, 1
*, *
, *"
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG},mountain-small-1,mountain-small-2
set_flag=mountain-small-3
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#define NEW:MOUNTAIN_SMALL TERRAIN ADJACENT IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
, *
*, *
, 1
*, *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
has_flag=mountain-small-3
[/tile]
[image]
name={IMAGESTEM}@V.png{IPF}
base=90,108
center=90,144
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
#enddef
#
# Macros for mountain peaks
#
#define NEW:PEAKS_LARGE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
#arg LAYER
2#endarg
[terrain_graphics]
map="
., .
, *
*, *
, 1
2, 2
, 2"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
[/tile]
[image]
name={IMAGESTEM}@V.png{IPF}
layer={LAYER}
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:PEAKS_1x2_SW_NE TERRAIN IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., .
, *, *
*, 1
, 1, 2
*, 2
, 2, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
[/tile]
[image]
name={IMAGESTEM}_1.png{IPF}
layer=1
[/image]
[image]
name={IMAGESTEM}_2.png{IPF}
layer=2
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define NEW:VOLCANO_2x2 TERRAIN ADJACENT IMAGESTEM
#arg IPF
#endarg
#arg FLAG
base#endarg
#arg PROB
100#endarg
[terrain_graphics]
map="
., *, .
, *, *
*, 1, *
, 2, 2
*, 2, *
, *, *
., *, .
, ., ."
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={ADJACENT}
set_no_flag={FLAG}
[/tile]
[image]
name={IMAGESTEM}_1.png{IPF}
base=90,107
[/image]
[image]
name={IMAGESTEM}_2.png{IPF}
base=144,107
[/image]
[image]
name={IMAGESTEM}_3.png{IPF}
base=198,107
[/image]
probability={PROB}
[/terrain_graphics]
#enddef

View file

@ -0,0 +1,66 @@
#textdomain wesnoth
#define NEW:WALL_TRANSITION TERRAINLIST ADJACENT IMAGESTEM
#arg IPF
#endarg
#arg PROB
100#endarg
#arg LAYER
0#endarg
#arg FLAG
overlay#endarg
#arg BASE
54,72#endarg
{CORNER ({TERRAINLIST}) ({ADJACENT}) {IMAGESTEM}-convex IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
{CORNER ({ADJACENT}) ({TERRAINLIST}) {IMAGESTEM}-concave IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
#enddef
#define NEW:WALL_TRANSITION2 TERRAINLIST1 TERRAINLIST2 ADJACENT IMAGESTEM
#arg IPF
#endarg
#arg PROB
100#endarg
#arg LAYER
0#endarg
#arg FLAG
overlay#endarg
#arg BASE
54,72#endarg
{CORNER ({TERRAINLIST1}) ({TERRAINLIST2}) {IMAGESTEM}-convex IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
{CORNER ({TERRAINLIST2}) ({TERRAINLIST1}) {IMAGESTEM}-concave IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
{CORNER ({TERRAINLIST1}) ({TERRAINLIST2}) {IMAGESTEM}-cw ADJACENT2={ADJACENT} IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
{CORNER ({TERRAINLIST1}) ({ADJACENT}) {IMAGESTEM}-ccw ADJACENT2={TERRAINLIST2} IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
#enddef
#define NEW:WALL_TRANSITION3 TERRAINLIST1 TERRAINLIST2 TERRAINLIST3 IMAGESTEM
#arg IPF
#endarg
#arg PROB
100#endarg
#arg LAYER
0#endarg
#arg FLAG
overlay#endarg
#arg BASE
54,72#endarg
{CORNER ({TERRAINLIST1}) ({TERRAINLIST2}) {IMAGESTEM}-cw ADJACENT2={TERRAINLIST3} IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
{CORNER ({TERRAINLIST1}) ({TERRAINLIST3}) {IMAGESTEM}-ccw ADJACENT2={TERRAINLIST2} IPF={IPF} PROB={PROB} LAYER={LAYER} FLAG={FLAG} BASE={BASE}}
#enddef