New Sconce/Torches overlay terrain by doofus-01

This commit is contained in:
doofus-01 2017-10-15 15:11:30 +11:00 committed by Charles Dang
parent 32dcbd62a5
commit 2a79475448
40 changed files with 359 additions and 4 deletions

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@ -360,6 +360,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# Illuminated caves
{NEW:OVERLAY (*^Ufi,*^Ii) cave/beam FLAG=light LAYER=1}
# Wall sconces or torches
{NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce}
{NEW:TORCH_FLAMES_OVERLAY (!,X*^Efs,!,*^Efs) walls/stone/flames/torch}
#Farmland
{NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81}

View file

@ -109,7 +109,7 @@ transition#endarg
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R5,{FLAG}-@R0,{FLAG}-@R1
set_flag=crowded
set_flag=crowded
[image]
name={IMAGESTEM}-@R5-gap-@R1.png
layer={LAYER}
@ -132,7 +132,7 @@ transition#endarg
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# this rule is a hack to cover up the bad transitions, possible for some combinations of I*,Q*, and a third terrain
# this rule is a hack to cover up the bad transitions, possible for some combinations of I*,Q*, and a third terrain
[terrain_graphics]
map="
, 2
@ -195,7 +195,6 @@ transition#endarg
[/terrain_graphics]
#enddef
#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg FLAG
@ -1432,7 +1431,7 @@ corner#endarg
#arg FLAG
wall#endarg
[terrain_graphics]
map="
2
@ -2409,6 +2408,349 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
[/terrain_graphics]
#enddef
################## start of wall and torch flames ######################################
########################
# wall sconces
########################
#define FLAME_TORCH_IMAGE_INTERNAL IMAGESTEM X_POS Y_POS
{IMAGESTEM}/base.png~BLIT(terrain/{IMAGESTEM}/flames.png,{X_POS},{Y_POS})~MASK(terrain/{IMAGESTEM}/mask@V.png):50#enddef
#define NEW:TORCH_FLAMES_OVERLAY TERRAINLIST IMAGESTEM
#arg PROB
100#endarg
#arg LAYER
4#endarg
#arg LAYER2
2#endarg
#arg FLAG
flames#endarg
#arg ADJACENT
X*#endarg
# set the flags to mark where the torches are
[terrain_graphics]
map="
1
,
2"
[tile]
pos=1
type=!,{ADJACENT}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}
[/tile]
probability={PROB}
[/terrain_graphics]
# choose the correct post type
[terrain_graphics]
map="
*
,
1"
[tile]
pos=1
type=W*
has_flag={FLAG}
set_no_flag=post_drawn
[/tile]
probability={PROB}
[image]
layer={LAYER2}
base=24,80
name={IMAGESTEM}/post-water.png
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
*
,
1"
[tile]
pos=1
type=Q*
has_flag={FLAG}
set_no_flag=post_drawn
[/tile]
probability={PROB}
[image]
layer={LAYER2}
base=24,80
name={IMAGESTEM}/post-chasm.png
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
*
,
1"
[tile]
pos=1
type=!,Q*,X*,W*
has_flag={FLAG}
set_no_flag=post_drawn
[/tile]
probability={PROB}
[image]
layer={LAYER2}
base=24,80
name={IMAGESTEM}/post.png
[/image]
[/terrain_graphics]
# draw the flames etc.
[terrain_graphics]
map="
*
,
1"
[tile]
pos=1
has_flag={FLAG}
set_no_flag={FLAG}_drawn
[/tile]
probability={PROB}
[image]
layer={LAYER}
base=24,80
name={IMAGESTEM}/glow[1,2,3,2].png:[200,160,140,170]
[/image]
[image]
layer={LAYER}
base=54,72
name="{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 39},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 38},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 37},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 36},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 35},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 34},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 33},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 32},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 31},
{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 30}"
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
########################
# wall sconces
########################
#define FLAME_WALL_IMAGE_INTERNAL CONCON IMAGESTEM X_POS Y_POS
{IMAGESTEM}/base-{CONCON}-@R0.png~BLIT(terrain/{IMAGESTEM}/flames.png,{X_POS},{Y_POS})~MASK(terrain/{IMAGESTEM}/mask@V-{CONCON}-@R0.png):50#enddef
#define NEW:WALL_FLAMES_OVERLAY TERRAINLIST IMAGESTEM
#arg PROB
100#endarg
#arg LAYER
4#endarg
#arg LAYER2
2#endarg
#arg FLAG
flame#endarg
#arg ADJACENT
X*#endarg
#arg POST
wall#endarg
# these are the cases we know we want to quash, that are not covered by the rotations below
[terrain_graphics]
# this prevents the -convex-bl image from showing for Xo* SE of Xo*^Efs
map="
, *
1 , *
, 2
* , 3
, *"
[tile]
pos=1
type={TERRAINLIST}
[/tile]
[tile]
pos=2
type={ADJACENT}
set_flag={FLAG}-bl
[/tile]
[tile]
pos=3
type={TERRAINLIST},{ADJACENT}
[/tile]
[/terrain_graphics]
[terrain_graphics]
# this keeps the convex-bl image from showing up on all SW facing diagonal images
map="
, *
* , *
, 1
* , 2
, *"
[tile]
pos=1
type={TERRAINLIST}
set_flag={FLAG}-bl
[/tile]
[tile]
pos=2
type={TERRAINLIST},{ADJACENT}
[/tile]
[/terrain_graphics]
[terrain_graphics]
# this keeps the fire overlays from showing up everywhere
map="
, *
* , *
, 1
* , 2
, *"
[tile]
pos=1
type={TERRAINLIST}
set_flag={FLAG}-bl
[/tile]
[tile]
pos=2
type={TERRAINLIST},{ADJACENT}
[/tile]
[/terrain_graphics]
# these are the real rules
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type=!,{ADJACENT}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
rotations=tr,r,br,bl,l,tl
probability={PROB}
[image]
layer={LAYER2}
base=24,80
name={IMAGESTEM}/{POST}-post-concave-@R0.png
[/image]
[image]
layer={LAYER}
base=24,80
name={IMAGESTEM}/glow[1,2,3,2]-concave-@R0.png:[200,160,140,170]
[/image]
[image]
layer={LAYER}
base=54,72
name="{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 41},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 40},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 39},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 38},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 37},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 36},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 35},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 34},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 33},
{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 32}"
variations=";2;3"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type=!,{ADJACENT}
set_no_flag={FLAG}-@R2
[/tile]
[tile]
pos=3
type=!,{ADJACENT}
set_no_flag={FLAG}-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
probability={PROB}
[image]
layer={LAYER2}
base=24,24
name={IMAGESTEM}/{POST}-post-convex-@R0.png
[/image]
[image]
layer={LAYER}
base=24,24
name={IMAGESTEM}/glow[1,2,3,2]-convex-@R0.png:[200,160,140,170]
[/image]
[image]
layer={LAYER}
base=54,72
name="{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 67},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 66},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 65},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 64},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 63},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 62},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 61},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 60},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 59},
{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 58}"
variations=";2;3"
[/image]
[/terrain_graphics]
#enddef
################## end of flames ######################################
# This needs to be called only once, to set the flags used by all 12-hex 324x180
# water animations.
#define NEW:WATER_342_180_TILE_FLAGS

View file

@ -431,6 +431,15 @@ Most units receive 20 to 40% defense in sand."
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=walls/stone/flames/flames-tile
id=wallfire
editor_name= _ "Sconce"
string=^Efs
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=misc/brazier-embellishment
id=brazier