1.17 - Windows (Xo* embellishment) (#7930)

* Adding *^Exw terrain - "E" for embellishment, "x" for terrain type Xo*, and "w" for windows
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doofus-01 2023-10-08 17:37:23 -07:00 committed by GitHub
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20 changed files with 80 additions and 4 deletions

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@ -983,6 +983,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white}
{NEW:WALL_MINOR_VARIANTS Xoi Xom (!,Xu*,Xo*) walls/stone/wall-stone-white}
{NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine}
{NEW:WALL Xoc^Exw (!,Xu*,Xo*) walls/stone/clean/wall-stone OVERLAYIMAGE=terrain/walls/windows/glass}
{NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone}
{NEW:WALL_MINOR_VARIANTS Xoc Xo* (!,Xu*,Xo*) walls/stone/clean/wall-stone}
{NEW:WALL Xoa (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
@ -994,6 +995,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL Xof^Efm (!,Xu*,Xo*) walls/stone/overgrown/wall-stone OVERLAYIMAGE=terrain/walls/stone/overgrown/wall-flowers}
{NEW:WALL Xof (!,Xu*,Xo*) walls/stone/overgrown/wall-stone}
{NEW:WALL Xos (Aa,Ai,Ha) walls/stone/wall-stone-snow ADJACENT2=!,Xu*,Xo*}
{NEW:WALL Xos^Exw (!,Xu*,Xo*) walls/stone/wall-stone OVERLAYIMAGE=terrain/walls/windows/dark-stone OVERLAYIMAGE1=terrain/walls/windows/dim-stone OVERLAYIMAGE2=terrain/walls/windows/bright-stone}
{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
# New Generic Castle-to Chasm transition

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@ -3046,11 +3046,25 @@ wall#endarg
#arg BASE
54,72#endarg
#arg TIME1
dawn,dawn1,dawn2,indoors,dusk,dusk1,dusk2#endarg
#arg TIME2
morning,morning1,morning2,midday,midday1,midday2,afternoon,afternoon1,afternoon2#endarg
# this is because I could not figure out how to get layering with base key to work for enough rotations in Xot^Edb
# there is a walls/dummy variation to suppress image-not-found errors
#arg OVERLAYIMAGE
terrain/walls/dummy/dummy#endarg
#arg OVERLAYIMAGE1
{OVERLAYIMAGE}#endarg
#arg OVERLAYIMAGE2
{OVERLAYIMAGE}#endarg
# Only the convex-bl and concave-tr/tl images really matter,
# these rules can be tightened up to get rid of the fake convex-br images
[terrain_graphics]
map="
2
@ -3072,15 +3086,25 @@ terrain/walls/dummy/dummy#endarg
set_no_flag={FLAG}-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
rotations=dummy1,dummy2,br,bl,dummy4,dummy5
# rotations=tr,r,br,bl,l,tl
probability={PROB}
[image]
layer={LAYER}
base={BASE}
# no @V in the BLIT() because there may not be a matching overlay image for each base variation
# name={IMAGESTEM}@V-convex-@R0.png # only the -bl matters
name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE}-convex-@R0.png)
variations=";2;3;4;5;6"
[variant]
tod={TIME1}
name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE1}-convex-@R0.png)
[/variant]
[variant]
tod={TIME2}
name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE2}-convex-@R0.png)
[/variant]
[/image]
[/terrain_graphics]
@ -3111,12 +3135,51 @@ terrain/walls/dummy/dummy#endarg
[image]
layer={LAYER}
base={BASE}
# no @V in the BLIT() because there may not be a matching overlay image for each base variation
name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE}-convex-@R0.png)
name={IMAGESTEM}@V-convex-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R2
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag={FLAG}-@R4
[/tile]
rotations=tr,r,dummy,dummy,l,tl
probability={PROB}
[image]
layer={LAYER}
base={BASE}
name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE}-concave-@R0.png)
variations=";2;3;4;5;6"
[variant]
tod={TIME1}
name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE1}-concave-@R0.png)
[/variant]
[variant]
tod={TIME2}
name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE2}-concave-@R0.png)
[/variant]
[/image]
[/terrain_graphics]
# variations do not seem to work here, need to find out why...
[terrain_graphics]
map="
@ -3145,10 +3208,11 @@ terrain/walls/dummy/dummy#endarg
[image]
layer={LAYER}
base={BASE}
name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE}-concave-@R0.png)
name={IMAGESTEM}@V-concave-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
#enddef
# this macro is used to allow TERRAINLIST to be drawn in certain cases where current assets would fail to be drawn

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@ -596,6 +596,16 @@ Most units receive 20 to 40% defense in sand."
editor_group=embellishments
[/terrain_type]
## Windows (wall decorations) ##
[terrain_type]
symbol_image=walls/windows/dark-stone-tile
id=wall_windows
name= _ "Window"
string=^Exw
aliasof=_bas
editor_group=embellishments, cave
[/terrain_type]
#
# ## Forests ##
#