Indentation cleanup.

If terrain transition graphics start breaking, suspect this commit.
This commit is contained in:
Eric S. Raymond 2008-01-24 03:58:32 +00:00
parent 09958275f6
commit 3dc5ab79c9
12 changed files with 1889 additions and 1945 deletions

View file

@ -29,7 +29,6 @@
{FORESTADJCASTLEA *^Ft (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLEA *^Uf (C*,K*,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLES *^Fp (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLES *^Fpa (C*,K*,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLES *^Ft (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
@ -58,50 +57,45 @@
{FORESTADJ *^Uf (W*,M*,Hd,*^V*) 100 mushrooms-castle}
#define SWAMPADJSINGLE FID ID NID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
3 , 3
, 2
3 , 3
, 3"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=3
type={NID}
[/tile]
[tile]
pos=3
type={NID}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}-@R0
base=90,144
[/image]
[/terrain_graphics]
#enddef
# Bridges don't currently work right over swamp. For some reason the reeds are not displayed. The bridge macro used to be much further down in the code, but i moved it up here to get the bridges to display <20> eleazar
{BRIDGE *^Bw\ *^Bw| *^Bw/ (W*^,Ss^) (C*,K*,*^F*) bridge}
{SWAMPADJSINGLE Ss (C*,K*,H*,M*,X*,Q*,A*) (!,C*,K*,H*,M*,X*,Q*,A*) 100 swamp/reed-castle}
{SWAMPADJSINGLE Chs (!,Ch*) Chs 100 swamp/reed-castle}
@ -114,8 +108,6 @@
{FORESTADJ Chs (!,Ch*) 21 swamp/reed3-small}
{FORESTADJ Chs (!,Ch*) 100 swamp/reed4-small}
# Mountains
# macros found in terrain-graphics/mountains.cfg
@ -137,101 +129,101 @@
#Macro for Single Hex
#define SHEX TYPE FLAG PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
probability={PROB}
probability={PROB}
[image]
name={TILE}
base=90,146
[/image]
[/terrain_graphics]
[image]
name={TILE}
base=90,146
[/image]
[/terrain_graphics]
#enddef
#Macro for Single Hex with double overlay
#define SHEX_DOUBLE TYPE FLAG PROB TILE1 TILE2
[terrain_graphics]
map="
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
probability={PROB}
probability={PROB}
[image]
name={TILE1}
base=90,146
[/image]
[image]
name={TILE2}
base=90,146
[/image]
[/terrain_graphics]
[image]
name={TILE1}
base=90,146
[/image]
[image]
name={TILE2}
base=90,146
[/image]
[/terrain_graphics]
#enddef
#define SHEX_LAYER TYPE FLAG LAYER PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
probability={PROB}
probability={PROB}
[image]
name={TILE}
layer={LAYER}
base=90,146
[/image]
[/terrain_graphics]
[image]
name={TILE}
layer={LAYER}
base=90,146
[/image]
[/terrain_graphics]
#enddef
#define TERRAIN_OVERLAY_PROB LETTER FLAG PROB IMAGE
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
#enddef
#Single hex mountain tiles (mountain + village)
@ -296,38 +288,38 @@
#Macro for clouds
#define CLOUDS TYPE NAME1 NAME2 NAME3 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
, *
* , *
, 2
* , *
, *"
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=32,208
[/image]
[image]
name={NAME1}
base=32,208
[/image]
[image]
name={NAME2}
base=88,372
[/image]
[image]
name={NAME2}
base=88,372
[/image]
[image]
name={NAME3}
base=142,308
[/image]
[image]
name={NAME3}
base=142,308
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef
#33% 33% 33%
@ -346,7 +338,6 @@
{PEAKS *^Xm mountain_peak4 peaks 40}
{PEAKS *^Xm mountain_peak5 peaks 80}
#
# > V I L L A G E B U I L D I N G S <
@ -420,7 +411,6 @@
# Single hex windmill village
{SHEX *^Wm windmill 100 ("windmill-01:70,windmill-02:70,windmill-03:70,windmill-04:70,windmill-05:70,windmill-06:70,windmill-07:70,windmill-08:70,windmill-09:70,windmill-10:70,windmill-11:70,windmill-12:70,windmill-13:70,windmill-14:70,windmill-15:70,windmill-16:70,windmill-17:70,windmill-18:70")}
#
# > O V E R L A Y S <
#
@ -433,8 +423,6 @@
{SHEX *^Dr overlay 50 sand_rubble2}
{SHEX *^Dr overlay 100 sand_rubble3}
#
# > B A S E T E R R A I N S <
#
@ -469,14 +457,12 @@
{TERRAIN_BASE_PROB Aa snow3 43}
{TERRAIN_BASE Aa snow}
{TERRAIN_BASE Qxu chasm}
{TERRAIN_BASE_PROB Ql,Qlf lava 33}
{TERRAIN_BASE_PROB Ql,Qlf lava2 50}
{TERRAIN_BASE Ql,Qlf lava3}
#g 2% 2% 3% 3% 9% 9% 9% 9% 9% 9% 9% 27%
{TERRAIN_BASE_PROB Gg^ flat/grass-rocks1 2}
{TERRAIN_BASE_PROB Gg^ flat/grass-rocks2 2}
@ -533,7 +519,6 @@
{TERRAIN_OVERLAY_PROB Dd^ overlay 5 desert-plant2}
{TERRAIN_OVERLAY_PROB Dd^ overlay 5 desert-plant3}
#33% 33% 33%
{TERRAIN_BASE_PROB Hd desert-hills2 33}
{TERRAIN_BASE_PROB Hd desert-hills3 50}
@ -560,7 +545,6 @@
{TERRAIN_BASE Do desert-oasis}
#8% 8% 8% 8% 23% 23% 23%
{TERRAIN_BASE_PROB Ss swamp/water-flowers1 8}
{TERRAIN_BASE_PROB Ss swamp/water-flowers2 9}
@ -593,7 +577,6 @@
{TERRAIN_BASE_PROB Ww water/coast2 43}
{TERRAIN_BASE Ww water/coast}
#{TERRAIN_BASE ~ fog}
#This one is to fill any "gaps" there might be when next to castles or walls
@ -604,7 +587,6 @@
# This is where the BRIGDE macro used to be
#
# > 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 <
#
@ -631,7 +613,6 @@
{TERRAIN_BASE Kud castle/dwarven-keep-floor}
{TERRAIN_BASE (Ce,Ke) flat/dirt}
{TERRAIN_BASE Chr castle/cobbles}
@ -643,15 +624,14 @@
#{TERRAIN_BASE O orccastle}
#define TERRAIN_ADJACENT_CORNER_BOTH INNER OUTER IMAGE
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGE}-convex}
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGE}-concave}
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGE}-convex}
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGE}-concave}
#enddef
#define TERRAIN_ADJACENT_CORNER_BOTH_PROB INNER OUTER IMAGE PROB
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGE}-convex {PROB}}
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGE}-concave {PROB}}
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGE}-convex {PROB}}
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGE}-concave {PROB}}
#enddef
# Loyalist castle
@ -710,8 +690,6 @@
{TERRAIN_ADJACENT_CORNER_PROB Khr Kh* (!,Kh*) 54,72 castle/ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr Kh* (!,Kh*) 56,76 castle/keep-keep 100}
# sunken ruined castle
#{DISABLE_TRANSITIONS Q}
@ -767,7 +745,6 @@
{TERRAIN_ADJACENT_CORNER_PROB Khw Kh* (!,Kh*) 56,76 castle/sunken-ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw Kh* (!,Kh*) 56,76 castle/sunkenkeep-keep 100}
# swamp ruined castle
#{DISABLE_TRANSITIONS q}
@ -869,7 +846,6 @@
{TERRAIN_ADJACENT_CORNER_LAYER Qxu (!,Ql,Qxu) (!,Ql,Qxu) -1 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER_LAYER (!,Ql,Qxu) Qxu Qxu -1 52,76 chasm-concave}
# Castle decorations and castle floors. Those must always be after the castles
# are defined.
@ -877,7 +853,6 @@
{BUILDING_PROBABILITY Ke ({VIMG 20,26 tent2}) 100}
{BUILDING Kud ({VIMG 36,40 castle/dwarven-keep}) }
#
# > N O R M A L T R A N S I T I O N S. <
@ -885,7 +860,6 @@
# TERRAIN_ADJACENT_CUSTOMs and varying layer numbers are used to make some
# special transitions to layer in more complex ways.
{TERRAIN_ADJACENT -140 (Mm,Hh,Ha) Chr flat/grass}
#{TERRAIN_ADJACENT_CUSTOM -150 Mm (Ha,Aa,Hd,W*,Ss) mountains transition2}
@ -904,7 +878,6 @@
{TERRAIN_ADJACENT -210 Qlf (!,Ql,Qlf,Qxu,Xu) lava}
{TERRAIN_ADJACENT -220 U* (!,U*) cave/floor}
# The snow-to-water transition here is applied both to snow and snow hills. The
# custom layer numbers are used to make the submerged part of the ice-to-water
# transition be drawn under other land transitions but the non-submerged part to
@ -917,7 +890,6 @@
{TERRAIN_ADJACENT -260 Gs (W*,Ss) flat/savanna-to-water}
# These two work in conjunction with the mountain and hill transitions to create
# a smooth coastline between grassland, hills and mountains.
@ -949,7 +921,6 @@
{TERRAIN_ADJACENT -350 Dd (!,R*,Dd) desert}
{TERRAIN_ADJACENT -340 Dd^,Dd^D* R* desert}
# Water Transitions draw below everything else
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud) (Ai,W*) castle/castle-to-ice transition3}

View file

@ -6,171 +6,169 @@
# any other type, using the filename grassland-x-x-x-x.png
#define TERRAIN_ADJACENT_4_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, 5"
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1-@R2-@R3
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAIN}
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1-@R2-@R3
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAIN}
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Same as above, but for 3-tile transitions.
#define TERRAIN_ADJACENT_3_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, ."
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1-@R2
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1-@R2
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Same as above, but for 2-tile transitions.
#define TERRAIN_ADJACENT_2_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0-@R1
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Same as above, but for 1-tile (simple) transitions.
#define TERRAIN_ADJACENT_1_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile
@ -178,24 +176,24 @@
# and go first.
#define TERRAIN_ADJACENT_FL LAYER TERRAIN ADJACENT IMAGE FLAG
{TERRAIN_ADJACENT_4_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_3_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_2_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_1_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_4_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_3_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_2_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_1_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
#enddef
#define TERRAIN_ADJACENT LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} transition}
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} transition}
#enddef
#define TERRAIN_ADJACENT_OV LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} overlay}
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} overlay}
#enddef
# If you need a custom flag use this one, this allows stacking of
# several transitions.
#define TERRAIN_ADJACENT_CUSTOM LAYER TERRAIN ADJACENT IMAGE FLAG
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
#enddef
# define a specific rule for layering when the transition borders
@ -203,72 +201,72 @@
# needs to be adjusted for three-way-junctions of a particular set of
# terrains
#define TERRAIN_ADJACENT_3_DIFFERENT LAYER TERRAIN ADJACENT OTHER_TERRAIN IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={OTHER_TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={OTHER_TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3, .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={OTHER_TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[image]
layer={LAYER}
name={IMAGE}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={OTHER_TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef

View file

@ -1,41 +1,41 @@
#textdomain wesnoth
#define TERRAIN_BASE_FLAG LETTER FLAG IMAGE
[terrain_graphics]
[tile]
x=0
y=0
type="{LETTER}"
has_flag={FLAG}
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
no_flag="base"
set_flag="base"
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type="{LETTER}"
has_flag={FLAG}
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
no_flag="base"
set_flag="base"
[/terrain_graphics]
#enddef
# Attachs an image to a single terrain tile, with a given probability.
# example: {TERRAIN_BASE_PROBABILITY g grassland-rocks 20}
#define TERRAIN_BASE_PROB_FL LETTER IMAGE PROB FLAG LAYER
[terrain_graphics]
[tile]
x=0
y=0
type="{LETTER}"
[image]
layer={LAYER}
name={IMAGE}
[/image]
[/tile]
[terrain_graphics]
[tile]
x=0
y=0
type="{LETTER}"
[image]
layer={LAYER}
name={IMAGE}
[/image]
[/tile]
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
#enddef
# Same as above, but with 100% probability
@ -43,36 +43,35 @@
# Should be last on the list: when a terrain has been placed, no other one can.
#define TERRAIN_BASE_FL LETTER IMAGE FLAG LAYER
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} 100 {FLAG} {LAYER}}
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} 100 {FLAG} {LAYER}}
#enddef
#define TERRAIN_BASE_PROB LETTER IMAGE PROB
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} base -1000}
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} base -1000}
#enddef
#define TERRAIN_BASE LETTER IMAGE
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} base -1000}
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} base -1000}
#enddef
#define TERRAIN_BASE_PROB_OV LETTER IMAGE PROB
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} overlay -80}
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} overlay -80}
#enddef
#define TERRAIN_BASE_OV LETTER IMAGE
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} overlay -80}
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} overlay -80}
#enddef
#define TERRAIN_BASE_DEFAULT IMAGE
[terrain_graphics]
[tile]
x=0
y=0
type=*
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
no_flag="base"
set_flag="base"
precedence=9999
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type=*
[image]
layer=-1000
name={IMAGE}
[/image]
[/tile]
no_flag="base"
set_flag="base"
precedence=9999
[/terrain_graphics]
#enddef

View file

@ -3,216 +3,214 @@
# macros to make things shorter
#define IMAGE_L_N LAYER NAME
[image]
layer={LAYER}
name={NAME}
[/image]
[image]
layer={LAYER}
name={NAME}
[/image]
#enddef
# this macro adds dock-style ends to bridges ending in water
#define DOCK_END IMAGE WATER BRIDGETYPE BEACHSIDE X Y
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
[/tile]
[tile]
x={X}
y={Y}
type={WATER}
no_flag=angleaway_{BEACHSIDE}
{IMAGE_L_N -80 {IMAGE}-{BEACHSIDE}-end}
[/tile]
[/terrain_graphics]
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
[/tile]
[tile]
x={X}
y={Y}
type={WATER}
no_flag=angleaway_{BEACHSIDE}
{IMAGE_L_N -80 {IMAGE}-{BEACHSIDE}-end}
[/tile]
[/terrain_graphics]
#enddef
# this macro adds ramp-style ends to bridges ending on other bridges
#define RAMP_BRIDGE IMAGE BRIDGETYPE BRIDGES R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
[terrain_graphics]
map="
, {S0}
{S5}, {S1}
, 1
{S4}, {S2}
, {S3}"
[tile]
pos=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
[/tile]
[tile]
pos=2
type={BRIDGES}
no_flag=angle_{R3}
{IMAGE_L_N -80 {IMAGE}-{R3}}
[/tile]
[/terrain_graphics]
[tile]
pos=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
[/tile]
[tile]
pos=2
type={BRIDGES}
no_flag=angle_{R3}
{IMAGE_L_N -80 {IMAGE}-{R3}}
[/tile]
[/terrain_graphics]
#enddef
# this macro adds ramp-style ends to bridges ending on land
#define RAMP_END IMAGE WATER NOTERM BRIDGETYPE R0 R1 R2 R3 R4 R5 X Y
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
[/tile]
[tile]
x={X}
y={Y}
type=!,{BRIDGETYPE},{WATER},{NOTERM}
no_flag=angle_{R3}
{IMAGE_L_N -80 {IMAGE}-{R3}}
[/tile]
[/terrain_graphics]
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
[/tile]
[tile]
x={X}
y={Y}
type=!,{BRIDGETYPE},{WATER},{NOTERM}
no_flag=angle_{R3}
{IMAGE_L_N -80 {IMAGE}-{R3}}
[/tile]
[/terrain_graphics]
#enddef
# this macro produces Y intersections
#define BRIDGE_Y BRIDGETYPE1 BRIDGETYPE2 BRIDGETYPE3 YIMAGE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
pos=1
type={BRIDGETYPE1}
no_flag=overlay,angle_{R0},angle_{R2},angle_{R4}
set_flag=overlay,angle_{R1},angle_{R5},angle_{R3}
{IMAGE_L_N -80 {YIMAGE}}
[/tile]
[tile]
pos=2
no_flag=angle_{R3},angle_{R1}
set_flag=angle_{R2}
type={BRIDGETYPE2}
[/tile]
[tile]
pos=3
no_flag=angle_{R3},angle_{R5}
set_flag=angle_{R4}
type={BRIDGETYPE3}
[/tile]
[tile]
pos=4
type=!,{BRIDGETYPE1}
set_flag=angleaway_{R3}
[/tile]
[/terrain_graphics]
[tile]
pos=1
type={BRIDGETYPE1}
no_flag=overlay,angle_{R0},angle_{R2},angle_{R4}
set_flag=overlay,angle_{R1},angle_{R5},angle_{R3}
{IMAGE_L_N -80 {YIMAGE}}
[/tile]
[tile]
pos=2
no_flag=angle_{R3},angle_{R1}
set_flag=angle_{R2}
type={BRIDGETYPE2}
[/tile]
[tile]
pos=3
no_flag=angle_{R3},angle_{R5}
set_flag=angle_{R4}
type={BRIDGETYPE3}
[/tile]
[tile]
pos=4
type=!,{BRIDGETYPE1}
set_flag=angleaway_{R3}
[/tile]
[/terrain_graphics]
#enddef
# this macro keeps colinear bridges connected
#define BRIDGECONNECT BRIDGETYPE R0 R1 R2 R3 R4 R5 X Y
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
set_flag=angle_{R0}
[/tile]
[tile]
x={X}
y={Y}
type={BRIDGETYPE}
no_flag=angle_{R2},angle_{R4}
set_flag=angle_{R3}
[/tile]
[/terrain_graphics]
[terrain_graphics]
[tile]
x=1
y=1
type={BRIDGETYPE}
no_flag=angle_{R1},angle_{R5}
set_flag=angle_{R0}
[/tile]
[tile]
x={X}
y={Y}
type={BRIDGETYPE}
no_flag=angle_{R2},angle_{R4}
set_flag=angle_{R3}
[/tile]
[/terrain_graphics]
#enddef
# this macro handles the normal corners
#define CORNER ANGLEIMAGE BRIDGETYPE1 BRIDGETYPE2 A1 A2 A3 A4 A5 A6 S0 S1 S2 S3 S4 S5
[terrain_graphics]
map="
[terrain_graphics]
map="
, {S1}
{S0}, {S2}
, 1
{S5}, {S3}
, {S4}"
[tile]
pos=1
type={BRIDGETYPE1}
no_flag=overlay,angle_{A3},angle_{A4},angle_{A5},angle_{A6}
set_flag=overlay,angle_{A1},angle_{A2}
{IMAGE_L_N -80 {ANGLEIMAGE}}
[/tile]
[tile]
pos=2
type={BRIDGETYPE2}
no_flag=angle_{A1},angle_{A6}
set_flag=angle_{A3}
[/tile]
[tile]
pos=3
set_flag=angleaway_{A1}
[/tile]
[/terrain_graphics]
[tile]
pos=1
type={BRIDGETYPE1}
no_flag=overlay,angle_{A3},angle_{A4},angle_{A5},angle_{A6}
set_flag=overlay,angle_{A1},angle_{A2}
{IMAGE_L_N -80 {ANGLEIMAGE}}
[/tile]
[tile]
pos=2
type={BRIDGETYPE2}
no_flag=angle_{A1},angle_{A6}
set_flag=angle_{A3}
[/tile]
[tile]
pos=3
set_flag=angleaway_{A1}
[/tile]
[/terrain_graphics]
#enddef
# the main macro, called from terrain-graphics.cfg
#define BRIDGE SE_NW N_S NE_SW WATER NOTERM IMAGE
# find Y intersections
{BRIDGE_Y {N_S} {SE_NW} {NE_SW} {IMAGE}-joint-ne-s-nw n ne se s sw nw 2 4 3 . . .}
{BRIDGE_Y {NE_SW} {N_S} {SE_NW} {IMAGE}-joint-n-se-sw ne se s sw nw n . 2 4 3 . .}
{BRIDGE_Y {SE_NW} {NE_SW} {N_S} {IMAGE}-joint-ne-s-nw se s sw nw n ne . . 2 4 3 .}
{BRIDGE_Y {N_S} {SE_NW} {NE_SW} {IMAGE}-joint-n-se-sw s sw nw n ne se . . . 2 4 3}
{BRIDGE_Y {NE_SW} {N_S} {SE_NW} {IMAGE}-joint-ne-s-nw sw nw n ne se s 3 . . . 2 4}
{BRIDGE_Y {SE_NW} {NE_SW} {N_S} {IMAGE}-joint-n-se-sw nw n ne se s sw 4 3 . . . 2}
# find Y intersections
{BRIDGE_Y {N_S} {SE_NW} {NE_SW} {IMAGE}-joint-ne-s-nw n ne se s sw nw 2 4 3 . . .}
{BRIDGE_Y {NE_SW} {N_S} {SE_NW} {IMAGE}-joint-n-se-sw ne se s sw nw n . 2 4 3 . .}
{BRIDGE_Y {SE_NW} {NE_SW} {N_S} {IMAGE}-joint-ne-s-nw se s sw nw n ne . . 2 4 3 .}
{BRIDGE_Y {N_S} {SE_NW} {NE_SW} {IMAGE}-joint-n-se-sw s sw nw n ne se . . . 2 4 3}
{BRIDGE_Y {NE_SW} {N_S} {SE_NW} {IMAGE}-joint-ne-s-nw sw nw n ne se s 3 . . . 2 4}
{BRIDGE_Y {SE_NW} {NE_SW} {N_S} {IMAGE}-joint-n-se-sw nw n ne se s sw 4 3 . . . 2}
# make sure that colinear adjacent bridges stay connected
{BRIDGECONNECT {N_S} n ne se s sw nw 1 0}
{BRIDGECONNECT {NE_SW} ne se s sw nw n 2 1}
{BRIDGECONNECT {SE_NW} se s sw nw n ne 2 2}
# make sure that colinear adjacent bridges stay connected
{BRIDGECONNECT {N_S} n ne se s sw nw 1 0}
{BRIDGECONNECT {NE_SW} ne se s sw nw n 2 1}
{BRIDGECONNECT {SE_NW} se s sw nw n ne 2 2}
# normal corners
{CORNER {IMAGE}-joint-s-nw {N_S} {SE_NW} s nw se n sw ne 2 3 . . . .}
{CORNER {IMAGE}-joint-ne-s {N_S} {NE_SW} s ne sw n se nw . 3 2 . . .}
{CORNER {IMAGE}-joint-n-sw {NE_SW} {N_S} sw n s ne nw se . 2 3 . . .}
{CORNER {IMAGE}-joint-se-sw {NE_SW} {SE_NW} sw se nw ne s n . . 3 2 . .}
{CORNER {IMAGE}-joint-ne-nw {SE_NW} {NE_SW} nw ne sw se n s . . 2 3 . .}
{CORNER {IMAGE}-joint-s-nw {SE_NW} {N_S} nw s n se sw ne . . . 3 2 .}
{CORNER {IMAGE}-joint-n-se {N_S} {SE_NW} n se nw s ne sw . . . 2 3 .}
{CORNER {IMAGE}-joint-n-sw {N_S} {NE_SW} n sw ne s nw se . . . . 3 2}
{CORNER {IMAGE}-joint-ne-s {NE_SW} {N_S} ne s n sw se nw . . . . 2 3}
{CORNER {IMAGE}-joint-ne-nw {NE_SW} {SE_NW} ne nw se sw n s 2 . . . . 3}
{CORNER {IMAGE}-joint-se-sw {SE_NW} {NE_SW} se sw ne nw s n 3 . . . . 2}
{CORNER {IMAGE}-joint-n-se {SE_NW} {N_S} se n s nw ne sw 3 2 . . . .}
# normal corners
{CORNER {IMAGE}-joint-s-nw {N_S} {SE_NW} s nw se n sw ne 2 3 . . . .}
{CORNER {IMAGE}-joint-ne-s {N_S} {NE_SW} s ne sw n se nw . 3 2 . . .}
{CORNER {IMAGE}-joint-n-sw {NE_SW} {N_S} sw n s ne nw se . 2 3 . . .}
{CORNER {IMAGE}-joint-se-sw {NE_SW} {SE_NW} sw se nw ne s n . . 3 2 . .}
{CORNER {IMAGE}-joint-ne-nw {SE_NW} {NE_SW} nw ne sw se n s . . 2 3 . .}
{CORNER {IMAGE}-joint-s-nw {SE_NW} {N_S} nw s n se sw ne . . . 3 2 .}
{CORNER {IMAGE}-joint-n-se {N_S} {SE_NW} n se nw s ne sw . . . 2 3 .}
{CORNER {IMAGE}-joint-n-sw {N_S} {NE_SW} n sw ne s nw se . . . . 3 2}
{CORNER {IMAGE}-joint-ne-s {NE_SW} {N_S} ne s n sw se nw . . . . 2 3}
{CORNER {IMAGE}-joint-ne-nw {NE_SW} {SE_NW} ne nw se sw n s 2 . . . . 3}
{CORNER {IMAGE}-joint-se-sw {SE_NW} {NE_SW} se sw ne nw s n 3 . . . . 2}
{CORNER {IMAGE}-joint-n-se {SE_NW} {N_S} se n s nw ne sw 3 2 . . . .}
# these 3 macros define the default straight bridges
{TERRAIN_BASE_OV {N_S} {IMAGE}-n-s}
{TERRAIN_BASE_OV {NE_SW} {IMAGE}-ne-sw}
{TERRAIN_BASE_OV {SE_NW} {IMAGE}-se-nw}
# these 3 macros define the default straight bridges
{TERRAIN_BASE_OV {N_S} {IMAGE}-n-s}
{TERRAIN_BASE_OV {NE_SW} {IMAGE}-ne-sw}
{TERRAIN_BASE_OV {SE_NW} {IMAGE}-se-nw}
# add ramps where straight bridges intersect Ys
{RAMP_BRIDGE {IMAGE} {N_S} ({N_S}, {NE_SW}, {SE_NW}) n ne se s sw nw 2 . . . . .}
{RAMP_BRIDGE {IMAGE} {NE_SW} ({N_S}, {NE_SW}, {SE_NW}) ne se s sw nw n . 2 . . . .}
{RAMP_BRIDGE {IMAGE} {SE_NW} ({N_S}, {NE_SW}, {SE_NW}) se s sw nw n ne . . 2 . . .}
{RAMP_BRIDGE {IMAGE} {N_S} ({N_S}, {NE_SW}, {SE_NW}) s sw nw n ne se . . . 2 . .}
{RAMP_BRIDGE {IMAGE} {NE_SW} ({N_S}, {NE_SW}, {SE_NW}) sw nw n ne se s . . . . 2 .}
{RAMP_BRIDGE {IMAGE} {SE_NW} ({N_S}, {NE_SW}, {SE_NW}) nw n ne se s sw . . . . . 2}
# add ramps where straight bridges intersect Ys
{RAMP_BRIDGE {IMAGE} {N_S} ({N_S}, {NE_SW}, {SE_NW}) n ne se s sw nw 2 . . . . .}
{RAMP_BRIDGE {IMAGE} {NE_SW} ({N_S}, {NE_SW}, {SE_NW}) ne se s sw nw n . 2 . . . .}
{RAMP_BRIDGE {IMAGE} {SE_NW} ({N_S}, {NE_SW}, {SE_NW}) se s sw nw n ne . . 2 . . .}
{RAMP_BRIDGE {IMAGE} {N_S} ({N_S}, {NE_SW}, {SE_NW}) s sw nw n ne se . . . 2 . .}
{RAMP_BRIDGE {IMAGE} {NE_SW} ({N_S}, {NE_SW}, {SE_NW}) sw nw n ne se s . . . . 2 .}
{RAMP_BRIDGE {IMAGE} {SE_NW} ({N_S}, {NE_SW}, {SE_NW}) nw n ne se s sw . . . . . 2}
# add ramps where straight bridges end on land
{RAMP_END {IMAGE} {WATER} {NOTERM} {N_S} n ne se s sw nw 1 0}
{RAMP_END {IMAGE} {WATER} {NOTERM} {NE_SW} ne se s sw nw n 2 1}
{RAMP_END {IMAGE} {WATER} {NOTERM} {SE_NW} se s sw nw n ne 2 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {N_S} s sw nw n ne se 1 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {NE_SW} sw nw n ne se s 0 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {SE_NW} nw n ne se s sw 0 1}
# add ramps where straight bridges end on land
{RAMP_END {IMAGE} {WATER} {NOTERM} {N_S} n ne se s sw nw 1 0}
{RAMP_END {IMAGE} {WATER} {NOTERM} {NE_SW} ne se s sw nw n 2 1}
{RAMP_END {IMAGE} {WATER} {NOTERM} {SE_NW} se s sw nw n ne 2 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {N_S} s sw nw n ne se 1 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {NE_SW} sw nw n ne se s 0 2}
{RAMP_END {IMAGE} {WATER} {NOTERM} {SE_NW} nw n ne se s sw 0 1}
# add dock-style ends to bridges ending in water
{DOCK_END {IMAGE} {WATER} {N_S} s 1 0}
{DOCK_END {IMAGE} {WATER} {NE_SW} sw 2 1}
{DOCK_END {IMAGE} {WATER} {SE_NW} nw 2 2}
{DOCK_END {IMAGE} {WATER} {N_S} n 1 2}
{DOCK_END {IMAGE} {WATER} {NE_SW} ne 0 2}
{DOCK_END {IMAGE} {WATER} {SE_NW} se 0 1}
# add dock-style ends to bridges ending in water
{DOCK_END {IMAGE} {WATER} {N_S} s 1 0}
{DOCK_END {IMAGE} {WATER} {NE_SW} sw 2 1}
{DOCK_END {IMAGE} {WATER} {SE_NW} nw 2 2}
{DOCK_END {IMAGE} {WATER} {N_S} n 1 2}
{DOCK_END {IMAGE} {WATER} {NE_SW} ne 0 2}
{DOCK_END {IMAGE} {WATER} {SE_NW} se 0 1}
#enddef

View file

@ -1,59 +1,58 @@
#textdomain wesnoth
#define BUILDING LETTER IMAGE
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
{IMAGE}
[/tile]
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
{IMAGE}
[/tile]
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
#enddef
#define BUILDING_FLAG LETTER IMAGE FLAG
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
has_flag={FLAG}
{IMAGE}
[/tile]
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
has_flag={FLAG}
{IMAGE}
[/tile]
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
#enddef
#define BUILDING_FLAG_PROB LETTER IMAGE FLAG PROBABILITY
[terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
has_flag={FLAG}
set_flag=overlay
{IMAGE}
x=0
y=0
type={LETTER}
has_flag={FLAG}
set_flag=overlay
{IMAGE}
[/tile]
probability={PROBABILITY}
probability={PROBABILITY}
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
[/terrain_graphics]
#enddef
#define BUILDING_PROBABILITY LETTER IMAGE PROBABILITY
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
{IMAGE}
[/tile]
probability={PROBABILITY}
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
{IMAGE}
[/tile]
probability={PROBABILITY}
set_flag=building-{LETTER}
no_flag=building-{LETTER}
[/terrain_graphics]
#enddef

View file

@ -1,389 +1,388 @@
#textdomain wesnoth
#define TRANS_0 LETTER
[tile]
pos=2
type={LETTER}
no_flag=canyon-nt-@R3
[/tile]
[tile]
pos=2
type={LETTER}
no_flag=canyon-nt-@R3
[/tile]
#enddef
#define TRANS_1 LETTER
[tile]
pos=3
type={LETTER}
no_flag=canyon-nt-@R4
[/tile]
[tile]
pos=3
type={LETTER}
no_flag=canyon-nt-@R4
[/tile]
#enddef
#define TRANS_2 LETTER
[tile]
pos=4
type={LETTER}
no_flag=canyon-nt-@R5
[/tile]
[tile]
pos=4
type={LETTER}
no_flag=canyon-nt-@R5
[/tile]
#enddef
#define TRANS_3 LETTER
[tile]
pos=5
type={LETTER}
no_flag=canyon-nt-@R0
[/tile]
[tile]
pos=5
type={LETTER}
no_flag=canyon-nt-@R0
[/tile]
#enddef
#define TRANS_4 LETTER
[tile]
pos=6
type={LETTER}
no_flag=canyon-nt-@R1
[/tile]
[tile]
pos=6
type={LETTER}
no_flag=canyon-nt-@R1
[/tile]
#enddef
#define TRANS_5 LETTER
[tile]
pos=7
type={LETTER}
no_flag=canyon-nt-@R2
[/tile]
[tile]
pos=7
type={LETTER}
no_flag=canyon-nt-@R2
[/tile]
#enddef
#define CANYON LETTER IMAGE
# Angles should not loop
[terrain_graphics]
map="
# Angles should not loop
[terrain_graphics]
map="
1,
, 3
2, 1
, .
1, ."
[tile]
pos=1
type={LETTER}
[/tile]
[tile]
pos=2
type={LETTER}
set_flag=canyon-nt-@R1
[/tile]
[tile]
pos=3
type={LETTER}
set_flag=canyon-nt-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[tile]
pos=1
type={LETTER}
[/tile]
[tile]
pos=2
type={LETTER}
set_flag=canyon-nt-@R1
[/tile]
[tile]
pos=3
type={LETTER}
set_flag=canyon-nt-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
7, 3
, 1
6, 4
, 5"
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
{TRANS_4 {LETTER}}
{TRANS_5 {LETTER}}
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-all
[/image]
no_flag="overlay"
set_flag="overlay"
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
{TRANS_4 {LETTER}}
{TRANS_5 {LETTER}}
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-all
[/image]
no_flag="overlay"
set_flag="overlay"
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
6, 4
, 5"
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3-@R4
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3-@R4
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, 5"
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
6, 4
, ."
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R4
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R4
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, ."
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_2 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R2
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
6, .
, ."
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R4
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_4 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R4
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., .
, 5"
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R3
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1-@R3
[/image]
no_flag=overlay
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 3
, 1
., .
, ."
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_1 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R1
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., .
, 5"
{TRANS_0 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R3
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_3 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R3
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., 4
, ."
{TRANS_0 {LETTER}}
{TRANS_2 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R2
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
{TRANS_2 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0-@R2
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
{TRANS_0 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANS_0 {LETTER}}
[tile]
pos=2
type={LETTER}
[/tile]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}-@R0
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
., .
, ."
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R0,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[tile]
pos=1
type={LETTER}
[image]
layer=-1000
name={IMAGE}
[/image]
no_flag="overlay"
set_flag=overlay,canyon-nt-@R0,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef

View file

@ -10,157 +10,156 @@
# Example:
# {CASTLE_TRANSITION CK f dirt forest-special}
#define CASTLE_TRANSITION CASTLE FOREST FOREGROUND
# Background tiles of the castle transition
# Background tiles of the castle transition
# Actual castle transition tiles
# Actual castle transition tiles
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
2, 2
, 1"
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-n-ne
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-n-ne
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
2, 2
, 1"
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-ne
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-ne
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
2, .
, 1"
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-n
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw-n
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 2
, 1"
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-n-ne
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-n-ne
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1"
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-n
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-n
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., 1
, ."
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-nw
[/image]
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
1, .
, ."
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-ne
[/image]
[/tile]
[/terrain_graphics]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=1
type={FOREST}
set_flag=overlay
no_flag=overlay
[image]
base=36,36
name={FOREGROUND}-ne
[/image]
[/tile]
[/terrain_graphics]
#enddef

View file

@ -1,202 +1,200 @@
#textdomain wesnoth
#define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER POS IMAGE
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
layer={LAYER}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
layer={LAYER}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG1 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGE
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
has_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
has_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_PROB TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
set_flag=fence-@R0
no_flag=fence-@R0
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
set_flag=fence-@R0
no_flag=fence-@R0
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
probability={PROB}
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
probability={PROB}
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG1_PROB TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGE PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
has_flag={FLAG}
set_flag=fence-@R0
no_flag=fence-@R0
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
has_flag={FLAG}
set_flag=fence-@R0
no_flag=fence-@R0
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
probability={PROB}
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
probability={PROB}
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG2 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGE
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
has_flag={FLAG}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
has_flag={FLAG}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG3 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGE
[terrain_graphics]
map="
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
has_flag={FLAG}
[/tile]
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
has_flag={FLAG}
[/tile]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
[image]
base={POS}
name={IMAGE}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef

View file

@ -3,135 +3,127 @@
# Forest<->Castle|Encampment special cases
#-----------------------------------------------------------------
#define FORESTADJCASTLEA FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, 1
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLES FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, *
, 2
*, 1
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLEO FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, 1"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLE FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}-@R0
base=90,144
[/image]
[/terrain_graphics]
#enddef
#-----------------------------------------------------------------
@ -140,67 +132,63 @@
# swamp and villages
#-----------------------------------------------------------------
#define FORESTADJ FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define MOUNTAINADJCASTLEA FID ID PROB TILE
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
*, 1
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
[tile]
pos=2
type={FID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0-@R1
base=90,144
[/image]
[/terrain_graphics]
[image]
name={TILE}-@R0-@R1
base=90,144
[/image]
[/terrain_graphics]
#enddef

View file

@ -2,371 +2,368 @@
#define TERRAIN_ADJACENT_VERTICAL_FL TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 3
2, 4
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw,{FLAG}-n,{FLAG}-ne
set_flag={FLAG}-nw,{FLAG}-n,{FLAG}-ne
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw,{FLAG}-n,{FLAG}-ne
set_flag={FLAG}-nw,{FLAG}-n,{FLAG}-ne
[image]
base=36,4
name={IMAGE}-nw-n-ne
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-nw-n-ne
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 3
2, .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw,{FLAG}-n
set_flag={FLAG}-nw,{FLAG}-n
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw,{FLAG}-n
set_flag={FLAG}-nw,{FLAG}-n
[image]
base=36,4
name={IMAGE}-nw-n
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-nw-n
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 3
., 4
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-n,{FLAG}-ne
set_flag={FLAG}-n,{FLAG}-ne
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-n,{FLAG}-ne
set_flag={FLAG}-n,{FLAG}-ne
[image]
base=36,4
name={IMAGE}-n-ne
[/image]
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-n-ne
[/image]
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
2, .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[image]
base=36,4
name={IMAGE}-nw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-nw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-se
set_flag={FLAG}-se
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-n
set_flag={FLAG}-n
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-n
set_flag={FLAG}-n
[image]
base=36,4
name={IMAGE}-n
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-n
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-s
set_flag={FLAG}-s
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., 2
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[image]
base=36,4
name={IMAGE}-ne
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[image]
base=36,4
name={IMAGE}-ne
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
2, 4
, 3"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw,{FLAG}-s,{FLAG}-se
set_flag={FLAG}-sw,{FLAG}-s,{FLAG}-se
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw,{FLAG}-s,{FLAG}-se
set_flag={FLAG}-sw,{FLAG}-s,{FLAG}-se
[image]
base=36,68
name={IMAGE}-se-s-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-se-s-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
2, .
, 3"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw,{FLAG}-s
set_flag={FLAG}-sw,{FLAG}-s
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw,{FLAG}-s
set_flag={FLAG}-sw,{FLAG}-s
[image]
base=36,68
name={IMAGE}-s-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-s-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
., 4
, 3"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-s,{FLAG}-se
set_flag={FLAG}-s,{FLAG}-se
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-s,{FLAG}-se
set_flag={FLAG}-s,{FLAG}-se
[image]
base=36,68
name={IMAGE}-se-s
[/image]
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-se-s
[/image]
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
2, .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-sw
set_flag={FLAG}-sw
[image]
base=36,68
name={IMAGE}-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-sw
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-ne
set_flag={FLAG}-ne
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
., .
, 2"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-s
set_flag={FLAG}-s
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-s
set_flag={FLAG}-s
[image]
base=36,68
name={IMAGE}-s
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-s
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-n
set_flag={FLAG}-n
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, .
., .
, 1
., 2
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-se
set_flag={FLAG}-se
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-se
set_flag={FLAG}-se
[image]
base=36,68
name={IMAGE}-se
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
[image]
base=36,68
name={IMAGE}-se
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-nw
set_flag={FLAG}-nw
[/tile]
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_VERTICAL TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_VERTICAL_FL ({TERRAIN}) ({ADJACENT}) ({IMAGE}) overlay}
{TERRAIN_ADJACENT_VERTICAL_FL ({TERRAIN}) ({ADJACENT}) ({IMAGE}) overlay}
#enddef

View file

@ -1,8 +1,8 @@
#textdomain wesnoth
#Macro for 4-Hex mountains
#define TWOBYTWO TYPE NAME1 NAME2 NAME3 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., *, ., .
, *, *, .
*, 2, *, .
@ -12,45 +12,45 @@
., *, ., .
, ., ., ."
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,144
[/image]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,144
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=142,108
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=142,108
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
probability={PROB}
[/terrain_graphics]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define TWOBYFOUR TYPE NAME1 NAME2 NAME3 NAME4 NAME5 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., *, ., .
, *, *, .
*, 2, *, .
@ -60,67 +60,67 @@
., *, 4, *
, ., *, *"
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,144
[/image]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,144
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=144,108
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=144,108
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
[tile]
pos=4
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME4}
base=248,180
[/image]
[tile]
pos=4
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME4}
base=248,180
[/image]
[tile]
pos=5
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME5}
base=304,216
[/image]
probability={PROB}
[/terrain_graphics]
[tile]
pos=5
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME5}
base=304,216
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define TWOBYFOUR2 TYPE NAME1 NAME2 NAME3 NAME4 NAME5 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., ., *, .
, ., *, *
., *, 4, *
@ -130,67 +130,67 @@
*, 2, *, .
, *, *, ."
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,216
[/image]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,216
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=144,180
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=144,180
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
[tile]
pos=4
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME4}
base=248,108
[/image]
[tile]
pos=4
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME4}
base=248,108
[/image]
[tile]
pos=5
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME5}
base=304,144
[/image]
probability={PROB}
[/terrain_graphics]
[tile]
pos=5
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME5}
base=304,144
[/image]
probability={PROB}
[/terrain_graphics]
#enddef
#define ONEBYTHREE TYPE NAME1 NAME2 NAME3 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., ., ., .
, *, ., .
*, *, ., .
@ -200,46 +200,46 @@
., *, *, .
, ., *, ."
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=0,144
[/image]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=0,144
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=0,180
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=0,180
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=36,216
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=36,216
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef
#define ONEBYTHREE2 TYPE NAME1 NAME2 NAME3 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., ., ., .
, ., *, .
., *, *, .
@ -249,41 +249,41 @@
*, *, ., .
, ., ., ."
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,216
[/image]
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME1}
base=88,216
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=142,180
[/image]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME2}
base=142,180
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME3}
base=196,144
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef
#
@ -291,8 +291,8 @@
#
#define PEAKS_LARGE TYPE NAME FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., .
, *
*, *
@ -300,30 +300,30 @@
3, 3
, 3"
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=3
type={TYPE}
[/tile]
[tile]
pos=3
type={TYPE}
[/tile]
[image]
name={NAME}
layer=1
[/image]
[image]
name={NAME}
layer=1
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef
#define PEAKS_ONEBYTWO TYPE NAME1 NAME2 FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., .
, *, *
*, 3
@ -331,42 +331,42 @@
*, 4
, 4, *"
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=3
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=4
type={TYPE}
[/tile]
[tile]
pos=4
type={TYPE}
[/tile]
[image]
name={NAME1}
layer=1
[/image]
[image]
name={NAME1}
layer=1
[/image]
[image]
name={NAME2}
layer=1
[/image]
[image]
name={NAME2}
layer=1
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef
#define PEAKS TYPE NAME FLAG PROB
[terrain_graphics]
map="
[terrain_graphics]
map="
., .
, *
*, *
@ -374,18 +374,18 @@
*, *
, *"
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=2
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[image]
name={NAME}
layer=1
[/image]
[image]
name={NAME}
layer=1
[/image]
probability={PROB}
[/terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef

View file

@ -1,69 +1,68 @@
#textdomain wesnoth
#define HIMG LAYER NAME
[image]
name={NAME}
layer={LAYER}
[/image]
[image]
name={NAME}
layer={LAYER}
[/image]
#enddef
#define VIMG BASE NAME
[image]
name={NAME}
base={BASE}
[/image]
[image]
name={NAME}
base={BASE}
[/image]
#enddef
#define HIMG_NIGHT LAYER NAME NAME_NIGHT
[image]
name={NAME}
layer={LAYER}
[image]
name={NAME}
layer={LAYER}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
#enddef
#define VIMG_NIGHT BASE NAME NAME_NIGHT
[image]
name={NAME}
base={BASE}
[image]
name={NAME}
base={BASE}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
#enddef
@ -71,42 +70,42 @@
# is used for castles and keeps, as those have custom transitions.
#define DISABLE_TRANSITIONS LETTER
[terrain_graphics]
map="
[terrain_graphics]
map="
, 1
6, 2
, 7
5, 3
, 4"
[tile]
pos=1
set_flag=overlay-s,transition-s
[/tile]
[tile]
pos=2
set_flag=overlay-sw,transition-sw
[/tile]
[tile]
pos=3
set_flag=overlay-nw,transition-nw
[/tile]
[tile]
pos=4
set_flag=overlay-n,transition-n
[/tile]
[tile]
pos=5
set_flag=overlay-ne,transition-ne
[/tile]
[tile]
pos=6
set_flag=overlay-se,transition-se
[/tile]
[tile]
pos=7
type={LETTER}
[/tile]
[/terrain_graphics]
[tile]
pos=1
set_flag=overlay-s,transition-s
[/tile]
[tile]
pos=2
set_flag=overlay-sw,transition-sw
[/tile]
[tile]
pos=3
set_flag=overlay-nw,transition-nw
[/tile]
[tile]
pos=4
set_flag=overlay-n,transition-n
[/tile]
[tile]
pos=5
set_flag=overlay-ne,transition-ne
[/tile]
[tile]
pos=6
set_flag=overlay-se,transition-se
[/tile]
[tile]
pos=7
type={LETTER}
[/tile]
[/terrain_graphics]
#enddef
# Sets a specified flag to all hexes adjacent to a given type which is in turn
@ -114,50 +113,50 @@
# keeps, so their cliff transition to water will be disabled.
#define SET_ADJACENT_FLAG CENTER_LETTER ADJACENT_LETTER ADJACENT_TO_LETTER FLAG
[terrain_graphics]
map="
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={CENTER_LETTER}
[/tile]
[tile]
pos=2
type={ADJACENT_LETTER}
set_flag="adjacent_to_{ADJACENT_TO_LETTER}"
no_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
[tile]
pos=1
type={CENTER_LETTER}
[/tile]
[tile]
pos=2
type={ADJACENT_LETTER}
set_flag="adjacent_to_{ADJACENT_TO_LETTER}"
no_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
[terrain_graphics]
map="
, 4
., .
, 3
., .
, ."
[tile]
pos=3
type={ADJACENT_LETTER}
has_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
[tile]
pos=4
type={ADJACENT_TO_LETTER}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT_LETTER}
has_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
[tile]
pos=4
type={ADJACENT_TO_LETTER}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# This utility macro sets a flag on a given terrain, if it is adjacent to an
@ -169,32 +168,31 @@
# Use this to make other rule depend on adjacent terrain
#define FLAG_IF_ADJACENT LETTER ADJACENT FLAG CLASS
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[tile]
x=0
y=1
type={ADJACENT}
[/tile]
rotations=x,x,x,x,x,x
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[tile]
x=0
y=1
type={ADJACENT}
[/tile]
rotations=x,x,x,x,x,x
[/terrain_graphics]
#enddef
#define FLAG_REMAINING LETTER FLAG CLASS
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[/terrain_graphics]
#enddef