Remove support for old-style keep in terrain-graphics.cfg

This commit is contained in:
Moritz Göbelbecker 2007-05-04 10:10:55 +00:00
parent 286e072c8c
commit 711fa85e94

View file

@ -21,29 +21,29 @@
# Macros moved to terrain-graphics/forestcastle.cfg
#-----------------------------------------------------------------
{FORESTADJCASTLEA *^Fp (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLEA *^Fpa (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLEA *^Ft (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLEA *^Uf (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLEA *^Fp (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLEA *^Fpa (C*,K*,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{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*,_K,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLES *^Fpa (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLES *^Ft (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLES *^Uf (C*,K*,_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}
{FORESTADJCASTLES *^Uf (C*,K*,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLEO *^Fp (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLEO *^Fpa (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLEO *^Ft (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLEO *^Uf (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLEO *^Fp (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLEO *^Fpa (C*,K*,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLEO *^Ft (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLEO *^Uf (C*,K*,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLE *^Fp (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLE *^Fpa (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLE *^Ft (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLE *^Uf (C*,K*,_K,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{FORESTADJCASTLE *^Fp (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/pine-castle}
{FORESTADJCASTLE *^Fpa (C*,K*,Xu,Ql,Qxu,Gv*) 100 snow-forest-castle}
{FORESTADJCASTLE *^Ft (C*,K*,Xu,Ql,Qxu,Gv*) 100 forest/tropical-castle}
{FORESTADJCASTLE *^Uf (C*,K*,Xu,Ql,Qxu,Gv*) 100 mushrooms-castle}
{MOUNTAINADJCASTLEA Mm (C*,K*,_K,Xu,Ql,Qxu) 100 mountains-castle}
{FORESTADJCASTLE Mm (C*,K*,_K,Xu,Ql,Qxu) 100 mountains-castle}
{MOUNTAINADJCASTLEA Mm (C*,K*,Xu,Ql,Qxu) 100 mountains-castle}
{FORESTADJCASTLE Mm (C*,K*,Xu,Ql,Qxu) 100 mountains-castle}
#33% 17% 5% 45%
{FORESTADJ *^Fp (W*,M*,Hd,*^V*,Xu,Ql,Qxu,Gv*) 33 forest/pine_small}
@ -95,17 +95,17 @@
#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 Ñ eleazar
{BRIDGE *^Bw\ *^Bw| *^Bw/ (W*^,Ss^) (C*,K*,_K,*^F*) bridge}
{BRIDGE *^Bw\ *^Bw| *^Bw/ (W*^,Ss^) (C*,K*,*^F*) bridge}
{SWAMPADJSINGLE Ss (C*,K*,_K,H*,M*) (!,C*,K*,_K,H*,M*) 100 swamp/reed-castle}
{SWAMPADJSINGLE Ss (C*,K*,H*,M*) (!,C*,K*,H*,M*) 100 swamp/reed-castle}
{SWAMPADJSINGLE Chs (!,Ch*) Chs 100 swamp/reed-castle}
{FORESTADJ Ss (C*,K*,_K,H*,M*) 8 swamp/reed1-small}
{FORESTADJ Ss (C*,K*,_K,H*,M*) 13 swamp/reed2-small}
{FORESTADJ Ss (C*,K*,_K,H*,M*) 21 swamp/reed3-small}
{FORESTADJ Ss (C*,K*,_K,H*,M*) 100 swamp/reed4-small}
{FORESTADJ Ss (C*,K*,H*,M*) 8 swamp/reed1-small}
{FORESTADJ Ss (C*,K*,H*,M*) 13 swamp/reed2-small}
{FORESTADJ Ss (C*,K*,H*,M*) 21 swamp/reed3-small}
{FORESTADJ Ss (C*,K*,H*,M*) 100 swamp/reed4-small}
{FORESTADJ Chs (!,Ch*) 8 swamp/reed1-small}
{FORESTADJ Chs (!,Ch*) 13 swamp/reed2-small}
{FORESTADJ Chs (!,Ch*) 21 swamp/reed3-small}
@ -512,7 +512,7 @@
#This one is to fill the "gaps" at the map edges. There are no
#non-multihex mountains so hills fit better
{TERRAIN_BASE (Mm^*,Vhm,Xm) hills-variation1}
{TERRAIN_BASE Mm hills-variation1}
#{CANYON X canyon}
#added ruins
@ -526,31 +526,10 @@
# Special transitions go first
#
# The keep mechanism is deprecated! Is only there for backward compatibility.
#
# Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP
# macro will determine the correct graphics to use, according to the adjacent
# castle letter.
# Flags the keep, they must be flagged to be recognized by the
# {CASTLE_AND_foo_KEEP} macros
{FLAG_IF_ADJACENT _K Ch keep-of-ch keep-flag}
{FLAG_IF_ADJACENT _K Chr keep-of-chr keep-flag}
{FLAG_IF_ADJACENT _K Chw keep-of-chw keep-flag}
{FLAG_IF_ADJACENT _K Chs keep-of-chs keep-flag}
{FLAG_IF_ADJACENT _K Ce keep-of-ce keep-flag}
{FLAG_IF_ADJACENT _K Cud keep-of-cud keep-flag}
{FLAG_REMAINING _K keep-of-ch keep-flag}
#
# > C A S T L E S B A S E T E R R A I N S <
#
{DISABLE_TRANSITIONS _K}
{DISABLE_TRANSITIONS Kh*}
{DISABLE_TRANSITIONS Ch}
{DISABLE_TRANSITIONS Kv*}
@ -558,8 +537,8 @@
{TERRAIN_BASE (Ch,Kh*) castle/cobbles}
{TERRAIN_BASE Cv castle/elven/grounds}
{TERRAIN_BASE Kv castle/elven/keep}
{TERRAIN_BASE Cv castle/elven/grounds}
{TERRAIN_BASE Kv castle/elven/keep}
{TERRAIN_BASE_PROB Cud castle/dwarven-castle-floor3 33}
{TERRAIN_BASE_PROB Cud castle/dwarven-castle-floor2 50}
@ -579,14 +558,6 @@
#{TERRAIN_BASE O orccastle}
{TERRAIN_BASE_FLAG _K keep-of-ch castle/cobbles}
{TERRAIN_BASE_FLAG _K keep-of-cef castle/elven/keep}
{TERRAIN_BASE_FLAG _K keep-of-cud castle/dwarven-keep-floor}
{TERRAIN_BASE_FLAG _K keep-of-ce flat/dirt}
{TERRAIN_BASE_FLAG _K keep-of-chr castle/cobbles}
{TERRAIN_BASE_FLAG _K keep-of-chw castle/cobbles}
{TERRAIN_BASE_FLAG _K keep-of-chs castle/cobbles}
#define TERRAIN_ADJACENT_CORNER_BOTH INNER OUTER IMAGE
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGE}-convex}
@ -598,26 +569,13 @@
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGE}-concave {PROB}}
#enddef
#Legacy function for old stlye keeps
#define KEEP_ADJACENT_CORNER_BOTH CASTLE OUTER FLAG IMAGE
{TERRAIN_ADJACENT_CORNER_FLAG1 _K {OUTER} {OUTER} 52,76 {FLAG} {IMAGE}-convex}
{TERRAIN_ADJACENT_CORNER {OUTER} _K {CASTLE} 56,68 {IMAGE}-concave}
{TERRAIN_ADJACENT_CORNER {OUTER} {CASTLE} _K 56,68 {IMAGE}-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K _K {OUTER} 56,68 {FLAG} {IMAGE}-concave}
#enddef
# Loyalist castle
{TERRAIN_ADJACENT_CORNER Ch (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/castle-convex}
{TERRAIN_ADJACENT_CORNER (!,Ch*,Kh*,_K) Ch Ch* 56,68 castle/castle-concave}
{TERRAIN_ADJACENT_CORNER (Kh,_K) Ch* Ch* 54,72 castle/keep-inside}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-ch castle/keep-wall}
{TERRAIN_ADJACENT_CORNER Kh (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/keep-wall}
{TERRAIN_ADJACENT_CORNER (Kh,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/keep-wall-0}
{TERRAIN_ADJACENT_CORNER (Kh,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/keep-wall-1}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K _K (!,_K) 56,76 keep-of-ch castle/keep-keep}
{TERRAIN_ADJACENT_CORNER Ch (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/castle-convex}
{TERRAIN_ADJACENT_CORNER (!,Ch*,Kh*) Ch Ch* 56,68 castle/castle-concave}
{TERRAIN_ADJACENT_CORNER Kh Ch* Ch* 54,72 castle/keep-inside}
{TERRAIN_ADJACENT_CORNER Kh (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/keep-wall}
{TERRAIN_ADJACENT_CORNER Kh (!,Ch*,Kh*) Ch* 52,72 castle/keep-wall-0}
{TERRAIN_ADJACENT_CORNER Kh Ch* (!,Ch*,Kh*) 56,76 castle/keep-wall-1}
{TERRAIN_ADJACENT_CORNER Kh Kh* (!,Kh*) 56,76 castle/keep-keep}
# Elven castle
@ -632,44 +590,36 @@
# ruined castle
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/castle-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chr Ch* 56,68 castle/castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chr Ch* 56,68 castle/castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) Ch* Ch* 54,72 castle/ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) Ch* Ch* 54,72 castle/keep-inside 100}
{TERRAIN_ADJACENT_CORNER_PROB Khr Ch* Ch* 54,72 castle/ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr Ch* Ch* 54,72 castle/keep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 54,72 keep-of-chr castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-chr castle/keep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*) (!,Ch*,Kh*) 54,72 castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/keep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 54,72 castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/keep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*) Ch* 54,72 castle/ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr (!,Ch*,Kh*) Ch* 52,72 castle/keep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) (!,Ch*,Kh*,_K) Ch* 54,72 castle/ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/keep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) Ch* (!,Ch*,Kh*,_K) 54,72 castle/ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khr,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/keep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K _K (!,_K) 54,72 keep-of-chr castle/ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K _K (!,_K) 56,76 keep-of-chr castle/keep-keep 100}
{TERRAIN_ADJACENT_CORNER_PROB Khr Ch* (!,Ch*,Kh*) 54,72 castle/ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB Khr Ch* (!,Ch*,Kh*) 56,76 castle/keep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB Khr Kh* (!,Kh*) 54,72 castle/ruinkeep1-keep 75}
@ -697,44 +647,36 @@
{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss) Chw Ch* 56,68 castle/sunken-ruin-concave 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/castle-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chw Ch* 56,68 castle/castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chw Ch* 56,68 castle/castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) Ch* Ch* 54,72 castle/sunken-ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) Ch* Ch* 54,72 castle/sunkenkeep-inside 100}
{TERRAIN_ADJACENT_CORNER_PROB Khw Ch* Ch* 54,72 castle/sunken-ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw Ch* Ch* 54,72 castle/sunkenkeep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-chw castle/sunken-ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-chw castle/sunkenkeep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/sunken-ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/sunkenkeep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/sunken-ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/sunkenkeep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*) Ch* 52,72 castle/sunken-ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw (!,Ch*,Kh*) Ch* 52,72 castle/sunkenkeep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/sunken-ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/sunkenkeep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/sunken-ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khw,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/sunkenkeep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K K (!,_K) 56,76 keep-of-chw castle/sunken-ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K K (!,_K) 56,76 keep-of-chw castle/sunkenkeep-keep 100}
{TERRAIN_ADJACENT_CORNER_PROB Khw Ch* (!,Ch*,Kh*) 56,76 castle/sunken-ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB Khw Ch* (!,Ch*,Kh*) 56,76 castle/sunkenkeep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB Khw Kh* (!,Kh*) 56,76 castle/sunken-ruinkeep1-keep 75}
@ -745,122 +687,81 @@
#{DISABLE_TRANSITIONS q}
#17% 17% 17% 17% 17% 17%
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin5-convex 17}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin4-convex 20}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin3-convex 25}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin2-convex 33}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin1-convex 50}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/castle-convex 100}
#17% 17% 17% 17% 17% 17%
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin5-concave 17}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin4-concave 20}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin3-concave 25}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin2-concave 33}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin1-concave 50}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin-concave 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*,_K) Chs Ch* 56,68 castle/castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB (!,Ch*,Kh*) Chs Ch* 56,68 castle/castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) Ch* Ch* 54,72 castle/ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) Ch* Ch* 54,72 castle/keep-inside 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs Ch* Ch* 54,72 castle/ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs Ch* Ch* 54,72 castle/keep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-chs castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 keep-of-chs castle/keep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/keep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*) (!,Ch*,Kh*) 52,76 castle/keep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) (!,Ch*,Kh*,_K) Ch* 52,72 castle/keep-wall-0 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*) Ch* 52,72 castle/ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs (!,Ch*,Kh*) Ch* 52,72 castle/keep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB (Khs,_K) Ch* (!,Ch*,Kh*,_K) 56,76 castle/keep-wall-1 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs Ch* (!,Ch*,Kh*) 56,76 castle/ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs Ch* (!,Ch*,Kh*) 56,76 castle/keep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K _K (!,_K) 56,76 castle/keep-of-chs ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB _K _K (!,_K) 56,76 castle/keep-of-chs keep-keep 100}
{TERRAIN_ADJACENT_CORNER_PROB Khs Kh* (!,Kh*) 56,76 castle/ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_PROB Khs Kh* (!,Kh*) 56,76 castle/keep-keep 100}
# Encampments
{DISABLE_TRANSITIONS (Ce,Ke)}
{TERRAIN_ADJACENT_CORNER_BOTH (Ce,Ke) (!,Ce,Ke,Ch*,Kh*,_K) castle/encampment}
{KEEP_ADJACENT_CORNER_BOTH Ce (!,Ce,Ke,Ch*,Kh*,_K) keep-of-ce castle/encampment}
{TERRAIN_ADJACENT_CORNER_BOTH (Ce,Ke) (!,Ce,Ke,Ch*,Kh*) castle/encampment}
{KEEP_ADJACENT_CORNER_BOTH Ce (!,Ce,Ke,Ch*,Kh*) keep-of-ce castle/encampment}
# Cave and dwarven castles
{DISABLE_TRANSITIONS Qxu}
{DISABLE_TRANSITIONS Xu}
{DISABLE_TRANSITIONS (Cud,Kud)}
{TERRAIN_ADJACENT_CORNER_BOTH Xu (!,Xu,Cud,Kud,_K,Qxu,Ql) cave/wall-rough}
{TERRAIN_ADJACENT_CORNER Xu (!,Xu,Cud,Kud,_K,Qxu,Ql) (Qxu,Ql) 54,68 cave/wall-rough-convex}
{TERRAIN_ADJACENT_CORNER Xu (Qxu,Ql) (!,Xu,Cud,Kud,_K,Qxu,Ql) 54,68 cave/wall-rough-convex}
{TERRAIN_ADJACENT_CORNER_BOTH Xu (!,Xu,Cud,Kud,Qxu,Ql) cave/wall-rough}
{TERRAIN_ADJACENT_CORNER Xu (!,Xu,Cud,Kud,Qxu,Ql) (Qxu,Ql) 54,68 cave/wall-rough-convex}
{TERRAIN_ADJACENT_CORNER Xu (Qxu,Ql) (!,Xu,Cud,Kud,Qxu,Ql) 54,68 cave/wall-rough-convex}
{TERRAIN_ADJACENT_CORNER_BOTH Xu (Qxu,Ql) cave/wall-rough-chasm}
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) (!,Xu,Qxu,Ql,Cud,Kud,_K) castle/dwarven-castle}
{KEEP_ADJACENT_CORNER_BOTH Cud (!,Xu,Qxu,Ql,Cud,_K) keep-of-cud castle/dwarven-castle}
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) (!,Xu,Qxu,Ql,Cud,Kud) castle/dwarven-castle}
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud,_K) Xu castle/dwarven-castle-wall}
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) Xu castle/dwarven-castle-wall}
{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) Xu (!,Cud,Kud,_K,Xu) 54,68 castle/dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) (!,Cud,Kud,_K,Xu) Xu 54,68 castle/dwarven-castle-wall-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Xu (!,Cud,Kud,Xu) 54,68 castle/dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) (!,Cud,Kud,Xu) Xu 54,68 castle/dwarven-castle-wall-ccw}
#castle-chasm transitions
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) Qxu chasm-dcastle}
{KEEP_ADJACENT_CORNER_BOTH Cud Qxu keep-of-cud chasm-dcastle}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) (!,Cud,Kud,_K,Xu,Ql,Qxu) Qxu 52,76 chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K (!,Cud,_K,Xu,Ql,Qxu) Qxu 52,76 keep-of-cud chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Qxu (!,Cud,Kud,_K,Xu,Ql,Qxu) 52,76 chasm-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K Qxu (!,Cud,_K,Xu,Ql,Qxu) 52,76 keep-of-cud chasm-dcastle-cw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) (!,Cud,Kud,Xu,Ql,Qxu) Qxu 52,76 chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Qxu (!,Cud,Kud,Xu,Ql,Qxu) 52,76 chasm-dcastle-cw}
#castle-lava transitions
{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) Ql lava-dcastle}
{KEEP_ADJACENT_CORNER_BOTH Cud Ql keep-of-cud lava-dcastle}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) (!,Cud,Kud,_K,Xu,Ql,Qxu) Ql 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K (!,Cud,Kud,_K,Xu,Ql,Qxu) Ql 52,76 keep-of-cud lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Ql (!,Cud,Kud,_K,Xu,Ql,Qxu) 52,76 lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K Ql (!,Cud,Kud,_K,Xu,Ql,Qxu) 52,76 keep-of-cud lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) (!,Cud,Kud,Xu,Ql,Qxu) Ql 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Ql (!,Cud,Kud,Xu,Ql,Qxu) 52,76 lava-dcastle-cw}
#castle-lava-chasm transitions
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Qxu Ql 52,76 lava-dcastle-chasm-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K Qxu Ql 52,76 keep-of-cud lava-dcastle-chasm-ccw}
{TERRAIN_ADJACENT_CORNER (Cud,Kud) Ql Qxu 52,76 lava-dcastle-chasm-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K Ql Qxu 52,76 keep-of-cud lava-dcastle-chasm-cw}
# Orcish castle
#{DISABLE_TRANSITIONS O}
#{TERRAIN_ADJACENT_CORNER O !O !O 54,72 castle/orccastle-convex}
#{TERRAIN_ADJACENT_CORNER !O O O 54,72 castle/orccastle-concave}
#{TERRAIN_ADJACENT_CORNER -50 K O O <name>}
#{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O <name>}
#{TERRAIN_ADJACENT_CORNER -50 K O !OK <name>}
#{TERRAIN_ADJACENT_CORNER -50 K !OK O <name>}
# Lava
{DISABLE_TRANSITIONS Ql}
@ -884,10 +785,6 @@
# Castle decorations and castle floors. Those must always be after the castles
# are defined.
{BUILDING_FLAG_PROB _K ({VIMG 20,26 tent}) keep-of-ce 50}
{BUILDING_FLAG_PROB _K ({VIMG 20,26 tent2}) keep-of-ce 100}
{BUILDING_FLAG _K ({VIMG 36,40 castle/dwarven-keep}) keep-of-cud}
{BUILDING_PROBABILITY Ke ({VIMG 20,26 tent}) 50}
{BUILDING_PROBABILITY Ke ({VIMG 20,26 tent2}) 100}
{BUILDING Kud ({VIMG 36,40 castle/dwarven-keep}) }
@ -904,7 +801,7 @@
{TERRAIN_ADJACENT -140 (Mm,Hh,Ha) Chr flat/grass}
#{TERRAIN_ADJACENT_CUSTOM -150 Mm (Ha,Aa,Hd,W*,Ss) mountains transition2}
#{TERRAIN_ADJACENT_CUSTOM -151 Mm (!,Mm,Qxu,Hh,C*,K*,_K,Xu) mountains transition2}
#{TERRAIN_ADJACENT_CUSTOM -151 Mm (!,Mm,Qxu,Hh,C*,K*,Xu) mountains transition2}
{TERRAIN_ADJACENT -160 Md (!,Md,Qxu) desert-mountains}
@ -941,14 +838,10 @@
{TERRAIN_ADJACENT -340 Ds (!,Ds) sand}
#{SET_ADJACENT_FLAG (Chs,Chr) _K Ai transition2}
# Water Transitions draw below everything else
{SET_ADJACENT_FLAG (Chs,Chr) _K (W*,Ss^V*) transition2}
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud,_K) (Ai,W*) castle/castle-to-ice transition3}
{TERRAIN_ADJACENT_CUSTOM -505 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud,_K) W* castle/castle-to-water transition2}
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud) (Ai,W*) castle/castle-to-ice transition3}
{TERRAIN_ADJACENT_CUSTOM -505 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud) W* castle/castle-to-water transition2}
{TERRAIN_ADJACENT_CUSTOM -510 Ai (W*,Ss) ice-to-water submerged_part}
{TERRAIN_ADJACENT -503 Ai (!,Ai,Qxu) ice}