Wall terrain graphics (Xo*) work (#5173)

* terrain graphics - fix sconce/candle overlay on south-facing corners

* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb

* new terrain - add 'Xof', overgrown walls

* terrain graphics for Xof^Efm - flowers on walls

* terrain graphics - fix broken molding in standard stone wall

* terrain graphics - fix molding on catacombs
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doofus-01 2020-10-03 17:38:19 -07:00 committed by GitHub
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commit 7c29855ac1
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55 changed files with 49 additions and 17 deletions

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@ -382,7 +382,8 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# layer -500 is used for the flowers so they don't overlap adjacent trees,
# castles, mountains and such
{NEW:OVERLAY *^Efm embellishments/flowers-mixed LAYER=-500}
# need to disable these images for some combinations
{NEW:OVERLAY (!,Xof^Efm,!,*^Efm) embellishments/flowers-mixed LAYER=-500}
#Rubble
{NEW:OVERLAY *^Dr misc/rubble FLAG=rubble LAYER=-1}
@ -828,23 +829,29 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL Xu* (!,Xu*,Xo*) cave/wall-rough}
# Xoi and Xom both have wooden trim, so "white" wall images are only needed for walls with visible faces.
{NEW:WALL_CORNER Xoi (!,Xo*,Xu*) walls/stone/wall-stone-white}
{NEW:WALL_CORNER Xom,Xoi (!,Xo*,Xu*) walls/stone/wall-stone-mine}
{NEW:WALL_CORNER Xoc (!,Xo*,Xu*) walls/stone/clean/wall-stone}
{NEW:WALL_CORNER Xoa (!,Xo*,Xu*) walls/stone/ancient/wall-stone}
{NEW:WALL_CORNER Xot (!,Xo*,Xu*) walls/stone/catacombs/wall-stone}
{NEW:WALL_CORNER Xo* (!,Xo*,Xu*) walls/stone/wall-stone}
{NEW:WALL_CORNER Xoi (!,Xo*,Xu*) walls/stone/wall-stone-white}
{NEW:WALL_CORNER Xom,Xoi (!,Xo*,Xu*) walls/stone/wall-stone-mine}
{NEW:WALL_CORNER Xoc (!,Xo*,Xu*) walls/stone/clean/wall-stone}
{NEW:WALL_CORNER Xoa (!,Xo*,Xu*) walls/stone/ancient/wall-stone}
{NEW:WALL_CORNER Xot^Edb (!,Xu*,Xo*) walls/stone/catacombs/wall-bones ALTERNATIVE=Xo*}
{NEW:WALL_CORNER Xot (!,Xo*,Xu*) walls/stone/catacombs/wall-stone ALTERNATIVE=Xo*}
{NEW:WALL_CORNER Xof^Efm (!,Xo*,Xu*) walls/stone/overgrown/wall-flowers ALTERNATIVE=Xof}
{NEW:WALL_CORNER Xof (!,Xo*,Xu*) walls/stone/overgrown/wall-stone}
{NEW:WALL_CORNER Xo* (!,Xo*,Xu*) walls/stone/wall-stone}
{NEW:WALL_A10 Xol (!,Xu*,Xo*) walls/stone/lit/wall-stone-lit}
{NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white}
{NEW:WALL_MINOR_VARIANTS Xoi Xom (!,Xu*,Xo*) walls/stone/wall-stone-white}
{NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine}
{NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine}
{NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone}
{NEW:WALL_MINOR_VARIANTS Xoc Xo* (!,Xu*,Xo*) walls/stone/clean/wall-stone}
{NEW:WALL Xoa (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
{NEW:WALL_MINOR_VARIANTS Xoa Xo* (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
{NEW:WALL Xot^Edb (!,Xu*,Xo*) walls/stone/catacombs/wall-bones FLAG=bones BASE=1,108}
# causes some bugs that need to be worked out first
# {NEW:WALL_MINOR_VARIANTS Xoa Xo* (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
{NEW:WALL Xot^Edb (!,Xu*,Xo*) walls/stone/catacombs/wall-stone OVERLAYIMAGE=terrain/walls/stone/catacombs/wall-bones}
{NEW:WALL Xot (!,Xu*,Xo*) walls/stone/catacombs/wall-stone}
{NEW:WALL_MINOR_VARIANTS Xot Xo* (!,Xu*,Xo*) walls/stone/catacombs/wall-stone}
{NEW:WALL Xof^Efm (!,Xu*,Xo*) walls/stone/overgrown/wall-stone OVERLAYIMAGE=terrain/walls/stone/overgrown/wall-flowers}
{NEW:WALL Xof (!,Xu*,Xo*) walls/stone/overgrown/wall-stone}
{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
# New Generic Castle-to Chasm transition

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@ -1961,6 +1961,12 @@ corner#endarg
#enddef
#define NEW:WALL_CORNER TERRAINLIST ADJACENT IMAGESTEM
# default to some very unlikely terrain code, and not leaving empty in case that offends validation testing
#arg ALTERNATIVE
_off^Fp#endarg
[terrain_graphics]
map="
, 4
@ -1975,12 +1981,12 @@ corner#endarg
[/tile]
[tile]
pos=2
type={TERRAINLIST}
type={TERRAINLIST},{ALTERNATIVE}
set_no_flag=wall-@R1
[/tile]
[tile]
pos=3
type={TERRAINLIST}
type={TERRAINLIST},{ALTERNATIVE}
set_no_flag=wall-@R4
[/tile]
[tile]
@ -2169,6 +2175,11 @@ wall#endarg
#arg BASE
54,72#endarg
# this is because I could not figure out how to get layering with base key to work for enough rotations in Xot^Edb
# there is a walls/dummy variation to suppress image-not-found errors
#arg OVERLAYIMAGE
terrain/walls/dummy/dummy#endarg
[terrain_graphics]
map="
2
@ -2196,7 +2207,8 @@ wall#endarg
[image]
layer={LAYER}
base={BASE}
name={IMAGESTEM}@V-convex-@R0.png
# no @V in the BLIT() because there may not be a matching overlay image for each base variation
name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE}-convex-@R0.png)
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
@ -2226,14 +2238,16 @@ wall#endarg
probability={PROB}
[image]
layer=0
layer={LAYER}
base={BASE}
name={IMAGESTEM}@V-concave-@R0.png
name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE}-concave-@R0.png)
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
#enddef
# this macro is used to allow TERRAINLIST to be drawn in certain cases where current assets would fail to be drawn
# and VARIANT would take over
#define NEW:WALL_MINOR_VARIANTS TERRAINLIST VARIANT ADJACENT IMAGESTEM
#arg PROB
@ -3389,7 +3403,7 @@ wall#endarg
[/tile]
[tile]
pos=3
type={TERRAINLIST}
type={TERRAINLIST},{ADJACENT}
[/tile]
[/terrain_graphics]
# these are the cases we know we want to quash, that are not covered by the rotations below
@ -3526,7 +3540,7 @@ wall#endarg
[/tile]
[tile]
pos=3
type={TERRAINLIST}
type={TERRAINLIST},{ADJACENT}
[/tile]
# rotations=bl

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@ -1349,6 +1349,17 @@ Occasionally caves are <italic>text='illuminated'</italic>."
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/overgrown/wall-stone-tile
id=wall_stone_overgrown
name= _ "Overgrown Wall"
editor_name= _ "Overgrown Stone Wall"
string=Xof
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
#
# ## Doors and gates ##
#