Adding the macro CASTLE_AND_SIMPLE_KEEP, ...

...where the keep is composed of only a unique tile with walls,
instead of using the complex dynamic keep composition.
This commit is contained in:
Philippe Plantier 2004-06-15 18:41:51 +00:00
parent 1f8c7a8c34
commit 837dc5a474
3 changed files with 111 additions and 10 deletions

View file

@ -13,8 +13,8 @@ ggggggggggggggggggggggggggggggggggggg
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ggggggggggggggggggggggggggggggggggggg
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@ -1,7 +1,3 @@
#
# Macro definitions for various terrain types that may be found. Those will be
# used, below in this file, to define actual terrain types.
#
# The following flags are defined to have a meaning
#
@ -10,12 +6,15 @@
# * transition-$direction : the corresponding tile already has the transition
# in the given direction (or should not have one). No other one should be
# added.
# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
# keep correspoding to the given castle tile
# The following precendeces are defined to have a meaning:
# 0: normal terrain, normal transitions
# 16: castles
# 32: decorations over castles
# Loads the macros used in the file
{terrain-graphics}
#
@ -28,7 +27,6 @@
{TERRAIN_BASE C castle}
{TERRAIN_BASE n dirt}
{TERRAIN_BASE D flag-cave-neutral}
{TERRAIN_BASE u cave}
{TERRAIN_BASE W cavewall}
@ -81,8 +79,8 @@
#define KEEP_TILE
K
#enddef
{CASTLE_AND_KEEP C {KEEP_TILE} castle keep}
{CASTLE_AND_KEEP n {KEEP_TILE} encampment tent}
{CASTLE_AND_COMPOSED_KEEP C {KEEP_TILE} castle keep}
{CASTLE_AND_SIMPLE_KEEP n {KEEP_TILE} encampment tent}
# Forest, hills and mountains should always overlay on northern sides
{TERRAIN_ADJACENT_NORTH m mountains}

View file

@ -60,8 +60,9 @@
# Defines the given terrain will behave like the walls of a castles, with added
# dynamically-drawn keeps.
# Follows the "composed keep" model, to be documented.
#define CASTLE_AND_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
#define CASTLE_AND_COMPOSED_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
# Keep rules will only work if the keep is adjacent to a castle tile.
{FLAG_IF_ADJACENT {KEEP} {CASTLE} keep-of-{CASTLE}}
@ -184,6 +185,108 @@
rotations=ne,e,se,sw,w,nw
precedence=16
[/terrain_graphics]
#enddef
# Defines the given terrain will behave like the walls of a castles, with added
# keeps (not dynamically-drawn)
# Follows the "simple keep" model: a keep is represented by a simple tile.
#define CASTLE_AND_SIMPLE_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
{FLAG_IF_ADJACENT {KEEP} {CASTLE} keep-of-{CASTLE}}
{DISABLE_TRANSITIONS {CASTLE}{KEEP}}
[terrain_graphics]
map="
2
2
1"
[tile]
pos=1
type=!{CASTLE}{KEEP}
[/tile]
[tile]
pos=2
type={CASTLE}{KEEP}
[/tile]
[image]
z_index=-1
name="{CASTLE_IMAGE}-bg-concave-@R0"
[/image]
[image]
z_index=1
name="{CASTLE_IMAGE}-fg-concave-@R0"
[/image]
rotations=ne,e,se,sw,w,nw
precedence=16
[/terrain_graphics]
[terrain_graphics]
map="
1
1
2"
[tile]
pos=1
type=!{CASTLE}{KEEP}
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[image]
z_index=-1
name="{CASTLE_IMAGE}-bg-convex-@R0"
[/image]
[image]
z_index=1
name="{CASTLE_IMAGE}-fg-convex-@R0"
[/image]
rotations=ne,e,se,sw,w,nw
precedence=16
[/terrain_graphics]
[terrain_graphics]
map="
1
1
2"
[tile]
pos=1
type=!{CASTLE}{KEEP}
[/tile]
[tile]
pos=2
type={KEEP}
has_flag=keep-of-{CASTLE}
[/tile]
[image]
z_index=-1
name="{CASTLE_IMAGE}-bg-convex-@R0"
[/image]
[image]
z_index=1
name="{CASTLE_IMAGE}-fg-convex-@R0"
[/image]
rotations=ne,e,se,sw,w,nw
precedence=16
[/terrain_graphics]
[terrain_graphics]
[tile]
x=0
y=0
type={KEEP}
[image]
z_index=-1
name={KEEP_IMAGE}
[/image]
has_flag=keep-of-{CASTLE}
[/tile]
[/terrain_graphics]
#enddef