futher improvements to castle mixing.

Also encampment graphics enhanced to work better in mixed situations.
This commit is contained in:
J.W. Bjerk 2010-09-17 01:26:45 +00:00
parent 19b055afec
commit aa4e8723e0
25 changed files with 57 additions and 57 deletions

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@ -448,7 +448,7 @@
# Castle base terrains
{TERRAIN_BASE_RANDOM (Ch,Chr,Cha) flat/road}
{TERRAIN_BASE Ch,Chr,Cha flat/road}
{KEEP_BASE Kh* castle/cobbles-keep}
{TERRAIN_BASE Chw castle/sunken-ruin}
{TERRAIN_BASE_B Chs ANIMATION_15 swamp/water}
@ -456,19 +456,19 @@
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{TERRAIN_BASE_RANDOM (Ce*,Ke*) flat/dirt}
{TERRAIN_BASE (Ce*,Ke*) flat/dirt}
{OVERLAY_RANDOM Ke village/tent}
{OVERLAY_RANDOM Kea village/tent-snow}
{TERRAIN_BASE_RANDOM Co,Coa flat/dirt-dark}
{TERRAIN_BASE Co* flat/dirt-dark}
{KEEP_BASE Ko castle/orcish/keep}
{KEEP_BASE Koa castle/winter-orcish/keep}
{TERRAIN_BASE_RANDOM Cud castle/dwarven-castle-floor}
{TERRAIN_BASE Kud castle/dwarven-keep-floor}
{TERRAIN_BASE Cud castle/dwarven-castle-floor}
{KEEP_BASE Kud castle/dwarven-keep-floor}
{OVERLAY Kud castle/dwarven-keep}
{TERRAIN_BASE_RANDOM Cd castle/sand/dirt}
{TERRAIN_BASE Cd castle/sand/dirt}
{KEEP_BASE Kd castle/sand/cobbles}
#{TERRAIN_BASE ~ fog/fog}
@ -477,19 +477,44 @@
# > 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 <
#
# Elven castle
{WALL_TRANSITION Cv (!,C*,K*) castle/elven/castle}
{WALL_TRANSITION2 Kv C*,Ke* (!,C*,K*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
# Orcish castles
{WALL_TRANSITION Co,Cv (!,C*,K*) castle/orcish/fort}
{WALL_TRANSITION2 Ko,Kv C*,Ke* (!,C*,K*) castle/orcish/keep-fort}
{WALL_TRANSITION Ko,Kv (!,Ko) castle/orcish/keep}
{WALL_TRANSITION (Co*,Cv) (!,C*,K*) castle/winter-orcish/fort}
{WALL_TRANSITION2 (Ko*,Kv) C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort}
{WALL_TRANSITION (Ko*,Kv) (!,Ko*) castle/winter-orcish/keep}
# Desert castle
{WALL_TRANSITION Cd,Cv,Co* (!,C*,K*) castle/sand/castle}
{WALL_TRANSITION2 Kd,Kv,Ko* C*,Ke* (!,C*,K*) castle/sand/keep-castle}
{WALL_TRANSITION Kd,Kv,Ko* (!,Kd) castle/sand/keep}
#
# Human castle
#
{WALL_TRANSITION Ch (!,C*,K*) castle/castle}
{WALL_TRANSITION2 Kh C*,K* (!,C*,K*) castle/keep-castle}
{WALL_TRANSITION Kh (!,Kh*) castle/keep}
{WALL_TRANSITION Ch,Cv,Co,Cd (!,C*,K*) castle/castle}
{WALL_TRANSITION2 Kh,Kv,Ko,Kd C*,Ke* (!,C*,K*) castle/keep-castle}
{WALL_TRANSITION Kh,Kv,Ko,Kd (!,Kh*) castle/keep}
# Snowy castle
{WALL_TRANSITION (Ch,Cha) (!,C*,K*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha) C*,K* (!,C*,K*) castle/snowy/keep-castle}
{WALL_TRANSITION (Kh,Kha) (!,Kh*) castle/snowy/keep}
{WALL_TRANSITION (Ch,Cha,Coa) (!,C*,K*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha,Koa) C*,Ke* (!,C*,K*) castle/snowy/keep-castle}
{WALL_TRANSITION (Kh,Kha,Koa) (!,Kh*) castle/snowy/keep}
# sunken/swamp ruins (submerged part)
@ -506,8 +531,8 @@
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 50 castle/sunken-ruin1}
{WALL_TRANSITION (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
@ -518,12 +543,12 @@
# There are no more human castles left, so we can just use Ch* here, which makes sure
# that all ruin<->non-ruin transitions are drawn
#17% 17% 17% 17% 17% 17%
{WALL_TRANSITION_P Ch* (!,C*,K*) 17 castle/ruin5}
{WALL_TRANSITION_P Ch* (!,C*,K*) 20 castle/ruin4}
{WALL_TRANSITION_P Ch* (!,C*,K*) 25 castle/ruin3}
{WALL_TRANSITION_P Ch* (!,C*,K*) 33 castle/ruin2}
{WALL_TRANSITION_P Ch* (!,C*,K*) 50 castle/ruin1}
{WALL_TRANSITION Ch* (!,C*,K*) castle/castle}
{WALL_TRANSITION_P !,Ce*,!,C* (!,C*,K*) 17 castle/ruin5}
{WALL_TRANSITION_P !,Ce*,!,C* (!,C*,K*) 20 castle/ruin4}
{WALL_TRANSITION_P !,Ce*,!,C* (!,C*,K*) 25 castle/ruin3}
{WALL_TRANSITION_P !,Ce*,!,C* (!,C*,K*) 33 castle/ruin2}
{WALL_TRANSITION_P !,Ce*,!,C* (!,C*,K*) 50 castle/ruin1}
{WALL_TRANSITION !,Ce*,!,C* (!,C*,K*) castle/castle}
{WALL_TRANSITION2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{WALL_TRANSITION2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}
@ -532,49 +557,24 @@
{WALL_TRANSITION Kh* (!,K*) castle/keep}
# Elven castle
{WALL_TRANSITION Cv (!,C*,K*) castle/elven/castle}
{WALL_TRANSITION2 Kv C*,K* (!,C*,K*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,K*) castle/elven/keep}
# Orcish castles
{WALL_TRANSITION Co (!,C*,K*) castle/orcish/fort}
{WALL_TRANSITION2 Ko C*,K* (!,C*,K*) castle/orcish/keep-fort}
{WALL_TRANSITION Ko (!,K*) castle/orcish/keep}
{WALL_TRANSITION (Co*) (!,C*,K*) castle/winter-orcish/fort}
{WALL_TRANSITION2 (Ko*) C*,K* (!,C*,K*) castle/winter-orcish/keep-fort}
{WALL_TRANSITION (Ko*) (!,K*) castle/winter-orcish/keep}
# Desert castle
{WALL_TRANSITION Cd (!,C*,K*) castle/sand/castle}
{WALL_TRANSITION2 Kd C*,K* (!,C*,K*) castle/sand/keep-castle}
{WALL_TRANSITION Kd (!,K) castle/sand/keep}
# Encampment
{WALL_TRANSITION (Ce,Ke,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/regular}
{WALL_TRANSITION (Ce*,Ke*,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/snow}
# Regular Castle & Encampment Base Transtions
# Castle & Encampment Base Transtions
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha,Q*) -300 flat/road}
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha,Q*) -300 flat/road}
{TRANSITION_COMPLETE_LF Cd,Kd Ce*,Ke* -360 transition3 flat/desert-road}
{TRANSITION_COMPLETE_L Ce*,Ke* Cd,Kd -360 flat/desert-road}
{TRANSITION_COMPLETE_LF Cd,Kd Ce*,Ke* -360 transition3 flat/desert-road}
{TRANSITION_COMPLETE_L Ce*,Ke* Cd,Kd -360 flat/desert-road}
{TRANSITION_COMPLETE_LF (!,Ce*,Ke*,Q*) Ce*,Ke* -374 transition3 flat/dirt}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*,Q*) -378 flat/dirt}
{TRANSITION_COMPLETE_LF (!,Ce*,Ke*,Q*) Ce*,Ke* -374 transition3 flat/dirt}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*,Q*) -378 flat/dirt}
{TRANSITION_COMPLETE_LF (!,Co*,Ko*,Q*) Co*,Ko* -384 transition3 flat/dirt-dark}
{TRANSITION_COMPLETE_L Co*,Ko* (!,Co*,Ko*,Q*) -388 flat/dirt-dark}
{TRANSITION_COMPLETE_LF (!,Co*,Ko*,Q*) Co*,Ko* -384 transition3 flat/dirt-dark}
{TRANSITION_COMPLETE_L Co*,Ko* (!,Co*,Ko*,Q*) -388 flat/dirt-dark}
#
@ -696,10 +696,10 @@
{TRANSITION_COMPLETE_L Gd (Rr*,D*,Aa) -262 grass/dry-medium}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai) -270 grass/leaf-litter}
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh) -271 grass/green-abrupt}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*) -272 grass/semi-dry-abrupt}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*) -273 grass/dry-abrupt}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai,C*) -270 grass/leaf-litter}
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh,C*) -271 grass/green-abrupt}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*,C*) -272 grass/semi-dry-abrupt}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*,C*) -273 grass/dry-abrupt}
# Deprecated
{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -274 flower-transition grass/green}