[[Graphics fixes]]
* Fixed some graphical glitches * Cleaned the terrain-graphics.cfg file. Terrain graphics rule precedence is now deprecated, use terrain layers.
This commit is contained in:
parent
0c19fe4d3c
commit
b8c8434adb
14 changed files with 231 additions and 362 deletions
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@ -10,13 +10,13 @@ ggggggggggggggggggggggggggccccggggggg
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ggggggggggggggggggggggggggggggggggggg
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ggggggggggggggggggggggggggggggggggggg
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ggggggggggggggggggggggggggggggggggggg
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gggggggggggggggggggggCCCggggggggggggg
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gggggggggggggggggggggCCCggggggggggggg
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ggggggggggggggggggggggggggggggggggggg
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ggnnKnggggggggggggggggggggggggggggggg
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gggnngggggggggggggggggggggggggggggggg
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gggggggggggggggggggggggggggg2gggggggg
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gggggggDgggggtggggggggggggggggggggggg
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gggggggggggggXgggggggCCCggggggggggggg
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gggggggggggggXgggggggCCCggggggggggggg
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ggggggggggggggXgggggggggggggggggggggg
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ggnnKngggggggggXggggggggggggggggggggg
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gggnnggggggggggXggggggggggggggggggggg
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gggggggggggggggXgggggggggggg2gggggggg
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gggggggDgggggtXgggggggggggggggggggggg
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ggggggDgggtgggggggggggggggggggggggggg
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ggggggggggggggggggggggggggggggggggggg
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"
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@ -9,125 +9,93 @@
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# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
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# keep correspoding to the given castle tile
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# The following precendeces are defined to have a meaning:
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# 0: normal terrain, normal transitions
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# 16: castles
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# 32: decorations over castles
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# Use the following layers:
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# -1000 : terrain base graphics
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# -200 to -101 : stacked flat adjacent transitions
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# -100 : buildings
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# -80 : "northern" transitions
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# -50 : castle walls
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# -30 : castle transitions
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# Loads the macros used in the file
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{terrain-graphics}
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#
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# Attachs graphics to each known terrain types
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#
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# Castle-specific transitions. Those are placed before base terrains, as they
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# override the normal base terrain.
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{CASTLE_TRANSITION CK f dirt forest-ctrans}
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#{CASTLE_TRANSITION nK f dirt forest-ctrans}
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#Special cases for encampment (nw, nw-n-ne and ne)
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{CASTLE_TRANSITION nK f dark_grass forest-etrans}
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#On the rest fall back on forest-castle
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{CASTLE_TRANSITION nK f dark_grass forest-ctrans}
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#{TERRAIN_BASE K keep}
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#{TERRAIN_BASE C castle}
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#{TERRAIN_BASE n dirt}
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#
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# Attachs graphics to each known terrain types
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#
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{TERRAIN_BASE u cave}
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{TERRAIN_BASE W cavewall}
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{TERRAIN_BASE F snow-forest}
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{TERRAIN_BASE_PROBABILITY f forest2 10}
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{TERRAIN_BASE_PROBABILITY f forest3 10}
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{TERRAIN_BASE_PROBABILITY f forest4 10}
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{TERRAIN_BASE_PROBABILITY f forest5 10}
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{TERRAIN_BASE_PROBABILITY f forest6 10}
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{TERRAIN_BASE_PROBABILITY f forest7 10}
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{TERRAIN_BASE_PROBABILITY f forest8 10}
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{TERRAIN_BASE_PROBABILITY f forest-stones1 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones2 2}
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{TERRAIN_BASE_PROBABILITY f forest-stones3 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones4 1}
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{TERRAIN_BASE f forest}
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{TERRAIN_BASE_PROBABILITY m mountains-peak1 33}
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{TERRAIN_BASE_PROBABILITY m mountains-peak2 33}
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{TERRAIN_BASE m mountains}
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{TERRAIN_BASE H snow-hills}
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{TERRAIN_BASE_PROBABILITY h hills-variation1 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation2 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation3 30}
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{TERRAIN_BASE h hills}
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{TERRAIN_BASE_PROBABILITY S snow2 30}
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{TERRAIN_BASE_PROBABILITY S snow3 30}
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{TERRAIN_BASE S snow}
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{TERRAIN_BASE_PROBABILITY g grassland-rocks 4}
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{TERRAIN_BASE_PROBABILITY g grassland-flowers 8}
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{TERRAIN_BASE g grassland}
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{TERRAIN_BASE r dirt}
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{TERRAIN_BASE R road}
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{TERRAIN_BASE_PROBABILITY d desert-plant 10}
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{TERRAIN_BASE d desert}
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{TERRAIN_BASE \ bridge-se-nw}
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{TERRAIN_BASE / bridge-ne-sw}
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{TERRAIN_BASE | bridge-n-s}
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{TERRAIN_BASE_PROBABILITY w swampwater2 30}
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{TERRAIN_BASE_PROBABILITY w swampwater3 30}
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{TERRAIN_BASE w swampwater}
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{TERRAIN_BASE i ice}
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{TERRAIN_BASE p pier}
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{TERRAIN_BASE c coast}
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{TERRAIN_BASE s ocean}
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{TERRAIN_BASE ~ fog}
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{TERRAIN_BASE ( ) void}
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{TERRAIN_BASE u cave}
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{TERRAIN_BASE W cavewall}
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{TERRAIN_BASE F snow-forest}
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{TERRAIN_BASE_PROBABILITY f forest2 10}
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{TERRAIN_BASE_PROBABILITY f forest3 10}
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{TERRAIN_BASE_PROBABILITY f forest4 10}
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{TERRAIN_BASE_PROBABILITY f forest5 10}
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{TERRAIN_BASE_PROBABILITY f forest6 10}
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{TERRAIN_BASE_PROBABILITY f forest7 10}
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{TERRAIN_BASE_PROBABILITY f forest8 10}
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{TERRAIN_BASE_PROBABILITY f forest-stones1 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones2 2}
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{TERRAIN_BASE_PROBABILITY f forest-stones3 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones4 1}
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{TERRAIN_BASE f forest}
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{TERRAIN_BASE_PROBABILITY m mountains-peak1 33}
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{TERRAIN_BASE_PROBABILITY m mountains-peak2 33}
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{TERRAIN_BASE m mountains}
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{TERRAIN_BASE H snow-hills}
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{TERRAIN_BASE_PROBABILITY h hills-variation1 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation2 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation3 30}
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{TERRAIN_BASE h hills}
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{TERRAIN_BASE_PROBABILITY S snow2 30}
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{TERRAIN_BASE_PROBABILITY S snow3 30}
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{TERRAIN_BASE S snow}
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{TERRAIN_BASE_PROBABILITY g grassland-rocks 4}
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{TERRAIN_BASE_PROBABILITY g grassland-flowers 8}
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{TERRAIN_BASE g grassland}
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{TERRAIN_BASE r dirt}
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{TERRAIN_BASE R road}
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{TERRAIN_BASE_PROBABILITY d desert-plant 10}
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{TERRAIN_BASE d desert}
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{TERRAIN_BASE \ bridge-se-nw}
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{TERRAIN_BASE / bridge-ne-sw}
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{TERRAIN_BASE | bridge-n-s}
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{TERRAIN_BASE_PROBABILITY w swampwater2 30}
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{TERRAIN_BASE_PROBABILITY w swampwater3 30}
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{TERRAIN_BASE w swampwater}
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{TERRAIN_BASE i ice}
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{TERRAIN_BASE p pier}
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{TERRAIN_BASE c coast}
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{TERRAIN_BASE s ocean}
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{TERRAIN_BASE ~ fog}
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{CANYON X canyon}
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#
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# Villages
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#
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{TERRAIN_BASE Y swampwater}
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{BUILDING Y village-swampwater}
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{TERRAIN_BASE V snow}
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{BUILDING V village-snow}
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{TERRAIN_BASE Z coast}
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{BUILDING Z village-coast}
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{TERRAIN_BASE v grassland}
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{BUILDING v village-human}
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{TERRAIN_BASE D cave}
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{BUILDING D village-cave}
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{TERRAIN_BASE t grassland}
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# {BUILDING t village}
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[terrain_graphics]
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[tile]
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//loc=0,0
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x=0
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y=0
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type=t
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[image]
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layer=-98
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name=village
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[variant]
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tod=dusk
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name=village-dusk,village-dusk2,village-dusk3,village-dusk4
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[/variant]
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[variant]
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tod=first_watch
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name=village-dusk,village-dusk2,village-dusk3,village-dusk4
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[/variant]
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[variant]
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tod=second_watch
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name=village-dusk,village-dusk2,village-dusk3,village-dusk4
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[/variant]
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[variant]
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tod=dawn
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name=village-dusk,village-dusk2,village-dusk3,village-dusk4
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[/variant]
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[/image]
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[/tile]
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set_flag=building
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no_flag=building
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precedence=16
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[/terrain_graphics]
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{BUILDING Y ({IMG -100 village-swampwater })}
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{BUILDING V ({IMG -100 village-snow })}
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{BUILDING Z ({IMG -100 village-coast })}
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{BUILDING v ({IMG -100 village-human })}
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{BUILDING D ({IMG -100 village-cave })}
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{BUILDING t ({IMG_NIGHT -100 village village-dusk,village-dusk2,village-dusk3,village-dusk4})}
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#
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# Transition between terrains
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@ -139,114 +107,50 @@
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# macro will determine the correct graphics to use, according to the adjacent
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# castle letter.
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#define KEEP_TILE
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K
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#enddef
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# Flags the keep, they must be flagged to be recognized by the
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# {CASTLE_AND_foo_KEEP} macros
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{FLAG_IF_ADJACENT K C keep-of-C keep-flag}
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{FLAG_IF_ADJACENT K n keep-of-n keep-flag}
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{FLAG_REMAINING K keep-of-C keep-flag}
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# Default keep floor. This is a kludgy hack.
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={KEEP_TILE}
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# not_flag=terrain-base
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# set_flag=terrain-base
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[image]
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layer=-99
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name=dirt
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[/image]
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[/tile]
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[/terrain_graphics]
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# Castle floor tiles.
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{CASTLE_FLOOR C {KEEP_TILE} castle}
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{CASTLE_FLOOR n {KEEP_TILE} dirt}
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{CASTLE_AND_COMPOSED_KEEP C K castle keep}
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#{CASTLE_AND_SIMPLE_KEEP C K gravewall}
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{CASTLE_AND_SIMPLE_KEEP n K encampment}
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{BUILDING_FLAG {KEEP_TILE} tent keep-of-n} # Keeps flagged "keep-of-n" should have a tent
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{CASTLE_AND_COMPOSED_KEEP C {KEEP_TILE} castle keep}
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#{CASTLE_AND_SIMPLE_KEEP C {KEEP_TILE} gravewall}
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{CASTLE_AND_SIMPLE_KEEP n {KEEP_TILE} encampment}
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#{BUILDING_PROBABILITY n tent1 30}
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# Castle decorations and castle floors. Those must always be after the castles
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# are defined.
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{BUILDING_FLAG K ({IMG -100 tent}) keep-of-n}
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{CASTLE_FLOOR C K castle}
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{CASTLE_FLOOR n K dirt}
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# Forest, hills and mountains should always overlay on northern sides
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{TERRAIN_ADJACENT_NORTH m mountains}
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{TERRAIN_ADJACENT_1 m !m mountains}
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{TERRAIN_ADJACENT_NORTH H snow-hills}
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{TERRAIN_ADJACENT_NORTH h hills}
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{TERRAIN_ADJACENT_NORTH F snow-forest}
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# TERRAIN_ADJACENT_NORTH currently only works with 1-tile transitions.
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# The forest will be given high enough priority to have correct north adj anyway.
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#{TERRAIN_ADJACENT_NORTH f forest}
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{TERRAIN_ADJACENT_NORTH -80 m !m mountains}
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{TERRAIN_ADJACENT_NORTH -80 H !H snow-hills}
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{TERRAIN_ADJACENT_NORTH -80 h !hm hills} # No adj-north between hills and mountains
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{TERRAIN_ADJACENT_NORTH -80 F !F snow-forest}
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# Then, standard transitions
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{TERRAIN_ADJACENT_1234 uD !uD cave}
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{TERRAIN_ADJACENT_1234 -186 uD !uD cave}
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# forest-to-water transitions. Place before forest-to-any.
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{TERRAIN_ADJACENT_123 f cZp\|/ forest-to-water}
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{TERRAIN_ADJACENT_123 f s forest-to-water}
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{TERRAIN_ADJACENT_123 -187 f cZp\|/ forest-to-water}
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{TERRAIN_ADJACENT_123 -187 f s forest-to-water}
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# use forest-to-water for forest-to-dirt and forest-to-desert too
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{TERRAIN_ADJACENT_123 f r forest-to-water}
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{TERRAIN_ADJACENT_123 f d forest-to-water}
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{TERRAIN_ADJACENT_123 -187 f r forest-to-water}
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{TERRAIN_ADJACENT_123 -187 f d forest-to-water}
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{TERRAIN_ADJACENT_123 f !f forest}
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{TERRAIN_ADJACENT_1 F !F snow-forest}
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{TERRAIN_ADJACENT_12 H !H snow-hills}
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{TERRAIN_ADJACENT_12 h !h hills}
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{TERRAIN_ADJACENT_1234 SV !SV snow}
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{TERRAIN_ADJACENT_1234 tgv !tgv grassland}
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{TERRAIN_ADJACENT_1 r !r dirt}
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{TERRAIN_ADJACENT_1 R !R road} # Graphics do not seem to be here
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{TERRAIN_ADJACENT_1 d !d desert}
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{TERRAIN_ADJACENT_1 Yw !Yw swampwater}
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{TERRAIN_ADJACENT_1 i !i ice}
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{TERRAIN_ADJACENT_1 cZp\|/ !cZp\|/ coast}
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{TERRAIN_ADJACENT_1 s !s ocean}
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# Some test cases
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#[terrain_graphics]
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# map="
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#. 1
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# .
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#. 1
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# .
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#. 1
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# 1
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#1"
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# [tile]
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# pos=1
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# type=m
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# [/tile]
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#
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# probability=30
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# no_flag="built-m"
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# set_flag="built-m"
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#
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# [image]
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# layer=-99
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# name="mountains-test"
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# [/image]
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#[/terrain_graphics]
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#[terrain_graphics]
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# [tile]
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# x=0
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# y=0
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# type=m
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# [image]
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# layer=-99
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# name="mountains-test-2"
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# [/image]
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# [/tile]
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# # probability=20
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# no_flag="built-m"
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# set_flag="built-m"
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#
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# precedence=2
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#[/terrain_graphics]
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{TERRAIN_ADJACENT_123 -187 f !f forest}
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{TERRAIN_ADJACENT_1 -188 F !F snow-forest}
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{TERRAIN_ADJACENT_1 -189 m !m mountains}
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{TERRAIN_ADJACENT_12 -190 H !H snow-hills}
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{TERRAIN_ADJACENT_12 -191 h !h hills}
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{TERRAIN_ADJACENT_1234 -192 SV !SV snow}
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{TERRAIN_ADJACENT_1234 -193 tgv !tgvX grassland}
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{TERRAIN_ADJACENT_1 -194 r !r dirt}
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{TERRAIN_ADJACENT_1 -195 R !R road} # Missing gfx
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{TERRAIN_ADJACENT_1 -196 d !d desert}
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{TERRAIN_ADJACENT_1 -197 Yw !Yw swampwater}
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{TERRAIN_ADJACENT_1 -198 i !i ice}
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{TERRAIN_ADJACENT_1 -199 cZp\|/ !cZp\|/ coast}
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{TERRAIN_ADJACENT_1 -200 s !s ocean}
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# The other transitions may be defined below, with a lower priority; this will
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# ensure the given tile always overlaps to the north.
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#define TERRAIN_ADJACENT_NORTH LETTERS IMAGE
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#define TERRAIN_ADJACENT_NORTH LAYER TERRAIN ADJACENT IMAGE
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[terrain_graphics]
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map="
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2
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@ -12,11 +12,11 @@
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"
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[tile]
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pos=2
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type=!{LETTERS}
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type={ADJACENT}
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no_flag=transition-s
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set_flag=transition-s
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[image]
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layer=-99
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layer={LAYER}
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name={IMAGE}-s
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[/image]
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[/tile]
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no_flag=transition-n
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set_flag=transition-n
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pos=1
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type={LETTERS}
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type={TERRAIN}
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[/tile]
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[/terrain_graphics]
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@ -36,11 +36,11 @@
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"
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[tile]
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pos=2
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type=!{LETTERS}
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type={ADJACENT}
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no_flag=transition-se
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set_flag=transition-se
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[image]
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layer=-99
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layer={LAYER}
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name={IMAGE}-se
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[/image]
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[/tile]
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no_flag=transition-nw
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set_flag=transition-nw
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pos=1
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type={LETTERS}
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type={TERRAIN}
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[/tile]
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[/terrain_graphics]
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@ -60,11 +60,11 @@
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"
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[tile]
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pos=2
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type=!{LETTERS}
|
||||
type={ADJACENT}
|
||||
no_flag=transition-sw
|
||||
set_flag=transition-sw
|
||||
[image]
|
||||
layer=-99
|
||||
layer={LAYER}
|
||||
name={IMAGE}-sw
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -72,7 +72,7 @@
|
|||
no_flag=transition-ne
|
||||
set_flag=transition-ne
|
||||
pos=1
|
||||
type={LETTERS}
|
||||
type={TERRAIN}
|
||||
[/tile]
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
# This will add 4-tile transitions from terrains of type g or t to terrains of
|
||||
# any other type, using the filename grassland-x-x-x-x.png
|
||||
|
||||
#define TERRAIN_ADJACENT_4 TERRAIN ADJACENT IMAGE
|
||||
#define TERRAIN_ADJACENT_4 LAYER TERRAIN ADJACENT IMAGE
|
||||
[terrain_graphics]
|
||||
|
||||
map="
|
||||
|
@ -22,7 +22,7 @@
|
|||
set_flag=transition-@R0,transition-@R1,transition-@R2,transition-@R3
|
||||
|
||||
[image]
|
||||
layer=-98
|
||||
layer={LAYER}
|
||||
name={IMAGE}-@R0-@R1-@R2-@R3
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -57,7 +57,7 @@
|
|||
|
||||
# Same as above, but for 3-tile transitions.
|
||||
|
||||
#define TERRAIN_ADJACENT_3 TERRAIN ADJACENT IMAGE
|
||||
#define TERRAIN_ADJACENT_3 LAYER TERRAIN ADJACENT IMAGE
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
|
@ -74,7 +74,7 @@
|
|||
set_flag=transition-@R0,transition-@R1,transition-@R2
|
||||
|
||||
[image]
|
||||
layer=-98
|
||||
layer={LAYER}
|
||||
name={IMAGE}-@R0-@R1-@R2
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -103,7 +103,7 @@
|
|||
|
||||
# Same as above, but for 2-tile transitions.
|
||||
|
||||
#define TERRAIN_ADJACENT_2 TERRAIN ADJACENT IMAGE
|
||||
#define TERRAIN_ADJACENT_2 LAYER TERRAIN ADJACENT IMAGE
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
|
@ -120,7 +120,7 @@
|
|||
set_flag=transition-@R0,transition-@R1
|
||||
|
||||
[image]
|
||||
layer=-98
|
||||
layer={LAYER}
|
||||
name={IMAGE}-@R0-@R1
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -143,7 +143,7 @@
|
|||
|
||||
# Same as above, but for 1-tile (simple) transitions.
|
||||
|
||||
#define TERRAIN_ADJACENT_1 TERRAIN ADJACENT IMAGE
|
||||
#define TERRAIN_ADJACENT_1 LAYER TERRAIN ADJACENT IMAGE
|
||||
[terrain_graphics]
|
||||
|
||||
map="
|
||||
|
@ -161,7 +161,7 @@
|
|||
set_flag=transition-@R0
|
||||
|
||||
[image]
|
||||
layer=-98
|
||||
layer={LAYER}
|
||||
name={IMAGE}-@R0
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -180,21 +180,21 @@
|
|||
# transitions to other terrains. The larger transitions have greater priority
|
||||
# and go first.
|
||||
|
||||
#define TERRAIN_ADJACENT_1234 TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_4 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_3 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_2 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#define TERRAIN_ADJACENT_1234 LAYER TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_4 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_3 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#enddef
|
||||
|
||||
#define TERRAIN_ADJACENT_123 TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_3 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_2 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#define TERRAIN_ADJACENT_123 LAYER TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_3 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#enddef
|
||||
|
||||
#define TERRAIN_ADJACENT_12 TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_2 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#define TERRAIN_ADJACENT_12 LAYER TERRAIN ADJACENT IMAGE
|
||||
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
y=0
|
||||
type="{LETTER}"
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
[/tile]
|
||||
|
|
|
@ -5,14 +5,10 @@
|
|||
x=0
|
||||
y=0
|
||||
type={LETTER}
|
||||
[image]
|
||||
layer=-98
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
{IMAGE}
|
||||
[/tile]
|
||||
set_flag=building-{LETTER}
|
||||
no_flag=building-{LETTER}
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
@ -23,14 +19,10 @@
|
|||
y=0
|
||||
type={KEEP}
|
||||
has_flag={FLAG}
|
||||
[image]
|
||||
layer=-99
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
{IMAGE}
|
||||
[/tile]
|
||||
set_flag=building-{LETTER}
|
||||
no_flag=building-{LETTER}
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
@ -41,14 +33,10 @@
|
|||
y=0
|
||||
type={KEEP}
|
||||
probability={PROBABILITY}
|
||||
[image]
|
||||
layer=-99
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
{IMAGE}
|
||||
[/tile]
|
||||
set_flag=building-{LETTER}
|
||||
no_flag=building-{LETTER}
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -28,11 +28,11 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={BACKGROUND}
|
||||
[/image]
|
||||
set_flag="terrain-{FOREST}"
|
||||
no_flag="terrain-{FOREST}"
|
||||
set_flag="terrain-base"
|
||||
no_flag="terrain-base"
|
||||
[/tile]
|
||||
[/terrain_graphics]
|
||||
|
||||
|
@ -50,12 +50,12 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={BACKGROUND}
|
||||
[/image]
|
||||
|
||||
set_flag="terrain-{FOREST}"
|
||||
no_flag="terrain-{FOREST}"
|
||||
set_flag="terrain-base"
|
||||
no_flag="terrain-base"
|
||||
[/tile]
|
||||
[/terrain_graphics]
|
||||
|
||||
|
@ -73,11 +73,11 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={BACKGROUND}
|
||||
[/image]
|
||||
set_flag="terrain-{FOREST}"
|
||||
no_flag="terrain-{FOREST}"
|
||||
set_flag="terrain-base"
|
||||
no_flag="terrain-base"
|
||||
[/tile]
|
||||
[/terrain_graphics]
|
||||
|
||||
|
@ -97,14 +97,13 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-nw-n-ne
|
||||
[/image]
|
||||
|
||||
set_flag=castle-transition-nw,castle-transition-n,castle-transition-ne
|
||||
no_flag=castle-transition-nw,castle-transition-n,castle-transition-ne
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -121,13 +120,12 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-nw-n
|
||||
[/image]
|
||||
set_flag=castle-transition-nw,castle-transition-n
|
||||
no_flag=castle-transition-nw,castle-transition-n
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -144,13 +142,12 @@
|
|||
pos=1
|
||||
type={FOREST}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-n-ne
|
||||
[/image]
|
||||
set_flag=castle-transition-n,castle-transition-ne
|
||||
no_flag=castle-transition-n,castle-transition-ne
|
||||
set_flag=castle-transition-ne,castle-transition-n
|
||||
no_flag=castle-transition-ne,castle-transition-n
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -169,11 +166,10 @@
|
|||
set_flag=castle-transition-n
|
||||
no_flag=castle-transition-n
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-n
|
||||
[/image]
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -192,11 +188,10 @@
|
|||
set_flag=castle-transition-nw
|
||||
no_flag=castle-transition-nw
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-nw
|
||||
[/image]
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -215,11 +210,9 @@
|
|||
set_flag=castle-transition-ne
|
||||
no_flag=castle-transition-ne
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-30
|
||||
name={FOREGROUND}-ne
|
||||
[/image]
|
||||
[/tile]
|
||||
precedence=32 # Just after terrains
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{IMAGE}-bg-concave-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -28,7 +28,6 @@
|
|||
name="{IMAGE}-fg-concave-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -46,7 +45,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{IMAGE}-bg-convex-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -54,7 +53,6 @@
|
|||
name="{IMAGE}-fg-convex-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
@ -64,10 +62,10 @@
|
|||
x=0
|
||||
y=0
|
||||
type={CASTLE}
|
||||
# not_flag=terrain-base
|
||||
# set_flag=terrain-base
|
||||
no_flag=terrain-base
|
||||
set_flag=terrain-base
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -77,11 +75,11 @@
|
|||
x=0
|
||||
y=0
|
||||
type={KEEP}
|
||||
# not_flag=terrain-base
|
||||
# set_flag=terrain-base
|
||||
no_flag=terrain-base
|
||||
set_flag=terrain-base
|
||||
has_flag=keep-of-{CASTLE}
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-1000
|
||||
name={IMAGE}
|
||||
[/image]
|
||||
[/tile]
|
||||
|
@ -95,7 +93,6 @@
|
|||
#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}}
|
||||
{CASTLE_WALLS {CASTLE} !{CASTLE}{KEEP} {CASTLE_IMAGE}}
|
||||
{DISABLE_TRANSITIONS {KEEP}}
|
||||
|
||||
|
@ -115,7 +112,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{KEEP_IMAGE}-bg-inside-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -123,7 +120,6 @@
|
|||
name="{KEEP_IMAGE}-fg-inside-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -142,7 +138,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{KEEP_IMAGE}-bg-wall-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -150,7 +146,6 @@
|
|||
name="{KEEP_IMAGE}-fg-wall-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -174,7 +169,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{KEEP_IMAGE}-bg-wall-0-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -182,7 +177,6 @@
|
|||
name="{KEEP_IMAGE}-fg-wall-0-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -205,7 +199,7 @@
|
|||
type=!{CASTLE}{KEEP}
|
||||
[/tile]
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{KEEP_IMAGE}-bg-wall-1-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -213,7 +207,6 @@
|
|||
name="{KEEP_IMAGE}-fg-wall-1-@R0"
|
||||
[/image]
|
||||
rotations=ne,e,se,sw,w,nw
|
||||
precedence=16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
@ -223,7 +216,6 @@
|
|||
|
||||
#define CASTLE_AND_SIMPLE_KEEP CASTLE KEEP CASTLE_IMAGE
|
||||
|
||||
{FLAG_IF_ADJACENT {KEEP} {CASTLE} keep-of-{CASTLE}}
|
||||
{DISABLE_TRANSITIONS {CASTLE}{KEEP}}
|
||||
|
||||
[terrain_graphics]
|
||||
|
@ -241,7 +233,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{CASTLE_IMAGE}-bg-concave-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -267,7 +259,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{CASTLE_IMAGE}-bg-convex-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
@ -294,7 +286,7 @@
|
|||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=-99
|
||||
layer=-50
|
||||
name="{CASTLE_IMAGE}-bg-convex-@R0"
|
||||
[/image]
|
||||
[image]
|
||||
|
|
|
@ -2,6 +2,39 @@
|
|||
# This utility macro disables standard transitions on a given terrain type. It
|
||||
# is used for castles and keeps, as those have custom transitions.
|
||||
|
||||
#define IMG LAYER NAME
|
||||
[image]
|
||||
name={NAME}
|
||||
layer={LAYER}
|
||||
[/image]
|
||||
|
||||
#enddef
|
||||
|
||||
#define IMG_NIGHT LAYER NAME NAME_NIGHT
|
||||
[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]
|
||||
|
||||
#enddef
|
||||
|
||||
#define DISABLE_TRANSITIONS LETTER
|
||||
[terrain_graphics]
|
||||
map="
|
||||
|
@ -39,7 +72,6 @@
|
|||
pos=7
|
||||
type={LETTER}
|
||||
[/tile]
|
||||
precedence=-16
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
|
@ -51,13 +83,14 @@
|
|||
#
|
||||
# Use this to make other rule depend on adjacent terrain
|
||||
|
||||
#define FLAG_IF_ADJACENT LETTER ADJACENT FLAG
|
||||
#define FLAG_IF_ADJACENT LETTER ADJACENT FLAG CLASS
|
||||
[terrain_graphics]
|
||||
[tile]
|
||||
x=0
|
||||
y=0
|
||||
type={LETTER}
|
||||
set_flag={FLAG}
|
||||
set_flag={FLAG},{CLASS}
|
||||
no_flag={CLASS}
|
||||
[/tile]
|
||||
[tile]
|
||||
x=0
|
||||
|
@ -65,7 +98,18 @@
|
|||
type={ADJACENT}
|
||||
[/tile]
|
||||
rotations=x,x,x,x,x,x
|
||||
precedence=-16
|
||||
[/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]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -253,7 +253,11 @@ recruit_from=true
|
|||
recruit_onto=true
|
||||
[/terrain]
|
||||
|
||||
|
||||
#[terrain]
|
||||
#image=canyon
|
||||
#name=canyon
|
||||
#char=X
|
||||
#[/terrain]
|
||||
|
||||
# 'y' and 'z' are reserved chars
|
||||
# They can be used at the discretion of campaign designers
|
||||
|
|
|
@ -52,12 +52,15 @@ void terrain_builder::tile::rebuild_cache(const std::string &tod) const
|
|||
images_background.clear();
|
||||
images_foreground.clear();
|
||||
|
||||
// std::cerr << "rebuilding cache\n";
|
||||
std::multimap<int, const rule_image*>::const_iterator itor;
|
||||
|
||||
util::array<std::string, 2> search_variants;
|
||||
search_variants[0] = tod;
|
||||
|
||||
for(itor = images.begin(); itor != images.end(); ++itor) {
|
||||
// std::cerr << "layer is " << itor->first << "\n";
|
||||
// std::cerr << "image is " << itor->second->variants.find("")->second.image.get_current_frame().get_filename() << "\n";
|
||||
|
||||
for(util::array<std::string, 2>::const_iterator var_name = search_variants.begin();
|
||||
var_name != search_variants.end(); ++var_name) {
|
||||
|
@ -204,21 +207,6 @@ bool terrain_builder::rule_valid(const building_rule &rule)
|
|||
constraint_set::const_iterator constraint;
|
||||
rule_image_variantlist::const_iterator variant;
|
||||
|
||||
#if 0
|
||||
for(image = rule.images.begin();
|
||||
image != rule.images.end(); ++image) {
|
||||
|
||||
for(variant = image->variants.begin(); variant != image->variants.end(); ++variant) {
|
||||
|
||||
std::string s = variant->second.image_string;
|
||||
s = s.substr(0, s.find_first_of(",:"));
|
||||
|
||||
if(!image::exists("terrain/" + s + ".png"))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
for(constraint = rule.constraints.begin();
|
||||
constraint != rule.constraints.end(); ++constraint) {
|
||||
for(image = constraint->second.images.begin();
|
||||
|
@ -247,22 +235,6 @@ bool terrain_builder::start_animation(building_rule &rule)
|
|||
for(constraint = rule.constraints.begin();
|
||||
constraint != rule.constraints.end(); ++constraint) {
|
||||
|
||||
#if 0
|
||||
for(image = rule.images.begin();
|
||||
image != rule.images.end(); ++image) {
|
||||
|
||||
for(variant = image->variants.begin(); variant != image->variants.end(); ++variant) {
|
||||
|
||||
animated<image::locator> th(variant->second.image_string,
|
||||
locator_string_initializer());
|
||||
|
||||
variant->second.image = th;
|
||||
variant->second.image.start_animation(0, animated<image::locator>::INFINITE_CYCLES);
|
||||
variant->second.image.update_current_frame();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
for(image = constraint->second.images.begin();
|
||||
image != constraint->second.images.end();
|
||||
++image) {
|
||||
|
@ -379,9 +351,6 @@ terrain_builder::building_rule terrain_builder::rotate_rule(const terrain_builde
|
|||
std::cerr << "Error: invalid rotations\n";
|
||||
return ret;
|
||||
}
|
||||
#if 0
|
||||
ret.images = rule.images;
|
||||
#endif
|
||||
ret.location_constraints = rule.location_constraints;
|
||||
ret.probability = rule.probability;
|
||||
ret.precedence = rule.precedence;
|
||||
|
@ -429,14 +398,6 @@ void terrain_builder::add_images_from_config(rule_imagelist& images, const confi
|
|||
{
|
||||
const config::child_list& cimages = cfg.get_children("image");
|
||||
|
||||
#if 0
|
||||
for(config::child_list::const_iterator itor = cimages.begin(); itor != cimages.end(); ++itor) {
|
||||
const int z_index = atoi((**itor)["z_index"].c_str());
|
||||
const std::string &name = (**itor)["name"];
|
||||
|
||||
images.insert(std::pair<int, std::string>(z_index, name));
|
||||
}
|
||||
#endif
|
||||
|
||||
for(config::child_list::const_iterator img = cimages.begin(); img != cimages.end(); ++img) {
|
||||
|
||||
|
@ -795,23 +756,6 @@ void terrain_builder::apply_rule(const terrain_builder::building_rule &rule, con
|
|||
|
||||
tile& btile = tile_map_[tloc];
|
||||
|
||||
#if 0
|
||||
for(img = rule.images.begin(); img != rule.images.end(); ++img) {
|
||||
#if 0
|
||||
th.start_animation(0,animated<image::locator>::INFINITE_CYCLES);
|
||||
th.update_current_frame();
|
||||
|
||||
//image::locator th(img->second, constraint->second.loc);
|
||||
if(img->first < 0) {
|
||||
btile.images_background.push_back(th);
|
||||
} else {
|
||||
btile.images_foreground.push_back(th);
|
||||
}
|
||||
#endif
|
||||
btile.images.push_back(std::pair<int, rule_image*>(img->layer, *img));
|
||||
}
|
||||
#endif
|
||||
|
||||
//std::multimap<int, std::string>::const_iterator img;
|
||||
|
||||
for(img = constraint->second.images.begin(); img != constraint->second.images.end(); ++img) {
|
||||
|
|
|
@ -1644,7 +1644,7 @@ std::vector<surface> display::get_terrain_images(int x, int y, image::TYPE image
|
|||
res.push_back(surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(terrain_type == ADJACENT_FOREGROUND) {
|
||||
const std::vector<std::string> fog_shroud = get_fog_shroud_graphics(gamemap::location(x,y));
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
See the COPYING file for more details.
|
||||
*/
|
||||
#include "game_config.hpp"
|
||||
#include <config.h>
|
||||
#include "config.h"
|
||||
|
||||
#include <cstdlib>
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@
|
|||
#include "widgets/button.hpp"
|
||||
#include "widgets/slider.hpp"
|
||||
#include "widgets/menu.hpp"
|
||||
#include <config.h>
|
||||
#include "config.h"
|
||||
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
|
|
Loading…
Add table
Reference in a new issue