add special cases for tropical tree in water and great tree in water

This commit is contained in:
Jérémy Rosen 2010-03-28 20:46:29 +00:00
parent 0802688e1b
commit cb526b0dae
14 changed files with 33 additions and 2 deletions

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@ -7,6 +7,7 @@ Animated water branch
* added a new "snowy castle" terrain
* added new mausoleum scenery
* added new "snowy fort"
* graphics for tropical forest over water and great tree over water
Version 1.7.13+svn:

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@ -24,6 +24,7 @@
{SIMPLE_FOREST_TERRAIN Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine-sparse}
{SIMPLE_FOREST_TERRAIN *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine}
{SIMPLE_FOREST_TERRAIN W*^Ft (C*,K*,X*,Ql*,Qx*,Gv*,M*,*^V*) forest/tropical-water}
{SIMPLE_FOREST_TERRAIN *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/tropical}
{SIMPLE_FOREST_TERRAIN Ha*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/snow-forest-sparse}
@ -57,6 +58,10 @@
# Great-tree
#33% 17% 50%
{OVERLAY_P W*^Fet 33 forest/great-tree-water3}
{OVERLAY_P W*^Fet 25 forest/great-tree-water2}
{OVERLAY_P W*^Fet 100 forest/great-tree-water1}
{OVERLAY_P *^Fet 33 forest/great-tree3}
{OVERLAY_P *^Fet 25 forest/great-tree2}
{OVERLAY_P *^Fet 100 forest/great-tree1}
@ -238,7 +243,7 @@
# draw the walls!
{WALL_ADJACENT Xol (!,Xo*, Xu) ANIMATION_10 walls/wall-stone-lit walls/wall-stone-base}
{WALL_ADJACENT_COMBINED Xol* Xo* (!,Xo*, Xu) ANIMATION_10 walls/wall-stone-lit IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
{WALL_ADJACENT Xo* (!,Xo*, Xu) IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
#
# > B A S E T E R R A I N S <

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@ -1372,3 +1372,28 @@
#{DISABLE_CAVEWALL ({TERRAIN_PATTERN}) ({ADJACENT})}
#enddef
#define WALL_ADJACENT_COMBINED TERRAIN_PATTERN INSIDE ADJACENT BUILDER IMAGESTEM BUILDER2 IMAGESTEM2 BASE_NAME
{DISABLE_TRANSITIONS ({TERRAIN_PATTERN})}
{KEEP_BASE ({TERRAIN_PATTERN}) {BASE_NAME}}
{WALL_ADJACENT_6 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_6 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
{WALL_ADJACENT_5 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_5 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
{WALL_ADJACENT_4 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_4 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
{WALL_ADJACENT_3 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_3 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
{WALL_ADJACENT_2 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_2 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
{WALL_ADJACENT_1 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
{WALL_ADJACENT_1 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
# disable castle walls and cave
# note: commented out until these macros exist in trunk
#{DISABLE_CASTLES ({TERRAIN_PATTERN}) ({ADJACENT})}
#{DISABLE_CAVEWALL ({TERRAIN_PATTERN}) ({ADJACENT})}
#enddef

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@ -1451,7 +1451,7 @@
[terrain_type]
symbol_image=walls/wall-stone-tile
id=wall_stone_lit
name= _ "Wall, Lit"
name= _ "Wall"
string=Xol
aliasof=Xu
editor_group=cave,wall